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Comparing deliantra/server/common/object.C (file contents):
Revision 1.51 by root, Sun Sep 17 16:21:53 2006 UTC vs.
Revision 1.162 by root, Sat Jun 16 00:12:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
36
37#include <bitset>
34 38
35int nrofallocobjects = 0; 39int nrofallocobjects = 0;
36static UUID uuid; 40static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
38 42
39object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
40 45
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 48};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
104 _exit (1); 109 _exit (1);
105 } 110 }
106 111
107 uuid.seq = uid; 112 uuid.seq = uid;
108 write_uuid (); 113 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 115 fclose (fp);
111} 116}
112 117
113UUID 118UUID
114gen_uuid () 119gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
141 */ 146 */
142 147
143 /* For each field in wants, */ 148 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 150 {
146 key_value *has_field; 151 key_value *has_field;
147 152
148 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
183 * 188 *
184 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
187 * 192 *
188 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
189 * 194 *
190 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
191 * check weight 196 * check weight
192 */ 197 */
193
194bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
195{ 199{
196 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
198 return 0; 206 return 0;
199 207
200 if (ob1->speed != ob2->speed) 208 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 210 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 211 * used to store nrof).
206 */ 212 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 224
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 227
222 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 253 return 0;
254 254
255 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 256 * check all objects in the inventory.
257 */ 257 */
260 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 262 return 0;
263 263
264 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 266 return 0;
267 267
268 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 269 * if it is valid.
270 */ 270 */
279 279
280 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
282 * check? 282 * check?
283 */ 283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 285 return 0;
286 286
287 switch (ob1->type) 287 switch (ob1->type)
288 { 288 {
289 case SCROLL: 289 case SCROLL:
325sum_weight (object *op) 325sum_weight (object *op)
326{ 326{
327 long sum; 327 long sum;
328 object *inv; 328 object *inv;
329 329
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 331 {
332 if (inv->inv) 332 if (inv->inv)
333 sum_weight (inv); 333 sum_weight (inv);
334
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 336 }
336 337
337 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 355 op = op->env;
355 return op; 356 return op;
356} 357}
357 358
358/* 359/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 361 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
377 */ 363 */
378 364char *
379void
380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
386 char *cp;
387
388/* object *tmp;*/
389
390 if (op->arch != NULL)
391 {
392 strcat (errmsg, "arch ");
393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394 strcat (errmsg, "\n");
395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396 strcat (errmsg, cp);
397# if 0
398 /* Don't dump player diffs - they are too long, mostly meaningless, and
399 * will overflow the buffer.
400 * Changed so that we don't dump inventory either. This may
401 * also overflow the buffer.
402 */
403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404 strcat (errmsg, cp);
405 for (tmp = op->inv; tmp; tmp = tmp->below)
406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
426#endif
427}
428
429/*
430 * Dumps an object. Returns output in the static global errmsg array.
431 */
432
433void
434dump_object (object *op) 365dump_object (object *op)
435{ 366{
436 if (op == NULL) 367 if (!op)
437 { 368 return strdup ("[NULLOBJ]");
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443}
444 369
445void 370 object_freezer freezer;
446dump_all_objects (void) 371 op->write (freezer);
447{ 372 return freezer.as_string ();
448 object *op;
449
450 for (op = object::first; op != NULL; op = op->next)
451 {
452 dump_object (op);
453 fprintf (logfile, "Object %s\n", errmsg);
454 }
455} 373}
456 374
457/* 375/*
458 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
459 * multi-object 1 which is closest to the second object. 377 * multi-object 1 which is closest to the second object.
475} 393}
476 394
477/* 395/*
478 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
479 */ 397 */
480
481object * 398object *
482find_object (tag_t i) 399find_object (tag_t i)
483{ 400{
484 object *op; 401 for_all_objects (op)
485
486 for (op = object::first; op != NULL; op = op->next)
487 if (op->count == i) 402 if (op->count == i)
488 break;
489
490 return op; 403 return op;
404
405 return 0;
491} 406}
492 407
493/* 408/*
494 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
497 */ 412 */
498
499object * 413object *
500find_object_name (const char *str) 414find_object_name (const char *str)
501{ 415{
502 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
503 object *op; 417 object *op;
504 418
505 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
506 if (op->name == str_) 420 if (op->name == str_)
507 break; 421 break;
508 422
509 return op; 423 return op;
510} 424}
536 owner = owner->owner; 450 owner = owner->owner;
537 451
538 this->owner = owner; 452 this->owner = owner;
539} 453}
540 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519}
520
541/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
542 * refcounts and freeing the links. 522 * refcounts and freeing the links.
543 */ 523 */
544static void 524static void
545free_key_values (object *op) 525free_key_values (object *op)
546{ 526{
547 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
548 { 528 {
549 key_value *next = i->next; 529 key_value *next = i->next;
550 delete i; 530 delete i;
551 531
552 i = next; 532 i = next;
553 } 533 }
554 534
555 op->key_values = 0; 535 op->key_values = 0;
556} 536}
557 537
558void object::clear () 538object &
539object::operator =(const object &src)
559{ 540{
560 attachable_base::clear (); 541 bool is_freed = flag [FLAG_FREED];
542 bool is_removed = flag [FLAG_REMOVED];
561 543
562 free_key_values (this); 544 *(object_copy *)this = src;
563 545
564 owner = 0; 546 flag [FLAG_FREED] = is_freed;
565 name = 0; 547 flag [FLAG_REMOVED] = is_removed;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/*
610 * copy object first frees everything allocated by the second object,
611 * and then copies the contends of the first object into the second
612 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object
615 * will point at garbage.
616 */
617void
618copy_object (object *op2, object *op)
619{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
622
623 op2->clone (op);
624
625 if (is_freed)
626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED);
629
630 if (op2->speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
632 548
633 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
634 if (op2->key_values) 550 if (src.key_values)
635 { 551 {
636 key_value *tail = 0; 552 key_value *tail = 0;
637 key_value *i;
638
639 op->key_values = 0; 553 key_values = 0;
640 554
641 for (i = op2->key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
642 { 556 {
643 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
644 558
645 new_link->next = 0; 559 new_link->next = 0;
646 new_link->key = i->key; 560 new_link->key = i->key;
647 new_link->value = i->value; 561 new_link->value = i->value;
648 562
649 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
650 if (!op->key_values) 564 if (!key_values)
651 { 565 {
652 op->key_values = new_link; 566 key_values = new_link;
653 tail = new_link; 567 tail = new_link;
654 } 568 }
655 else 569 else
656 { 570 {
657 tail->next = new_link; 571 tail->next = new_link;
658 tail = new_link; 572 tail = new_link;
659 } 573 }
660 } 574 }
661 } 575 }
576}
662 577
663 update_ob_speed (op); 578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left = speed_left - rndm ();
593
594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
614}
615
616object *
617object::clone ()
618{
619 object *neu = create ();
620 copy_to (neu);
621 return neu;
664} 622}
665 623
666/* 624/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 625 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can 626 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map. 627 * be called to update the face variable, _and_ how it looks on the map.
670 */ 628 */
671
672void 629void
673update_turn_face (object *op) 630update_turn_face (object *op)
674{ 631{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 633 return;
634
677 SET_ANIMATION (op, op->direction); 635 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 636 update_object (op, UP_OBJ_FACE);
679} 637}
680 638
681/* 639/*
682 * Updates the speed of an object. If the speed changes from 0 to another 640 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 641 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 642 * This function needs to be called whenever the speed of an object changes.
685 */ 643 */
686void 644void
687update_ob_speed (object *op) 645object::set_speed (float speed)
688{ 646{
689 extern int arch_init; 647 if (flag [FLAG_FREED] && speed)
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 648 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 650 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 651 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 652
714 /* process_events() expects us to insert the object at the beginning 653 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 654
718 if (op->active_next != NULL) 655 if (has_active_speed ())
719 op->active_next->active_prev = op; 656 activate ();
720
721 active_objects = op;
722 }
723 else 657 else
724 { 658 deactivate ();
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 659}
748 660
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778}
779
780/* 661/*
781 * update_object() updates the array which represents the map. 662 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 663 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 664 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 665 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 666 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 667 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 668 * updating that window, though, since update_object() is called _often_)
788 * 669 *
789 * action is a hint of what the caller believes need to be done. 670 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 671 * current action are:
795 * UP_OBJ_INSERT: op was inserted 672 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 673 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 674 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 675 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
800 */ 677 */
801
802void 678void
803update_object (object *op, int action) 679update_object (object *op, int action)
804{ 680{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow;
807
808 if (op == NULL) 681 if (op == NULL)
809 { 682 {
810 /* this should never happen */ 683 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 685 return;
813 } 686 }
814 687
815 if (op->env != NULL) 688 if (op->env)
816 { 689 {
817 /* Animation is currently handled by client, so nothing 690 /* Animation is currently handled by client, so nothing
818 * to do in this case. 691 * to do in this case.
819 */ 692 */
820 return; 693 return;
825 */ 698 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 699 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 700 return;
828 701
829 /* make sure the object is within map boundaries */ 702 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 704 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 705 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 706#ifdef MANY_CORES
834 abort (); 707 abort ();
835#endif 708#endif
836 return; 709 return;
837 } 710 }
838 711
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 712 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 713
714 if (!(m.flags_ & P_UPTODATE))
715 /* nop */;
846 if (action == UP_OBJ_INSERT) 716 else if (action == UP_OBJ_INSERT)
847 { 717 {
718 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 725 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 726 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 727 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 728 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 729 * to have move_allow right now.
871 */ 730 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 733 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 734 }
878 /* if the object is being removed, we can't make intelligent 735 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 736 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 737 * that is being removed.
881 */ 738 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 740 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 741 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 742 /* Nothing to do for that case */ ;
886 else 743 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 744 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 745
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 746 if (op->more)
896 update_object (op->more, action); 747 update_object (op->more, action);
897}
898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals && lastmortals > 100)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921} 748}
922 749
923object::object () 750object::object ()
924{ 751{
925 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
928 face = blank_face; 755 face = blank_face;
929} 756}
930 757
931object::~object () 758object::~object ()
932{ 759{
760 unlink ();
761
933 free_key_values (this); 762 free_key_values (this);
934} 763}
935 764
765static int object_count;
766
936void object::link () 767void object::link ()
937{ 768{
938 count = ++ob_count; 769 assert (!index);//D
939 uuid = gen_uuid (); 770 uuid = gen_uuid ();
771 count = ++object_count;
940 772
941 prev = 0; 773 refcnt_inc ();
942 next = object::first; 774 objects.insert (this);
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 775}
949 776
950void object::unlink () 777void object::unlink ()
951{ 778{
952 if (this == object::first) 779 if (!index)
953 object::first = next; 780 return;
954 781
955 /* Remove this object from the list of used objects */ 782 objects.erase (this);
956 if (prev) prev->next = next; 783 refcnt_dec ();
957 if (next) next->prev = prev; 784}
958 785
959 prev = 0; 786void
960 next = 0; 787object::activate ()
788{
789 /* If already on active list, don't do anything */
790 if (active)
791 return;
792
793 if (has_active_speed ())
794 actives.insert (this);
795}
796
797void
798object::activate_recursive ()
799{
800 activate ();
801
802 for (object *op = inv; op; op = op->below)
803 op->activate_recursive ();
804}
805
806/* This function removes object 'op' from the list of active
807 * objects.
