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Comparing deliantra/server/common/object.C (file contents):
Revision 1.41 by root, Thu Sep 14 01:12:28 2006 UTC vs.
Revision 1.140 by root, Tue Apr 24 12:32:14 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
4 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 uuid.seq = uid;
110 write_uuid (); 112 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
185 * 187 *
186 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
189 * 191 *
190 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
200 return 0; 205 return 0;
201 206
202 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 210 * used to store nrof).
208 */ 211 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
262 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 261 return 0;
265 262
266 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 265 return 0;
269 266
270 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 268 * if it is valid.
272 */ 269 */
281 278
282 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
284 * check? 281 * check?
285 */ 282 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 284 return 0;
288 285
289 switch (ob1->type) 286 switch (ob1->type)
290 { 287 {
291 case SCROLL: 288 case SCROLL:
356 op = op->env; 353 op = op->env;
357 return op; 354 return op;
358} 355}
359 356
360/* 357/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 359 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
379 */ 361 */
380 362char *
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 363dump_object (object *op)
437{ 364{
438 if (op == NULL) 365 if (!op)
439 { 366 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 367
447void 368 object_freezer freezer;
448dump_all_objects (void) 369 op->write (freezer);
449{ 370 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 371}
458 372
459/* 373/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
477} 391}
478 392
479/* 393/*
480 * 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.
481 */ 395 */
482
483object * 396object *
484find_object (tag_t i) 397find_object (tag_t i)
485{ 398{
486 object *op; 399 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 400 if (op->count == i)
490 break;
491 return op; 401 return op;
402
403 return 0;
492} 404}
493 405
494/* 406/*
495 * 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.
496 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
498 */ 410 */
499
500object * 411object *
501find_object_name (const char *str) 412find_object_name (const char *str)
502{ 413{
503 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
504 object *op; 415 object *op;
505 416
506 for (op = objects; op != NULL; op = op->next) 417 for_all_objects (op)
507 if (op->name == str_) 418 if (op->name == str_)
508 break; 419 break;
509 420
510 return op; 421 return op;
511} 422}
512 423
513void 424void
514free_all_object_data () 425free_all_object_data ()
515{ 426{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 428}
539 429
540/* 430/*
541 * 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
542 * skill and experience objects. 432 * skill and experience objects.
564 * refcounts and freeing the links. 454 * refcounts and freeing the links.
565 */ 455 */
566static void 456static void
567free_key_values (object *op) 457free_key_values (object *op)
568{ 458{
569 for (key_value *i = op->key_values; i != 0;) 459 for (key_value *i = op->key_values; i; )
570 { 460 {
571 key_value *next = i->next; 461 key_value *next = i->next;
572 delete i; 462 delete i;
573 463
574 i = next; 464 i = next;
575 } 465 }
576 466
577 op->key_values = 0; 467 op->key_values = 0;
578} 468}
579 469
580void object::clear () 470object &
471object::operator =(const object &src)
581{ 472{
582 attachable_base::clear (); 473 bool is_freed = flag [FLAG_FREED];
474 bool is_removed = flag [FLAG_REMOVED];
583 475
584 free_key_values (this); 476 *(object_copy *)this = src;
585 477
586 owner = 0; 478 flag [FLAG_FREED] = is_freed;
587 name = 0; 479 flag [FLAG_REMOVED] = is_removed;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/*
633 * copy object first frees everything allocated by the second object,
634 * and then copies the contends of the first object into the second
635 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object
638 * will point at garbage.
639 */
640void
641copy_object (object *op2, object *op)
642{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
645
646 op2->clone (op);
647
648 if (is_freed)
649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED);
652
653 if (op2->speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655 480
656 /* Copy over key_values, if any. */ 481 /* Copy over key_values, if any. */
657 if (op2->key_values) 482 if (src.key_values)
658 { 483 {
659 key_value *tail = 0; 484 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 485 key_values = 0;
663 486
664 for (i = op2->key_values; i; i = i->next) 487 for (key_value *i = src.key_values; i; i = i->next)
665 { 488 {
666 key_value *new_link = new key_value; 489 key_value *new_link = new key_value;
667 490
668 new_link->next = 0; 491 new_link->next = 0;
669 new_link->key = i->key; 492 new_link->key = i->key;
670 new_link->value = i->value; 493 new_link->value = i->value;
671 494
672 /* Try and be clever here, too. */ 495 /* Try and be clever here, too. */
673 if (!op->key_values) 496 if (!key_values)
674 { 497 {
675 op->key_values = new_link; 498 key_values = new_link;
676 tail = new_link; 499 tail = new_link;
677 } 500 }
678 else 501 else
679 { 502 {
680 tail->next = new_link; 503 tail->next = new_link;
681 tail = new_link; 504 tail = new_link;
682 } 505 }
683 } 506 }
684 } 507 }
508}
685 509
686 update_ob_speed (op); 510/*
511 * copy_to first frees everything allocated by the dst object,
512 * and then copies the contents of itself into the second
513 * object, allocating what needs to be allocated. Basically, any
514 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
515 * if the first object is freed, the pointers in the new object
516 * will point at garbage.
517 */
518void
519object::copy_to (object *dst)
520{
521 *dst = *this;
522
523 if (speed < 0)
524 dst->speed_left = speed_left - rndm ();
525
526 dst->set_speed (dst->speed);
527}
528
529void
530object::instantiate ()
531{
532 if (!uuid.seq) // HACK
533 uuid = gen_uuid ();
534
535 speed_left = -0.1f;
536 /* copy the body_info to the body_used - this is only really
537 * need for monsters, but doesn't hurt to do it for everything.
538 * by doing so, when a monster is created, it has good starting
539 * values for the body_used info, so when items are created
540 * for it, they can be properly equipped.
541 */
542 memcpy (body_used, body_info, sizeof (body_used));
543
544 attachable::instantiate ();
545}
546
547object *
548object::clone ()
549{
550 object *neu = create ();
551 copy_to (neu);
552 return neu;
687} 553}
688 554
689/* 555/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 556 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 557 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 558 * be called to update the face variable, _and_ how it looks on the map.
693 */ 559 */
694
695void 560void
696update_turn_face (object *op) 561update_turn_face (object *op)
697{ 562{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 563 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 564 return;
565
700 SET_ANIMATION (op, op->direction); 566 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 567 update_object (op, UP_OBJ_FACE);
702} 568}
703 569
704/* 570/*
705 * Updates the speed of an object. If the speed changes from 0 to another 571 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 572 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 573 * This function needs to be called whenever the speed of an object changes.
708 */ 574 */
709void 575void
710update_ob_speed (object *op) 576object::set_speed (float speed)
711{ 577{
712 extern int arch_init; 578 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 579 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 580 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 581 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 582 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 583
737 /* process_events() expects us to insert the object at the beginning 584 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 585
741 if (op->active_next != NULL) 586 if (has_active_speed ())
742 op->active_next->active_prev = op; 587 activate ();
743
744 active_objects = op;
745 }
746 else 588 else
747 { 589 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 590}
771 591
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 592/*
804 * update_object() updates the array which represents the map. 593 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 594 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 595 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 596 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 597 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 598 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 599 * updating that window, though, since update_object() is called _often_)
811 * 600 *
812 * action is a hint of what the caller believes need to be done. 601 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 602 * current action are:
818 * UP_OBJ_INSERT: op was inserted 603 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 604 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 605 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 606 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 607 * UP_OBJ_FACE: only the objects face has changed.
823 */ 608 */
824
825void 609void
826update_object (object *op, int action) 610update_object (object *op, int action)
827{ 611{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL) 612 if (op == NULL)
832 { 613 {
833 /* this should never happen */ 614 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 615 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 616 return;
836 } 617 }
837 618
838 if (op->env != NULL) 619 if (op->env)
839 { 620 {
840 /* Animation is currently handled by client, so nothing 621 /* Animation is currently handled by client, so nothing
841 * to do in this case. 622 * to do in this case.
842 */ 623 */
843 return; 624 return;
848 */ 629 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 630 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 631 return;
851 632
852 /* make sure the object is within map boundaries */ 633 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 634 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 635 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 636 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 637#ifdef MANY_CORES
857 abort (); 638 abort ();
858#endif 639#endif
859 return; 640 return;
860 } 641 }
861 642
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 643 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 644
645 if (!(m.flags_ & P_UPTODATE))
646 /* nop */;
869 if (action == UP_OBJ_INSERT) 647 else if (action == UP_OBJ_INSERT)
870 { 648 {
649 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 650 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 651 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 652 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 653 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
654 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 655 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 656 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 657 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 658 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 659 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 660 * to have move_allow right now.
894 */ 661 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 662 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 663 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 664 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 665 }
901 /* if the object is being removed, we can't make intelligent 666 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 667 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 668 * that is being removed.
904 */ 669 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 670 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 671 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 672 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 673 /* Nothing to do for that case */ ;
909 else 674 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 675 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 676
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 677 if (op->more)
919 update_object (op->more, action); 678 update_object (op->more, action);
920}
921
922static unordered_vector<object *> mortals;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 //printf ("free_mortal(%p,%ld,%ld)\n", *i, pticks, (*i)->count);//D
933 //freed.push_back (*i);//D
934 delete *i;
935 mortals.erase (i);
936 }
937
938 if (mortals.size() && 0)//D
939 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
940} 679}
941 680
942object::object () 681object::object ()
943{ 682{
944 SET_FLAG (this, FLAG_REMOVED); 683 SET_FLAG (this, FLAG_REMOVED);
945 684
946 expmul = 1.0; 685 expmul = 1.0;
947 face = blank_face; 686 face = blank_face;
948 attacked_by_count = -1;
949} 687}
950 688
951object::~object () 689object::~object ()
952{ 690{
691 unlink ();
692
953 free_key_values (this); 693 free_key_values (this);
954} 694}
955 695
696static int object_count;
697
956void object::link () 698void object::link ()
957{ 699{
958 count = ++ob_count; 700 assert (!index);//D
959 uuid = gen_uuid (); 701 uuid = gen_uuid ();
702 count = ++object_count;
960 703
961 prev = 0; 704 refcnt_inc ();
962 next = objects; 705 objects.insert (this);
963
964 if (objects)
965 objects->prev = this;
966
967 objects = this;
968} 706}
969 707
970void object::unlink () 708void object::unlink ()
971{ 709{
972 //count = 0;//D 710 if (!index)
973 if (!prev && !next) return;//D 711 return;
974 712
975 if (this == objects) 713 objects.erase (this);
976 objects = next; 714 refcnt_dec ();
715}
977 716
978 /* Remove this object from the list of used objects */ 717void
979 if (prev) prev->next = next; 718object::activate ()
980 if (next) next->prev = prev; 719{
720 /* If already on active list, don't do anything */
721 if (active)
722 return;
981 723
982 prev = 0; 724 if (has_active_speed ())
983 next = 0; 725 actives.insert (this);
726}
727
728void
729object::activate_recursive ()
730{
731 activate ();
732
733 for (object *op = inv; op; op = op->below)
734 op->activate_recursive ();
735}
736
737/* This function removes object 'op' from the list of active
738 * objects.
