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Comparing deliantra/server/common/object.C (file contents):
Revision 1.54 by root, Fri Nov 17 19:40:53 2006 UTC vs.
Revision 1.185 by root, Fri Aug 24 01:23:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
34 37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
300 return 0; 299 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 301 return 0;
303 } 302 }
304 303
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
307 { 305 {
308 ob1->optimise (); 306 ob1->optimise ();
309 ob2->optimise (); 307 ob2->optimise ();
310 308
311 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
312 return 0; 311 return 0;
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
325sum_weight (object *op) 324sum_weight (object *op)
326{ 325{
327 long sum; 326 long sum;
328 object *inv; 327 object *inv;
329 328
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 330 {
332 if (inv->inv) 331 if (inv->inv)
333 sum_weight (inv); 332 sum_weight (inv);
333
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 335 }
336 336
337 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 354 op = op->env;
355 return op; 355 return op;
356} 356}
357 357
358/* 358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 360 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
377 */ 362 */
378
379char * 363char *
380dump_object (object *op) 364dump_object (object *op)
381{ 365{
382 if (!op) 366 if (!op)
383 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
384 368
385 object_freezer freezer; 369 object_freezer freezer;
386 save_object (freezer, op, 3); 370 op->write (freezer);
387 return freezer.as_string (); 371 return freezer.as_string ();
388} 372}
389 373
390/* 374/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
394 */ 378 */
395
396object * 379object *
397get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
398{ 381{
399 object *tmp, *closest; 382 object *tmp, *closest;
400 int last_dist, i; 383 int last_dist, i;
408} 391}
409 392
410/* 393/*
411 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
412 */ 395 */
413
414object * 396object *
415find_object (tag_t i) 397find_object (tag_t i)
416{ 398{
417 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
418 if (op->count == i) 400 if (op->count == i)
419 return op; 401 return op;
420 402
421 return 0; 403 return 0;
422} 404}
423 405
424/* 406/*
425 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
428 */ 410 */
429
430object * 411object *
431find_object_name (const char *str) 412find_object_name (const char *str)
432{ 413{
433 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
434 object *op; 415 object *op;
435 416
436 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
437 if (op->name == str_) 418 if (op->name == str_)
438 break; 419 break;
439 420
440 return op; 421 return op;
441} 422}
447} 428}
448 429
449/* 430/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
452 */ 434 */
453void 435void
454object::set_owner (object *owner) 436object::set_owner (object *owner)
455{ 437{
438 // allow objects which own objects
456 if (!owner) 439 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 440 while (owner->owner)
467 owner = owner->owner; 441 owner = owner->owner;
468 442
469 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
470} 510}
471 511
472/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 513 * refcounts and freeing the links.
474 */ 514 */
475static void 515static void
476free_key_values (object *op) 516free_key_values (object *op)
477{ 517{
478 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
479 { 519 {
480 key_value *next = i->next; 520 key_value *next = i->next;
481 delete i; 521 delete i;
482 522
483 i = next; 523 i = next;
484 } 524 }
485 525
486 op->key_values = 0; 526 op->key_values = 0;
487} 527}
488 528
489void object::clear () 529object &
530object::operator =(const object &src)
490{ 531{
491 attachable_base::clear (); 532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
492 534
493 free_key_values (this); 535 *(object_copy *)this = src;
494 536
495 owner = 0; 537 flag [FLAG_FREED] = is_freed;
496 name = 0; 538 flag [FLAG_REMOVED] = is_removed;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548void
549copy_object (object *op2, object *op)
550{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 539
564 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
565 if (op2->key_values) 541 if (src.key_values)
566 { 542 {
567 key_value *tail = 0; 543 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 544 key_values = 0;
571 545
572 for (i = op2->key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
573 { 547 {
574 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
575 549
576 new_link->next = 0; 550 new_link->next = 0;
577 new_link->key = i->key; 551 new_link->key = i->key;
578 new_link->value = i->value; 552 new_link->value = i->value;
579 553
580 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
581 if (!op->key_values) 555 if (!key_values)
582 { 556 {
583 op->key_values = new_link; 557 key_values = new_link;
584 tail = new_link; 558 tail = new_link;
585 } 559 }
586 else 560 else
587 { 561 {
588 tail->next = new_link; 562 tail->next = new_link;
589 tail = new_link; 563 tail = new_link;
590 } 564 }
591 } 565 }
592 } 566 }
567}
593 568
594 update_ob_speed (op); 569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
584
585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
605}
606
607object *
608object::clone ()
609{
610 object *neu = create ();
611 copy_to (neu);
612 return neu;
595} 613}
596 614
597/* 615/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 616 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 617 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 618 * be called to update the face variable, _and_ how it looks on the map.
601 */ 619 */
602
603void 620void
604update_turn_face (object *op) 621update_turn_face (object *op)
605{ 622{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 624 return;
625
608 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
610} 628}
611 629
612/* 630/*
613 * Updates the speed of an object. If the speed changes from 0 to another 631 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 632 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 633 * This function needs to be called whenever the speed of an object changes.
616 */ 634 */
617void 635void
618update_ob_speed (object *op) 636object::set_speed (float speed)
619{ 637{
620 extern int arch_init; 638 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 639 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 641 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 642 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 643
645 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 645
649 if (op->active_next != NULL) 646 if (has_active_speed ())
650 op->active_next->active_prev = op; 647 activate ();
651
652 active_objects = op;
653 }
654 else 648 else
655 { 649 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 650}
679 651
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 652/*
712 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 656 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
719 * 660 *
720 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 662 * current action are:
726 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 666 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
731 */ 668 */
732
733void 669void
734update_object (object *op, int action) 670update_object (object *op, int action)
735{ 671{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL) 672 if (op == NULL)
740 { 673 {
741 /* this should never happen */ 674 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 676 return;
744 } 677 }
745 678
746 if (op->env != NULL) 679 if (op->env)
747 { 680 {
748 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
749 * to do in this case. 682 * to do in this case.
750 */ 683 */
751 return; 684 return;
756 */ 689 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 690 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 691 return;
759 692
760 /* make sure the object is within map boundaries */ 693 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 695 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 697#ifdef MANY_CORES
765 abort (); 698 abort ();
766#endif 699#endif
767 return; 700 return;
768 } 701 }
769 702
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 703 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
777 if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
778 { 708 {
709 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 716 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 717 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 718 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 719 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 720 * to have move_allow right now.
802 */ 721 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 724 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 725 }
809 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 728 * that is being removed.
812 */ 729 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 731 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
817 else 734 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 736
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 737 if (op->more)
827 update_object (op->more, action); 738 update_object (op->more, action);
828}
829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852} 739}
853 740
854object::object () 741object::object ()
855{ 742{
856 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
859 face = blank_face; 746 face = blank_face;
860} 747}
861 748
862object::~object () 749object::~object ()
863{ 750{
751 unlink ();
752
864 free_key_values (this); 753 free_key_values (this);
865} 754}
866 755
756static int object_count;
757
867void object::link () 758void object::link ()
868{ 759{
869 count = ++ob_count; 760 assert (!index);//D
870 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
871 763
872 prev = 0; 764 refcnt_inc ();
873 next = object::first; 765 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 766}
880 767
881void object::unlink () 768void object::unlink ()
882{ 769{
883 if (this == object::first) 770 if (!index)
884 object::first = next; 771 return;
885 772
886 /* Remove this object from the list of used objects */ 773 objects.erase (this);
887 if (prev) prev->next = next; 774 refcnt_dec ();
888 if (next) next->prev = prev; 775}
889 776
890 prev = 0; 777void
891 next = 0; 778object::activate ()
779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
783
784 if (has_active_speed ())
785 actives.insert (this);
786}
787
788void
789object::activate_recursive ()
790{
791 activate ();
792
793 for (object *op = inv; op; op = op->below)
794 op->activate_recursive ();
795}
796
797/* This function removes object 'op' from the list of active
798 * objects.
799 * This should only be used for style maps or other such
800 * reference maps where you don't want an object that isn't
801 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which
803 * will do the right thing based on the speed of the object.
804 */
805void
806object::deactivate ()
807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
811
812 actives.erase (this);
813}
814
815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
832}
833
834/*
835 * Remove and free all objects in the inventory of the given object.
836 * object.c ?
837 */
838void
839object::destroy_inv (bool drop_to_ground)
840{
841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
846 if (!inv)
847 return;
848
849 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects
851 * drop on that space.
852 */
853 if (!drop_to_ground
854 || !map
855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
857 || ms ().move_block == MOVE_ALL)
858 {
859 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy ();
863 }
864 }
865 else
866 { /* Put objects in inventory onto this space */
867 while (inv)
868 {
869 object *op = inv;
870
871 if (op->flag [FLAG_STARTEQUIP]
872 || op->flag [FLAG_NO_DROP]
873 || op->type == RUNE
874 || op->type == TRAP
875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
877 op->destroy ();
878 else
879 map->insert (op, x, y);
880 }
881 }
892} 882}
893 883
894object *object::create () 884object *object::create ()
895{ 885{
896 object *op = new object; 886 object *op = new object;
897 op->link (); 887 op->link ();
898 return op; 888 return op;
899} 889}
900 890
901/* 891void
902 * free_object() frees everything allocated by an object, removes 892object::do_destroy ()
903 * it from the list of used objects, and puts it on the list of 893{
904 * free objects. The IS_FREED() flag is set in the object. 894 attachable::do_destroy ();
905 * The object must have been removed by remove_ob() first for 895
906 * this function to succeed. 896 if (flag [FLAG_IS_LINKED])
907 * 897 remove_button_link (this);
908 * If destroy_inventory is set, free inventory as well. Else drop items in 898
909 * inventory to the ground. 899 if (flag [FLAG_FRIENDLY])
910 */ 900 remove_friendly_object (this);
901
902 if (!flag [FLAG_REMOVED])
903 remove ();
904
905 destroy_inv (true);
906
907 deactivate ();
908 unlink ();
909
910 flag [FLAG_FREED] = 1;
911
912 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
917 {
918 freed_map = new maptile;
919
920 freed_map->name = "/internal/freed_objects_map";
921 freed_map->width = 3;
922 freed_map->height = 3;
923
924 freed_map->alloc ();
925 freed_map->in_memory = MAP_IN_MEMORY;
926 }
927
928 map = freed_map;
929 x = 1;
930 y = 1;
931 }
932
933 if (more)
934 {
935 more->destroy ();
936 more = 0;
937 }
938
939 head = 0;
940
941 // clear those pointers that likely might cause circular references
942 owner = 0;
943 enemy = 0;
944 attacked_by = 0;
945 current_weapon = 0;
946}
947
948void
911void object::destroy (bool destroy_inventory) 949object::destroy (bool destroy_inventory)
912{ 950{
913 if (QUERY_FLAG (this, FLAG_FREED)) 951 if (destroyed ())
914 return; 952 return;
915 953
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 954 if (destroy_inventory)
917 remove_friendly_object (this); 955 destroy_inv (false);
918 956
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 957 if (is_head ())
920 remove_ob (this); 958 if (sound_destroy)
959 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
921 962
922 SET_FLAG (this, FLAG_FREED); 963 attachable::destroy ();
923
924 if (more)
925 {
926 more->destroy (destroy_inventory);
927 more = 0;
928 }
929
930 if (inv)
931 {
932 /* Only if the space blocks everything do we not process -
933 * if some form of movement is allowed, let objects
934 * drop on that space.