808 * This should only be used for style maps or other such
809 * reference maps where you don't want an object that isn't
810 * in play chewing up cpu time getting processed.
811 * The reverse of this is to call update_ob_speed, which
812 * will do the right thing based on the speed of the object.
813 */
814void
815object::deactivate ()
816{
817 /* If not on the active list, nothing needs to be done */
818 if (!active)
819 return;
820
821 actives.erase (this);
822}
823
824void
825object::deactivate_recursive ()
826{
827 for (object *op = inv; op; op = op->below)
828 op->deactivate_recursive ();
829
830 deactivate ();
831}
832
833void
834object::set_flag_inv (int flag, int value)
835{
836 for (object *op = inv; op; op = op->below)
837 {
838 op->flag [flag] = value;
839 op->set_flag_inv (flag, value);
840 }
841}
842
843/*
844 * Remove and free all objects in the inventory of the given object.
845 * object.c ?
846 */
847void
848object::destroy_inv (bool drop_to_ground)
849{
850 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory,
854 // cf will crash below with off-map x and y
855 if (!inv)
856 return;
857
858 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects
860 * drop on that space.
861 */
862 if (!drop_to_ground
863 || !map
864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
866 || ms ().move_block == MOVE_ALL)
867 {
868 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy ();
872 }
873 }
874 else
875 { /* Put objects in inventory onto this space */
876 while (inv)
877 {
878 object *op = inv;
879
880 if (op->flag [FLAG_STARTEQUIP]
881 || op->flag [FLAG_NO_DROP]
882 || op->type == RUNE
883 || op->type == TRAP
884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
886 op->destroy ();
887 else
888 map->insert (op, x, y);
889 }
890 }
961} 891}
962 892
963object *object::create () 893object *object::create ()
964{ 894{
965 object *op = new object; 895 object *op = new object;
966 op->link (); 896 op->link ();
967 return op; 897 return op;
968} 898}
969 899
970/* 900void
971 * free_object() frees everything allocated by an object, removes 901object::do_destroy ()
972 * it from the list of used objects, and puts it on the list of
973 * free objects. The IS_FREED() flag is set in the object.
974 * The object must have been removed by remove_ob() first for
975 * this function to succeed.
976 *
977 * If free_inventory is set, free inventory as well. Else drop items in
978 * inventory to the ground.
979 */
980void object::free (bool free_inventory)
981{ 902{
982 if (QUERY_FLAG (this, FLAG_FREED)) 903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this);
907
908 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this);
910
911 if (!flag [FLAG_REMOVED])
912 remove ();
913
914 destroy_inv (true);
915
916 deactivate ();
917 unlink ();
918
919 flag [FLAG_FREED] = 1;
920
921 // hack to ensure that freed objects still have a valid map
922 {
923 static maptile *freed_map; // freed objects are moved here to avoid crashes
924
925 if (!freed_map)
926 {
927 freed_map = new maptile;
928
929 freed_map->name = "/internal/freed_objects_map";
930 freed_map->width = 3;
931 freed_map->height = 3;
932
933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
935 }
936
937 map = freed_map;
938 x = 1;
939 y = 1;
940 }
941
942 if (more)
943 {
944 more->destroy ();
945 more = 0;
946 }
947
948 head = 0;
949
950 // clear those pointers that likely might cause circular references
951 owner = 0;
952 enemy = 0;
953 attacked_by = 0;
954 current_weapon = 0;
955}
956
957void
958object::destroy (bool destroy_inventory)
959{
960 if (destroyed ())
983 return; 961 return;
984 962
985 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 963 if (destroy_inventory)
986 remove_friendly_object (this); 964 destroy_inv (false);
987 965
988 if (!QUERY_FLAG (this, FLAG_REMOVED)) 966 attachable::destroy ();
989 remove_ob (this);
990
991 SET_FLAG (this, FLAG_FREED);
992
993 if (more)
994 {
995 more->free (free_inventory);
996 more = 0;
997 }
998
999 if (inv)
1000 {
1001 /* Only if the space blocks everything do we not process -
1002 * if some form of movement is allowed, let objects
1003 * drop on that space.
1004 */
1005 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1006 {
1007 object *op = inv;
1008
1009 while (op)
1010 {
1011 object *tmp = op->below;
1012 op->free (free_inventory);
1013 op = tmp;
1014 }
1015 }
1016 else
1017 { /* Put objects in inventory onto this space */
1018 object *op = inv;
1019
1020 while (op)
1021 {
1022 object *tmp = op->below;
1023
1024 remove_ob (op);
1025
1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1028 free_object (op);
1029 else
1030 {
1031 op->x = x;
1032 op->y = y;
1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1034 }
1035
1036 op = tmp;
1037 }
1038 }
1039 }
1040
1041 // clear those pointers that likely might have circular references to us
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
1045
1046 /* Remove object from the active list */
1047 speed = 0;
1048 update_ob_speed (this);
1049
1050 unlink ();
1051
1052 mortals.push_back (this);
1053} 967}
1054 968
1055/* 969/*
1056 * sub_weight() recursively (outwards) subtracts a number from the 970 * sub_weight() recursively (outwards) subtracts a number from the
1057 * weight of an object (and what is carried by it's environment(s)). 971 * weight of an object (and what is carried by it's environment(s)).
1058 */ 972 */
1059
1060void 973void
1061sub_weight (object *op, signed long weight) 974sub_weight (object *op, signed long weight)
1062{ 975{
1063 while (op != NULL) 976 while (op != NULL)
1064 { 977 {
1068 op->carrying -= weight; 981 op->carrying -= weight;
1069 op = op->env; 982 op = op->env;
1070 } 983 }
1071} 984}
1072 985
1073/* remove_ob(op): 986/* op->remove ():
1074 * This function removes the object op from the linked list of objects 987 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the 988 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 989 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 990 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 991 * the previous environment.
1079 * Beware: This function is called from the editor as well!
1080 */ 992 */
1081
1082void 993void
1083remove_ob (object *op) 994object::do_remove ()
1084{ 995{
1085 object *tmp, *last = 0; 996 object *tmp, *last = 0;
1086 object *otmp; 997 object *otmp;
1087 998
1088 int check_walk_off;
1089 maptile *m;
1090
1091 sint16 x, y;
1092
1093 if (QUERY_FLAG (op, FLAG_REMOVED)) 999 if (QUERY_FLAG (this, FLAG_REMOVED))
1094 return; 1000 return;
1095 1001
1096 SET_FLAG (op, FLAG_REMOVED); 1002 SET_FLAG (this, FLAG_REMOVED);
1003 INVOKE_OBJECT (REMOVE, this);
1097 1004
1098 if (op->more != NULL) 1005 if (more)
1099 remove_ob (op->more); 1006 more->remove ();
1100 1007
1101 /* 1008 /*
1102 * In this case, the object to be removed is in someones 1009 * In this case, the object to be removed is in someones
1103 * inventory. 1010 * inventory.
1104 */ 1011 */
1105 if (op->env != NULL) 1012 if (env)
1106 { 1013 {
1107 if (op->nrof) 1014 if (nrof)
1108 sub_weight (op->env, op->weight * op->nrof); 1015 sub_weight (env, weight * nrof);
1109 else 1016 else
1110 sub_weight (op->env, op->weight + op->carrying); 1017 sub_weight (env, weight + carrying);
1111 1018
1112 /* NO_FIX_PLAYER is set when a great many changes are being 1019 /* NO_FIX_PLAYER is set when a great many changes are being
1113 * made to players inventory. If set, avoiding the call 1020 * made to players inventory. If set, avoiding the call
1114 * to save cpu time. 1021 * to save cpu time.
1115 */ 1022 */
1116 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1023 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1117 fix_player (otmp); 1024 otmp->update_stats ();
1118 1025
1119 if (op->above != NULL) 1026 if (above)
1120 op->above->below = op->below; 1027 above->below = below;
1121 else 1028 else
1122 op->env->inv = op->below; 1029 env->inv = below;
1123 1030
1124 if (op->below != NULL) 1031 if (below)
1125 op->below->above = op->above; 1032 below->above = above;
1126 1033
1127 /* we set up values so that it could be inserted into 1034 /* we set up values so that it could be inserted into
1128 * the map, but we don't actually do that - it is up 1035 * the map, but we don't actually do that - it is up
1129 * to the caller to decide what we want to do. 1036 * to the caller to decide what we want to do.
1130 */ 1037 */
1131 op->x = op->env->x, op->y = op->env->y; 1038 x = env->x, y = env->y;
1132 op->map = op->env->map; 1039 map = env->map;
1133 op->above = NULL, op->below = NULL; 1040 above = 0, below = 0;
1134 op->env = NULL; 1041 env = 0;
1135 } 1042 }
1136 else if (op->map) 1043 else if (map)
1137 { 1044 {
1138 x = op->x; 1045 if (type == PLAYER)
1139 y = op->y;
1140 m = get_map_from_coord (op->map, &x, &y);
1141
1142 if (!m)
1143 { 1046 {
1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1047 // leaving a spot always closes any open container on the ground
1145 op->map->path, op->x, op->y); 1048 if (container && !container->env)
1146 /* in old days, we used to set x and y to 0 and continue. 1049 // this causes spurious floorbox updates, but it ensures
1147 * it seems if we get into this case, something is probablye 1050 // that the CLOSE event is being sent.