739 * This should only be used for style maps or other such
740 * reference maps where you don't want an object that isn't
741 * in play chewing up cpu time getting processed.
742 * The reverse of this is to call update_ob_speed, which
743 * will do the right thing based on the speed of the object.
744 */
745void
746object::deactivate ()
747{
748 /* If not on the active list, nothing needs to be done */
749 if (!active)
750 return;
751
752 actives.erase (this);
753}
754
755void
756object::deactivate_recursive ()
757{
758 for (object *op = inv; op; op = op->below)
759 op->deactivate_recursive ();
760
761 deactivate ();
762}
763
764void
765object::set_flag_inv (int flag, int value)
766{
767 for (object *op = inv; op; op = op->below)
768 {
769 op->flag [flag] = value;
770 op->set_flag_inv (flag, value);
771 }
772}
773
774/*
775 * Remove and free all objects in the inventory of the given object.
776 * object.c ?
777 */
778void
779object::destroy_inv (bool drop_to_ground)
780{
781 // need to check first, because the checks below might segfault
782 // as we might be on an invalid mapspace and crossfire code
783 // is too buggy to ensure that the inventory is empty.
784 // corollary: if you create arrows etc. with stuff in tis inventory,
785 // cf will crash below with off-map x and y
786 if (!inv)
787 return;
788
789 /* Only if the space blocks everything do we not process -
790 * if some form of movement is allowed, let objects
791 * drop on that space.
792 */
793 if (!drop_to_ground
794 || !map
795 || map->in_memory != MAP_IN_MEMORY
796 || map->nodrop
797 || ms ().move_block == MOVE_ALL)
798 {
799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy ();
803 }
804 }
805 else
806 { /* Put objects in inventory onto this space */
807 while (inv)
808 {
809 object *op = inv;
810
811 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE
814 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]
816 || op->flag [FLAG_DESTROY_ON_DEATH])
817 op->destroy ();
818 else
819 map->insert (op, x, y);
820 }
821 }
984} 822}
985 823
986object *object::create () 824object *object::create ()
987{ 825{
988 object *op;
989
990 if (freed.empty ())
991 op = new object; 826 object *op = new object;
992 else
993 {
994 // highly annoying, but the only way to get it stable right now
995 op = freed.back ();
996 freed.pop_back ();
997 op->~object ();
998 new ((void *) op) object;
999 }
1000
1001 op->link (); 827 op->link ();
1002 return op; 828 return op;
1003} 829}
1004 830
1005/* 831void
1006 * free_object() frees everything allocated by an object, removes 832object::do_destroy ()
1007 * it from the list of used objects, and puts it on the list of
1008 * free objects. The IS_FREED() flag is set in the object.
1009 * The object must have been removed by remove_ob() first for
1010 * this function to succeed.
1011 *
1012 * If free_inventory is set, free inventory as well. Else drop items in
1013 * inventory to the ground.
1014 */
1015void object::free (bool free_inventory)
1016{ 833{
1017 if (QUERY_FLAG (this, FLAG_FREED)) 834 attachable::do_destroy ();
835
836 if (flag [FLAG_IS_LINKED])
837 remove_button_link (this);
838
839 if (flag [FLAG_FRIENDLY])
840 remove_friendly_object (this);
841
842 if (!flag [FLAG_REMOVED])
843 remove ();
844
845 destroy_inv (true);
846
847 deactivate ();
848 unlink ();
849
850 flag [FLAG_FREED] = 1;
851
852 // hack to ensure that freed objects still have a valid map
853 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes
855
856 if (!freed_map)
857 {
858 freed_map = new maptile;
859
860 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3;
862 freed_map->height = 3;
863
864 freed_map->alloc ();
865 freed_map->in_memory = MAP_IN_MEMORY;
866 }
867
868 map = freed_map;
869 x = 1;
870 y = 1;
871 }
872
873 head = 0;
874
875 if (more)
876 {
877 more->destroy ();
878 more = 0;
879 }
880
881 // clear those pointers that likely might have circular references to us
882 owner = 0;
883 enemy = 0;
884 attacked_by = 0;
885}
886
887void
888object::destroy (bool destroy_inventory)
889{
890 if (destroyed ())
1018 return; 891 return;
1019 892
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 893 if (destroy_inventory)
1021 remove_friendly_object (this); 894 destroy_inv (false);
1022 895
1023 if (!QUERY_FLAG (this, FLAG_REMOVED)) 896 attachable::destroy ();
1024 remove_ob (this);
1025
1026 SET_FLAG (this, FLAG_FREED);
1027
1028 //printf ("free(%p,%ld,%ld)\n", this, pticks, count);//D
1029
1030 if (more)
1031 {
1032 more->free (free_inventory);
1033 more = 0;
1034 }
1035
1036 if (inv)
1037 {
1038 /* Only if the space blocks everything do we not process -
1039 * if some form of movement is allowed, let objects
1040 * drop on that space.
1041 */
1042 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1043 {
1044 object *op = inv;
1045
1046 while (op)
1047 {
1048 object *tmp = op->below;
1049 op->free (free_inventory);
1050 op = tmp;
1051 }
1052 }
1053 else
1054 { /* Put objects in inventory onto this space */
1055 object *op = inv;
1056
1057 while (op)
1058 {
1059 object *tmp = op->below;
1060
1061 remove_ob (op);
1062
1063 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1064 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1065 free_object (op);
1066 else
1067 {
1068 op->x = x;
1069 op->y = y;
1070 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1071 }
1072
1073 op = tmp;
1074 }
1075 }
1076 }
1077
1078 owner = 0;
1079
1080 /* Remove object from the active list */
1081 speed = 0;
1082 update_ob_speed (this);
1083
1084 unlink ();
1085
1086 mortals.push_back (this);
1087} 897}
1088 898
1089/* 899/*
1090 * sub_weight() recursively (outwards) subtracts a number from the 900 * sub_weight() recursively (outwards) subtracts a number from the
1091 * weight of an object (and what is carried by it's environment(s)). 901 * weight of an object (and what is carried by it's environment(s)).
1092 */ 902 */
1093
1094void 903void
1095sub_weight (object *op, signed long weight) 904sub_weight (object *op, signed long weight)
1096{ 905{
1097 while (op != NULL) 906 while (op != NULL)
1098 { 907 {
1099 if (op->type == CONTAINER) 908 if (op->type == CONTAINER)
1100 {
1101 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 909 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1102 } 910
1103 op->carrying -= weight; 911 op->carrying -= weight;
1104 op = op->env; 912 op = op->env;
1105 } 913 }
1106} 914}
1107 915
1108/* remove_ob(op): 916/* op->remove ():
1109 * This function removes the object op from the linked list of objects 917 * This function removes the object op from the linked list of objects
1110 * which it is currently tied to. When this function is done, the 918 * which it is currently tied to. When this function is done, the
1111 * object will have no environment. If the object previously had an 919 * object will have no environment. If the object previously had an
1112 * environment, the x and y coordinates will be updated to 920 * environment, the x and y coordinates will be updated to
1113 * the previous environment. 921 * the previous environment.
1114 * Beware: This function is called from the editor as well!
1115 */ 922 */
1116
1117void 923void
1118remove_ob (object *op) 924object::do_remove ()
1119{ 925{
926 object *tmp, *last = 0;
1120 object * 927 object *otmp;
1121 tmp, *
1122 last = NULL;
1123 object *
1124 otmp;
1125 928
1126 tag_t
1127 tag;
1128 int
1129 check_walk_off;
1130 mapstruct *
1131 m;
1132
1133 sint16
1134 x,
1135 y;
1136
1137 if (QUERY_FLAG (op, FLAG_REMOVED)) 929 if (QUERY_FLAG (this, FLAG_REMOVED))
1138 return; 930 return;
1139 931
1140 SET_FLAG (op, FLAG_REMOVED); 932 SET_FLAG (this, FLAG_REMOVED);
933 INVOKE_OBJECT (REMOVE, this);
1141 934
1142 if (op->more != NULL) 935 if (more)
1143 remove_ob (op->more); 936 more->remove ();
1144 937
1145 /* 938 /*
1146 * In this case, the object to be removed is in someones 939 * In this case, the object to be removed is in someones
1147 * inventory. 940 * inventory.
1148 */ 941 */
1149 if (op->env != NULL) 942 if (env)
1150 { 943 {
1151 if (op->nrof) 944 if (nrof)
1152 sub_weight (op->env, op->weight * op->nrof); 945 sub_weight (env, weight * nrof);
1153 else 946 else
1154 sub_weight (op->env, op->weight + op->carrying); 947 sub_weight (env, weight + carrying);
1155 948
1156 /* NO_FIX_PLAYER is set when a great many changes are being 949 /* NO_FIX_PLAYER is set when a great many changes are being
1157 * made to players inventory. If set, avoiding the call 950 * made to players inventory. If set, avoiding the call
1158 * to save cpu time. 951 * to save cpu time.
1159 */ 952 */
1160 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 953 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1161 fix_player (otmp); 954 otmp->update_stats ();
1162 955
1163 if (op->above != NULL) 956 if (above)
1164 op->above->below = op->below; 957 above->below = below;
1165 else 958 else
1166 op->env->inv = op->below; 959 env->inv = below;
1167 960
1168 if (op->below != NULL) 961 if (below)
1169 op->below->above = op->above; 962 below->above = above;
1170 963
1171 /* we set up values so that it could be inserted into 964 /* we set up values so that it could be inserted into
1172 * the map, but we don't actually do that - it is up 965 * the map, but we don't actually do that - it is up
1173 * to the caller to decide what we want to do. 966 * to the caller to decide what we want to do.
1174 */ 967 */
1175 op->x = op->env->x, op->y = op->env->y; 968 x = env->x, y = env->y;
1176 op->map = op->env->map; 969 map = env->map;
1177 op->above = NULL, op->below = NULL; 970 above = 0, below = 0;
1178 op->env = NULL; 971 env = 0;
1179 } 972 }
1180 else if (op->map) 973 else if (map)
1181 { 974 {
1182 x = op->x; 975 if (type == PLAYER)
1183 y = op->y;
1184 m = get_map_from_coord (op->map, &x, &y);
1185
1186 if (!m)
1187 {
1188 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1189 op->map->path, op->x, op->y);
1190 /* in old days, we used to set x and y to 0 and continue.
1191 * it seems if we get into this case, something is probablye
1192 * screwed up and should be fixed.
1193 */
1194 abort ();
1195 } 976 {
977 // leaving a spot always closes any open container on the ground
978 if (container && !container->env)
979 // this causes spurious floorbox updates, but it ensures
980 // that the CLOSE event is being sent.