935 */
936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
937 {
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943 op->destroy (destroy_inventory);
944 op = tmp;
945 }
946 }
947 else
948 { /* Put objects in inventory onto this space */
949 object *op = inv;
950
951 while (op)
952 {
953 object *tmp = op->below;
954
955 remove_ob (op);
956
957 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
959 free_object (op);
960 else
961 {
962 op->x = x;
963 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
965 }
966
967 op = tmp;
968 }
969 }
970 }
971
972 // clear those pointers that likely might have circular references to us
973 owner = 0;
974 enemy = 0;
975 attacked_by = 0;
976
977 // only relevant for players(?), but make sure of it anyways
978 contr = 0;
979
980 /* Remove object from the active list */
981 speed = 0;
982 update_ob_speed (this);
983
984 unlink ();
985
986 mortals.push_back (this);
987} 964}
988 965
989/* 966/*
990 * sub_weight() recursively (outwards) subtracts a number from the 967 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 968 * weight of an object (and what is carried by it's environment(s)).
992 */ 969 */
993
994void 970void
995sub_weight (object *op, signed long weight) 971sub_weight (object *op, signed long weight)
996{ 972{
997 while (op != NULL) 973 while (op != NULL)
998 { 974 {
1002 op->carrying -= weight; 978 op->carrying -= weight;
1003 op = op->env; 979 op = op->env;
1004 } 980 }
1005} 981}
1006 982
1007/* remove_ob(op): 983/* op->remove ():
1008 * This function removes the object op from the linked list of objects 984 * This function removes the object op from the linked list of objects
1009 * which it is currently tied to. When this function is done, the 985 * which it is currently tied to. When this function is done, the
1010 * object will have no environment. If the object previously had an 986 * object will have no environment. If the object previously had an
1011 * environment, the x and y coordinates will be updated to 987 * environment, the x and y coordinates will be updated to
1012 * the previous environment. 988 * the previous environment.
1013 * Beware: This function is called from the editor as well!
1014 */ 989 */
1015
1016void 990void
1017remove_ob (object *op) 991object::do_remove ()
1018{ 992{
1019 object *tmp, *last = 0; 993 object *tmp, *last = 0;
1020 object *otmp; 994 object *otmp;
1021 995
1022 int check_walk_off;
1023 maptile *m;
1024
1025 sint16 x, y;
1026
1027 if (QUERY_FLAG (op, FLAG_REMOVED)) 996 if (QUERY_FLAG (this, FLAG_REMOVED))
1028 return; 997 return;
1029 998
1030 SET_FLAG (op, FLAG_REMOVED); 999 SET_FLAG (this, FLAG_REMOVED);
1000 INVOKE_OBJECT (REMOVE, this);
1031 1001
1032 if (op->more != NULL) 1002 if (more)
1033 remove_ob (op->more); 1003 more->remove ();
1034 1004
1035 /* 1005 /*
1036 * In this case, the object to be removed is in someones 1006 * In this case, the object to be removed is in someones
1037 * inventory. 1007 * inventory.
1038 */ 1008 */
1039 if (op->env != NULL) 1009 if (env)
1040 { 1010 {
1041 if (op->nrof) 1011 if (nrof)
1042 sub_weight (op->env, op->weight * op->nrof); 1012 sub_weight (env, weight * nrof);
1043 else 1013 else
1044 sub_weight (op->env, op->weight + op->carrying); 1014 sub_weight (env, weight + carrying);
1045 1015
1046 /* NO_FIX_PLAYER is set when a great many changes are being 1016 /* NO_FIX_PLAYER is set when a great many changes are being
1047 * made to players inventory. If set, avoiding the call 1017 * made to players inventory. If set, avoiding the call
1048 * to save cpu time. 1018 * to save cpu time.
1049 */ 1019 */
1050 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1020 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1051 fix_player (otmp); 1021 otmp->update_stats ();
1052 1022
1053 if (op->above != NULL) 1023 if (above)
1054 op->above->below = op->below; 1024 above->below = below;
1055 else 1025 else
1056 op->env->inv = op->below; 1026 env->inv = below;
1057 1027
1058 if (op->below != NULL) 1028 if (below)
1059 op->below->above = op->above; 1029 below->above = above;
1060 1030
1061 /* we set up values so that it could be inserted into 1031 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1032 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1033 * to the caller to decide what we want to do.
1064 */ 1034 */
1065 op->x = op->env->x, op->y = op->env->y; 1035 x = env->x, y = env->y;
1066 op->map = op->env->map; 1036 map = env->map;
1067 op->above = NULL, op->below = NULL; 1037 above = 0, below = 0;
1068 op->env = NULL; 1038 env = 0;
1069 } 1039 }
1070 else if (op->map) 1040 else if (map)
1071 { 1041 {
1072 x = op->x; 1042 if (type == PLAYER)
1073 y = op->y;
1074 m = get_map_from_coord (op->map, &x, &y);
1075
1076 if (!m)
1077 { 1043 {
1078 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1044 // leaving a spot always closes any open container on the ground
1079 op->map->path, op->x, op->y); 1045 if (container && !container->env)
1080 /* in old days, we used to set x and y to 0 and continue. 1046 // this causes spurious floorbox updates, but it ensures
1081 * it seems if we get into this case, something is probablye 1047 // that the CLOSE event is being sent.
1082 * screwed up and should be fixed. 1048 close_container ();
1083 */ 1049
1084 abort (); 1050 --map->players;
1051 map->touch ();
1085 } 1052 }
1086 1053
1087 if (op->map != m) 1054 map->dirty = true;
1088 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1055 mapspace &ms = this->ms ();
1089 op->map->path, m->path, op->x, op->y, x, y);
1090
1091 /* Re did the following section of code - it looks like it had
1092 * lots of logic for things we no longer care about
1093 */
1094 1056
1095 /* link the object above us */ 1057 /* link the object above us */
1096 if (op->above) 1058 if (above)
1097 op->above->below = op->below; 1059 above->below = below;
1098 else 1060 else
1099 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1061 ms.top = below; /* we were top, set new top */
1100 1062
1101 /* Relink the object below us, if there is one */ 1063 /* Relink the object below us, if there is one */
1102 if (op->below) 1064 if (below)
1103 op->below->above = op->above; 1065 below->above = above;
1104 else 1066 else
1105 { 1067 {
1106 /* Nothing below, which means we need to relink map object for this space 1068 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is 1069 * use translated coordinates in case some oddness with map tiling is
1108 * evident 1070 * evident
1109 */ 1071 */
1110 if (GET_MAP_OB (m, x, y) != op) 1072 if (GET_MAP_OB (map, x, y) != this)
1111 {
1112 char *dump = dump_object (op);
1113 LOG (llevError,
1114 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1073 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1115 free (dump);
1116 dump = dump_object (GET_MAP_OB (m, x, y));
1117 LOG (llevError, "%s\n", dump);
1118 free (dump);
1119 }
1120 1074
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1075 ms.bot = above; /* goes on above it. */
1122 } 1076 }
1123 1077
1124 op->above = 0; 1078 above = 0;
1125 op->below = 0; 1079 below = 0;
1126 1080
1127 if (op->map->in_memory == MAP_SAVING) 1081 if (map->in_memory == MAP_SAVING)
1128 return; 1082 return;
1129 1083
1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1084 int check_walk_off = !flag [FLAG_NO_APPLY];
1131 1085
1132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1086 if (object *pl = ms.player ())
1087 {
1088 if (pl->container == this)
1089 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view
1091 * appropriately.
1092 */
1093 pl->close_container ();
1094
1095 pl->contr->ns->floorbox_update ();
1096 }
1097
1098 for (tmp = ms.bot; tmp; tmp = tmp->above)
1133 { 1099 {
1134 /* No point updating the players look faces if he is the object 1100 /* No point updating the players look faces if he is the object
1135 * being removed. 1101 * being removed.
1136 */ 1102 */
1137 1103
1138 if (tmp->type == PLAYER && tmp != op) 1104 /* See if object moving off should effect something */
1105 if (check_walk_off
1106 && ((move_type & tmp->move_off)
1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1139 { 1108 {
1140 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view
1142 * appropriately.