1148 * screwed up and should be fixed. 1051 close_container ();
1149 */ 1052
1150 abort (); 1053 --map->players;
1054 map->touch ();
1151 } 1055 }
1152 1056
1153 if (op->map != m) 1057 map->dirty = true;
1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1058 mapspace &ms = this->ms ();
1155 op->map->path, m->path, op->x, op->y, x, y);
1156
1157 /* Re did the following section of code - it looks like it had
1158 * lots of logic for things we no longer care about
1159 */
1160 1059
1161 /* link the object above us */ 1060 /* link the object above us */
1162 if (op->above) 1061 if (above)
1163 op->above->below = op->below; 1062 above->below = below;
1164 else 1063 else
1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1064 ms.top = below; /* we were top, set new top */
1166 1065
1167 /* Relink the object below us, if there is one */ 1066 /* Relink the object below us, if there is one */
1168 if (op->below) 1067 if (below)
1169 op->below->above = op->above; 1068 below->above = above;
1170 else 1069 else
1171 { 1070 {
1172 /* Nothing below, which means we need to relink map object for this space 1071 /* Nothing below, which means we need to relink map object for this space
1173 * use translated coordinates in case some oddness with map tiling is 1072 * use translated coordinates in case some oddness with map tiling is
1174 * evident 1073 * evident
1175 */ 1074 */
1176 if (GET_MAP_OB (m, x, y) != op) 1075 if (GET_MAP_OB (map, x, y) != this)
1177 {
1178 dump_object (op);
1179 LOG (llevError,
1180 "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); 1076 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 ());
1181 dump_object (GET_MAP_OB (m, x, y));
1182 LOG (llevError, "%s\n", errmsg);
1183 }
1184 1077
1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1078 ms.bot = above; /* goes on above it. */
1186 } 1079 }
1187 1080
1188 op->above = 0; 1081 above = 0;
1189 op->below = 0; 1082 below = 0;
1190 1083
1191 if (op->map->in_memory == MAP_SAVING) 1084 if (map->in_memory == MAP_SAVING)
1192 return; 1085 return;
1193 1086
1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1087 int check_walk_off = !flag [FLAG_NO_APPLY];
1195 1088
1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1089 for (tmp = ms.bot; tmp; tmp = tmp->above)
1197 { 1090 {
1198 /* No point updating the players look faces if he is the object 1091 /* No point updating the players look faces if he is the object
1199 * being removed. 1092 * being removed.
1200 */ 1093 */
1201 1094
1202 if (tmp->type == PLAYER && tmp != op) 1095 if (tmp->type == PLAYER && tmp != this)
1203 { 1096 {
1204 /* If a container that the player is currently using somehow gets 1097 /* If a container that the player is currently using somehow gets
1205 * removed (most likely destroyed), update the player view 1098 * removed (most likely destroyed), update the player view
1206 * appropriately. 1099 * appropriately.
1207 */ 1100 */
1208 if (tmp->container == op) 1101 if (tmp->container == this)
1209 { 1102 {
1210 CLEAR_FLAG (op, FLAG_APPLIED); 1103 flag [FLAG_APPLIED] = 0;
1211 tmp->container = NULL; 1104 tmp->container = 0;
1212 } 1105 }
1213 1106
1214 tmp->contr->socket.update_look = 1; 1107 if (tmp->contr->ns)
1108 tmp->contr->ns->floorbox_update ();
1215 } 1109 }
1216 1110
1217 /* See if player moving off should effect something */ 1111 /* See if object moving off should effect something */
1218 if (check_walk_off 1112 if (check_walk_off
1219 && ((op->move_type & tmp->move_off) 1113 && ((move_type & tmp->move_off)
1220 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1114 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1221 { 1115 {
1222 move_apply (tmp, op, NULL); 1116 move_apply (tmp, this, 0);
1223 1117
1224 if (op->destroyed ()) 1118 if (destroyed ())
1225 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1119 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1226 } 1120 }
1227 1121
1228 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1229
1230 if (tmp->above == tmp)
1231 tmp->above = NULL;
1232
1233 last = tmp; 1122 last = tmp;
1234 } 1123 }
1235 1124
1236 /* last == NULL of there are no objects on this space */ 1125 /* last == NULL if there are no objects on this space */
1126 //TODO: this makes little sense, why only update the topmost object?
1237 if (last == NULL) 1127 if (!last)
1238 { 1128 map->at (x, y).flags_ = 0;
1239 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1240 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1241 * those out anyways, and if there are any flags set right now, they won't
1242 * be correct anyways.
1243 */
1244 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1245 update_position (op->map, op->x, op->y);
1246 }
1247 else 1129 else
1248 update_object (last, UP_OBJ_REMOVE); 1130 update_object (last, UP_OBJ_REMOVE);
1249 1131
1250 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1132 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1251 update_all_los (op->map, op->x, op->y); 1133 update_all_los (map, x, y);
1252 } 1134 }
1253} 1135}
1254 1136
1255/* 1137/*
1256 * merge_ob(op,top): 1138 * merge_ob(op,top):
1264merge_ob (object *op, object *top) 1146merge_ob (object *op, object *top)
1265{ 1147{
1266 if (!op->nrof) 1148 if (!op->nrof)
1267 return 0; 1149 return 0;
1268 1150
1269 if (top == NULL) 1151 if (top)
1270 for (top = op; top != NULL && top->above != NULL; top = top->above); 1152 for (top = op; top && top->above; top = top->above)
1153 ;
1271 1154
1272 for (; top != NULL; top = top->below) 1155 for (; top; top = top->below)
1273 { 1156 {
1274 if (top == op) 1157 if (top == op)
1275 continue; 1158 continue;
1276 if (CAN_MERGE (op, top)) 1159
1160 if (object::can_merge (op, top))
1277 { 1161 {
1278 top->nrof += op->nrof; 1162 top->nrof += op->nrof;
1279 1163
1280/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1164/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1281 op->weight = 0; /* Don't want any adjustements now */ 1165 op->weight = 0; /* Don't want any adjustements now */
1282 remove_ob (op); 1166 op->destroy ();
1283 free_object (op);
1284 return top; 1167 return top;
1285 } 1168 }
1286 } 1169 }
1287 1170
1288 return 0; 1171 return 0;
1289} 1172}
1290 1173
1174void
1175object::expand_tail ()
1176{
1177 if (more)
1178 return;
1179
1180 object *prev = this;
1181
1182 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1183 {
1184 object *op = arch_to_object (at);
1185
1186 op->name = name;
1187 op->name_pl = name_pl;
1188 op->title = title;
1189
1190 op->head = this;
1191 prev->more = op;
1192
1193 prev = op;
1194 }
1195}
1196
1291/* 1197/*
1292 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1198 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1293 * job preparing multi-part monsters 1199 * job preparing multi-part monsters.
1294 */ 1200 */
1295object * 1201object *
1296insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1202insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1297{ 1203{
1298 object *tmp;
1299
1300 if (op->head)
1301 op = op->head;
1302
1303 for (tmp = op; tmp; tmp = tmp->more) 1204 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1304 { 1205 {
1305 tmp->x = x + tmp->arch->clone.x; 1206 tmp->x = x + tmp->arch->x;
1306 tmp->y = y + tmp->arch->clone.y; 1207 tmp->y = y + tmp->arch->y;
1307 } 1208 }
1308 1209
1309 return insert_ob_in_map (op, m, originator, flag); 1210 return insert_ob_in_map (op, m, originator, flag);
1310} 1211}
1311 1212
1327 * Return value: 1228 * Return value:
1328 * new object if 'op' was merged with other object 1229 * new object if 'op' was merged with other object
1329 * NULL if 'op' was destroyed 1230 * NULL if 'op' was destroyed
1330 * just 'op' otherwise 1231 * just 'op' otherwise
1331 */ 1232 */
1332
1333object * 1233object *
1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1234insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1335{ 1235{
1236 assert (!op->flag [FLAG_FREED]);
1237
1336 object *tmp, *top, *floor = NULL; 1238 object *top, *floor = NULL;
1337 sint16 x, y;
1338 1239
1339 if (QUERY_FLAG (op, FLAG_FREED)) 1240 op->remove ();
1340 {
1341 LOG (llevError, "Trying to insert freed object!\n");
1342 return NULL;
1343 }
1344 1241
1345 if (m == NULL) 1242#if 0
1346 { 1243 if (!m->active != !op->active)
1347 dump_object (op); 1244 if (m->active)
1348 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1245 op->activate_recursive ();
1349 return op; 1246 else
1350 } 1247 op->deactivate_recursive ();
1248#endif
1351 1249
1352 if (out_of_map (m, op->x, op->y)) 1250 if (out_of_map (m, op->x, op->y))
1353 { 1251 {
1354 dump_object (op);
1355 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1252 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1356#ifdef MANY_CORES 1253#ifdef MANY_CORES
1357 /* Better to catch this here, as otherwise the next use of this object 1254 /* Better to catch this here, as otherwise the next use of this object
1358 * is likely to cause a crash. Better to find out where it is getting 1255 * is likely to cause a crash. Better to find out where it is getting
1359 * improperly inserted. 1256 * improperly inserted.
1360 */ 1257 */
1361 abort (); 1258 abort ();
1362#endif 1259#endif
1363 return op; 1260 return op;
1364 } 1261 }
1365 1262
1366 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1263 if (object *more = op->more)
1367 { 1264 if (!insert_ob_in_map (more, m, originator, flag))
1368 dump_object (op);
1369 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1370 return op; 1265 return 0;
1371 }
1372
1373 if (op->more != NULL)
1374 {
1375 /* The part may be on a different map. */
1376
1377 object *more = op->more;
1378
1379 /* We really need the caller to normalize coordinates - if
1380 * we set the map, that doesn't work if the location is within
1381 * a map and this is straddling an edge. So only if coordinate
1382 * is clear wrong do we normalize it.
1383 */
1384 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1385 more->map = get_map_from_coord (m, &more->x, &more->y);
1386 else if (!more->map)
1387 {
1388 /* For backwards compatibility - when not dealing with tiled maps,
1389 * more->map should always point to the parent.
1390 */
1391 more->map = m;
1392 }
1393
1394 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1395 {
1396 if (!op->head)
1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1398
1399 return NULL;
1400 }
1401 }
1402 1266
1403 CLEAR_FLAG (op, FLAG_REMOVED); 1267 CLEAR_FLAG (op, FLAG_REMOVED);
1404 1268
1405 /* Ideally, the caller figures this out. However, it complicates a lot 1269 /* Ideally, the caller figures this out. However, it complicates a lot
1406 * of areas of callers (eg, anything that uses find_free_spot would now 1270 * of areas of callers (eg, anything that uses find_free_spot would now
1407 * need extra work 1271 * need extra work
1408 */ 1272 */
1409 op->map = get_map_from_coord (m, &op->x, &op->y); 1273 if (!xy_normalise (m, op->x, op->y))
1410 x = op->x; 1274 return 0;
1411 y = op->y; 1275
1276 op->map = m;
1277 mapspace &ms = op->ms ();
1412 1278
1413 /* this has to be done after we translate the coordinates. 1279 /* this has to be done after we translate the coordinates.