981 close_container ();
1196 982
1197 if (op->map != m) 983 --map->players;
1198 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 984 map->touch ();
1199 op->map->path, m->path, op->x, op->y, x, y);
1200
1201 /* Re did the following section of code - it looks like it had
1202 * lots of logic for things we no longer care about
1203 */ 985 }
986
987 map->dirty = true;
988 mapspace &ms = this->ms ();
1204 989
1205 /* link the object above us */ 990 /* link the object above us */
1206 if (op->above) 991 if (above)
1207 op->above->below = op->below; 992 above->below = below;
1208 else 993 else
1209 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 994 ms.top = below; /* we were top, set new top */
1210 995
1211 /* Relink the object below us, if there is one */ 996 /* Relink the object below us, if there is one */
1212 if (op->below) 997 if (below)
1213 op->below->above = op->above; 998 below->above = above;
1214 else 999 else
1215 { 1000 {
1216 /* Nothing below, which means we need to relink map object for this space 1001 /* Nothing below, which means we need to relink map object for this space
1217 * use translated coordinates in case some oddness with map tiling is 1002 * use translated coordinates in case some oddness with map tiling is
1218 * evident 1003 * evident
1219 */ 1004 */
1220 if (GET_MAP_OB (m, x, y) != op) 1005 if (GET_MAP_OB (map, x, y) != this)
1221 {
1222 dump_object (op);
1223 LOG (llevError,
1224 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1006 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 ());
1225 dump_object (GET_MAP_OB (m, x, y)); 1007
1226 LOG (llevError, "%s\n", errmsg); 1008 ms.bot = above; /* goes on above it. */
1227 } 1009 }
1228 1010
1229 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1230 }
1231
1232 op->above = 0; 1011 above = 0;
1233 op->below = 0; 1012 below = 0;
1234 1013
1235 if (op->map->in_memory == MAP_SAVING) 1014 if (map->in_memory == MAP_SAVING)
1236 return; 1015 return;
1237 1016
1238 tag = op->count; 1017 int check_walk_off = !flag [FLAG_NO_APPLY];
1239 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1240 1018
1241 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1019 for (tmp = ms.bot; tmp; tmp = tmp->above)
1242 { 1020 {
1243 /* No point updating the players look faces if he is the object 1021 /* No point updating the players look faces if he is the object
1244 * being removed. 1022 * being removed.
1245 */ 1023 */
1246 1024
1247 if (tmp->type == PLAYER && tmp != op) 1025 if (tmp->type == PLAYER && tmp != this)
1248 { 1026 {
1249 /* If a container that the player is currently using somehow gets 1027 /* If a container that the player is currently using somehow gets
1250 * removed (most likely destroyed), update the player view 1028 * removed (most likely destroyed), update the player view
1251 * appropriately. 1029 * appropriately.
1252 */ 1030 */
1253 if (tmp->container == op) 1031 if (tmp->container == this)
1254 { 1032 {
1255 CLEAR_FLAG (op, FLAG_APPLIED); 1033 flag [FLAG_APPLIED] = 0;
1256 tmp->container = NULL; 1034 tmp->container = 0;
1257 } 1035 }
1258 1036
1259 tmp->contr->socket.update_look = 1; 1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1260 } 1039 }
1261 1040
1262 /* See if player moving off should effect something */ 1041 /* See if object moving off should effect something */
1263 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1042 if (check_walk_off
1043 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1264 { 1045 {
1265 move_apply (tmp, op, NULL); 1046 move_apply (tmp, this, 0);
1266 1047
1267 if (was_destroyed (op, tag)) 1048 if (destroyed ())
1268 {
1269 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1270 }
1271 } 1050 }
1272 1051
1273 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1274 1053 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1275 if (tmp->above == tmp) 1054 if (tmp->above == tmp)
1276 tmp->above = NULL; 1055 tmp->above = 0;
1277 1056
1278 last = tmp; 1057 last = tmp;
1279 } 1058 }
1280 1059
1281 /* last == NULL of there are no objects on this space */ 1060 /* last == NULL if there are no objects on this space */
1061 //TODO: this makes little sense, why only update the topmost object?
1282 if (last == NULL) 1062 if (!last)
1283 { 1063 map->at (x, y).flags_ = 0;
1284 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1285 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1286 * those out anyways, and if there are any flags set right now, they won't
1287 * be correct anyways.
1288 */
1289 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1290 update_position (op->map, op->x, op->y);
1291 }
1292 else 1064 else
1293 update_object (last, UP_OBJ_REMOVE); 1065 update_object (last, UP_OBJ_REMOVE);
1294 1066
1295 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1067 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1296 update_all_los (op->map, op->x, op->y); 1068 update_all_los (map, x, y);
1297 } 1069 }
1298} 1070}
1299 1071
1300/* 1072/*
1301 * merge_ob(op,top): 1073 * merge_ob(op,top):
1309merge_ob (object *op, object *top) 1081merge_ob (object *op, object *top)
1310{ 1082{
1311 if (!op->nrof) 1083 if (!op->nrof)
1312 return 0; 1084 return 0;
1313 1085
1314 if (top == NULL) 1086 if (top)
1315 for (top = op; top != NULL && top->above != NULL; top = top->above); 1087 for (top = op; top && top->above; top = top->above)
1088 ;
1316 1089
1317 for (; top != NULL; top = top->below) 1090 for (; top; top = top->below)
1318 { 1091 {
1319 if (top == op) 1092 if (top == op)
1320 continue; 1093 continue;
1321 if (CAN_MERGE (op, top)) 1094
1095 if (object::can_merge (op, top))
1322 { 1096 {
1323 top->nrof += op->nrof; 1097 top->nrof += op->nrof;
1324 1098
1325/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1099/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1326 op->weight = 0; /* Don't want any adjustements now */ 1100 op->weight = 0; /* Don't want any adjustements now */
1327 remove_ob (op); 1101 op->destroy ();
1328 free_object (op);
1329 return top; 1102 return top;
1330 } 1103 }
1331 } 1104 }
1332 1105
1333 return NULL; 1106 return 0;
1334} 1107}
1335 1108
1109void
1110object::expand_tail ()
1111{
1112 if (more)
1113 return;
1114
1115 object *prev = this;
1116
1117 for (archetype *at = arch->more; at; at = at->more)
1118 {
1119 object *op = arch_to_object (at);
1120
1121 op->name = name;
1122 op->name_pl = name_pl;
1123 op->title = title;
1124
1125 op->head = this;
1126 prev->more = op;
1127
1128 prev = op;
1129 }
1130}
1131
1336/* 1132/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1133 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1338 * job preparing multi-part monsters 1134 * job preparing multi-part monsters.
1339 */ 1135 */
1340object * 1136object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1138{
1343 object *tmp;
1344
1345 if (op->head)
1346 op = op->head;
1347
1348 for (tmp = op; tmp; tmp = tmp->more) 1139 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1140 {
1350 tmp->x = x + tmp->arch->clone.x; 1141 tmp->x = x + tmp->arch->clone.x;
1351 tmp->y = y + tmp->arch->clone.y; 1142 tmp->y = y + tmp->arch->clone.y;
1352 } 1143 }
1353 1144
1372 * Return value: 1163 * Return value:
1373 * new object if 'op' was merged with other object 1164 * new object if 'op' was merged with other object
1374 * NULL if 'op' was destroyed 1165 * NULL if 'op' was destroyed
1375 * just 'op' otherwise 1166 * just 'op' otherwise
1376 */ 1167 */
1377
1378object * 1168object *
1379insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1380{ 1170{
1171 assert (!op->flag [FLAG_FREED]);
1172
1381 object *tmp, *top, *floor = NULL; 1173 object *tmp, *top, *floor = NULL;
1382 sint16 x, y;
1383 1174
1384 if (QUERY_FLAG (op, FLAG_FREED)) 1175 op->remove ();
1385 {
1386 LOG (llevError, "Trying to insert freed object!\n");
1387 return NULL;
1388 }
1389 1176
1390 if (m == NULL) 1177#if 0
1391 { 1178 if (!m->active != !op->active)
1392 dump_object (op); 1179 if (m->active)
1393 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1180 op->activate_recursive ();
1394 return op; 1181 else
1395 } 1182 op->deactivate_recursive ();
1183#endif
1396 1184
1397 if (out_of_map (m, op->x, op->y)) 1185 if (out_of_map (m, op->x, op->y))
1398 { 1186 {
1399 dump_object (op);
1400 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1187 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1401#ifdef MANY_CORES 1188#ifdef MANY_CORES
1402 /* Better to catch this here, as otherwise the next use of this object 1189 /* Better to catch this here, as otherwise the next use of this object
1403 * is likely to cause a crash. Better to find out where it is getting 1190 * is likely to cause a crash. Better to find out where it is getting
1404 * improperly inserted. 1191 * improperly inserted.
1405 */ 1192 */
1406 abort (); 1193 abort ();
1407#endif 1194#endif
1408 return op; 1195 return op;
1409 } 1196 }
1410 1197
1411 if (!QUERY_FLAG (op, FLAG_REMOVED))
1412 {
1413 dump_object (op);
1414 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1415 return op;
1416 }
1417
1418 if (op->more != NULL)
1419 {
1420 /* The part may be on a different map. */
1421
1422 object *more = op->more; 1198 if (object *more = op->more)
1423 1199 {
1424 /* We really need the caller to normalize coordinates - if
1425 * we set the map, that doesn't work if the location is within
1426 * a map and this is straddling an edge. So only if coordinate
1427 * is clear wrong do we normalize it.
1428 */
1429 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1430 more->map = get_map_from_coord (m, &more->x, &more->y);
1431 else if (!more->map)
1432 {
1433 /* For backwards compatibility - when not dealing with tiled maps,
1434 * more->map should always point to the parent.
1435 */
1436 more->map = m;
1437 }
1438
1439 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1200 if (!insert_ob_in_map (more, m, originator, flag))
1440 { 1201 {
1441 if (!op->head) 1202 if (!op->head)
1442 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1203 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1443 1204
1444 return NULL; 1205 return 0;
1445 } 1206 }
1446 } 1207 }
1447 1208
1448 CLEAR_FLAG (op, FLAG_REMOVED); 1209 CLEAR_FLAG (op, FLAG_REMOVED);
1449 1210
1450 /* Ideally, the caller figures this out. However, it complicates a lot 1211 /* Ideally, the caller figures this out. However, it complicates a lot
1451 * of areas of callers (eg, anything that uses find_free_spot would now 1212 * of areas of callers (eg, anything that uses find_free_spot would now
1452 * need extra work 1213 * need extra work
1453 */ 1214 */
1454 op->map = get_map_from_coord (m, &op->x, &op->y); 1215 if (!xy_normalise (m, op->x, op->y))
1455 x = op->x; 1216 return 0;
1456 y = op->y; 1217
1218 op->map = m;
1219 mapspace &ms = op->ms ();
1457 1220
1458 /* this has to be done after we translate the coordinates. 1221 /* this has to be done after we translate the coordinates.