1143 */
1144 if (tmp->container == op)
1145 {
1146 CLEAR_FLAG (op, FLAG_APPLIED);
1147 tmp->container = NULL;
1148 }
1149
1150 tmp->contr->socket.update_look = 1;
1151 }
1152
1153 /* See if player moving off should effect something */
1154 if (check_walk_off
1155 && ((op->move_type & tmp->move_off)
1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 {
1158 move_apply (tmp, op, NULL); 1109 move_apply (tmp, this, 0);
1159 1110
1160 if (op->destroyed ()) 1111 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1112 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1113 }
1163 1114
1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1165
1166 if (tmp->above == tmp)
1167 tmp->above = NULL;
1168
1169 last = tmp; 1115 last = tmp;
1170 } 1116 }
1171 1117
1172 /* last == NULL of there are no objects on this space */ 1118 /* last == NULL if there are no objects on this space */
1119 //TODO: this makes little sense, why only update the topmost object?
1173 if (last == NULL) 1120 if (!last)
1174 { 1121 map->at (x, y).flags_ = 0;
1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1176 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1177 * those out anyways, and if there are any flags set right now, they won't
1178 * be correct anyways.
1179 */
1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1181 update_position (op->map, op->x, op->y);
1182 }
1183 else 1122 else
1184 update_object (last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1185 1124
1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1125 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1187 update_all_los (op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1188 } 1127 }
1189} 1128}
1190 1129
1191/* 1130/*
1192 * merge_ob(op,top): 1131 * merge_ob(op,top):
1200merge_ob (object *op, object *top) 1139merge_ob (object *op, object *top)
1201{ 1140{
1202 if (!op->nrof) 1141 if (!op->nrof)
1203 return 0; 1142 return 0;
1204 1143
1205 if (top == NULL) 1144 if (top)
1206 for (top = op; top != NULL && top->above != NULL; top = top->above); 1145 for (top = op; top && top->above; top = top->above)
1146 ;
1207 1147
1208 for (; top != NULL; top = top->below) 1148 for (; top; top = top->below)
1209 { 1149 {
1210 if (top == op) 1150 if (top == op)
1211 continue; 1151 continue;
1212 if (CAN_MERGE (op, top)) 1152
1153 if (object::can_merge (op, top))
1213 { 1154 {
1214 top->nrof += op->nrof; 1155 top->nrof += op->nrof;
1215 1156
1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1157/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1217 op->weight = 0; /* Don't want any adjustements now */ 1158 op->weight = 0; /* Don't want any adjustements now */
1218 remove_ob (op); 1159 op->destroy ();
1219 free_object (op);
1220 return top; 1160 return top;
1221 } 1161 }
1222 } 1162 }
1223 1163
1224 return 0; 1164 return 0;
1225} 1165}
1226 1166
1167void
1168object::expand_tail ()
1169{
1170 if (more)
1171 return;
1172
1173 object *prev = this;
1174
1175 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1176 {
1177 object *op = arch_to_object (at);
1178
1179 op->name = name;
1180 op->name_pl = name_pl;
1181 op->title = title;
1182
1183 op->head = this;
1184 prev->more = op;
1185
1186 prev = op;
1187 }
1188}
1189
1227/* 1190/*
1228 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1191 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1229 * job preparing multi-part monsters 1192 * job preparing multi-part monsters.
1230 */ 1193 */
1231object * 1194object *
1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1195insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1233{ 1196{
1234 object *tmp;
1235
1236 if (op->head)
1237 op = op->head;
1238
1239 for (tmp = op; tmp; tmp = tmp->more) 1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1240 { 1198 {
1241 tmp->x = x + tmp->arch->clone.x; 1199 tmp->x = x + tmp->arch->x;
1242 tmp->y = y + tmp->arch->clone.y; 1200 tmp->y = y + tmp->arch->y;
1243 } 1201 }
1244 1202
1245 return insert_ob_in_map (op, m, originator, flag); 1203 return insert_ob_in_map (op, m, originator, flag);
1246} 1204}
1247 1205
1263 * Return value: 1221 * Return value:
1264 * new object if 'op' was merged with other object 1222 * new object if 'op' was merged with other object
1265 * NULL if 'op' was destroyed 1223 * NULL if 'op' was destroyed
1266 * just 'op' otherwise 1224 * just 'op' otherwise
1267 */ 1225 */
1268
1269object * 1226object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1228{
1229 assert (!op->flag [FLAG_FREED]);
1230
1272 object *tmp, *top, *floor = NULL; 1231 object *top, *floor = NULL;
1273 sint16 x, y;
1274 1232
1275 if (QUERY_FLAG (op, FLAG_FREED)) 1233 op->remove ();
1276 {
1277 LOG (llevError, "Trying to insert freed object!\n");
1278 return NULL;
1279 }
1280
1281 if (m == NULL)
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1285 free (dump);
1286 return op;
1287 }
1288 1234
1289 if (out_of_map (m, op->x, op->y)) 1235 if (out_of_map (m, op->x, op->y))
1290 { 1236 {
1291 char *dump = dump_object (op);
1292 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1293#ifdef MANY_CORES 1238#ifdef MANY_CORES
1294 /* Better to catch this here, as otherwise the next use of this object 1239 /* Better to catch this here, as otherwise the next use of this object
1295 * is likely to cause a crash. Better to find out where it is getting 1240 * is likely to cause a crash. Better to find out where it is getting
1296 * improperly inserted. 1241 * improperly inserted.
1297 */ 1242 */
1298 abort (); 1243 abort ();
1299#endif 1244#endif
1300 free (dump);
1301 return op; 1245 return op;
1302 } 1246 }
1303 1247
1304 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1248 if (object *more = op->more)
1305 { 1249 if (!insert_ob_in_map (more, m, originator, flag))
1306 char *dump = dump_object (op);
1307 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1308 free (dump);
1309 return op; 1250 return 0;
1310 }
1311
1312 if (op->more != NULL)
1313 {
1314 /* The part may be on a different map. */
1315
1316 object *more = op->more;
1317
1318 /* We really need the caller to normalize coordinates - if
1319 * we set the map, that doesn't work if the location is within
1320 * a map and this is straddling an edge. So only if coordinate
1321 * is clear wrong do we normalize it.
1322 */
1323 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1324 more->map = get_map_from_coord (m, &more->x, &more->y);
1325 else if (!more->map)
1326 {
1327 /* For backwards compatibility - when not dealing with tiled maps,
1328 * more->map should always point to the parent.
1329 */
1330 more->map = m;
1331 }
1332
1333 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1334 {
1335 if (!op->head)
1336 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1337
1338 return NULL;
1339 }
1340 }
1341 1251
1342 CLEAR_FLAG (op, FLAG_REMOVED); 1252 CLEAR_FLAG (op, FLAG_REMOVED);
1343 1253
1344 /* Ideally, the caller figures this out. However, it complicates a lot 1254 /* Ideally, the caller figures this out. However, it complicates a lot
1345 * of areas of callers (eg, anything that uses find_free_spot would now 1255 * of areas of callers (eg, anything that uses find_free_spot would now
1346 * need extra work 1256 * need extra work
1347 */ 1257 */
1348 op->map = get_map_from_coord (m, &op->x, &op->y); 1258 if (!xy_normalise (m, op->x, op->y))
1349 x = op->x; 1259 return 0;
1350 y = op->y; 1260
1261 op->map = m;
1262 mapspace &ms = op->ms ();
1351 1263
1352 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1353 */ 1265 */
1354 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1356 if (CAN_MERGE (op, tmp)) 1268 if (object::can_merge (op, tmp))
1357 { 1269 {
1358 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1359 remove_ob (tmp); 1271 tmp->destroy ();
1360 free_object (tmp);
1361 } 1272 }
1362 1273
1363 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1274 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1275 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365 1276
1378 op->below = originator->below; 1289 op->below = originator->below;
1379 1290
1380 if (op->below) 1291 if (op->below)
1381 op->below->above = op; 1292 op->below->above = op;
1382 else 1293 else
1383 SET_MAP_OB (op->map, op->x, op->y, op); 1294 ms.bot = op;
1384 1295
1385 /* since *below* originator, no need to update top */ 1296 /* since *below* originator, no need to update top */
1386 originator->below = op; 1297 originator->below = op;
1387 } 1298 }
1388 else 1299 else
1389 { 1300 {
1301 top = ms.bot;
1302
1390 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1391 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1304 if ((!(flag & INS_MAP_LOAD)) && top)
1392 { 1305 {
1393 object *last = NULL; 1306 object *last = 0;
1394 1307
1395 /* 1308 /*
1396 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1397 * We've already dealt with merging if appropriate. 1310 * We've already dealt with merging if appropriate.
1398 * Generally, we want to put the new object on top. But if 1311 * Generally, we want to put the new object on top. But if
1402 * once we get to them. This reduces the need to traverse over all of 1315 * once we get to them. This reduces the need to traverse over all of
1403 * them when adding another one - this saves quite a bit of cpu time 1316 * them when adding another one - this saves quite a bit of cpu time
1404 * when lots of spells are cast in one area. Currently, it is presumed 1317 * when lots of spells are cast in one area. Currently, it is presumed
1405 * that flying non pickable objects are spell objects. 1318 * that flying non pickable objects are spell objects.
1406 */ 1319 */
1407 1320 for (top = ms.bot; top; top = top->above)
1408 while (top != NULL)
1409 { 1321 {
1410 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1411 floor = top; 1323 floor = top;
1412 1324
1413 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1325 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1416 top = top->below; 1328 top = top->below;
1417 break; 1329 break;
1418 } 1330 }
1419 1331
1420 last = top; 1332 last = top;
1421 top = top->above;
1422 } 1333 }
1423 1334
1424 /* Don't want top to be NULL, so set it to the last valid object */ 1335 /* Don't want top to be NULL, so set it to the last valid object */
1425 top = last; 1336 top = last;
1426 1337
1428 * looks like instead of lots of conditions here. 1339 * looks like instead of lots of conditions here.
1429 * makes things faster, and effectively the same result. 1340 * makes things faster, and effectively the same result.
1430 */ 1341 */
1431 1342
1432 /* Have object 'fall below' other objects that block view. 1343 /* Have object 'fall below' other objects that block view.
1433 * Unless those objects are exits, type 66 1344 * Unless those objects are exits.