1414 */ 1280 */
1415 if (op->nrof && !(flag & INS_NO_MERGE)) 1281 if (op->nrof && !(flag & INS_NO_MERGE))
1416 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1417 if (CAN_MERGE (op, tmp)) 1283 if (object::can_merge (op, tmp))
1418 { 1284 {
1419 op->nrof += tmp->nrof; 1285 op->nrof += tmp->nrof;
1420 remove_ob (tmp); 1286 tmp->destroy ();
1421 free_object (tmp);
1422 } 1287 }
1423 1288
1424 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1425 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1290 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1426 1291
1439 op->below = originator->below; 1304 op->below = originator->below;
1440 1305
1441 if (op->below) 1306 if (op->below)
1442 op->below->above = op; 1307 op->below->above = op;
1443 else 1308 else
1444 SET_MAP_OB (op->map, op->x, op->y, op); 1309 ms.bot = op;
1445 1310
1446 /* since *below* originator, no need to update top */ 1311 /* since *below* originator, no need to update top */
1447 originator->below = op; 1312 originator->below = op;
1448 } 1313 }
1449 else 1314 else
1450 { 1315 {
1316 top = ms.bot;
1317
1451 /* If there are other objects, then */ 1318 /* If there are other objects, then */
1452 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1319 if ((!(flag & INS_MAP_LOAD)) && top)
1453 { 1320 {
1454 object *last = NULL; 1321 object *last = 0;
1455 1322
1456 /* 1323 /*
1457 * If there are multiple objects on this space, we do some trickier handling. 1324 * If there are multiple objects on this space, we do some trickier handling.
1458 * We've already dealt with merging if appropriate. 1325 * We've already dealt with merging if appropriate.
1459 * Generally, we want to put the new object on top. But if 1326 * Generally, we want to put the new object on top. But if
1463 * once we get to them. This reduces the need to traverse over all of 1330 * once we get to them. This reduces the need to traverse over all of
1464 * them when adding another one - this saves quite a bit of cpu time 1331 * them when adding another one - this saves quite a bit of cpu time
1465 * when lots of spells are cast in one area. Currently, it is presumed 1332 * when lots of spells are cast in one area. Currently, it is presumed
1466 * that flying non pickable objects are spell objects. 1333 * that flying non pickable objects are spell objects.
1467 */ 1334 */
1468 1335 for (top = ms.bot; top; top = top->above)
1469 while (top != NULL)
1470 { 1336 {
1471 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1472 floor = top; 1338 floor = top;
1473 1339
1474 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1477 top = top->below; 1343 top = top->below;
1478 break; 1344 break;
1479 } 1345 }
1480 1346
1481 last = top; 1347 last = top;
1482 top = top->above;
1483 } 1348 }
1484 1349
1485 /* Don't want top to be NULL, so set it to the last valid object */ 1350 /* Don't want top to be NULL, so set it to the last valid object */
1486 top = last; 1351 top = last;
1487 1352
1489 * looks like instead of lots of conditions here. 1354 * looks like instead of lots of conditions here.
1490 * makes things faster, and effectively the same result. 1355 * makes things faster, and effectively the same result.
1491 */ 1356 */
1492 1357
1493 /* Have object 'fall below' other objects that block view. 1358 /* Have object 'fall below' other objects that block view.
1494 * Unless those objects are exits, type 66 1359 * Unless those objects are exits.
1495 * If INS_ON_TOP is used, don't do this processing 1360 * If INS_ON_TOP is used, don't do this processing
1496 * Need to find the object that in fact blocks view, otherwise 1361 * Need to find the object that in fact blocks view, otherwise
1497 * stacking is a bit odd. 1362 * stacking is a bit odd.
1498 */ 1363 */
1499 if (!(flag & INS_ON_TOP) && 1364 if (!(flag & INS_ON_TOP)
1500 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1365 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility))
1501 { 1367 {
1502 for (last = top; last != floor; last = last->below) 1368 for (last = top; last != floor; last = last->below)
1503 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1504 break; 1370 break;
1371
1505 /* Check to see if we found the object that blocks view, 1372 /* Check to see if we found the object that blocks view,
1506 * and make sure we have a below pointer for it so that 1373 * and make sure we have a below pointer for it so that
1507 * we can get inserted below this one, which requires we 1374 * we can get inserted below this one, which requires we
1508 * set top to the object below us. 1375 * set top to the object below us.
1509 */ 1376 */
1511 top = last->below; 1378 top = last->below;
1512 } 1379 }
1513 } /* If objects on this space */ 1380 } /* If objects on this space */
1514 1381
1515 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1516 top = GET_MAP_TOP (op->map, op->x, op->y); 1383 top = ms.top;
1517 1384
1518 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1519 top = floor; 1386 top = floor;
1520 1387
1521 /* Top is the object that our object (op) is going to get inserted above. 1388 /* Top is the object that our object (op) is going to get inserted above.
1522 */ 1389 */
1523 1390
1524 /* First object on this space */ 1391 /* First object on this space */
1525 if (!top) 1392 if (!top)
1526 { 1393 {
1527 op->above = GET_MAP_OB (op->map, op->x, op->y); 1394 op->above = ms.bot;
1528 1395
1529 if (op->above) 1396 if (op->above)
1530 op->above->below = op; 1397 op->above->below = op;
1531 1398
1532 op->below = NULL; 1399 op->below = 0;
1533 SET_MAP_OB (op->map, op->x, op->y, op); 1400 ms.bot = op;
1534 } 1401 }
1535 else 1402 else
1536 { /* get inserted into the stack above top */ 1403 { /* get inserted into the stack above top */
1537 op->above = top->above; 1404 op->above = top->above;
1538 1405
1541 1408
1542 op->below = top; 1409 op->below = top;
1543 top->above = op; 1410 top->above = op;
1544 } 1411 }
1545 1412
1546 if (op->above == NULL) 1413 if (!op->above)
1547 SET_MAP_TOP (op->map, op->x, op->y, op); 1414 ms.top = op;
1548 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1549 1416
1550 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1418 {
1551 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1420 ++op->map->players;
1421 op->map->touch ();
1422 }
1423
1424 op->map->dirty = true;
1552 1425
1553 /* If we have a floor, we know the player, if any, will be above 1426 /* If we have a floor, we know the player, if any, will be above
1554 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1555 */ 1428 */
1556 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1557 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 if (object *pl = ms.player ())
1558 if (tmp->type == PLAYER) 1431 if (pl->contr->ns)
1559 tmp->contr->socket.update_look = 1; 1432 pl->contr->ns->floorbox_update ();
1560 1433
1561 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1562 * visible to others on this map. But update_all_los is really 1435 * visible to others on this map. But update_all_los is really
1563 * an inefficient way to do this, as it means los for all players 1436 * an inefficient way to do this, as it means los for all players
1564 * on the map will get recalculated. The players could very well 1437 * on the map will get recalculated. The players could very well
1565 * be far away from this change and not affected in any way - 1438 * be far away from this change and not affected in any way -
1566 * this should get redone to only look for players within range, 1439 * this should get redone to only look for players within range,
1567 * or just updating the P_NEED_UPDATE for spaces within this area 1440 * or just updating the P_UPTODATE for spaces within this area
1568 * of effect may be sufficient. 1441 * of effect may be sufficient.
1569 */ 1442 */
1570 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1443 if (op->map->darkness && (op->glow_radius != 0))
1571 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1572 1445
1573 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1446 /* updates flags (blocked, alive, no magic, etc) for this map space */
1574 update_object (op, UP_OBJ_INSERT); 1447 update_object (op, UP_OBJ_INSERT);
1575 1448
1449 INVOKE_OBJECT (INSERT, op);
1450
1576 /* Don't know if moving this to the end will break anything. However, 1451 /* Don't know if moving this to the end will break anything. However,
1577 * we want to have update_look set above before calling this. 1452 * we want to have floorbox_update called before calling this.
1578 * 1453 *
1579 * check_move_on() must be after this because code called from 1454 * check_move_on() must be after this because code called from
1580 * check_move_on() depends on correct map flags (so functions like 1455 * check_move_on() depends on correct map flags (so functions like
1581 * blocked() and wall() work properly), and these flags are updated by 1456 * blocked() and wall() work properly), and these flags are updated by
1582 * update_object(). 1457 * update_object().
1583 */ 1458 */
1584 1459
1585 /* if this is not the head or flag has been passed, don't check walk on status */ 1460 /* if this is not the head or flag has been passed, don't check walk on status */
1586 if (!(flag & INS_NO_WALK_ON) && !op->head) 1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1587 { 1462 {
1588 if (check_move_on (op, originator)) 1463 if (check_move_on (op, originator))
1589 return NULL; 1464 return 0;
1590 1465
1591 /* If we are a multi part object, lets work our way through the check 1466 /* If we are a multi part object, lets work our way through the check
1592 * walk on's. 1467 * walk on's.
1593 */ 1468 */
1594 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op->more; tmp; tmp = tmp->more)
1595 if (check_move_on (tmp, originator)) 1470 if (check_move_on (tmp, originator))
1596 return NULL; 1471 return 0;
1597 } 1472 }
1598 1473
1599 return op; 1474 return op;
1600} 1475}
1601 1476
1602/* this function inserts an object in the map, but if it 1477/* this function inserts an object in the map, but if it
1603 * finds an object of its own type, it'll remove that one first. 1478 * finds an object of its own type, it'll remove that one first.
1604 * op is the object to insert it under: supplies x and the map. 1479 * op is the object to insert it under: supplies x and the map.
1605 */ 1480 */
1606void 1481void
1607replace_insert_ob_in_map (const char *arch_string, object *op) 1482replace_insert_ob_in_map (const char *arch_string, object *op)
1608{ 1483{
1609 object * 1484 object *tmp, *tmp1;
1610 tmp;
1611 object *
1612 tmp1;
1613 1485
1614 /* first search for itself and remove any old instances */ 1486 /* first search for itself and remove any old instances */
1615 1487
1616 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1488 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1617 {
1618 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1619 { 1490 tmp->destroy ();
1620 remove_ob (tmp);
1621 free_object (tmp);
1622 }
1623 }
1624 1491
1625 tmp1 = arch_to_object (archetype::find (arch_string)); 1492 tmp1 = arch_to_object (archetype::find (arch_string));
1626 1493
1627 tmp1->x = op->x; 1494 tmp1->x = op->x;
1628 tmp1->y = op->y; 1495 tmp1->y = op->y;
1629 insert_ob_in_map (tmp1, op->map, op, 0); 1496 insert_ob_in_map (tmp1, op->map, op, 0);
1497}
1498
1499object *
1500object::insert_at (object *where, object *originator, int flags)
1501{
1502 return where->map->insert (this, where->x, where->y, originator, flags);
1630} 1503}
1631 1504
1632/* 1505/*
1633 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1634 * is returned contains nr objects, and the remaining parts contains 1507 * is returned contains nr objects, and the remaining parts contains
1635 * the rest (or is removed and freed if that number is 0). 1508 * the rest (or is removed and freed if that number is 0).