1459 */ 1222 */
1460 if (op->nrof && !(flag & INS_NO_MERGE)) 1223 if (op->nrof && !(flag & INS_NO_MERGE))
1461 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1224 for (tmp = ms.bot; tmp; tmp = tmp->above)
1462 if (CAN_MERGE (op, tmp)) 1225 if (object::can_merge (op, tmp))
1463 { 1226 {
1464 op->nrof += tmp->nrof; 1227 op->nrof += tmp->nrof;
1465 remove_ob (tmp); 1228 tmp->destroy ();
1466 free_object (tmp);
1467 } 1229 }
1468 1230
1469 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1231 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1470 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1232 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1471 1233
1484 op->below = originator->below; 1246 op->below = originator->below;
1485 1247
1486 if (op->below) 1248 if (op->below)
1487 op->below->above = op; 1249 op->below->above = op;
1488 else 1250 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1251 ms.bot = op;
1490 1252
1491 /* since *below* originator, no need to update top */ 1253 /* since *below* originator, no need to update top */
1492 originator->below = op; 1254 originator->below = op;
1493 } 1255 }
1494 else 1256 else
1495 { 1257 {
1258 top = ms.bot;
1259
1496 /* If there are other objects, then */ 1260 /* If there are other objects, then */
1497 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1261 if ((!(flag & INS_MAP_LOAD)) && top)
1498 { 1262 {
1499 object *last = NULL; 1263 object *last = 0;
1500 1264
1501 /* 1265 /*
1502 * If there are multiple objects on this space, we do some trickier handling. 1266 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate. 1267 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if 1268 * Generally, we want to put the new object on top. But if
1508 * once we get to them. This reduces the need to traverse over all of 1272 * once we get to them. This reduces the need to traverse over all of
1509 * them when adding another one - this saves quite a bit of cpu time 1273 * them when adding another one - this saves quite a bit of cpu time
1510 * when lots of spells are cast in one area. Currently, it is presumed 1274 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects. 1275 * that flying non pickable objects are spell objects.
1512 */ 1276 */
1513 1277 for (top = ms.bot; top; top = top->above)
1514 while (top != NULL)
1515 { 1278 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1279 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1517 floor = top; 1280 floor = top;
1518 1281
1519 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1282 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1522 top = top->below; 1285 top = top->below;
1523 break; 1286 break;
1524 } 1287 }
1525 1288
1526 last = top; 1289 last = top;
1527 top = top->above;
1528 } 1290 }
1529 1291
1530 /* Don't want top to be NULL, so set it to the last valid object */ 1292 /* Don't want top to be NULL, so set it to the last valid object */
1531 top = last; 1293 top = last;
1532 1294
1534 * looks like instead of lots of conditions here. 1296 * looks like instead of lots of conditions here.
1535 * makes things faster, and effectively the same result. 1297 * makes things faster, and effectively the same result.
1536 */ 1298 */
1537 1299
1538 /* Have object 'fall below' other objects that block view. 1300 /* Have object 'fall below' other objects that block view.
1539 * Unless those objects are exits, type 66 1301 * Unless those objects are exits.
1540 * If INS_ON_TOP is used, don't do this processing 1302 * If INS_ON_TOP is used, don't do this processing
1541 * Need to find the object that in fact blocks view, otherwise 1303 * Need to find the object that in fact blocks view, otherwise
1542 * stacking is a bit odd. 1304 * stacking is a bit odd.
1543 */ 1305 */
1544 if (!(flag & INS_ON_TOP) && 1306 if (!(flag & INS_ON_TOP)
1545 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1307 && ms.flags () & P_BLOCKSVIEW
1308 && (op->face && !faces [op->face].visibility))
1546 { 1309 {
1547 for (last = top; last != floor; last = last->below) 1310 for (last = top; last != floor; last = last->below)
1548 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1311 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1549 break; 1312 break;
1313
1550 /* Check to see if we found the object that blocks view, 1314 /* Check to see if we found the object that blocks view,
1551 * and make sure we have a below pointer for it so that 1315 * and make sure we have a below pointer for it so that
1552 * we can get inserted below this one, which requires we 1316 * we can get inserted below this one, which requires we
1553 * set top to the object below us. 1317 * set top to the object below us.
1554 */ 1318 */
1556 top = last->below; 1320 top = last->below;
1557 } 1321 }
1558 } /* If objects on this space */ 1322 } /* If objects on this space */
1559 1323
1560 if (flag & INS_MAP_LOAD) 1324 if (flag & INS_MAP_LOAD)
1561 top = GET_MAP_TOP (op->map, op->x, op->y); 1325 top = ms.top;
1562 1326
1563 if (flag & INS_ABOVE_FLOOR_ONLY) 1327 if (flag & INS_ABOVE_FLOOR_ONLY)
1564 top = floor; 1328 top = floor;
1565 1329
1566 /* Top is the object that our object (op) is going to get inserted above. 1330 /* Top is the object that our object (op) is going to get inserted above.
1567 */ 1331 */
1568 1332
1569 /* First object on this space */ 1333 /* First object on this space */
1570 if (!top) 1334 if (!top)
1571 { 1335 {
1572 op->above = GET_MAP_OB (op->map, op->x, op->y); 1336 op->above = ms.bot;
1573 1337
1574 if (op->above) 1338 if (op->above)
1575 op->above->below = op; 1339 op->above->below = op;
1576 1340
1577 op->below = NULL; 1341 op->below = 0;
1578 SET_MAP_OB (op->map, op->x, op->y, op); 1342 ms.bot = op;
1579 } 1343 }
1580 else 1344 else
1581 { /* get inserted into the stack above top */ 1345 { /* get inserted into the stack above top */
1582 op->above = top->above; 1346 op->above = top->above;
1583 1347
1586 1350
1587 op->below = top; 1351 op->below = top;
1588 top->above = op; 1352 top->above = op;
1589 } 1353 }
1590 1354
1591 if (op->above == NULL) 1355 if (!op->above)
1592 SET_MAP_TOP (op->map, op->x, op->y, op); 1356 ms.top = op;
1593 } /* else not INS_BELOW_ORIGINATOR */ 1357 } /* else not INS_BELOW_ORIGINATOR */
1594 1358
1595 if (op->type == PLAYER) 1359 if (op->type == PLAYER)
1360 {
1596 op->contr->do_los = 1; 1361 op->contr->do_los = 1;
1362 ++op->map->players;
1363 op->map->touch ();
1364 }
1365
1366 op->map->dirty = true;
1597 1367
1598 /* If we have a floor, we know the player, if any, will be above 1368 /* If we have a floor, we know the player, if any, will be above
1599 * it, so save a few ticks and start from there. 1369 * it, so save a few ticks and start from there.
1600 */ 1370 */
1601 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1602 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1372 if (object *pl = ms.player ())
1603 if (tmp->type == PLAYER) 1373 if (pl->contr->ns)
1604 tmp->contr->socket.update_look = 1; 1374 pl->contr->ns->floorbox_update ();
1605 1375
1606 /* If this object glows, it may affect lighting conditions that are 1376 /* If this object glows, it may affect lighting conditions that are
1607 * visible to others on this map. But update_all_los is really 1377 * visible to others on this map. But update_all_los is really
1608 * an inefficient way to do this, as it means los for all players 1378 * an inefficient way to do this, as it means los for all players
1609 * on the map will get recalculated. The players could very well 1379 * on the map will get recalculated. The players could very well
1610 * be far away from this change and not affected in any way - 1380 * be far away from this change and not affected in any way -
1611 * this should get redone to only look for players within range, 1381 * this should get redone to only look for players within range,
1612 * or just updating the P_NEED_UPDATE for spaces within this area 1382 * or just updating the P_UPTODATE for spaces within this area
1613 * of effect may be sufficient. 1383 * of effect may be sufficient.
1614 */ 1384 */
1615 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1385 if (op->map->darkness && (op->glow_radius != 0))
1616 update_all_los (op->map, op->x, op->y); 1386 update_all_los (op->map, op->x, op->y);
1617 1387
1618 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1388 /* updates flags (blocked, alive, no magic, etc) for this map space */
1619 update_object (op, UP_OBJ_INSERT); 1389 update_object (op, UP_OBJ_INSERT);
1620 1390
1391 INVOKE_OBJECT (INSERT, op);
1392
1621 /* Don't know if moving this to the end will break anything. However, 1393 /* Don't know if moving this to the end will break anything. However,
1622 * we want to have update_look set above before calling this. 1394 * we want to have floorbox_update called before calling this.
1623 * 1395 *
1624 * check_move_on() must be after this because code called from 1396 * check_move_on() must be after this because code called from
1625 * check_move_on() depends on correct map flags (so functions like 1397 * check_move_on() depends on correct map flags (so functions like
1626 * blocked() and wall() work properly), and these flags are updated by 1398 * blocked() and wall() work properly), and these flags are updated by
1627 * update_object(). 1399 * update_object().
1629 1401
1630 /* if this is not the head or flag has been passed, don't check walk on status */ 1402 /* if this is not the head or flag has been passed, don't check walk on status */
1631 if (!(flag & INS_NO_WALK_ON) && !op->head) 1403 if (!(flag & INS_NO_WALK_ON) && !op->head)
1632 { 1404 {
1633 if (check_move_on (op, originator)) 1405 if (check_move_on (op, originator))
1634 return NULL; 1406 return 0;
1635 1407
1636 /* If we are a multi part object, lets work our way through the check 1408 /* If we are a multi part object, lets work our way through the check
1637 * walk on's. 1409 * walk on's.
1638 */ 1410 */
1639 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1640 if (check_move_on (tmp, originator)) 1412 if (check_move_on (tmp, originator))
1641 return NULL; 1413 return 0;
1642 } 1414 }
1643 1415
1644 return op; 1416 return op;
1645} 1417}
1646 1418
1647/* this function inserts an object in the map, but if it 1419/* this function inserts an object in the map, but if it
1648 * finds an object of its own type, it'll remove that one first. 1420 * finds an object of its own type, it'll remove that one first.
1649 * op is the object to insert it under: supplies x and the map. 1421 * op is the object to insert it under: supplies x and the map.
1650 */ 1422 */
1651void 1423void
1652replace_insert_ob_in_map (const char *arch_string, object *op) 1424replace_insert_ob_in_map (const char *arch_string, object *op)
1653{ 1425{
1654 object * 1426 object *tmp, *tmp1;
1655 tmp;
1656 object *
1657 tmp1;
1658 1427
1659 /* first search for itself and remove any old instances */ 1428 /* first search for itself and remove any old instances */
1660 1429
1661 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1662 {
1663 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1664 { 1432 tmp->destroy ();
1665 remove_ob (tmp);
1666 free_object (tmp);
1667 }
1668 }
1669 1433
1670 tmp1 = arch_to_object (find_archetype (arch_string)); 1434 tmp1 = arch_to_object (archetype::find (arch_string));
1671 1435
1672 tmp1->x = op->x; 1436 tmp1->x = op->x;
1673 tmp1->y = op->y; 1437 tmp1->y = op->y;
1674 insert_ob_in_map (tmp1, op->map, op, 0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1439}
1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 return where->map->insert (this, where->x, where->y, originator, flags);
1675} 1445}
1676 1446
1677/* 1447/*
1678 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1679 * is returned contains nr objects, and the remaining parts contains 1449 * is returned contains nr objects, and the remaining parts contains
1680 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1681 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1682 * global static errmsg array. 1452 * global static errmsg array.