1434 * If INS_ON_TOP is used, don't do this processing 1345 * If INS_ON_TOP is used, don't do this processing
1435 * Need to find the object that in fact blocks view, otherwise 1346 * Need to find the object that in fact blocks view, otherwise
1436 * stacking is a bit odd. 1347 * stacking is a bit odd.
1437 */ 1348 */
1438 if (!(flag & INS_ON_TOP) && 1349 if (!(flag & INS_ON_TOP)
1439 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1350 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility))
1440 { 1352 {
1441 for (last = top; last != floor; last = last->below) 1353 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1443 break; 1355 break;
1356
1444 /* Check to see if we found the object that blocks view, 1357 /* Check to see if we found the object that blocks view,
1445 * and make sure we have a below pointer for it so that 1358 * and make sure we have a below pointer for it so that
1446 * we can get inserted below this one, which requires we 1359 * we can get inserted below this one, which requires we
1447 * set top to the object below us. 1360 * set top to the object below us.
1448 */ 1361 */
1449 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1450 top = last->below; 1363 top = last->below;
1451 } 1364 }
1452 } /* If objects on this space */ 1365 } /* If objects on this space */
1453
1454 if (flag & INS_MAP_LOAD) 1366 if (flag & INS_MAP_LOAD)
1455 top = GET_MAP_TOP (op->map, op->x, op->y); 1367 top = ms.top;
1456 1368
1457 if (flag & INS_ABOVE_FLOOR_ONLY) 1369 if (flag & INS_ABOVE_FLOOR_ONLY)
1458 top = floor; 1370 top = floor;
1459 1371
1460 /* Top is the object that our object (op) is going to get inserted above. 1372 /* Top is the object that our object (op) is going to get inserted above.
1461 */ 1373 */
1462 1374
1463 /* First object on this space */ 1375 /* First object on this space */
1464 if (!top) 1376 if (!top)
1465 { 1377 {
1466 op->above = GET_MAP_OB (op->map, op->x, op->y); 1378 op->above = ms.bot;
1467 1379
1468 if (op->above) 1380 if (op->above)
1469 op->above->below = op; 1381 op->above->below = op;
1470 1382
1471 op->below = NULL; 1383 op->below = 0;
1472 SET_MAP_OB (op->map, op->x, op->y, op); 1384 ms.bot = op;
1473 } 1385 }
1474 else 1386 else
1475 { /* get inserted into the stack above top */ 1387 { /* get inserted into the stack above top */
1476 op->above = top->above; 1388 op->above = top->above;
1477 1389
1480 1392
1481 op->below = top; 1393 op->below = top;
1482 top->above = op; 1394 top->above = op;
1483 } 1395 }
1484 1396
1485 if (op->above == NULL) 1397 if (!op->above)
1486 SET_MAP_TOP (op->map, op->x, op->y, op); 1398 ms.top = op;
1487 } /* else not INS_BELOW_ORIGINATOR */ 1399 } /* else not INS_BELOW_ORIGINATOR */
1488 1400
1489 if (op->type == PLAYER) 1401 if (op->type == PLAYER)
1402 {
1490 op->contr->do_los = 1; 1403 op->contr->do_los = 1;
1404 ++op->map->players;
1405 op->map->touch ();
1406 }
1491 1407
1492 /* If we have a floor, we know the player, if any, will be above 1408 op->map->dirty = true;
1493 * it, so save a few ticks and start from there. 1409
1494 */
1495 if (!(flag & INS_MAP_LOAD)) 1410 if (!(flag & INS_MAP_LOAD))
1496 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1411 if (object *pl = ms.player ())
1497 if (tmp->type == PLAYER) 1412 pl->contr->ns->floorbox_update ();
1498 tmp->contr->socket.update_look = 1;
1499 1413
1500 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really 1415 * visible to others on this map. But update_all_los is really
1502 * an inefficient way to do this, as it means los for all players 1416 * an inefficient way to do this, as it means los for all players
1503 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1504 * be far away from this change and not affected in any way - 1418 * be far away from this change and not affected in any way -
1505 * this should get redone to only look for players within range, 1419 * this should get redone to only look for players within range,
1506 * or just updating the P_NEED_UPDATE for spaces within this area 1420 * or just updating the P_UPTODATE for spaces within this area
1507 * of effect may be sufficient. 1421 * of effect may be sufficient.
1508 */ 1422 */
1509 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1423 if (op->map->darkness && (op->glow_radius != 0))
1510 update_all_los (op->map, op->x, op->y); 1424 update_all_los (op->map, op->x, op->y);
1511 1425
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1426 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT); 1427 update_object (op, UP_OBJ_INSERT);
1514 1428
1429 INVOKE_OBJECT (INSERT, op);
1430
1515 /* Don't know if moving this to the end will break anything. However, 1431 /* Don't know if moving this to the end will break anything. However,
1516 * we want to have update_look set above before calling this. 1432 * we want to have floorbox_update called before calling this.
1517 * 1433 *
1518 * check_move_on() must be after this because code called from 1434 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like 1435 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object(). 1437 * update_object().
1522 */ 1438 */
1523 1439
1524 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* if this is not the head or flag has been passed, don't check walk on status */
1525 if (!(flag & INS_NO_WALK_ON) && !op->head) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1526 { 1442 {
1527 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1528 return NULL; 1444 return 0;
1529 1445
1530 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1531 * walk on's. 1447 * walk on's.
1532 */ 1448 */
1533 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1534 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1535 return NULL; 1451 return 0;
1536 } 1452 }
1537 1453
1538 return op; 1454 return op;
1539} 1455}
1540 1456
1541/* this function inserts an object in the map, but if it 1457/* this function inserts an object in the map, but if it
1542 * finds an object of its own type, it'll remove that one first. 1458 * finds an object of its own type, it'll remove that one first.
1543 * op is the object to insert it under: supplies x and the map. 1459 * op is the object to insert it under: supplies x and the map.
1544 */ 1460 */
1545void 1461void
1546replace_insert_ob_in_map (const char *arch_string, object *op) 1462replace_insert_ob_in_map (const char *arch_string, object *op)
1547{ 1463{
1548 object * 1464 object *tmp, *tmp1;
1549 tmp;
1550 object *
1551 tmp1;
1552 1465
1553 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1554 1467
1555 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1556 {
1557 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1558 { 1470 tmp->destroy ();
1559 remove_ob (tmp);
1560 free_object (tmp);
1561 }
1562 }
1563 1471
1564 tmp1 = arch_to_object (archetype::find (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1565 1473
1566 tmp1->x = op->x; 1474 tmp1->x = op->x;
1567 tmp1->y = op->y; 1475 tmp1->y = op->y;
1568 insert_ob_in_map (tmp1, op->map, op, 0); 1476 insert_ob_in_map (tmp1, op->map, op, 0);
1477}
1478
1479object *
1480object::insert_at (object *where, object *originator, int flags)
1481{
1482 return where->map->insert (this, where->x, where->y, originator, flags);
1569} 1483}
1570 1484
1571/* 1485/*
1572 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1573 * is returned contains nr objects, and the remaining parts contains 1487 * is returned contains nr objects, and the remaining parts contains
1574 * the rest (or is removed and freed if that number is 0). 1488 * the rest (or is removed and freed if that number is 0).
1575 * On failure, NULL is returned, and the reason put into the 1489 * On failure, NULL is returned, and the reason put into the
1576 * global static errmsg array. 1490 * global static errmsg array.
1577 */ 1491 */
1578
1579object * 1492object *
1580get_split_ob (object *orig_ob, uint32 nr) 1493get_split_ob (object *orig_ob, uint32 nr)
1581{ 1494{
1582 object * 1495 object *newob;
1583 newob;
1584 int
1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1586 1497
1587 if (orig_ob->nrof < nr) 1498 if (orig_ob->nrof < nr)
1588 { 1499 {
1589 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1590 return NULL; 1501 return NULL;
1591 } 1502 }
1592 1503
1593 newob = object_create_clone (orig_ob); 1504 newob = object_create_clone (orig_ob);
1594 1505
1595 if ((orig_ob->nrof -= nr) < 1) 1506 if ((orig_ob->nrof -= nr) < 1)
1596 { 1507 orig_ob->destroy (1);
1597 if (!is_removed)
1598 remove_ob (orig_ob);
1599 free_object2 (orig_ob, 1);
1600 }
1601 else if (!is_removed) 1508 else if (!is_removed)
1602 { 1509 {
1603 if (orig_ob->env != NULL) 1510 if (orig_ob->env != NULL)
1604 sub_weight (orig_ob->env, orig_ob->weight * nr); 1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1605 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1620 * the amount of an object. If the amount reaches 0, the object 1527 * the amount of an object. If the amount reaches 0, the object
1621 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1622 * 1529 *
1623 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1624 */ 1531 */
1625
1626object * 1532object *
1627decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1628{ 1534{
1629 object *tmp; 1535 object *tmp;
1630 player *pl;
1631 1536
1632 if (i == 0) /* objects with op->nrof require this check */ 1537 if (i == 0) /* objects with op->nrof require this check */
1633 return op; 1538 return op;
1634 1539
1635 if (i > op->nrof) 1540 if (i > op->nrof)
1636 i = op->nrof; 1541 i = op->nrof;
1637 1542
1638 if (QUERY_FLAG (op, FLAG_REMOVED)) 1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i; 1544 op->nrof -= i;
1640 else if (op->env != NULL) 1545 else if (op->env)
1641 { 1546 {
1642 /* is this object in the players inventory, or sub container 1547 /* is this object in the players inventory, or sub container
1643 * therein? 1548 * therein?
1644 */ 1549 */
1645 tmp = is_player_inv (op->env); 1550 tmp = op->in_player ();
1646 /* nope. Is this a container the player has opened? 1551 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player. 1552 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly 1553 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map, 1554 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player. 1555 * and then searching the map for a player.