1636 * On failure, NULL is returned, and the reason put into the 1509 * On failure, NULL is returned, and the reason put into the
1637 * global static errmsg array. 1510 * global static errmsg array.
1638 */ 1511 */
1639
1640object * 1512object *
1641get_split_ob (object *orig_ob, uint32 nr) 1513get_split_ob (object *orig_ob, uint32 nr)
1642{ 1514{
1643 object * 1515 object *newob;
1644 newob;
1645 int
1646 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1647 1517
1648 if (orig_ob->nrof < nr) 1518 if (orig_ob->nrof < nr)
1649 { 1519 {
1650 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1520 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1651 return NULL; 1521 return NULL;
1652 } 1522 }
1653 1523
1654 newob = object_create_clone (orig_ob); 1524 newob = object_create_clone (orig_ob);
1655 1525
1656 if ((orig_ob->nrof -= nr) < 1) 1526 if ((orig_ob->nrof -= nr) < 1)
1657 { 1527 orig_ob->destroy (1);
1658 if (!is_removed)
1659 remove_ob (orig_ob);
1660 free_object2 (orig_ob, 1);
1661 }
1662 else if (!is_removed) 1528 else if (!is_removed)
1663 { 1529 {
1664 if (orig_ob->env != NULL) 1530 if (orig_ob->env != NULL)
1665 sub_weight (orig_ob->env, orig_ob->weight * nr); 1531 sub_weight (orig_ob->env, orig_ob->weight * nr);
1666 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1532 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1681 * the amount of an object. If the amount reaches 0, the object 1547 * the amount of an object. If the amount reaches 0, the object
1682 * is subsequently removed and freed. 1548 * is subsequently removed and freed.
1683 * 1549 *
1684 * Return value: 'op' if something is left, NULL if the amount reached 0 1550 * Return value: 'op' if something is left, NULL if the amount reached 0
1685 */ 1551 */
1686
1687object * 1552object *
1688decrease_ob_nr (object *op, uint32 i) 1553decrease_ob_nr (object *op, uint32 i)
1689{ 1554{
1690 object *tmp; 1555 object *tmp;
1691 player *pl;
1692 1556
1693 if (i == 0) /* objects with op->nrof require this check */ 1557 if (i == 0) /* objects with op->nrof require this check */
1694 return op; 1558 return op;
1695 1559
1696 if (i > op->nrof) 1560 if (i > op->nrof)
1697 i = op->nrof; 1561 i = op->nrof;
1698 1562
1699 if (QUERY_FLAG (op, FLAG_REMOVED)) 1563 if (QUERY_FLAG (op, FLAG_REMOVED))
1700 op->nrof -= i; 1564 op->nrof -= i;
1701 else if (op->env != NULL) 1565 else if (op->env)
1702 { 1566 {
1703 /* is this object in the players inventory, or sub container 1567 /* is this object in the players inventory, or sub container
1704 * therein? 1568 * therein?
1705 */ 1569 */
1706 tmp = is_player_inv (op->env); 1570 tmp = op->in_player ();
1707 /* nope. Is this a container the player has opened? 1571 /* nope. Is this a container the player has opened?
1708 * If so, set tmp to that player. 1572 * If so, set tmp to that player.
1709 * IMO, searching through all the players will mostly 1573 * IMO, searching through all the players will mostly
1710 * likely be quicker than following op->env to the map, 1574 * likely be quicker than following op->env to the map,
1711 * and then searching the map for a player. 1575 * and then searching the map for a player.
1712 */ 1576 */
1713 if (!tmp) 1577 if (!tmp)
1714 { 1578 for_all_players (pl)
1715 for (pl = first_player; pl; pl = pl->next)
1716 if (pl->ob->container == op->env) 1579 if (pl->ob->container == op->env)
1580 {
1581 tmp = pl->ob;
1717 break; 1582 break;
1718 if (pl)
1719 tmp = pl->ob;
1720 else
1721 tmp = NULL;
1722 } 1583 }
1723 1584
1724 if (i < op->nrof) 1585 if (i < op->nrof)
1725 { 1586 {
1726 sub_weight (op->env, op->weight * i); 1587 sub_weight (op->env, op->weight * i);
1727 op->nrof -= i; 1588 op->nrof -= i;
1728 if (tmp) 1589 if (tmp)
1729 {
1730 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1731 }
1732 } 1591 }
1733 else 1592 else
1734 { 1593 {
1735 remove_ob (op); 1594 op->remove ();
1736 op->nrof = 0; 1595 op->nrof = 0;
1737 if (tmp) 1596 if (tmp)
1738 {
1739 esrv_del_item (tmp->contr, op->count); 1597 esrv_del_item (tmp->contr, op->count);
1740 }
1741 } 1598 }
1742 } 1599 }
1743 else 1600 else
1744 { 1601 {
1745 object *above = op->above; 1602 object *above = op->above;
1746 1603
1747 if (i < op->nrof) 1604 if (i < op->nrof)
1748 op->nrof -= i; 1605 op->nrof -= i;
1749 else 1606 else
1750 { 1607 {
1751 remove_ob (op); 1608 op->remove ();
1752 op->nrof = 0; 1609 op->nrof = 0;
1753 } 1610 }
1754 1611
1755 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1756 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1757 if (tmp->type == PLAYER) 1614 if (tmp->type == PLAYER)
1758 { 1615 {
1759 if (op->nrof) 1616 if (op->nrof)
1760 esrv_send_item (tmp, op); 1617 esrv_send_item (tmp, op);
1761 else 1618 else
1765 1622
1766 if (op->nrof) 1623 if (op->nrof)
1767 return op; 1624 return op;
1768 else 1625 else
1769 { 1626 {
1770 free_object (op); 1627 op->destroy ();
1771 return NULL; 1628 return 0;
1772 } 1629 }
1773} 1630}
1774 1631
1775/* 1632/*
1776 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1777 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1778 */ 1635 */
1779
1780void 1636void
1781add_weight (object *op, signed long weight) 1637add_weight (object *op, signed long weight)
1782{ 1638{
1783 while (op != NULL) 1639 while (op != NULL)
1784 { 1640 {
1788 op->carrying += weight; 1644 op->carrying += weight;
1789 op = op->env; 1645 op = op->env;
1790 } 1646 }
1791} 1647}
1792 1648
1649object *
1650insert_ob_in_ob (object *op, object *where)
1651{
1652 if (!where)
1653 {
1654 char *dump = dump_object (op);
1655 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1656 free (dump);
1657 return op;
1658 }
1659
1660 if (where->head_ () != where)
1661 {
1662 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1663 where = where->head;
1664 }
1665
1666 return where->insert (op);
1667}
1668
1793/* 1669/*
1794 * insert_ob_in_ob(op,environment): 1670 * env->insert (op)
1795 * This function inserts the object op in the linked list 1671 * This function inserts the object op in the linked list
1796 * inside the object environment. 1672 * inside the object environment.
1797 * 1673 *
1798 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1799 * the inventory at the last position or next to other objects of the same
1800 * type.
1801 * Frank: Now sorted by type, archetype and magic!
1802 *
1803 * The function returns now pointer to inserted item, and return value can 1674 * The function returns now pointer to inserted item, and return value can
1804 * be != op, if items are merged. -Tero 1675 * be != op, if items are merged. -Tero
1805 */ 1676 */
1806
1807object * 1677object *
1808insert_ob_in_ob (object *op, object *where) 1678object::insert (object *op)
1809{ 1679{
1810 object * 1680 object *tmp, *otmp;
1811 tmp, *
1812 otmp;
1813 1681
1814 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1682 if (!QUERY_FLAG (op, FLAG_REMOVED))
1815 { 1683 op->remove ();
1816 dump_object (op);
1817 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1818 return op;
1819 }
1820
1821 if (where == NULL)
1822 {
1823 dump_object (op);
1824 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1825 return op;
1826 }
1827
1828 if (where->head)
1829 {
1830 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1831 where = where->head;
1832 }
1833 1684
1834 if (op->more) 1685 if (op->more)
1835 { 1686 {
1836 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1687 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1837 return op; 1688 return op;
1839 1690
1840 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1691 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1841 CLEAR_FLAG (op, FLAG_REMOVED); 1692 CLEAR_FLAG (op, FLAG_REMOVED);
1842 if (op->nrof) 1693 if (op->nrof)
1843 { 1694 {
1844 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1695 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1845 if (CAN_MERGE (tmp, op)) 1696 if (object::can_merge (tmp, op))
1846 { 1697 {
1847 /* return the original object and remove inserted object 1698 /* return the original object and remove inserted object
1848 (client needs the original object) */ 1699 (client needs the original object) */
1849 tmp->nrof += op->nrof; 1700 tmp->nrof += op->nrof;
1850 /* Weight handling gets pretty funky. Since we are adding to 1701 /* Weight handling gets pretty funky. Since we are adding to
1851 * tmp->nrof, we need to increase the weight. 1702 * tmp->nrof, we need to increase the weight.