1683 */ 1453 */
1684
1685object * 1454object *
1686get_split_ob (object *orig_ob, uint32 nr) 1455get_split_ob (object *orig_ob, uint32 nr)
1687{ 1456{
1688 object * 1457 object *newob;
1689 newob;
1690 int
1691 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1692 1459
1693 if (orig_ob->nrof < nr) 1460 if (orig_ob->nrof < nr)
1694 { 1461 {
1695 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1462 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1696 return NULL; 1463 return NULL;
1697 } 1464 }
1698 1465
1699 newob = object_create_clone (orig_ob); 1466 newob = object_create_clone (orig_ob);
1700 1467
1701 if ((orig_ob->nrof -= nr) < 1) 1468 if ((orig_ob->nrof -= nr) < 1)
1702 { 1469 orig_ob->destroy (1);
1703 if (!is_removed)
1704 remove_ob (orig_ob);
1705 free_object2 (orig_ob, 1);
1706 }
1707 else if (!is_removed) 1470 else if (!is_removed)
1708 { 1471 {
1709 if (orig_ob->env != NULL) 1472 if (orig_ob->env != NULL)
1710 sub_weight (orig_ob->env, orig_ob->weight * nr); 1473 sub_weight (orig_ob->env, orig_ob->weight * nr);
1711 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1474 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1726 * the amount of an object. If the amount reaches 0, the object 1489 * the amount of an object. If the amount reaches 0, the object
1727 * is subsequently removed and freed. 1490 * is subsequently removed and freed.
1728 * 1491 *
1729 * Return value: 'op' if something is left, NULL if the amount reached 0 1492 * Return value: 'op' if something is left, NULL if the amount reached 0
1730 */ 1493 */
1731
1732object * 1494object *
1733decrease_ob_nr (object *op, uint32 i) 1495decrease_ob_nr (object *op, uint32 i)
1734{ 1496{
1735 object *tmp; 1497 object *tmp;
1736 player *pl;
1737 1498
1738 if (i == 0) /* objects with op->nrof require this check */ 1499 if (i == 0) /* objects with op->nrof require this check */
1739 return op; 1500 return op;
1740 1501
1741 if (i > op->nrof) 1502 if (i > op->nrof)
1742 i = op->nrof; 1503 i = op->nrof;
1743 1504
1744 if (QUERY_FLAG (op, FLAG_REMOVED)) 1505 if (QUERY_FLAG (op, FLAG_REMOVED))
1745 op->nrof -= i; 1506 op->nrof -= i;
1746 else if (op->env != NULL) 1507 else if (op->env)
1747 { 1508 {
1748 /* is this object in the players inventory, or sub container 1509 /* is this object in the players inventory, or sub container
1749 * therein? 1510 * therein?
1750 */ 1511 */
1751 tmp = is_player_inv (op->env); 1512 tmp = op->in_player ();
1752 /* nope. Is this a container the player has opened? 1513 /* nope. Is this a container the player has opened?
1753 * If so, set tmp to that player. 1514 * If so, set tmp to that player.
1754 * IMO, searching through all the players will mostly 1515 * IMO, searching through all the players will mostly
1755 * likely be quicker than following op->env to the map, 1516 * likely be quicker than following op->env to the map,
1756 * and then searching the map for a player. 1517 * and then searching the map for a player.
1757 */ 1518 */
1758 if (!tmp) 1519 if (!tmp)
1759 { 1520 for_all_players (pl)
1760 for (pl = first_player; pl; pl = pl->next)
1761 if (pl->ob->container == op->env) 1521 if (pl->ob->container == op->env)
1522 {
1523 tmp = pl->ob;
1762 break; 1524 break;
1763 if (pl)
1764 tmp = pl->ob;
1765 else
1766 tmp = NULL;
1767 } 1525 }
1768 1526
1769 if (i < op->nrof) 1527 if (i < op->nrof)
1770 { 1528 {
1771 sub_weight (op->env, op->weight * i); 1529 sub_weight (op->env, op->weight * i);
1772 op->nrof -= i; 1530 op->nrof -= i;
1773 if (tmp) 1531 if (tmp)
1774 {
1775 esrv_send_item (tmp, op); 1532 esrv_send_item (tmp, op);
1776 }
1777 } 1533 }
1778 else 1534 else
1779 { 1535 {
1780 remove_ob (op); 1536 op->remove ();
1781 op->nrof = 0; 1537 op->nrof = 0;
1782 if (tmp) 1538 if (tmp)
1783 {
1784 esrv_del_item (tmp->contr, op->count); 1539 esrv_del_item (tmp->contr, op->count);
1785 }
1786 } 1540 }
1787 } 1541 }
1788 else 1542 else
1789 { 1543 {
1790 object *above = op->above; 1544 object *above = op->above;
1791 1545
1792 if (i < op->nrof) 1546 if (i < op->nrof)
1793 op->nrof -= i; 1547 op->nrof -= i;
1794 else 1548 else
1795 { 1549 {
1796 remove_ob (op); 1550 op->remove ();
1797 op->nrof = 0; 1551 op->nrof = 0;
1798 } 1552 }
1799 1553
1800 /* Since we just removed op, op->above is null */ 1554 /* Since we just removed op, op->above is null */
1801 for (tmp = above; tmp != NULL; tmp = tmp->above) 1555 for (tmp = above; tmp; tmp = tmp->above)
1802 if (tmp->type == PLAYER) 1556 if (tmp->type == PLAYER)
1803 { 1557 {
1804 if (op->nrof) 1558 if (op->nrof)
1805 esrv_send_item (tmp, op); 1559 esrv_send_item (tmp, op);
1806 else 1560 else
1810 1564
1811 if (op->nrof) 1565 if (op->nrof)
1812 return op; 1566 return op;
1813 else 1567 else
1814 { 1568 {
1815 free_object (op); 1569 op->destroy ();
1816 return NULL; 1570 return 0;
1817 } 1571 }
1818} 1572}
1819 1573
1820/* 1574/*
1821 * add_weight(object, weight) adds the specified weight to an object, 1575 * add_weight(object, weight) adds the specified weight to an object,
1822 * and also updates how much the environment(s) is/are carrying. 1576 * and also updates how much the environment(s) is/are carrying.
1823 */ 1577 */
1824
1825void 1578void
1826add_weight (object *op, signed long weight) 1579add_weight (object *op, signed long weight)
1827{ 1580{
1828 while (op != NULL) 1581 while (op != NULL)
1829 { 1582 {
1833 op->carrying += weight; 1586 op->carrying += weight;
1834 op = op->env; 1587 op = op->env;
1835 } 1588 }
1836} 1589}
1837 1590
1591object *
1592insert_ob_in_ob (object *op, object *where)
1593{
1594 if (!where)
1595 {
1596 char *dump = dump_object (op);
1597 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1598 free (dump);
1599 return op;
1600 }
1601
1602 if (where->head)
1603 {
1604 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1605 where = where->head;
1606 }
1607
1608 return where->insert (op);
1609}
1610
1838/* 1611/*
1839 * insert_ob_in_ob(op,environment): 1612 * env->insert (op)
1840 * This function inserts the object op in the linked list 1613 * This function inserts the object op in the linked list
1841 * inside the object environment. 1614 * inside the object environment.
1842 * 1615 *
1843 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1844 * the inventory at the last position or next to other objects of the same
1845 * type.
1846 * Frank: Now sorted by type, archetype and magic!
1847 *
1848 * The function returns now pointer to inserted item, and return value can 1616 * The function returns now pointer to inserted item, and return value can
1849 * be != op, if items are merged. -Tero 1617 * be != op, if items are merged. -Tero
1850 */ 1618 */
1851
1852object * 1619object *
1853insert_ob_in_ob (object *op, object *where) 1620object::insert (object *op)
1854{ 1621{
1855 object * 1622 object *tmp, *otmp;
1856 tmp, *
1857 otmp;
1858 1623
1859 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1624 if (!QUERY_FLAG (op, FLAG_REMOVED))
1860 { 1625 op->remove ();
1861 dump_object (op);
1862 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863 return op;
1864 }
1865
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872
1873 if (where->head)
1874 {
1875 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1876 where = where->head;
1877 }
1878 1626
1879 if (op->more) 1627 if (op->more)
1880 { 1628 {
1881 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1629 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1882 return op; 1630 return op;
1884 1632
1885 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1633 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1886 CLEAR_FLAG (op, FLAG_REMOVED); 1634 CLEAR_FLAG (op, FLAG_REMOVED);
1887 if (op->nrof) 1635 if (op->nrof)
1888 { 1636 {
1889 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1637 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1890 if (CAN_MERGE (tmp, op)) 1638 if (object::can_merge (tmp, op))
1891 { 1639 {
1892 /* return the original object and remove inserted object 1640 /* return the original object and remove inserted object
1893 (client needs the original object) */ 1641 (client needs the original object) */
1894 tmp->nrof += op->nrof; 1642 tmp->nrof += op->nrof;
1895 /* Weight handling gets pretty funky. Since we are adding to 1643 /* Weight handling gets pretty funky. Since we are adding to
1896 * tmp->nrof, we need to increase the weight. 1644 * tmp->nrof, we need to increase the weight.
1897 */ 1645 */
1898 add_weight (where, op->weight * op->nrof); 1646 add_weight (this, op->weight * op->nrof);
1899 SET_FLAG (op, FLAG_REMOVED); 1647 SET_FLAG (op, FLAG_REMOVED);
1900 free_object (op); /* free the inserted object */ 1648 op->destroy (); /* free the inserted object */
1901 op = tmp; 1649 op = tmp;
1902 remove_ob (op); /* and fix old object's links */ 1650 op->remove (); /* and fix old object's links */
1903 CLEAR_FLAG (op, FLAG_REMOVED); 1651 CLEAR_FLAG (op, FLAG_REMOVED);
1904 break; 1652 break;
1905 } 1653 }
1906 1654
1907 /* I assume combined objects have no inventory 1655 /* I assume combined objects have no inventory
1908 * We add the weight - this object could have just been removed 1656 * We add the weight - this object could have just been removed
1909 * (if it was possible to merge). calling remove_ob will subtract 1657 * (if it was possible to merge). calling remove_ob will subtract
1910 * the weight, so we need to add it in again, since we actually do 1658 * the weight, so we need to add it in again, since we actually do
1911 * the linking below 1659 * the linking below
1912 */ 1660 */
1913 add_weight (where, op->weight * op->nrof); 1661 add_weight (this, op->weight * op->nrof);
1914 } 1662 }
1915 else 1663 else
1916 add_weight (where, (op->weight + op->carrying)); 1664 add_weight (this, (op->weight + op->carrying));
1917 1665
1918 otmp = is_player_inv (where); 1666 otmp = this->in_player ();
1919 if (otmp && otmp->contr != NULL) 1667 if (otmp && otmp->contr)
1920 {
1921 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1668 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1922 fix_player (otmp); 1669 otmp->update_stats ();
1923 }
1924 1670
1925 op->map = NULL; 1671 op->map = 0;
1926 op->env = where; 1672 op->env = this;
1927 op->above = NULL; 1673 op->above = 0;
1928 op->below = NULL; 1674 op->below = 0;
1929 op->x = 0, op->y = 0; 1675 op->x = 0, op->y = 0;
1930 1676
1931 /* reset the light list and los of the players on the map */ 1677 /* reset the light list and los of the players on the map */
1932 if ((op->glow_radius != 0) && where->map) 1678 if ((op->glow_radius != 0) && map)
1933 { 1679 {
1934#ifdef DEBUG_LIGHTS 1680#ifdef DEBUG_LIGHTS
1935 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1681 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1936#endif /* DEBUG_LIGHTS */ 1682#endif /* DEBUG_LIGHTS */
1937 if (MAP_DARKNESS (where->map)) 1683 if (map->darkness)
1938 update_all_los (where->map, where->x, where->y); 1684 update_all_los (map, x, y);
1939 } 1685 }
1940 1686
1941 /* Client has no idea of ordering so lets not bother ordering it here. 1687 /* Client has no idea of ordering so lets not bother ordering it here.