1651 */ 1556 */
1652 if (!tmp) 1557 if (!tmp)
1653 { 1558 for_all_players (pl)
1654 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env) 1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1656 break; 1562 break;
1657 if (pl)
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 } 1563 }
1662 1564
1663 if (i < op->nrof) 1565 if (i < op->nrof)
1664 { 1566 {
1665 sub_weight (op->env, op->weight * i); 1567 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i; 1568 op->nrof -= i;
1667 if (tmp) 1569 if (tmp)
1668 {
1669 esrv_send_item (tmp, op); 1570 esrv_send_item (tmp, op);
1670 }
1671 } 1571 }
1672 else 1572 else
1673 { 1573 {
1674 remove_ob (op); 1574 op->remove ();
1675 op->nrof = 0; 1575 op->nrof = 0;
1676 if (tmp) 1576 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count); 1577 esrv_del_item (tmp->contr, op->count);
1679 }
1680 } 1578 }
1681 } 1579 }
1682 else 1580 else
1683 { 1581 {
1684 object *above = op->above; 1582 object *above = op->above;
1685 1583
1686 if (i < op->nrof) 1584 if (i < op->nrof)
1687 op->nrof -= i; 1585 op->nrof -= i;
1688 else 1586 else
1689 { 1587 {
1690 remove_ob (op); 1588 op->remove ();
1691 op->nrof = 0; 1589 op->nrof = 0;
1692 } 1590 }
1693 1591
1694 /* Since we just removed op, op->above is null */ 1592 /* Since we just removed op, op->above is null */
1695 for (tmp = above; tmp != NULL; tmp = tmp->above) 1593 for (tmp = above; tmp; tmp = tmp->above)
1696 if (tmp->type == PLAYER) 1594 if (tmp->type == PLAYER)
1697 { 1595 {
1698 if (op->nrof) 1596 if (op->nrof)
1699 esrv_send_item (tmp, op); 1597 esrv_send_item (tmp, op);
1700 else 1598 else
1704 1602
1705 if (op->nrof) 1603 if (op->nrof)
1706 return op; 1604 return op;
1707 else 1605 else
1708 { 1606 {
1709 free_object (op); 1607 op->destroy ();
1710 return NULL; 1608 return 0;
1711 } 1609 }
1712} 1610}
1713 1611
1714/* 1612/*
1715 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1716 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1717 */ 1615 */
1718
1719void 1616void
1720add_weight (object *op, signed long weight) 1617add_weight (object *op, signed long weight)
1721{ 1618{
1722 while (op != NULL) 1619 while (op != NULL)
1723 { 1620 {
1727 op->carrying += weight; 1624 op->carrying += weight;
1728 op = op->env; 1625 op = op->env;
1729 } 1626 }
1730} 1627}
1731 1628
1732/*
1733 * insert_ob_in_ob(op,environment):
1734 * This function inserts the object op in the linked list
1735 * inside the object environment.
1736 *
1737 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1738 * the inventory at the last position or next to other objects of the same
1739 * type.
1740 * Frank: Now sorted by type, archetype and magic!
1741 *
1742 * The function returns now pointer to inserted item, and return value can
1743 * be != op, if items are merged. -Tero
1744 */
1745
1746object * 1629object *
1747insert_ob_in_ob (object *op, object *where) 1630insert_ob_in_ob (object *op, object *where)
1748{ 1631{
1749 object * 1632 if (!where)
1750 tmp, *
1751 otmp;
1752
1753 if (!QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 char *dump = dump_object (op);
1756 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757 free (dump);
1758 return op;
1759 }
1760
1761 if (where == NULL)
1762 { 1633 {
1763 char *dump = dump_object (op); 1634 char *dump = dump_object (op);
1764 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765 free (dump); 1636 free (dump);
1766 return op; 1637 return op;
1767 } 1638 }
1768 1639
1769 if (where->head) 1640 if (where->head_ () != where)
1770 { 1641 {
1771 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1772 where = where->head; 1643 where = where->head;
1773 } 1644 }
1645
1646 return where->insert (op);
1647}
1648
1649/*
1650 * env->insert (op)
1651 * This function inserts the object op in the linked list
1652 * inside the object environment.
1653 *
1654 * The function returns now pointer to inserted item, and return value can
1655 * be != op, if items are merged. -Tero
1656 */
1657object *
1658object::insert (object *op)
1659{
1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 op->remove ();
1774 1662
1775 if (op->more) 1663 if (op->more)
1776 { 1664 {
1777 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1665 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1778 return op; 1666 return op;
1779 } 1667 }
1780 1668
1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1782 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1783 if (op->nrof) 1672 if (op->nrof)
1784 { 1673 {
1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1786 if (CAN_MERGE (tmp, op)) 1675 if (object::can_merge (tmp, op))
1787 { 1676 {
1788 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1789 (client needs the original object) */ 1678 (client needs the original object) */
1790 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1791 /* Weight handling gets pretty funky. Since we are adding to 1680 /* Weight handling gets pretty funky. Since we are adding to
1792 * tmp->nrof, we need to increase the weight. 1681 * tmp->nrof, we need to increase the weight.
1793 */ 1682 */
1794 add_weight (where, op->weight * op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1795 SET_FLAG (op, FLAG_REMOVED); 1684 SET_FLAG (op, FLAG_REMOVED);
1796 free_object (op); /* free the inserted object */ 1685 op->destroy (); /* free the inserted object */
1797 op = tmp; 1686 op = tmp;
1798 remove_ob (op); /* and fix old object's links */ 1687 op->remove (); /* and fix old object's links */
1799 CLEAR_FLAG (op, FLAG_REMOVED); 1688 CLEAR_FLAG (op, FLAG_REMOVED);
1800 break; 1689 break;
1801 } 1690 }
1802 1691
1803 /* I assume combined objects have no inventory 1692 /* I assume combined objects have no inventory
1804 * We add the weight - this object could have just been removed 1693 * We add the weight - this object could have just been removed
1805 * (if it was possible to merge). calling remove_ob will subtract 1694 * (if it was possible to merge). calling remove_ob will subtract
1806 * the weight, so we need to add it in again, since we actually do 1695 * the weight, so we need to add it in again, since we actually do
1807 * the linking below 1696 * the linking below
1808 */ 1697 */
1809 add_weight (where, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1810 } 1699 }
1811 else 1700 else
1812 add_weight (where, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1813 1702
1814 otmp = is_player_inv (where); 1703 if (object *otmp = this->in_player ())
1815 if (otmp && otmp->contr != NULL)
1816 {
1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1818 fix_player (otmp); 1705 otmp->update_stats ();
1819 }
1820 1706
1707 op->owner = 0; // its his/hers now. period.
1821 op->map = NULL; 1708 op->map = 0;
1822 op->env = where; 1709 op->env = this;
1823 op->above = NULL; 1710 op->above = 0;
1824 op->below = NULL; 1711 op->below = 0;
1825 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1826 1713
1827 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1828 if ((op->glow_radius != 0) && where->map) 1715 if (op->glow_radius && map)
1829 { 1716 {
1830#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1831 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1832#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map)) 1720 if (map->darkness)
1834 update_all_los (where->map, where->x, where->y); 1721 update_all_los (map, x, y);
1835 } 1722 }
1836 1723
1837 /* Client has no idea of ordering so lets not bother ordering it here. 1724 /* Client has no idea of ordering so lets not bother ordering it here.
1838 * It sure simplifies this function... 1725 * It sure simplifies this function...
1839 */ 1726 */
1840 if (where->inv == NULL) 1727 if (!inv)
1841 where->inv = op; 1728 inv = op;
1842 else 1729 else
1843 { 1730 {
1844 op->below = where->inv; 1731 op->below = inv;
1845 op->below->above = op; 1732 op->below->above = op;
1846 where->inv = op; 1733 inv = op;
1847 } 1734 }
1735
1736 INVOKE_OBJECT (INSERT, this);
1737
1848 return op; 1738 return op;
1849} 1739}
1850 1740
1851/* 1741/*
1852 * Checks if any objects has a move_type that matches objects 1742 * Checks if any objects has a move_type that matches objects
1866 * 1756 *
1867 * MSW 2001-07-08: Check all objects on space, not just those below 1757 * MSW 2001-07-08: Check all objects on space, not just those below
1868 * object being inserted. insert_ob_in_map may not put new objects 1758 * object being inserted. insert_ob_in_map may not put new objects
1869 * on top. 1759 * on top.
1870 */ 1760 */
1871
1872int 1761int
1873check_move_on (object *op, object *originator) 1762check_move_on (object *op, object *originator)
1874{ 1763{
1875 object *tmp; 1764 object *tmp;
1876 maptile *m = op->map; 1765 maptile *m = op->map;
1903 1792
1904 /* The objects have to be checked from top to bottom. 1793 /* The objects have to be checked from top to bottom.
1905 * Hence, we first go to the top: 1794 * Hence, we first go to the top:
1906 */ 1795 */
1907 1796
1908 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1909 { 1798 {
1910 /* Trim the search when we find the first other spell effect 1799 /* Trim the search when we find the first other spell effect
1911 * this helps performance so that if a space has 50 spell objects, 1800 * this helps performance so that if a space has 50 spell objects,
1912 * we don't need to check all of them. 1801 * we don't need to check all of them.
1913 */ 1802 */
1931 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1932 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1933 { 1822 {
1934 1823
1935 float 1824 float
1936 diff = tmp->move_slow_penalty * FABS (op->speed); 1825 diff = tmp->move_slow_penalty * fabs (op->speed);
1937 1826
1938 if (op->type == PLAYER) 1827 if (op->type == PLAYER)
1939 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1940 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1941 diff /= 4.0; 1830 diff /= 4.0;
1968/* 1857/*
1969 * present_arch(arch, map, x, y) searches for any objects with 1858 * present_arch(arch, map, x, y) searches for any objects with
1970 * a matching archetype at the given map and coordinates. 1859 * a matching archetype at the given map and coordinates.
1971 * The first matching object is returned, or NULL if none. 1860 * The first matching object is returned, or NULL if none.