1852 */ 1703 */
1853 add_weight (where, op->weight * op->nrof); 1704 add_weight (this, op->weight * op->nrof);
1854 SET_FLAG (op, FLAG_REMOVED); 1705 SET_FLAG (op, FLAG_REMOVED);
1855 free_object (op); /* free the inserted object */ 1706 op->destroy (); /* free the inserted object */
1856 op = tmp; 1707 op = tmp;
1857 remove_ob (op); /* and fix old object's links */ 1708 op->remove (); /* and fix old object's links */
1858 CLEAR_FLAG (op, FLAG_REMOVED); 1709 CLEAR_FLAG (op, FLAG_REMOVED);
1859 break; 1710 break;
1860 } 1711 }
1861 1712
1862 /* I assume combined objects have no inventory 1713 /* I assume combined objects have no inventory
1863 * We add the weight - this object could have just been removed 1714 * We add the weight - this object could have just been removed
1864 * (if it was possible to merge). calling remove_ob will subtract 1715 * (if it was possible to merge). calling remove_ob will subtract
1865 * the weight, so we need to add it in again, since we actually do 1716 * the weight, so we need to add it in again, since we actually do
1866 * the linking below 1717 * the linking below
1867 */ 1718 */
1868 add_weight (where, op->weight * op->nrof); 1719 add_weight (this, op->weight * op->nrof);
1869 } 1720 }
1870 else 1721 else
1871 add_weight (where, (op->weight + op->carrying)); 1722 add_weight (this, (op->weight + op->carrying));
1872 1723
1873 otmp = is_player_inv (where); 1724 otmp = this->in_player ();
1874 if (otmp && otmp->contr != NULL) 1725 if (otmp && otmp->contr)
1875 {
1876 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1726 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1877 fix_player (otmp); 1727 otmp->update_stats ();
1878 }
1879 1728
1880 op->map = NULL; 1729 op->map = 0;
1881 op->env = where; 1730 op->env = this;
1882 op->above = NULL; 1731 op->above = 0;
1883 op->below = NULL; 1732 op->below = 0;
1884 op->x = 0, op->y = 0; 1733 op->x = 0, op->y = 0;
1885 1734
1886 /* reset the light list and los of the players on the map */ 1735 /* reset the light list and los of the players on the map */
1887 if ((op->glow_radius != 0) && where->map) 1736 if ((op->glow_radius != 0) && map)
1888 { 1737 {
1889#ifdef DEBUG_LIGHTS 1738#ifdef DEBUG_LIGHTS
1890 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1739 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1891#endif /* DEBUG_LIGHTS */ 1740#endif /* DEBUG_LIGHTS */
1892 if (MAP_DARKNESS (where->map)) 1741 if (map->darkness)
1893 update_all_los (where->map, where->x, where->y); 1742 update_all_los (map, x, y);
1894 } 1743 }
1895 1744
1896 /* Client has no idea of ordering so lets not bother ordering it here. 1745 /* Client has no idea of ordering so lets not bother ordering it here.
1897 * It sure simplifies this function... 1746 * It sure simplifies this function...
1898 */ 1747 */
1899 if (where->inv == NULL) 1748 if (!inv)
1900 where->inv = op; 1749 inv = op;
1901 else 1750 else
1902 { 1751 {
1903 op->below = where->inv; 1752 op->below = inv;
1904 op->below->above = op; 1753 op->below->above = op;
1905 where->inv = op; 1754 inv = op;
1906 } 1755 }
1756
1757 INVOKE_OBJECT (INSERT, this);
1758
1907 return op; 1759 return op;
1908} 1760}
1909 1761
1910/* 1762/*
1911 * Checks if any objects has a move_type that matches objects 1763 * Checks if any objects has a move_type that matches objects
1925 * 1777 *
1926 * MSW 2001-07-08: Check all objects on space, not just those below 1778 * MSW 2001-07-08: Check all objects on space, not just those below
1927 * object being inserted. insert_ob_in_map may not put new objects 1779 * object being inserted. insert_ob_in_map may not put new objects
1928 * on top. 1780 * on top.
1929 */ 1781 */
1930
1931int 1782int
1932check_move_on (object *op, object *originator) 1783check_move_on (object *op, object *originator)
1933{ 1784{
1934 object *tmp; 1785 object *tmp;
1935 maptile *m = op->map; 1786 maptile *m = op->map;
1962 1813
1963 /* The objects have to be checked from top to bottom. 1814 /* The objects have to be checked from top to bottom.
1964 * Hence, we first go to the top: 1815 * Hence, we first go to the top:
1965 */ 1816 */
1966 1817
1967 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1818 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1968 { 1819 {
1969 /* Trim the search when we find the first other spell effect 1820 /* Trim the search when we find the first other spell effect
1970 * this helps performance so that if a space has 50 spell objects, 1821 * this helps performance so that if a space has 50 spell objects,
1971 * we don't need to check all of them. 1822 * we don't need to check all of them.
1972 */ 1823 */
1990 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1991 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1992 { 1843 {
1993 1844
1994 float 1845 float
1995 diff = tmp->move_slow_penalty * FABS (op->speed); 1846 diff = tmp->move_slow_penalty * fabs (op->speed);
1996 1847
1997 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
1998 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1849 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1999 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1850 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2000 diff /= 4.0; 1851 diff /= 4.0;
2027/* 1878/*
2028 * present_arch(arch, map, x, y) searches for any objects with 1879 * present_arch(arch, map, x, y) searches for any objects with
2029 * a matching archetype at the given map and coordinates. 1880 * a matching archetype at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
2031 */ 1882 */
2032
2033object * 1883object *
2034present_arch (const archetype *at, maptile *m, int x, int y) 1884present_arch (const archetype *at, maptile *m, int x, int y)
2035{ 1885{
2036 object *
2037 tmp;
2038
2039 if (m == NULL || out_of_map (m, x, y)) 1886 if (!m || out_of_map (m, x, y))
2040 { 1887 {
2041 LOG (llevError, "Present_arch called outside map.\n"); 1888 LOG (llevError, "Present_arch called outside map.\n");
2042 return NULL; 1889 return NULL;
2043 } 1890 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->arch == at) 1893 if (tmp->arch == at)
2046 return tmp; 1894 return tmp;
1895
2047 return NULL; 1896 return NULL;
2048} 1897}
2049 1898
2050/* 1899/*
2051 * present(type, map, x, y) searches for any objects with 1900 * present(type, map, x, y) searches for any objects with
2052 * a matching type variable at the given map and coordinates. 1901 * a matching type variable at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
2054 */ 1903 */
2055
2056object * 1904object *
2057present (unsigned char type, maptile *m, int x, int y) 1905present (unsigned char type, maptile *m, int x, int y)
2058{ 1906{
2059 object *
2060 tmp;
2061
2062 if (out_of_map (m, x, y)) 1907 if (out_of_map (m, x, y))
2063 { 1908 {
2064 LOG (llevError, "Present called outside map.\n"); 1909 LOG (llevError, "Present called outside map.\n");
2065 return NULL; 1910 return NULL;
2066 } 1911 }
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1912
1913 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2068 if (tmp->type == type) 1914 if (tmp->type == type)
2069 return tmp; 1915 return tmp;
1916
2070 return NULL; 1917 return NULL;
2071} 1918}
2072 1919
2073/* 1920/*
2074 * present_in_ob(type, object) searches for any objects with 1921 * present_in_ob(type, object) searches for any objects with
2075 * a matching type variable in the inventory of the given object. 1922 * a matching type variable in the inventory of the given object.
2076 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
2077 */ 1924 */
2078
2079object * 1925object *
2080present_in_ob (unsigned char type, const object *op) 1926present_in_ob (unsigned char type, const object *op)
2081{ 1927{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2086 if (tmp->type == type) 1929 if (tmp->type == type)
2087 return tmp; 1930 return tmp;
1931
2088 return NULL; 1932 return NULL;
2089} 1933}
2090 1934
2091/* 1935/*
2092 * present_in_ob (type, str, object) searches for any objects with 1936 * present_in_ob (type, str, object) searches for any objects with
2100 * str is the string to match against. Note that we match against 1944 * str is the string to match against. Note that we match against
2101 * the object name, not the archetype name. this is so that the 1945 * the object name, not the archetype name. this is so that the
2102 * spell code can use one object type (force), but change it's name 1946 * spell code can use one object type (force), but change it's name
2103 * to be unique. 1947 * to be unique.
2104 */ 1948 */
2105
2106object * 1949object *
2107present_in_ob_by_name (int type, const char *str, const object *op) 1950present_in_ob_by_name (int type, const char *str, const object *op)
2108{ 1951{
2109 object *
2110 tmp;
2111
2112 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1952 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2113 {
2114 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1953 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2115 return tmp; 1954 return tmp;
2116 } 1955
2117 return NULL; 1956 return 0;
2118} 1957}
2119 1958
2120/* 1959/*
2121 * present_arch_in_ob(archetype, object) searches for any objects with 1960 * present_arch_in_ob(archetype, object) searches for any objects with
2122 * a matching archetype in the inventory of the given object. 1961 * a matching archetype in the inventory of the given object.
2123 * The first matching object is returned, or NULL if none. 1962 * The first matching object is returned, or NULL if none.
2124 */ 1963 */
2125
2126object * 1964object *
2127present_arch_in_ob (const archetype *at, const object *op) 1965present_arch_in_ob (const archetype *at, const object *op)
2128{ 1966{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2133 if (tmp->arch == at) 1968 if (tmp->arch == at)
2134 return tmp; 1969 return tmp;
1970
2135 return NULL; 1971 return NULL;
2136} 1972}
2137 1973
2138/* 1974/*
2139 * activate recursively a flag on an object inventory 1975 * activate recursively a flag on an object inventory
2140 */ 1976 */
2141void 1977void
2142flag_inv (object *op, int flag) 1978flag_inv (object *op, int flag)
2143{ 1979{
2144 object *
2145 tmp;
2146
2147 if (op->inv) 1980 if (op->inv)
2148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2149 { 1982 {
2150 SET_FLAG (tmp, flag); 1983 SET_FLAG (tmp, flag);
2151 flag_inv (tmp, flag); 1984 flag_inv (tmp, flag);
2152 } 1985 }
2153} /* 1986}
1987
1988/*
2154 * desactivate recursively a flag on an object inventory 1989 * deactivate recursively a flag on an object inventory
2155 */ 1990 */
2156void 1991void
2157unflag_inv (object *op, int flag) 1992unflag_inv (object *op, int flag)
2158{ 1993{
2159 object *
2160 tmp;
2161
2162 if (op->inv) 1994 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 { 1996 {
2165 CLEAR_FLAG (tmp, flag); 1997 CLEAR_FLAG (tmp, flag);
2166 unflag_inv (tmp, flag); 1998 unflag_inv (tmp, flag);
2167 } 1999 }
2168}
2169
2170/*
2171 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2172 * all it's inventory (recursively).
2173 * If checksums are used, a player will get set_cheat called for
2174 * him/her-self and all object carried by a call to this function.
2175 */
2176
2177void
2178set_cheat (object *op)
2179{
2180 SET_FLAG (op, FLAG_WAS_WIZ);
2181 flag_inv (op, FLAG_WAS_WIZ);
2182} 2000}
2183 2001
2184/* 2002/*
2185 * find_free_spot(object, map, x, y, start, stop) will search for 2003 * find_free_spot(object, map, x, y, start, stop) will search for
2186 * a spot at the given map and coordinates which will be able to contain 2004 * a spot at the given map and coordinates which will be able to contain
2200 * because arch_blocked (now ob_blocked) needs to know the movement type 2018 * because arch_blocked (now ob_blocked) needs to know the movement type
2201 * to know if the space in question will block the object. We can't use 2019 * to know if the space in question will block the object. We can't use
2202 * the archetype because that isn't correct if the monster has been 2020 * the archetype because that isn't correct if the monster has been
2203 * customized, changed states, etc. 2021 * customized, changed states, etc.