1942 * It sure simplifies this function... 1688 * It sure simplifies this function...
1943 */ 1689 */
1944 if (where->inv == NULL) 1690 if (!inv)
1945 where->inv = op; 1691 inv = op;
1946 else 1692 else
1947 { 1693 {
1948 op->below = where->inv; 1694 op->below = inv;
1949 op->below->above = op; 1695 op->below->above = op;
1950 where->inv = op; 1696 inv = op;
1951 } 1697 }
1698
1699 INVOKE_OBJECT (INSERT, this);
1700
1952 return op; 1701 return op;
1953} 1702}
1954 1703
1955/* 1704/*
1956 * Checks if any objects has a move_type that matches objects 1705 * Checks if any objects has a move_type that matches objects
1970 * 1719 *
1971 * MSW 2001-07-08: Check all objects on space, not just those below 1720 * MSW 2001-07-08: Check all objects on space, not just those below
1972 * object being inserted. insert_ob_in_map may not put new objects 1721 * object being inserted. insert_ob_in_map may not put new objects
1973 * on top. 1722 * on top.
1974 */ 1723 */
1975
1976int 1724int
1977check_move_on (object *op, object *originator) 1725check_move_on (object *op, object *originator)
1978{ 1726{
1979 object * 1727 object *tmp;
1980 tmp; 1728 maptile *m = op->map;
1981 tag_t
1982 tag;
1983 mapstruct *
1984 m = op->map;
1985 int
1986 x = op->x, y = op->y; 1729 int x = op->x, y = op->y;
1987 1730
1988 MoveType 1731 MoveType move_on, move_slow, move_block;
1989 move_on,
1990 move_slow,
1991 move_block;
1992 1732
1993 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1733 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1994 return 0; 1734 return 0;
1995
1996 tag = op->count;
1997 1735
1998 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1736 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1999 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1737 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2000 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1738 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2001 1739
2017 1755
2018 /* The objects have to be checked from top to bottom. 1756 /* The objects have to be checked from top to bottom.
2019 * Hence, we first go to the top: 1757 * Hence, we first go to the top:
2020 */ 1758 */
2021 1759
2022 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1760 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2023 { 1761 {
2024 /* Trim the search when we find the first other spell effect 1762 /* Trim the search when we find the first other spell effect
2025 * this helps performance so that if a space has 50 spell objects, 1763 * this helps performance so that if a space has 50 spell objects,
2026 * we don't need to check all of them. 1764 * we don't need to check all of them.
2027 */ 1765 */
2045 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1783 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2046 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1784 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2047 { 1785 {
2048 1786
2049 float 1787 float
2050 diff = tmp->move_slow_penalty * FABS (op->speed); 1788 diff = tmp->move_slow_penalty * fabs (op->speed);
2051 1789
2052 if (op->type == PLAYER) 1790 if (op->type == PLAYER)
2053 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1791 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2054 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1792 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2055 diff /= 4.0; 1793 diff /= 4.0;
2062 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1800 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2063 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1801 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2064 { 1802 {
2065 move_apply (tmp, op, originator); 1803 move_apply (tmp, op, originator);
2066 1804
2067 if (was_destroyed (op, tag)) 1805 if (op->destroyed ())
2068 return 1; 1806 return 1;
2069 1807
2070 /* what the person/creature stepped onto has moved the object 1808 /* what the person/creature stepped onto has moved the object
2071 * someplace new. Don't process any further - if we did, 1809 * someplace new. Don't process any further - if we did,
2072 * have a feeling strange problems would result. 1810 * have a feeling strange problems would result.
2082/* 1820/*
2083 * present_arch(arch, map, x, y) searches for any objects with 1821 * present_arch(arch, map, x, y) searches for any objects with
2084 * a matching archetype at the given map and coordinates. 1822 * a matching archetype at the given map and coordinates.
2085 * The first matching object is returned, or NULL if none. 1823 * The first matching object is returned, or NULL if none.
2086 */ 1824 */
2087
2088object * 1825object *
2089present_arch (const archetype *at, mapstruct *m, int x, int y) 1826present_arch (const archetype *at, maptile *m, int x, int y)
2090{ 1827{
2091 object *
2092 tmp;
2093
2094 if (m == NULL || out_of_map (m, x, y)) 1828 if (!m || out_of_map (m, x, y))
2095 { 1829 {
2096 LOG (llevError, "Present_arch called outside map.\n"); 1830 LOG (llevError, "Present_arch called outside map.\n");
2097 return NULL; 1831 return NULL;
2098 } 1832 }
2099 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1833
1834 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2100 if (tmp->arch == at) 1835 if (tmp->arch == at)
2101 return tmp; 1836 return tmp;
1837
2102 return NULL; 1838 return NULL;
2103} 1839}
2104 1840
2105/* 1841/*
2106 * present(type, map, x, y) searches for any objects with 1842 * present(type, map, x, y) searches for any objects with
2107 * a matching type variable at the given map and coordinates. 1843 * a matching type variable at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
2109 */ 1845 */
2110
2111object * 1846object *
2112present (unsigned char type, mapstruct *m, int x, int y) 1847present (unsigned char type, maptile *m, int x, int y)
2113{ 1848{
2114 object *
2115 tmp;
2116
2117 if (out_of_map (m, x, y)) 1849 if (out_of_map (m, x, y))
2118 { 1850 {
2119 LOG (llevError, "Present called outside map.\n"); 1851 LOG (llevError, "Present called outside map.\n");
2120 return NULL; 1852 return NULL;
2121 } 1853 }
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1854
1855 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2123 if (tmp->type == type) 1856 if (tmp->type == type)
2124 return tmp; 1857 return tmp;
1858
2125 return NULL; 1859 return NULL;
2126} 1860}
2127 1861
2128/* 1862/*
2129 * present_in_ob(type, object) searches for any objects with 1863 * present_in_ob(type, object) searches for any objects with
2130 * a matching type variable in the inventory of the given object. 1864 * a matching type variable in the inventory of the given object.
2131 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
2132 */ 1866 */
2133
2134object * 1867object *
2135present_in_ob (unsigned char type, const object *op) 1868present_in_ob (unsigned char type, const object *op)
2136{ 1869{
2137 object *
2138 tmp;
2139
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1870 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 if (tmp->type == type) 1871 if (tmp->type == type)
2142 return tmp; 1872 return tmp;
1873
2143 return NULL; 1874 return NULL;
2144} 1875}
2145 1876
2146/* 1877/*
2147 * present_in_ob (type, str, object) searches for any objects with 1878 * present_in_ob (type, str, object) searches for any objects with
2155 * str is the string to match against. Note that we match against 1886 * str is the string to match against. Note that we match against
2156 * the object name, not the archetype name. this is so that the 1887 * the object name, not the archetype name. this is so that the
2157 * spell code can use one object type (force), but change it's name 1888 * spell code can use one object type (force), but change it's name
2158 * to be unique. 1889 * to be unique.
2159 */ 1890 */
2160
2161object * 1891object *
2162present_in_ob_by_name (int type, const char *str, const object *op) 1892present_in_ob_by_name (int type, const char *str, const object *op)
2163{ 1893{
2164 object *
2165 tmp;
2166
2167 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2168 {
2169 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1895 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2170 return tmp; 1896 return tmp;
2171 } 1897
2172 return NULL; 1898 return 0;
2173} 1899}
2174 1900
2175/* 1901/*
2176 * present_arch_in_ob(archetype, object) searches for any objects with 1902 * present_arch_in_ob(archetype, object) searches for any objects with
2177 * a matching archetype in the inventory of the given object. 1903 * a matching archetype in the inventory of the given object.
2178 * The first matching object is returned, or NULL if none. 1904 * The first matching object is returned, or NULL if none.
2179 */ 1905 */
2180
2181object * 1906object *
2182present_arch_in_ob (const archetype *at, const object *op) 1907present_arch_in_ob (const archetype *at, const object *op)
2183{ 1908{
2184 object *
2185 tmp;
2186
2187 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2188 if (tmp->arch == at) 1910 if (tmp->arch == at)
2189 return tmp; 1911 return tmp;
1912
2190 return NULL; 1913 return NULL;
2191} 1914}
2192 1915
2193/* 1916/*
2194 * activate recursively a flag on an object inventory 1917 * activate recursively a flag on an object inventory
2195 */ 1918 */
2196void 1919void
2197flag_inv (object *op, int flag) 1920flag_inv (object *op, int flag)
2198{ 1921{
2199 object *
2200 tmp;
2201
2202 if (op->inv) 1922 if (op->inv)
2203 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2204 { 1924 {
2205 SET_FLAG (tmp, flag); 1925 SET_FLAG (tmp, flag);
2206 flag_inv (tmp, flag); 1926 flag_inv (tmp, flag);
2207 } 1927 }
2208} /* 1928}
1929
1930/*
2209 * desactivate recursively a flag on an object inventory 1931 * deactivate recursively a flag on an object inventory
2210 */ 1932 */
2211void 1933void
2212unflag_inv (object *op, int flag) 1934unflag_inv (object *op, int flag)
2213{ 1935{
2214 object *
2215 tmp;
2216
2217 if (op->inv) 1936 if (op->inv)
2218 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2219 { 1938 {
2220 CLEAR_FLAG (tmp, flag); 1939 CLEAR_FLAG (tmp, flag);
2221 unflag_inv (tmp, flag); 1940 unflag_inv (tmp, flag);
2222 } 1941 }
2223} 1942}
2226 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1945 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2227 * all it's inventory (recursively). 1946 * all it's inventory (recursively).
2228 * If checksums are used, a player will get set_cheat called for 1947 * If checksums are used, a player will get set_cheat called for
2229 * him/her-self and all object carried by a call to this function. 1948 * him/her-self and all object carried by a call to this function.