1972 */ 1861 */
1973
1974object * 1862object *
1975present_arch (const archetype *at, maptile *m, int x, int y) 1863present_arch (const archetype *at, maptile *m, int x, int y)
1976{ 1864{
1977 object *
1978 tmp;
1979
1980 if (m == NULL || out_of_map (m, x, y)) 1865 if (!m || out_of_map (m, x, y))
1981 { 1866 {
1982 LOG (llevError, "Present_arch called outside map.\n"); 1867 LOG (llevError, "Present_arch called outside map.\n");
1983 return NULL; 1868 return NULL;
1984 } 1869 }
1985 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1870
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1986 if (tmp->arch == at) 1872 if (tmp->arch == at)
1987 return tmp; 1873 return tmp;
1874
1988 return NULL; 1875 return NULL;
1989} 1876}
1990 1877
1991/* 1878/*
1992 * present(type, map, x, y) searches for any objects with 1879 * present(type, map, x, y) searches for any objects with
1993 * a matching type variable at the given map and coordinates. 1880 * a matching type variable at the given map and coordinates.
1994 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
1995 */ 1882 */
1996
1997object * 1883object *
1998present (unsigned char type, maptile *m, int x, int y) 1884present (unsigned char type, maptile *m, int x, int y)
1999{ 1885{
2000 object *
2001 tmp;
2002
2003 if (out_of_map (m, x, y)) 1886 if (out_of_map (m, x, y))
2004 { 1887 {
2005 LOG (llevError, "Present called outside map.\n"); 1888 LOG (llevError, "Present called outside map.\n");
2006 return NULL; 1889 return NULL;
2007 } 1890 }
2008 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2009 if (tmp->type == type) 1893 if (tmp->type == type)
2010 return tmp; 1894 return tmp;
1895
2011 return NULL; 1896 return NULL;
2012} 1897}
2013 1898
2014/* 1899/*
2015 * present_in_ob(type, object) searches for any objects with 1900 * present_in_ob(type, object) searches for any objects with
2016 * a matching type variable in the inventory of the given object. 1901 * a matching type variable in the inventory of the given object.
2017 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
2018 */ 1903 */
2019
2020object * 1904object *
2021present_in_ob (unsigned char type, const object *op) 1905present_in_ob (unsigned char type, const object *op)
2022{ 1906{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 if (tmp->type == type) 1908 if (tmp->type == type)
2028 return tmp; 1909 return tmp;
1910
2029 return NULL; 1911 return NULL;
2030} 1912}
2031 1913
2032/* 1914/*
2033 * present_in_ob (type, str, object) searches for any objects with 1915 * present_in_ob (type, str, object) searches for any objects with
2041 * str is the string to match against. Note that we match against 1923 * str is the string to match against. Note that we match against
2042 * the object name, not the archetype name. this is so that the 1924 * the object name, not the archetype name. this is so that the
2043 * spell code can use one object type (force), but change it's name 1925 * spell code can use one object type (force), but change it's name
2044 * to be unique. 1926 * to be unique.
2045 */ 1927 */
2046
2047object * 1928object *
2048present_in_ob_by_name (int type, const char *str, const object *op) 1929present_in_ob_by_name (int type, const char *str, const object *op)
2049{ 1930{
2050 object *
2051 tmp;
2052
2053 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2054 {
2055 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1932 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2056 return tmp; 1933 return tmp;
2057 } 1934
2058 return NULL; 1935 return 0;
2059} 1936}
2060 1937
2061/* 1938/*
2062 * present_arch_in_ob(archetype, object) searches for any objects with 1939 * present_arch_in_ob(archetype, object) searches for any objects with
2063 * a matching archetype in the inventory of the given object. 1940 * a matching archetype in the inventory of the given object.
2064 * The first matching object is returned, or NULL if none. 1941 * The first matching object is returned, or NULL if none.
2065 */ 1942 */
2066
2067object * 1943object *
2068present_arch_in_ob (const archetype *at, const object *op) 1944present_arch_in_ob (const archetype *at, const object *op)
2069{ 1945{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2074 if (tmp->arch == at) 1947 if (tmp->arch == at)
2075 return tmp; 1948 return tmp;
1949
2076 return NULL; 1950 return NULL;
2077} 1951}
2078 1952
2079/* 1953/*
2080 * activate recursively a flag on an object inventory 1954 * activate recursively a flag on an object inventory
2081 */ 1955 */
2082void 1956void
2083flag_inv (object *op, int flag) 1957flag_inv (object *op, int flag)
2084{ 1958{
2085 object *
2086 tmp;
2087
2088 if (op->inv) 1959 if (op->inv)
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 { 1961 {
2091 SET_FLAG (tmp, flag); 1962 SET_FLAG (tmp, flag);
2092 flag_inv (tmp, flag); 1963 flag_inv (tmp, flag);
2093 } 1964 }
2094} /* 1965}
1966
1967/*
2095 * desactivate recursively a flag on an object inventory 1968 * deactivate recursively a flag on an object inventory
2096 */ 1969 */
2097void 1970void
2098unflag_inv (object *op, int flag) 1971unflag_inv (object *op, int flag)
2099{ 1972{
2100 object *
2101 tmp;
2102
2103 if (op->inv) 1973 if (op->inv)
2104 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2105 { 1975 {
2106 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
2107 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
2108 } 1978 }
2109}
2110
2111/*
2112 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2113 * all it's inventory (recursively).
2114 * If checksums are used, a player will get set_cheat called for
2115 * him/her-self and all object carried by a call to this function.
2116 */
2117
2118void
2119set_cheat (object *op)
2120{
2121 SET_FLAG (op, FLAG_WAS_WIZ);
2122 flag_inv (op, FLAG_WAS_WIZ);
2123} 1979}
2124 1980
2125/* 1981/*
2126 * find_free_spot(object, map, x, y, start, stop) will search for 1982 * find_free_spot(object, map, x, y, start, stop) will search for
2127 * a spot at the given map and coordinates which will be able to contain 1983 * a spot at the given map and coordinates which will be able to contain
2141 * because arch_blocked (now ob_blocked) needs to know the movement type 1997 * because arch_blocked (now ob_blocked) needs to know the movement type
2142 * to know if the space in question will block the object. We can't use 1998 * to know if the space in question will block the object. We can't use
2143 * the archetype because that isn't correct if the monster has been 1999 * the archetype because that isn't correct if the monster has been
2144 * customized, changed states, etc. 2000 * customized, changed states, etc.
2145 */ 2001 */
2146
2147int 2002int
2148find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2149{ 2004{
2150 int
2151 i,
2152 index = 0, flag; 2005 int index = 0, flag;
2153 static int
2154 altern[SIZEOFFREE]; 2006 int altern[SIZEOFFREE];
2155 2007
2156 for (i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
2157 { 2009 {
2158 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2159 if (!flag) 2011 if (!flag)
2160 altern[index++] = i; 2012 altern [index++] = i;
2161 2013
2162 /* Basically, if we find a wall on a space, we cut down the search size. 2014 /* Basically, if we find a wall on a space, we cut down the search size.
2163 * In this way, we won't return spaces that are on another side of a wall. 2015 * In this way, we won't return spaces that are on another side of a wall.
2164 * This mostly work, but it cuts down the search size in all directions - 2016 * This mostly work, but it cuts down the search size in all directions -
2165 * if the space being examined only has a wall to the north and empty 2017 * if the space being examined only has a wall to the north and empty
2166 * spaces in all the other directions, this will reduce the search space 2018 * spaces in all the other directions, this will reduce the search space
2167 * to only the spaces immediately surrounding the target area, and 2019 * to only the spaces immediately surrounding the target area, and
2168 * won't look 2 spaces south of the target space. 2020 * won't look 2 spaces south of the target space.
2169 */ 2021 */
2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2022 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2171 stop = maxfree[i]; 2023 stop = maxfree[i];
2172 } 2024 }
2025
2173 if (!index) 2026 if (!index)
2174 return -1; 2027 return -1;
2028
2175 return altern[RANDOM () % index]; 2029 return altern [rndm (index)];
2176} 2030}
2177 2031
2178/* 2032/*
2179 * find_first_free_spot(archetype, maptile, x, y) works like 2033 * find_first_free_spot(archetype, maptile, x, y) works like
2180 * find_free_spot(), but it will search max number of squares. 2034 * find_free_spot(), but it will search max number of squares.
2181 * But it will return the first available spot, not a random choice. 2035 * But it will return the first available spot, not a random choice.
2182 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2036 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2183 */ 2037 */
2184
2185int 2038int
2186find_first_free_spot (const object *ob, maptile *m, int x, int y) 2039find_first_free_spot (const object *ob, maptile *m, int x, int y)
2187{ 2040{
2188 int
2189 i;
2190
2191 for (i = 0; i < SIZEOFFREE; i++) 2041 for (int i = 0; i < SIZEOFFREE; i++)
2192 {
2193 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2042 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2194 return i; 2043 return i;
2195 } 2044
2196 return -1; 2045 return -1;
2197} 2046}
2198 2047
2199/* 2048/*
2200 * The function permute(arr, begin, end) randomly reorders the array 2049 * The function permute(arr, begin, end) randomly reorders the array
2201 * arr[begin..end-1]. 2050 * arr[begin..end-1].
2051 * now uses a fisher-yates shuffle, old permute was broken
2202 */ 2052 */
2203static void 2053static void
2204permute (int *arr, int begin, int end) 2054permute (int *arr, int begin, int end)
2205{ 2055{
2206 int 2056 arr += begin;
2207 i,
2208 j,
2209 tmp,
2210 len;
2211
2212 len = end - begin; 2057 end -= begin;
2213 for (i = begin; i < end; i++)
2214 {
2215 j = begin + RANDOM () % len;
2216 2058
2217 tmp = arr[i]; 2059 while (--end)
2218 arr[i] = arr[j]; 2060 swap (arr [end], arr [rndm (end + 1)]);
2219 arr[j] = tmp;
2220 }
2221} 2061}
2222 2062
2223/* new function to make monster searching more efficient, and effective! 2063/* new function to make monster searching more efficient, and effective!