2204 */ 2022 */
2205
2206int 2023int
2207find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2024find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2208{ 2025{
2209 int
2210 i,
2211 index = 0, flag; 2026 int index = 0, flag;
2212 static int
2213 altern[SIZEOFFREE]; 2027 int altern[SIZEOFFREE];
2214 2028
2215 for (i = start; i < stop; i++) 2029 for (int i = start; i < stop; i++)
2216 { 2030 {
2217 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2031 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2218 if (!flag) 2032 if (!flag)
2219 altern[index++] = i; 2033 altern [index++] = i;
2220 2034
2221 /* Basically, if we find a wall on a space, we cut down the search size. 2035 /* Basically, if we find a wall on a space, we cut down the search size.
2222 * In this way, we won't return spaces that are on another side of a wall. 2036 * In this way, we won't return spaces that are on another side of a wall.
2223 * This mostly work, but it cuts down the search size in all directions - 2037 * This mostly work, but it cuts down the search size in all directions -
2224 * if the space being examined only has a wall to the north and empty 2038 * if the space being examined only has a wall to the north and empty
2225 * spaces in all the other directions, this will reduce the search space 2039 * spaces in all the other directions, this will reduce the search space
2226 * to only the spaces immediately surrounding the target area, and 2040 * to only the spaces immediately surrounding the target area, and
2227 * won't look 2 spaces south of the target space. 2041 * won't look 2 spaces south of the target space.
2228 */ 2042 */
2229 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2043 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2230 stop = maxfree[i]; 2044 stop = maxfree[i];
2231 } 2045 }
2046
2232 if (!index) 2047 if (!index)
2233 return -1; 2048 return -1;
2049
2234 return altern[RANDOM () % index]; 2050 return altern [rndm (index)];
2235} 2051}
2236 2052
2237/* 2053/*
2238 * find_first_free_spot(archetype, maptile, x, y) works like 2054 * find_first_free_spot(archetype, maptile, x, y) works like
2239 * find_free_spot(), but it will search max number of squares. 2055 * find_free_spot(), but it will search max number of squares.
2240 * But it will return the first available spot, not a random choice. 2056 * But it will return the first available spot, not a random choice.
2241 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2057 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2242 */ 2058 */
2243
2244int 2059int
2245find_first_free_spot (const object *ob, maptile *m, int x, int y) 2060find_first_free_spot (const object *ob, maptile *m, int x, int y)
2246{ 2061{
2247 int
2248 i;
2249
2250 for (i = 0; i < SIZEOFFREE; i++) 2062 for (int i = 0; i < SIZEOFFREE; i++)
2251 {
2252 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2253 return i; 2064 return i;
2254 } 2065
2255 return -1; 2066 return -1;
2256} 2067}
2257 2068
2258/* 2069/*
2259 * The function permute(arr, begin, end) randomly reorders the array 2070 * The function permute(arr, begin, end) randomly reorders the array
2260 * arr[begin..end-1]. 2071 * arr[begin..end-1].
2072 * now uses a fisher-yates shuffle, old permute was broken
2261 */ 2073 */
2262static void 2074static void
2263permute (int *arr, int begin, int end) 2075permute (int *arr, int begin, int end)
2264{ 2076{
2265 int 2077 arr += begin;
2266 i,
2267 j,
2268 tmp,
2269 len;
2270
2271 len = end - begin; 2078 end -= begin;
2272 for (i = begin; i < end; i++)
2273 {
2274 j = begin + RANDOM () % len;
2275 2079
2276 tmp = arr[i]; 2080 while (--end)
2277 arr[i] = arr[j]; 2081 swap (arr [end], arr [rndm (end + 1)]);
2278 arr[j] = tmp;
2279 }
2280} 2082}
2281 2083
2282/* new function to make monster searching more efficient, and effective! 2084/* new function to make monster searching more efficient, and effective!
2283 * This basically returns a randomized array (in the passed pointer) of 2085 * This basically returns a randomized array (in the passed pointer) of
2284 * the spaces to find monsters. In this way, it won't always look for 2086 * the spaces to find monsters. In this way, it won't always look for
2287 * the 3x3 area will be searched, just not in a predictable order. 2089 * the 3x3 area will be searched, just not in a predictable order.
2288 */ 2090 */
2289void 2091void
2290get_search_arr (int *search_arr) 2092get_search_arr (int *search_arr)
2291{ 2093{
2292 int 2094 int i;
2293 i;
2294 2095
2295 for (i = 0; i < SIZEOFFREE; i++) 2096 for (i = 0; i < SIZEOFFREE; i++)
2296 {
2297 search_arr[i] = i; 2097 search_arr[i] = i;
2298 }
2299 2098
2300 permute (search_arr, 1, SIZEOFFREE1 + 1); 2099 permute (search_arr, 1, SIZEOFFREE1 + 1);
2301 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2100 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2302 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2101 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2303} 2102}
2312 * Perhaps incorrectly, but I'm making the assumption that exclude 2111 * Perhaps incorrectly, but I'm making the assumption that exclude
2313 * is actually want is going to try and move there. We need this info 2112 * is actually want is going to try and move there. We need this info
2314 * because we have to know what movement the thing looking to move 2113 * because we have to know what movement the thing looking to move
2315 * there is capable of. 2114 * there is capable of.
2316 */ 2115 */
2317
2318int 2116int
2319find_dir (maptile *m, int x, int y, object *exclude) 2117find_dir (maptile *m, int x, int y, object *exclude)
2320{ 2118{
2321 int
2322 i,
2323 max = SIZEOFFREE, mflags; 2119 int i, max = SIZEOFFREE, mflags;
2324 2120
2325 sint16 nx, ny; 2121 sint16 nx, ny;
2326 object * 2122 object *tmp;
2327 tmp;
2328 maptile * 2123 maptile *mp;
2329 mp;
2330 2124
2331 MoveType blocked, move_type; 2125 MoveType blocked, move_type;
2332 2126
2333 if (exclude && exclude->head) 2127 if (exclude && exclude->head_ () != exclude)
2334 { 2128 {
2335 exclude = exclude->head; 2129 exclude = exclude->head;
2336 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2337 } 2131 }
2338 else 2132 else
2346 mp = m; 2140 mp = m;
2347 nx = x + freearr_x[i]; 2141 nx = x + freearr_x[i];
2348 ny = y + freearr_y[i]; 2142 ny = y + freearr_y[i];
2349 2143
2350 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2144 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2145
2351 if (mflags & P_OUT_OF_MAP) 2146 if (mflags & P_OUT_OF_MAP)
2352 {
2353 max = maxfree[i]; 2147 max = maxfree[i];
2354 }
2355 else 2148 else
2356 { 2149 {
2357 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2150 mapspace &ms = mp->at (nx, ny);
2151
2152 blocked = ms.move_block;
2358 2153
2359 if ((move_type & blocked) == move_type) 2154 if ((move_type & blocked) == move_type)
2360 {
2361 max = maxfree[i]; 2155 max = maxfree[i];
2362 }
2363 else if (mflags & P_IS_ALIVE) 2156 else if (mflags & P_IS_ALIVE)
2364 { 2157 {
2365 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2158 for (tmp = ms.bot; tmp; tmp = tmp->above)
2366 { 2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2367 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2368 {
2369 break; 2161 break;
2370 } 2162
2371 }
2372 if (tmp) 2163 if (tmp)
2373 {
2374 return freedir[i]; 2164 return freedir[i];
2375 }
2376 } 2165 }
2377 } 2166 }
2378 } 2167 }
2168
2379 return 0; 2169 return 0;
2380} 2170}
2381 2171
2382/* 2172/*
2383 * distance(object 1, object 2) will return the square of the 2173 * distance(object 1, object 2) will return the square of the
2384 * distance between the two given objects. 2174 * distance between the two given objects.
2385 */ 2175 */
2386
2387int 2176int
2388distance (const object *ob1, const object *ob2) 2177distance (const object *ob1, const object *ob2)
2389{ 2178{
2390 int
2391 i;
2392
2393 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2179 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2394 return i;
2395} 2180}
2396 2181
2397/* 2182/*
2398 * find_dir_2(delta-x,delta-y) will return a direction in which 2183 * find_dir_2(delta-x,delta-y) will return a direction in which
2399 * an object which has subtracted the x and y coordinates of another 2184 * an object which has subtracted the x and y coordinates of another
2400 * object, needs to travel toward it. 2185 * object, needs to travel toward it.
2401 */ 2186 */
2402
2403int 2187int
2404find_dir_2 (int x, int y) 2188find_dir_2 (int x, int y)
2405{ 2189{
2406 int 2190 int q;
2407 q;
2408 2191
2409 if (y) 2192 if (y)
2410 q = x * 100 / y; 2193 q = x * 100 / y;
2411 else if (x) 2194 else if (x)
2412 q = -300 * x; 2195 q = -300 * x;
2437 2220
2438 return 3; 2221 return 3;
2439} 2222}
2440 2223
2441/* 2224/*
2442 * absdir(int): Returns a number between 1 and 8, which represent
2443 * the "absolute" direction of a number (it actually takes care of
2444 * "overflow" in previous calculations of a direction).
2445 */
2446
2447int
2448absdir (int d)
2449{
2450 while (d < 1)
2451 d += 8;
2452 while (d > 8)
2453 d -= 8;
2454 return d;
2455}
2456
2457/*
2458 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2225 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2459 * between two directions (which are expected to be absolute (see absdir()) 2226 * between two directions (which are expected to be absolute (see absdir())
2460 */ 2227 */
2461
2462int 2228int
2463dirdiff (int dir1, int dir2) 2229dirdiff (int dir1, int dir2)
2464{ 2230{
2465 int 2231 int d;
2466 d;
2467 2232
2468 d = abs (dir1 - dir2); 2233 d = abs (dir1 - dir2);
2469 if (d > 4) 2234 if (d > 4)
2470 d = 8 - d; 2235 d = 8 - d;
2236
2471 return d; 2237 return d;
2472} 2238}
2473 2239
2474/* peterm: 2240/* peterm:
2475 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2241 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2478 * This basically means that if direction is 15, then it could either go 2244 * This basically means that if direction is 15, then it could either go
2479 * direction 4, 14, or 16 to get back to where we are. 2245 * direction 4, 14, or 16 to get back to where we are.
2480 * Moved from spell_util.c to object.c with the other related direction 2246 * Moved from spell_util.c to object.c with the other related direction
2481 * functions. 2247 * functions.