2230 */ 1949 */
2231
2232void 1950void
2233set_cheat (object *op) 1951set_cheat (object *op)
2234{ 1952{
2235 SET_FLAG (op, FLAG_WAS_WIZ); 1953 SET_FLAG (op, FLAG_WAS_WIZ);
2236 flag_inv (op, FLAG_WAS_WIZ); 1954 flag_inv (op, FLAG_WAS_WIZ);
2255 * because arch_blocked (now ob_blocked) needs to know the movement type 1973 * because arch_blocked (now ob_blocked) needs to know the movement type
2256 * to know if the space in question will block the object. We can't use 1974 * to know if the space in question will block the object. We can't use
2257 * the archetype because that isn't correct if the monster has been 1975 * the archetype because that isn't correct if the monster has been
2258 * customized, changed states, etc. 1976 * customized, changed states, etc.
2259 */ 1977 */
2260
2261int 1978int
2262find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1979find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2263{ 1980{
2264 int
2265 i,
2266 index = 0, flag; 1981 int index = 0, flag;
2267 static int
2268 altern[SIZEOFFREE]; 1982 int altern[SIZEOFFREE];
2269 1983
2270 for (i = start; i < stop; i++) 1984 for (int i = start; i < stop; i++)
2271 { 1985 {
2272 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1986 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2273 if (!flag) 1987 if (!flag)
2274 altern[index++] = i; 1988 altern [index++] = i;
2275 1989
2276 /* Basically, if we find a wall on a space, we cut down the search size. 1990 /* Basically, if we find a wall on a space, we cut down the search size.
2277 * In this way, we won't return spaces that are on another side of a wall. 1991 * In this way, we won't return spaces that are on another side of a wall.
2278 * This mostly work, but it cuts down the search size in all directions - 1992 * This mostly work, but it cuts down the search size in all directions -
2279 * if the space being examined only has a wall to the north and empty 1993 * if the space being examined only has a wall to the north and empty
2280 * spaces in all the other directions, this will reduce the search space 1994 * spaces in all the other directions, this will reduce the search space
2281 * to only the spaces immediately surrounding the target area, and 1995 * to only the spaces immediately surrounding the target area, and
2282 * won't look 2 spaces south of the target space. 1996 * won't look 2 spaces south of the target space.
2283 */ 1997 */
2284 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1998 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2285 stop = maxfree[i]; 1999 stop = maxfree[i];
2286 } 2000 }
2001
2287 if (!index) 2002 if (!index)
2288 return -1; 2003 return -1;
2004
2289 return altern[RANDOM () % index]; 2005 return altern [rndm (index)];
2290} 2006}
2291 2007
2292/* 2008/*
2293 * find_first_free_spot(archetype, mapstruct, x, y) works like 2009 * find_first_free_spot(archetype, maptile, x, y) works like
2294 * find_free_spot(), but it will search max number of squares. 2010 * find_free_spot(), but it will search max number of squares.
2295 * But it will return the first available spot, not a random choice. 2011 * But it will return the first available spot, not a random choice.
2296 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2012 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2297 */ 2013 */
2298
2299int 2014int
2300find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2015find_first_free_spot (const object *ob, maptile *m, int x, int y)
2301{ 2016{
2302 int
2303 i;
2304
2305 for (i = 0; i < SIZEOFFREE; i++) 2017 for (int i = 0; i < SIZEOFFREE; i++)
2306 {
2307 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2018 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2308 return i; 2019 return i;
2309 } 2020
2310 return -1; 2021 return -1;
2311} 2022}
2312 2023
2313/* 2024/*
2314 * The function permute(arr, begin, end) randomly reorders the array 2025 * The function permute(arr, begin, end) randomly reorders the array
2315 * arr[begin..end-1]. 2026 * arr[begin..end-1].
2027 * now uses a fisher-yates shuffle, old permute was broken
2316 */ 2028 */
2317static void 2029static void
2318permute (int *arr, int begin, int end) 2030permute (int *arr, int begin, int end)
2319{ 2031{
2320 int 2032 arr += begin;
2321 i,
2322 j,
2323 tmp,
2324 len;
2325
2326 len = end - begin; 2033 end -= begin;
2327 for (i = begin; i < end; i++)
2328 {
2329 j = begin + RANDOM () % len;
2330 2034
2331 tmp = arr[i]; 2035 while (--end)
2332 arr[i] = arr[j]; 2036 swap (arr [end], arr [rndm (end + 1)]);
2333 arr[j] = tmp;
2334 }
2335} 2037}
2336 2038
2337/* new function to make monster searching more efficient, and effective! 2039/* new function to make monster searching more efficient, and effective!
2338 * This basically returns a randomized array (in the passed pointer) of 2040 * This basically returns a randomized array (in the passed pointer) of
2339 * the spaces to find monsters. In this way, it won't always look for 2041 * the spaces to find monsters. In this way, it won't always look for
2342 * the 3x3 area will be searched, just not in a predictable order. 2044 * the 3x3 area will be searched, just not in a predictable order.
2343 */ 2045 */
2344void 2046void
2345get_search_arr (int *search_arr) 2047get_search_arr (int *search_arr)
2346{ 2048{
2347 int 2049 int i;
2348 i;
2349 2050
2350 for (i = 0; i < SIZEOFFREE; i++) 2051 for (i = 0; i < SIZEOFFREE; i++)
2351 {
2352 search_arr[i] = i; 2052 search_arr[i] = i;
2353 }
2354 2053
2355 permute (search_arr, 1, SIZEOFFREE1 + 1); 2054 permute (search_arr, 1, SIZEOFFREE1 + 1);
2356 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2055 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2357 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2056 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2358} 2057}
2367 * Perhaps incorrectly, but I'm making the assumption that exclude 2066 * Perhaps incorrectly, but I'm making the assumption that exclude
2368 * is actually want is going to try and move there. We need this info 2067 * is actually want is going to try and move there. We need this info
2369 * because we have to know what movement the thing looking to move 2068 * because we have to know what movement the thing looking to move
2370 * there is capable of. 2069 * there is capable of.
2371 */ 2070 */
2372
2373int 2071int
2374find_dir (mapstruct *m, int x, int y, object *exclude) 2072find_dir (maptile *m, int x, int y, object *exclude)
2375{ 2073{
2376 int
2377 i,
2378 max = SIZEOFFREE, mflags; 2074 int i, max = SIZEOFFREE, mflags;
2379 2075
2380 sint16 nx, ny; 2076 sint16 nx, ny;
2381 object * 2077 object *tmp;
2382 tmp; 2078 maptile *mp;
2383 mapstruct *
2384 mp;
2385 2079
2386 MoveType blocked, move_type; 2080 MoveType blocked, move_type;
2387 2081
2388 if (exclude && exclude->head) 2082 if (exclude && exclude->head)
2389 { 2083 {
2401 mp = m; 2095 mp = m;
2402 nx = x + freearr_x[i]; 2096 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2097 ny = y + freearr_y[i];
2404 2098
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2100
2406 if (mflags & P_OUT_OF_MAP) 2101 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2102 max = maxfree[i];
2409 }
2410 else 2103 else
2411 { 2104 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2105 mapspace &ms = mp->at (nx, ny);
2106
2107 blocked = ms.move_block;
2413 2108
2414 if ((move_type & blocked) == move_type) 2109 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2110 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2111 else if (mflags & P_IS_ALIVE)
2419 { 2112 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2113 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2115 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break; 2116 break;
2425 } 2117
2426 }
2427 if (tmp) 2118 if (tmp)
2428 {
2429 return freedir[i]; 2119 return freedir[i];
2430 }
2431 } 2120 }
2432 } 2121 }
2433 } 2122 }
2123
2434 return 0; 2124 return 0;
2435} 2125}
2436 2126
2437/* 2127/*
2438 * distance(object 1, object 2) will return the square of the 2128 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2129 * distance between the two given objects.
2440 */ 2130 */
2441
2442int 2131int
2443distance (const object *ob1, const object *ob2) 2132distance (const object *ob1, const object *ob2)
2444{ 2133{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2134 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2135}
2451 2136
2452/* 2137/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2138 * find_dir_2(delta-x,delta-y) will return a direction in which
2454 * an object which has subtracted the x and y coordinates of another 2139 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it. 2140 * object, needs to travel toward it.
2456 */ 2141 */
2457
2458int 2142int
2459find_dir_2 (int x, int y) 2143find_dir_2 (int x, int y)
2460{ 2144{
2461 int 2145 int q;
2462 q;
2463 2146
2464 if (y) 2147 if (y)
2465 q = x * 100 / y; 2148 q = x * 100 / y;
2466 else if (x) 2149 else if (x)
2467 q = -300 * x; 2150 q = -300 * x;
2492 2175
2493 return 3; 2176 return 3;
2494} 2177}
2495 2178
2496/* 2179/*
2497 * absdir(int): Returns a number between 1 and 8, which represent
2498 * the "absolute" direction of a number (it actually takes care of
2499 * "overflow" in previous calculations of a direction).
2500 */
2501
2502int
2503absdir (int d)
2504{
2505 while (d < 1)
2506 d += 8;
2507 while (d > 8)
2508 d -= 8;
2509 return d;
2510}
2511
2512/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2180 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514 * between two directions (which are expected to be absolute (see absdir()) 2181 * between two directions (which are expected to be absolute (see absdir())
2515 */ 2182 */
2516
2517int 2183int
2518dirdiff (int dir1, int dir2) 2184dirdiff (int dir1, int dir2)
2519{ 2185{
2520 int 2186 int d;
2521 d;
2522 2187
2523 d = abs (dir1 - dir2); 2188 d = abs (dir1 - dir2);
2524 if (d > 4) 2189 if (d > 4)
2525 d = 8 - d; 2190 d = 8 - d;
2191
2526 return d; 2192 return d;
2527} 2193}
2528 2194
2529/* peterm: 2195/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2196 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2533 * This basically means that if direction is 15, then it could either go 2199 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are. 2200 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction 2201 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2202 * functions.
2537 */ 2203 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2204int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2205 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2206 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2207 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2208 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2209 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2257 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2258 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2259 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2260 * Modified to be map tile aware -.MSW
2597 */ 2261 */
2598
2599
2600int 2262int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2263can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2264{
2603 sint16 dx, dy; 2265 sint16 dx, dy;
2604 int
2605 mflags; 2266 int mflags;
2606 2267
2607 if (dir < 0) 2268 if (dir < 0)
2608 return 0; /* exit condition: invalid direction */ 2269 return 0; /* exit condition: invalid direction */
2609 2270
2610 dx = x + freearr_x[dir]; 2271 dx = x + freearr_x[dir];
2623 return 0; 2284 return 0;
2624 2285
2625 /* yes, can see. */ 2286 /* yes, can see. */
2626 if (dir < 9) 2287 if (dir < 9)
2627 return 1; 2288 return 1;
2289
2628 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2290 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2629 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2291 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2292 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2630} 2293}
2631
2632
2633 2294
2634/* 2295/*
2635 * can_pick(picker, item): finds out if an object is possible to be 2296 * can_pick(picker, item): finds out if an object is possible to be
2636 * picked up by the picker. Returnes 1 if it can be 2297 * picked up by the picker. Returnes 1 if it can be
2637 * picked up, otherwise 0. 2298 * picked up, otherwise 0.