2224 * This basically returns a randomized array (in the passed pointer) of 2064 * This basically returns a randomized array (in the passed pointer) of
2225 * the spaces to find monsters. In this way, it won't always look for 2065 * the spaces to find monsters. In this way, it won't always look for
2228 * the 3x3 area will be searched, just not in a predictable order. 2068 * the 3x3 area will be searched, just not in a predictable order.
2229 */ 2069 */
2230void 2070void
2231get_search_arr (int *search_arr) 2071get_search_arr (int *search_arr)
2232{ 2072{
2233 int 2073 int i;
2234 i;
2235 2074
2236 for (i = 0; i < SIZEOFFREE; i++) 2075 for (i = 0; i < SIZEOFFREE; i++)
2237 {
2238 search_arr[i] = i; 2076 search_arr[i] = i;
2239 }
2240 2077
2241 permute (search_arr, 1, SIZEOFFREE1 + 1); 2078 permute (search_arr, 1, SIZEOFFREE1 + 1);
2242 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2079 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2243 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2080 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2244} 2081}
2253 * Perhaps incorrectly, but I'm making the assumption that exclude 2090 * Perhaps incorrectly, but I'm making the assumption that exclude
2254 * is actually want is going to try and move there. We need this info 2091 * is actually want is going to try and move there. We need this info
2255 * because we have to know what movement the thing looking to move 2092 * because we have to know what movement the thing looking to move
2256 * there is capable of. 2093 * there is capable of.
2257 */ 2094 */
2258
2259int 2095int
2260find_dir (maptile *m, int x, int y, object *exclude) 2096find_dir (maptile *m, int x, int y, object *exclude)
2261{ 2097{
2262 int
2263 i,
2264 max = SIZEOFFREE, mflags; 2098 int i, max = SIZEOFFREE, mflags;
2265 2099
2266 sint16 nx, ny; 2100 sint16 nx, ny;
2267 object * 2101 object *tmp;
2268 tmp;
2269 maptile * 2102 maptile *mp;
2270 mp;
2271 2103
2272 MoveType blocked, move_type; 2104 MoveType blocked, move_type;
2273 2105
2274 if (exclude && exclude->head) 2106 if (exclude && exclude->head_ () != exclude)
2275 { 2107 {
2276 exclude = exclude->head; 2108 exclude = exclude->head;
2277 move_type = exclude->move_type; 2109 move_type = exclude->move_type;
2278 } 2110 }
2279 else 2111 else
2287 mp = m; 2119 mp = m;
2288 nx = x + freearr_x[i]; 2120 nx = x + freearr_x[i];
2289 ny = y + freearr_y[i]; 2121 ny = y + freearr_y[i];
2290 2122
2291 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2123 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2124
2292 if (mflags & P_OUT_OF_MAP) 2125 if (mflags & P_OUT_OF_MAP)
2293 {
2294 max = maxfree[i]; 2126 max = maxfree[i];
2295 }
2296 else 2127 else
2297 { 2128 {
2298 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2129 mapspace &ms = mp->at (nx, ny);
2130
2131 blocked = ms.move_block;
2299 2132
2300 if ((move_type & blocked) == move_type) 2133 if ((move_type & blocked) == move_type)
2301 {
2302 max = maxfree[i]; 2134 max = maxfree[i];
2303 }
2304 else if (mflags & P_IS_ALIVE) 2135 else if (mflags & P_IS_ALIVE)
2305 { 2136 {
2306 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2137 for (tmp = ms.bot; tmp; tmp = tmp->above)
2307 { 2138 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2308 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2309 {
2310 break; 2140 break;
2311 } 2141
2312 }
2313 if (tmp) 2142 if (tmp)
2314 {
2315 return freedir[i]; 2143 return freedir[i];
2316 }
2317 } 2144 }
2318 } 2145 }
2319 } 2146 }
2147
2320 return 0; 2148 return 0;
2321} 2149}
2322 2150
2323/* 2151/*
2324 * distance(object 1, object 2) will return the square of the 2152 * distance(object 1, object 2) will return the square of the
2325 * distance between the two given objects. 2153 * distance between the two given objects.
2326 */ 2154 */
2327
2328int 2155int
2329distance (const object *ob1, const object *ob2) 2156distance (const object *ob1, const object *ob2)
2330{ 2157{
2331 int
2332 i;
2333
2334 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2158 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2335 return i;
2336} 2159}
2337 2160
2338/* 2161/*
2339 * find_dir_2(delta-x,delta-y) will return a direction in which 2162 * find_dir_2(delta-x,delta-y) will return a direction in which
2340 * an object which has subtracted the x and y coordinates of another 2163 * an object which has subtracted the x and y coordinates of another
2341 * object, needs to travel toward it. 2164 * object, needs to travel toward it.
2342 */ 2165 */
2343
2344int 2166int
2345find_dir_2 (int x, int y) 2167find_dir_2 (int x, int y)
2346{ 2168{
2347 int 2169 int q;
2348 q;
2349 2170
2350 if (y) 2171 if (y)
2351 q = x * 100 / y; 2172 q = x * 100 / y;
2352 else if (x) 2173 else if (x)
2353 q = -300 * x; 2174 q = -300 * x;
2378 2199
2379 return 3; 2200 return 3;
2380} 2201}
2381 2202
2382/* 2203/*
2383 * absdir(int): Returns a number between 1 and 8, which represent
2384 * the "absolute" direction of a number (it actually takes care of
2385 * "overflow" in previous calculations of a direction).
2386 */
2387
2388int
2389absdir (int d)
2390{
2391 while (d < 1)
2392 d += 8;
2393 while (d > 8)
2394 d -= 8;
2395 return d;
2396}
2397
2398/*
2399 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2400 * between two directions (which are expected to be absolute (see absdir()) 2205 * between two directions (which are expected to be absolute (see absdir())
2401 */ 2206 */
2402
2403int 2207int
2404dirdiff (int dir1, int dir2) 2208dirdiff (int dir1, int dir2)
2405{ 2209{
2406 int 2210 int d;
2407 d;
2408 2211
2409 d = abs (dir1 - dir2); 2212 d = abs (dir1 - dir2);
2410 if (d > 4) 2213 if (d > 4)
2411 d = 8 - d; 2214 d = 8 - d;
2215
2412 return d; 2216 return d;
2413} 2217}
2414 2218
2415/* peterm: 2219/* peterm:
2416 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2220 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2419 * This basically means that if direction is 15, then it could either go 2223 * This basically means that if direction is 15, then it could either go
2420 * direction 4, 14, or 16 to get back to where we are. 2224 * direction 4, 14, or 16 to get back to where we are.
2421 * Moved from spell_util.c to object.c with the other related direction 2225 * Moved from spell_util.c to object.c with the other related direction
2422 * functions. 2226 * functions.
2423 */ 2227 */
2424
2425int
2426 reduction_dir[SIZEOFFREE][3] = { 2228int reduction_dir[SIZEOFFREE][3] = {
2427 {0, 0, 0}, /* 0 */ 2229 {0, 0, 0}, /* 0 */
2428 {0, 0, 0}, /* 1 */ 2230 {0, 0, 0}, /* 1 */
2429 {0, 0, 0}, /* 2 */ 2231 {0, 0, 0}, /* 2 */
2430 {0, 0, 0}, /* 3 */ 2232 {0, 0, 0}, /* 3 */
2431 {0, 0, 0}, /* 4 */ 2233 {0, 0, 0}, /* 4 */
2479 * find a path to that monster that we found. If not, 2281 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2282 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2283 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2284 * Modified to be map tile aware -.MSW
2483 */ 2285 */
2484
2485
2486int 2286int
2487can_see_monsterP (maptile *m, int x, int y, int dir) 2287can_see_monsterP (maptile *m, int x, int y, int dir)
2488{ 2288{
2489 sint16 dx, dy; 2289 sint16 dx, dy;
2490 int
2491 mflags; 2290 int mflags;
2492 2291
2493 if (dir < 0) 2292 if (dir < 0)
2494 return 0; /* exit condition: invalid direction */ 2293 return 0; /* exit condition: invalid direction */
2495 2294
2496 dx = x + freearr_x[dir]; 2295 dx = x + freearr_x[dir];
2509 return 0; 2308 return 0;
2510 2309
2511 /* yes, can see. */ 2310 /* yes, can see. */
2512 if (dir < 9) 2311 if (dir < 9)
2513 return 1; 2312 return 1;
2313
2514 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2314 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2515 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2315 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2316 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2516} 2317}
2517
2518
2519 2318
2520/* 2319/*
2521 * can_pick(picker, item): finds out if an object is possible to be 2320 * can_pick(picker, item): finds out if an object is possible to be
2522 * picked up by the picker. Returnes 1 if it can be 2321 * picked up by the picker. Returnes 1 if it can be
2523 * picked up, otherwise 0. 2322 * picked up, otherwise 0.
2525 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2324 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2526 * core dumps if they do. 2325 * core dumps if they do.