2482 */ 2248 */
2483
2484int
2485 reduction_dir[SIZEOFFREE][3] = { 2249int reduction_dir[SIZEOFFREE][3] = {
2486 {0, 0, 0}, /* 0 */ 2250 {0, 0, 0}, /* 0 */
2487 {0, 0, 0}, /* 1 */ 2251 {0, 0, 0}, /* 1 */
2488 {0, 0, 0}, /* 2 */ 2252 {0, 0, 0}, /* 2 */
2489 {0, 0, 0}, /* 3 */ 2253 {0, 0, 0}, /* 3 */
2490 {0, 0, 0}, /* 4 */ 2254 {0, 0, 0}, /* 4 */
2538 * find a path to that monster that we found. If not, 2302 * find a path to that monster that we found. If not,
2539 * we don't bother going toward it. Returns 1 if we 2303 * we don't bother going toward it. Returns 1 if we
2540 * can see a direct way to get it 2304 * can see a direct way to get it
2541 * Modified to be map tile aware -.MSW 2305 * Modified to be map tile aware -.MSW
2542 */ 2306 */
2543
2544
2545int 2307int
2546can_see_monsterP (maptile *m, int x, int y, int dir) 2308can_see_monsterP (maptile *m, int x, int y, int dir)
2547{ 2309{
2548 sint16 dx, dy; 2310 sint16 dx, dy;
2549 int
2550 mflags; 2311 int mflags;
2551 2312
2552 if (dir < 0) 2313 if (dir < 0)
2553 return 0; /* exit condition: invalid direction */ 2314 return 0; /* exit condition: invalid direction */
2554 2315
2555 dx = x + freearr_x[dir]; 2316 dx = x + freearr_x[dir];
2568 return 0; 2329 return 0;
2569 2330
2570 /* yes, can see. */ 2331 /* yes, can see. */
2571 if (dir < 9) 2332 if (dir < 9)
2572 return 1; 2333 return 1;
2334
2573 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2335 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2574 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2337 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2575} 2338}
2576
2577
2578 2339
2579/* 2340/*
2580 * can_pick(picker, item): finds out if an object is possible to be 2341 * can_pick(picker, item): finds out if an object is possible to be
2581 * picked up by the picker. Returnes 1 if it can be 2342 * picked up by the picker. Returnes 1 if it can be
2582 * picked up, otherwise 0. 2343 * picked up, otherwise 0.
2593 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2594 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2595 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2596} 2357}
2597 2358
2598
2599/* 2359/*
2600 * create clone from object to another 2360 * create clone from object to another
2601 */ 2361 */
2602object * 2362object *
2603object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2604{ 2364{
2605 object *
2606 dst = NULL, *tmp, *src, *part, *prev, *item; 2365 object *dst = 0, *tmp, *src, *prev, *item;
2607 2366
2608 if (!asrc) 2367 if (!asrc)
2609 return NULL; 2368 return 0;
2610 src = asrc; 2369
2611 if (src->head)
2612 src = src->head; 2370 src = asrc->head_ ();
2613 2371
2614 prev = NULL; 2372 prev = 0;
2615 for (part = src; part; part = part->more) 2373 for (object *part = src; part; part = part->more)
2616 { 2374 {
2617 tmp = get_object (); 2375 tmp = part->clone ();
2618 copy_object (part, tmp);
2619 tmp->x -= src->x; 2376 tmp->x -= src->x;
2620 tmp->y -= src->y; 2377 tmp->y -= src->y;
2378
2621 if (!part->head) 2379 if (!part->head)
2622 { 2380 {
2623 dst = tmp; 2381 dst = tmp;
2624 tmp->head = NULL; 2382 tmp->head = 0;
2625 } 2383 }
2626 else 2384 else
2627 {
2628 tmp->head = dst; 2385 tmp->head = dst;
2629 } 2386
2630 tmp->more = NULL; 2387 tmp->more = 0;
2388
2631 if (prev) 2389 if (prev)
2632 prev->more = tmp; 2390 prev->more = tmp;
2391
2633 prev = tmp; 2392 prev = tmp;
2634 } 2393 }
2635 2394
2636 for (item = src->inv; item; item = item->below) 2395 for (item = src->inv; item; item = item->below)
2637 insert_ob_in_ob (object_create_clone (item), dst); 2396 insert_ob_in_ob (object_create_clone (item), dst);
2638 2397
2639 return dst; 2398 return dst;
2640}
2641
2642/* GROS - Creates an object using a string representing its content. */
2643/* Basically, we save the content of the string to a temp file, then call */
2644/* load_object on it. I admit it is a highly inefficient way to make things, */
2645/* but it was simple to make and allows reusing the load_object function. */
2646/* Remember not to use load_object_str in a time-critical situation. */
2647/* Also remember that multiparts objects are not supported for now. */
2648
2649object *
2650load_object_str (const char *obstr)
2651{
2652 object *op;
2653 char filename[MAX_BUF];
2654
2655 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2656
2657 FILE *tempfile = fopen (filename, "w");
2658
2659 if (tempfile == NULL)
2660 {
2661 LOG (llevError, "Error - Unable to access load object temp file\n");
2662 return NULL;
2663 }
2664
2665 fprintf (tempfile, obstr);
2666 fclose (tempfile);
2667
2668 op = get_object ();
2669
2670 object_thawer thawer (filename);
2671
2672 if (thawer)
2673 load_object (thawer, op, 0);
2674
2675 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2676 CLEAR_FLAG (op, FLAG_REMOVED);
2677
2678 return op;
2679} 2399}
2680 2400
2681/* This returns the first object in who's inventory that 2401/* This returns the first object in who's inventory that
2682 * has the same type and subtype match. 2402 * has the same type and subtype match.
2683 * returns NULL if no match. 2403 * returns NULL if no match.
2684 */ 2404 */
2685object * 2405object *
2686find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2687{ 2407{
2688 object *tmp;
2689
2690 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2691 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2692 return tmp; 2410 return tmp;
2693 2411
2694 return NULL; 2412 return 0;
2695} 2413}
2696 2414
2697/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2698 * otherwise return NULL. 2416 * otherwise return NULL.
2699 * 2417 *
2701 * do the desired thing. 2419 * do the desired thing.
2702 */ 2420 */
2703key_value * 2421key_value *
2704get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2705{ 2423{
2706 key_value *link;
2707
2708 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2709 if (link->key == key) 2425 if (link->key == key)
2710 return link; 2426 return link;
2711 2427
2712 return NULL; 2428 return 0;
2713} 2429}
2714 2430
2715/* 2431/*
2716 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2717 * 2433 *
2742 if (link->key == canonical_key) 2458 if (link->key == canonical_key)
2743 return link->value; 2459 return link->value;
2744 2460
2745 return 0; 2461 return 0;
2746} 2462}
2747
2748 2463
2749/* 2464/*
2750 * Updates the canonical_key in op to value. 2465 * Updates the canonical_key in op to value.
2751 * 2466 *
2752 * canonical_key is a shared string (value doesn't have to be). 2467 * canonical_key is a shared string (value doesn't have to be).
2757 * Returns TRUE on success. 2472 * Returns TRUE on success.
2758 */ 2473 */
2759int 2474int
2760set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2761{ 2476{
2762 key_value *
2763 field = NULL, *last = NULL; 2477 key_value *field = NULL, *last = NULL;
2764 2478
2765 for (field = op->key_values; field != NULL; field = field->next) 2479 for (field = op->key_values; field != NULL; field = field->next)
2766 { 2480 {
2767 if (field->key != canonical_key) 2481 if (field->key != canonical_key)
2768 { 2482 {
2777 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2778 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2779 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2780 * we get this value back again. 2494 * we get this value back again.
2781 */ 2495 */
2782 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (op->arch, canonical_key))
2783 field->value = 0; 2497 field->value = 0;
2784 else 2498 else
2785 { 2499 {
2786 if (last) 2500 if (last)
2787 last->next = field->next; 2501 last->next = field->next;
2796 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2797 2511
2798 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2799 2513
2800 if (!add_key) 2514 if (!add_key)
2801 {
2802 return FALSE; 2515 return FALSE;
2803 } 2516
2804 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2805 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2806 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2807 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2808 * should pass in "" 2521 * should pass in ""
2857 } 2570 }
2858 else 2571 else
2859 item = item->env; 2572 item = item->env;
2860} 2573}
2861 2574
2575const char *
2576object::flag_desc (char *desc, int len) const
2577{
2578 char *p = desc;
2579 bool first = true;
2580
2581 *p = 0;
2582
2583 for (int i = 0; i < NUM_FLAGS; i++)
2584 {
2585 if (len <= 10) // magic constant!
2586 {
2587 snprintf (p, len, ",...");
2588 break;
2589 }
2590
2591 if (flag [i])
2592 {
2593 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2594 len -= cnt;
2595 p += cnt;
2596 first = false;
2597 }
2598 }
2599
2600 return desc;
2601}
2602
2862// return a suitable string describing an objetc in enough detail to find it 2603// return a suitable string describing an object in enough detail to find it
2863const char * 2604const char *
2864object::debug_desc (char *info) const 2605object::debug_desc (char *info) const
2865{ 2606{
2607 char flagdesc[512];
2866 char info2[256 * 3]; 2608 char info2[256 * 4];
2867 char *p = info; 2609 char *p = info;
2868 2610
2869 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2870 count, 2612 count, uuid.seq,
2871 &name, 2613 &name,
2872 title ? " " : "", 2614 title ? "\",title:\"" : "",
2873 title ? (const char *)title : ""); 2615 title ? (const char *)title : "",
2616 flag_desc (flagdesc, 512), type);
2874 2617
2875 if (env) 2618 if (env)
2876 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2877 2620
2878 if (map) 2621 if (map)
2879 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2880 2623
2881 return info; 2624 return info;
2882} 2625}
2883 2626
2884const char * 2627const char *
2885object::debug_desc () const 2628object::debug_desc () const
2886{ 2629{
2887 static char info[256 * 3]; 2630 static char info[3][256 * 4];
2631 static int info_idx;
2632
2888 return debug_desc (info); 2633 return debug_desc (info [++info_idx % 3]);
2889} 2634}
2890 2635
2636struct region *
2637object::region () const
2638{
2639 return map ? map->region (x, y)
2640 : region::default_region ();
2641}
2642
2643const materialtype_t *
2644object::dominant_material () const
2645{
2646 if (materialtype_t *mat = name_to_material (materialname))
2647 return mat;
2648
2649 // omfg this is slow, this has to be temporary :)
2650 shstr unknown ("unknown");
2651
2652 return name_to_material (unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
2703 }
2704}
2705
2706

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