2648 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2309 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2649 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2310 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2650 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2311 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2651} 2312}
2652 2313
2653
2654/* 2314/*
2655 * create clone from object to another 2315 * create clone from object to another
2656 */ 2316 */
2657object * 2317object *
2658object_create_clone (object *asrc) 2318object_create_clone (object *asrc)
2659{ 2319{
2660 object *
2661 dst = NULL, *tmp, *src, *part, *prev, *item; 2320 object *dst = 0, *tmp, *src, *part, *prev, *item;
2662 2321
2663 if (!asrc) 2322 if (!asrc)
2664 return NULL; 2323 return 0;
2324
2665 src = asrc; 2325 src = asrc;
2666 if (src->head) 2326 if (src->head)
2667 src = src->head; 2327 src = src->head;
2668 2328
2669 prev = NULL; 2329 prev = 0;
2670 for (part = src; part; part = part->more) 2330 for (part = src; part; part = part->more)
2671 { 2331 {
2672 tmp = get_object (); 2332 tmp = part->clone ();
2673 copy_object (part, tmp);
2674 tmp->x -= src->x; 2333 tmp->x -= src->x;
2675 tmp->y -= src->y; 2334 tmp->y -= src->y;
2335
2676 if (!part->head) 2336 if (!part->head)
2677 { 2337 {
2678 dst = tmp; 2338 dst = tmp;
2679 tmp->head = NULL; 2339 tmp->head = 0;
2680 } 2340 }
2681 else 2341 else
2682 {
2683 tmp->head = dst; 2342 tmp->head = dst;
2684 } 2343
2685 tmp->more = NULL; 2344 tmp->more = 0;
2345
2686 if (prev) 2346 if (prev)
2687 prev->more = tmp; 2347 prev->more = tmp;
2348
2688 prev = tmp; 2349 prev = tmp;
2689 } 2350 }
2690 2351
2691 /*** copy inventory ***/
2692 for (item = src->inv; item; item = item->below) 2352 for (item = src->inv; item; item = item->below)
2693 {
2694 (void) insert_ob_in_ob (object_create_clone (item), dst); 2353 insert_ob_in_ob (object_create_clone (item), dst);
2695 }
2696 2354
2697 return dst; 2355 return dst;
2698}
2699
2700/* return true if the object was destroyed, 0 otherwise */
2701int
2702was_destroyed (const object *op, tag_t old_tag)
2703{
2704 /* checking for FLAG_FREED isn't necessary, but makes this function more
2705 * robust */
2706 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2707}
2708
2709/* GROS - Creates an object using a string representing its content. */
2710
2711/* Basically, we save the content of the string to a temp file, then call */
2712
2713/* load_object on it. I admit it is a highly inefficient way to make things, */
2714
2715/* but it was simple to make and allows reusing the load_object function. */
2716
2717/* Remember not to use load_object_str in a time-critical situation. */
2718
2719/* Also remember that multiparts objects are not supported for now. */
2720
2721object *
2722load_object_str (const char *obstr)
2723{
2724 object *
2725 op;
2726 char
2727 filename[MAX_BUF];
2728
2729 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2730
2731 FILE *
2732 tempfile = fopen (filename, "w");
2733
2734 if (tempfile == NULL)
2735 {
2736 LOG (llevError, "Error - Unable to access load object temp file\n");
2737 return NULL;
2738 }
2739
2740 fprintf (tempfile, obstr);
2741 fclose (tempfile);
2742
2743 op = get_object ();
2744
2745 object_thawer thawer (filename);
2746
2747 if (thawer)
2748 load_object (thawer, op, 0);
2749
2750 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2751 CLEAR_FLAG (op, FLAG_REMOVED);
2752
2753 return op;
2754} 2356}
2755 2357
2756/* This returns the first object in who's inventory that 2358/* This returns the first object in who's inventory that
2757 * has the same type and subtype match. 2359 * has the same type and subtype match.
2758 * returns NULL if no match. 2360 * returns NULL if no match.
2759 */ 2361 */
2760object * 2362object *
2761find_obj_by_type_subtype (const object *who, int type, int subtype) 2363find_obj_by_type_subtype (const object *who, int type, int subtype)
2762{ 2364{
2763 object *
2764 tmp;
2765
2766 for (tmp = who->inv; tmp; tmp = tmp->below) 2365 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2767 if (tmp->type == type && tmp->subtype == subtype) 2366 if (tmp->type == type && tmp->subtype == subtype)
2768 return tmp; 2367 return tmp;
2769 2368
2770 return NULL; 2369 return 0;
2771} 2370}
2772 2371
2773/* If ob has a field named key, return the link from the list, 2372/* If ob has a field named key, return the link from the list,
2774 * otherwise return NULL. 2373 * otherwise return NULL.
2775 * 2374 *
2777 * do the desired thing. 2376 * do the desired thing.
2778 */ 2377 */
2779key_value * 2378key_value *
2780get_ob_key_link (const object *ob, const char *key) 2379get_ob_key_link (const object *ob, const char *key)
2781{ 2380{
2782 key_value *
2783 link;
2784
2785 for (link = ob->key_values; link != NULL; link = link->next) 2381 for (key_value *link = ob->key_values; link; link = link->next)
2786 {
2787 if (link->key == key) 2382 if (link->key == key)
2788 {
2789 return link; 2383 return link;
2790 }
2791 }
2792 2384
2793 return NULL; 2385 return 0;
2794} 2386}
2795 2387
2796/* 2388/*
2797 * Returns the value of op has an extra_field for key, or NULL. 2389 * Returns the value of op has an extra_field for key, or NULL.
2798 * 2390 *
2823 if (link->key == canonical_key) 2415 if (link->key == canonical_key)
2824 return link->value; 2416 return link->value;
2825 2417
2826 return 0; 2418 return 0;
2827} 2419}
2828
2829 2420
2830/* 2421/*
2831 * Updates the canonical_key in op to value. 2422 * Updates the canonical_key in op to value.
2832 * 2423 *
2833 * canonical_key is a shared string (value doesn't have to be). 2424 * canonical_key is a shared string (value doesn't have to be).
2838 * Returns TRUE on success. 2429 * Returns TRUE on success.
2839 */ 2430 */
2840int 2431int
2841set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2432set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2842{ 2433{
2843 key_value *
2844 field = NULL, *last = NULL; 2434 key_value *field = NULL, *last = NULL;
2845 2435
2846 for (field = op->key_values; field != NULL; field = field->next) 2436 for (field = op->key_values; field != NULL; field = field->next)
2847 { 2437 {
2848 if (field->key != canonical_key) 2438 if (field->key != canonical_key)
2849 { 2439 {
2877 /* IF we get here, key doesn't exist */ 2467 /* IF we get here, key doesn't exist */
2878 2468
2879 /* No field, we'll have to add it. */ 2469 /* No field, we'll have to add it. */
2880 2470
2881 if (!add_key) 2471 if (!add_key)
2882 {
2883 return FALSE; 2472 return FALSE;
2884 } 2473
2885 /* There isn't any good reason to store a null 2474 /* There isn't any good reason to store a null
2886 * value in the key/value list. If the archetype has 2475 * value in the key/value list. If the archetype has
2887 * this key, then we should also have it, so shouldn't 2476 * this key, then we should also have it, so shouldn't
2888 * be here. If user wants to store empty strings, 2477 * be here. If user wants to store empty strings,
2889 * should pass in "" 2478 * should pass in ""
2938 } 2527 }
2939 else 2528 else
2940 item = item->env; 2529 item = item->env;
2941} 2530}
2942 2531
2532
2533const char *
2534object::flag_desc (char *desc, int len) const
2535{
2536 char *p = desc;
2537 bool first = true;
2538
2539 *p = 0;
2540
2541 for (int i = 0; i < NUM_FLAGS; i++)
2542 {
2543 if (len <= 10) // magic constant!
2544 {
2545 snprintf (p, len, ",...");
2546 break;
2547 }
2548
2549 if (flag [i])
2550 {
2551 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2552 len -= cnt;
2553 p += cnt;
2554 first = false;
2555 }
2556 }
2557
2558 return desc;
2559}
2560
2943// return a suitable string describing an objetc in enough detail to find it 2561// return a suitable string describing an object in enough detail to find it
2944const char * 2562const char *
2945object::debug_desc (char *info) const 2563object::debug_desc (char *info) const
2946{ 2564{
2565 char flagdesc[512];
2947 char info2[256 * 3]; 2566 char info2[256 * 4];
2948 char *p = info; 2567 char *p = info;
2949 2568
2950 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2569 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2951 count, 2570 count, uuid.seq,
2952 &name, 2571 &name,
2953 title ? " " : "", 2572 title ? "\",title:\"" : "",
2954 title ? (const char *)title : ""); 2573 title ? (const char *)title : "",
2574 flag_desc (flagdesc, 512), type);
2955 2575
2956 if (env) 2576 if (env)
2957 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2577 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2958 2578
2959 if (map) 2579 if (map)
2960 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2580 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2961 2581
2962 return info; 2582 return info;
2963} 2583}
2964 2584
2965const char * 2585const char *
2966object::debug_desc () const 2586object::debug_desc () const
2967{ 2587{
2968 static char info[256 * 3]; 2588 static char info[256 * 4];
2969 return debug_desc (info); 2589 return debug_desc (info);
2970} 2590}
2971 2591
2592const char *
2593object::debug_desc2 () const
2594{
2595 static char info[256 * 4];
2596 return debug_desc (info);
2597}
2598
2599struct region *
2600object::region () const
2601{
2602 return map ? map->region (x, y)
2603 : region::default_region ();
2604}
2605
2606const materialtype_t *
2607object::dominant_material () const
2608{
2609 if (materialtype_t *mat = name_to_material (materialname))
2610 return mat;
2611
2612 // omfg this is slow, this has to be temporary :)
2613 shstr unknown ("unknown");
2614
2615 return name_to_material (unknown);
2616}
2617
2618void
2619object::open_container (object *new_container)
2620{
2621 if (container == new_container)
2622 return;
2623
2624 if (object *old_container = container)
2625 {
2626 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2627 return;
2628
2629#if 0
2630 // remove the "Close old_container" object.
2631 if (object *closer = old_container->inv)
2632 if (closer->type == CLOSE_CON)
2633 closer->destroy ();
2634#endif
2635
2636 old_container->flag [FLAG_APPLIED] = 0;
2637 container = 0;
2638
2639 esrv_update_item (UPD_FLAGS, this, old_container);
2640 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2641 }
2642
2643 if (new_container)
2644 {
2645 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2646 return;
2647
2648 // TODO: this does not seem to serve any purpose anymore?
2649#if 0
2650 // insert the "Close Container" object.
2651 if (archetype *closer = new_container->other_arch)
2652 {
2653 object *closer = arch_to_object (new_container->other_arch);
2654 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2655 new_container->insert (closer);
2656 }
2657#endif
2658
2659 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2660
2661 new_container->flag [FLAG_APPLIED] = 1;
2662 container = new_container;
2663
2664 esrv_update_item (UPD_FLAGS, this, new_container);
2665 esrv_send_inventory (this, new_container);
2666 }
2667}
2668
2669

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