2527 * 2326 *
2528 * Add a check so we can't pick up invisible objects (0.93.8) 2327 * Add a check so we can't pick up invisible objects (0.93.8)
2529 */ 2328 */
2530
2531int 2329int
2532can_pick (const object *who, const object *item) 2330can_pick (const object *who, const object *item)
2533{ 2331{
2534 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2535 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2536 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2537} 2335}
2538 2336
2539
2540/* 2337/*
2541 * create clone from object to another 2338 * create clone from object to another
2542 */ 2339 */
2543object * 2340object *
2544object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2545{ 2342{
2546 object *
2547 dst = NULL, *tmp, *src, *part, *prev, *item; 2343 object *dst = 0, *tmp, *src, *prev, *item;
2548 2344
2549 if (!asrc) 2345 if (!asrc)
2550 return NULL; 2346 return 0;
2551 src = asrc; 2347
2552 if (src->head)
2553 src = src->head; 2348 src = asrc->head_ ();
2554 2349
2555 prev = NULL; 2350 prev = 0;
2556 for (part = src; part; part = part->more) 2351 for (object *part = src; part; part = part->more)
2557 { 2352 {
2558 tmp = get_object (); 2353 tmp = part->clone ();
2559 copy_object (part, tmp);
2560 tmp->x -= src->x; 2354 tmp->x -= src->x;
2561 tmp->y -= src->y; 2355 tmp->y -= src->y;
2356
2562 if (!part->head) 2357 if (!part->head)
2563 { 2358 {
2564 dst = tmp; 2359 dst = tmp;
2565 tmp->head = NULL; 2360 tmp->head = 0;
2566 } 2361 }
2567 else 2362 else
2568 {
2569 tmp->head = dst; 2363 tmp->head = dst;
2570 } 2364
2571 tmp->more = NULL; 2365 tmp->more = 0;
2366
2572 if (prev) 2367 if (prev)
2573 prev->more = tmp; 2368 prev->more = tmp;
2369
2574 prev = tmp; 2370 prev = tmp;
2575 } 2371 }
2576 2372
2577 for (item = src->inv; item; item = item->below) 2373 for (item = src->inv; item; item = item->below)
2578 insert_ob_in_ob (object_create_clone (item), dst); 2374 insert_ob_in_ob (object_create_clone (item), dst);
2579 2375
2580 return dst; 2376 return dst;
2581}
2582
2583/* GROS - Creates an object using a string representing its content. */
2584/* Basically, we save the content of the string to a temp file, then call */
2585/* load_object on it. I admit it is a highly inefficient way to make things, */
2586/* but it was simple to make and allows reusing the load_object function. */
2587/* Remember not to use load_object_str in a time-critical situation. */
2588/* Also remember that multiparts objects are not supported for now. */
2589
2590object *
2591load_object_str (const char *obstr)
2592{
2593 object *op;
2594 char filename[MAX_BUF];
2595
2596 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2597
2598 FILE *tempfile = fopen (filename, "w");
2599
2600 if (tempfile == NULL)
2601 {
2602 LOG (llevError, "Error - Unable to access load object temp file\n");
2603 return NULL;
2604 }
2605
2606 fprintf (tempfile, obstr);
2607 fclose (tempfile);
2608
2609 op = get_object ();
2610
2611 object_thawer thawer (filename);
2612
2613 if (thawer)
2614 load_object (thawer, op, 0);
2615
2616 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2617 CLEAR_FLAG (op, FLAG_REMOVED);
2618
2619 return op;
2620} 2377}
2621 2378
2622/* This returns the first object in who's inventory that 2379/* This returns the first object in who's inventory that
2623 * has the same type and subtype match. 2380 * has the same type and subtype match.
2624 * returns NULL if no match. 2381 * returns NULL if no match.
2625 */ 2382 */
2626object * 2383object *
2627find_obj_by_type_subtype (const object *who, int type, int subtype) 2384find_obj_by_type_subtype (const object *who, int type, int subtype)
2628{ 2385{
2629 object *tmp;
2630
2631 for (tmp = who->inv; tmp; tmp = tmp->below) 2386 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2632 if (tmp->type == type && tmp->subtype == subtype) 2387 if (tmp->type == type && tmp->subtype == subtype)
2633 return tmp; 2388 return tmp;
2634 2389
2635 return NULL; 2390 return 0;
2636} 2391}
2637 2392
2638/* If ob has a field named key, return the link from the list, 2393/* If ob has a field named key, return the link from the list,
2639 * otherwise return NULL. 2394 * otherwise return NULL.
2640 * 2395 *
2642 * do the desired thing. 2397 * do the desired thing.
2643 */ 2398 */
2644key_value * 2399key_value *
2645get_ob_key_link (const object *ob, const char *key) 2400get_ob_key_link (const object *ob, const char *key)
2646{ 2401{
2647 key_value *link;
2648
2649 for (link = ob->key_values; link != NULL; link = link->next) 2402 for (key_value *link = ob->key_values; link; link = link->next)
2650 if (link->key == key) 2403 if (link->key == key)
2651 return link; 2404 return link;
2652 2405
2653 return NULL; 2406 return 0;
2654} 2407}
2655 2408
2656/* 2409/*
2657 * Returns the value of op has an extra_field for key, or NULL. 2410 * Returns the value of op has an extra_field for key, or NULL.
2658 * 2411 *
2683 if (link->key == canonical_key) 2436 if (link->key == canonical_key)
2684 return link->value; 2437 return link->value;
2685 2438
2686 return 0; 2439 return 0;
2687} 2440}
2688
2689 2441
2690/* 2442/*
2691 * Updates the canonical_key in op to value. 2443 * Updates the canonical_key in op to value.
2692 * 2444 *
2693 * canonical_key is a shared string (value doesn't have to be). 2445 * canonical_key is a shared string (value doesn't have to be).
2698 * Returns TRUE on success. 2450 * Returns TRUE on success.
2699 */ 2451 */
2700int 2452int
2701set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2453set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2702{ 2454{
2703 key_value *
2704 field = NULL, *last = NULL; 2455 key_value *field = NULL, *last = NULL;
2705 2456
2706 for (field = op->key_values; field != NULL; field = field->next) 2457 for (field = op->key_values; field != NULL; field = field->next)
2707 { 2458 {
2708 if (field->key != canonical_key) 2459 if (field->key != canonical_key)
2709 { 2460 {
2718 /* Basically, if the archetype has this key set, 2469 /* Basically, if the archetype has this key set,
2719 * we need to store the null value so when we save 2470 * we need to store the null value so when we save
2720 * it, we save the empty value so that when we load, 2471 * it, we save the empty value so that when we load,
2721 * we get this value back again. 2472 * we get this value back again.
2722 */ 2473 */
2723 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2474 if (get_ob_key_link (op->arch, canonical_key))
2724 field->value = 0; 2475 field->value = 0;
2725 else 2476 else
2726 { 2477 {
2727 if (last) 2478 if (last)
2728 last->next = field->next; 2479 last->next = field->next;
2737 /* IF we get here, key doesn't exist */ 2488 /* IF we get here, key doesn't exist */
2738 2489
2739 /* No field, we'll have to add it. */ 2490 /* No field, we'll have to add it. */
2740 2491
2741 if (!add_key) 2492 if (!add_key)
2742 {
2743 return FALSE; 2493 return FALSE;
2744 } 2494
2745 /* There isn't any good reason to store a null 2495 /* There isn't any good reason to store a null
2746 * value in the key/value list. If the archetype has 2496 * value in the key/value list. If the archetype has
2747 * this key, then we should also have it, so shouldn't 2497 * this key, then we should also have it, so shouldn't
2748 * be here. If user wants to store empty strings, 2498 * be here. If user wants to store empty strings,
2749 * should pass in "" 2499 * should pass in ""
2798 } 2548 }
2799 else 2549 else
2800 item = item->env; 2550 item = item->env;
2801} 2551}
2802 2552
2553const char *
2554object::flag_desc (char *desc, int len) const
2555{
2556 char *p = desc;
2557 bool first = true;
2558
2559 *p = 0;
2560
2561 for (int i = 0; i < NUM_FLAGS; i++)
2562 {
2563 if (len <= 10) // magic constant!
2564 {
2565 snprintf (p, len, ",...");
2566 break;
2567 }
2568
2569 if (flag [i])
2570 {
2571 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2572 len -= cnt;
2573 p += cnt;
2574 first = false;
2575 }
2576 }
2577
2578 return desc;
2579}
2580
2803// return a suitable string describing an objetc in enough detail to find it 2581// return a suitable string describing an object in enough detail to find it
2804const char * 2582const char *
2805object::debug_desc (char *info) const 2583object::debug_desc (char *info) const
2806{ 2584{
2585 char flagdesc[512];
2807 char info2[256 * 3]; 2586 char info2[256 * 4];
2808 char *p = info; 2587 char *p = info;
2809 2588
2810 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2811 count, 2590 count, uuid.seq,
2812 &name, 2591 &name,
2813 title ? " " : "", 2592 title ? "\",title:\"" : "",
2814 title ? (const char *)title : ""); 2593 title ? (const char *)title : "",
2594 flag_desc (flagdesc, 512), type);
2815 2595
2816 if (env) 2596 if (!this->flag[FLAG_REMOVED] && env)
2817 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2818 2598
2819 if (map) 2599 if (map)
2820 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2821 2601
2822 return info; 2602 return info;
2823} 2603}
2824 2604
2825const char * 2605const char *
2826object::debug_desc () const 2606object::debug_desc () const
2827{ 2607{
2828 static char info[256 * 3]; 2608 static char info[3][256 * 4];
2609 static int info_idx;
2610
2829 return debug_desc (info); 2611 return debug_desc (info [++info_idx % 3]);
2830} 2612}
2831 2613
2614struct region *
2615object::region () const
2616{
2617 return map ? map->region (x, y)
2618 : region::default_region ();
2619}
2620
2621const materialtype_t *
2622object::dominant_material () const
2623{
2624 if (materialtype_t *mt = name_to_material (materialname))
2625 return mt;
2626
2627 return name_to_material (shstr_unknown);
2628}
2629
2630void
2631object::open_container (object *new_container)
2632{
2633 if (container == new_container)
2634 return;
2635
2636 if (object *old_container = container)
2637 {
2638 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639 return;
2640
2641#if 0
2642 // remove the "Close old_container" object.
2643 if (object *closer = old_container->inv)
2644 if (closer->type == CLOSE_CON)
2645 closer->destroy ();
2646#endif
2647
2648 old_container->flag [FLAG_APPLIED] = 0;
2649 container = 0;
2650
2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2653 play_sound (sound_find ("chest_close"));
2654 }
2655
2656 if (new_container)
2657 {
2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 return;
2660
2661 // TODO: this does not seem to serve any purpose anymore?
2662#if 0
2663 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch)
2665 {
2666 object *closer = arch_to_object (new_container->other_arch);
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
2669 }
2670#endif
2671
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2673
2674 new_container->flag [FLAG_APPLIED] = 1;
2675 container = new_container;
2676
2677 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2731}
2732

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