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Comparing deliantra/server/common/object.C (file contents):
Revision 1.49 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.141 by root, Sun Apr 29 21:44:34 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, 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 at <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>
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>
33#include <loader.h> 34#include <loader.h>
34 35
36#include <bitset>
37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
318 317
318void
319player::set_range (rangetype r)
320{
321 shoottype = r;
322}
323
319/* 324/*
320 * sum_weight() is a recursive function which calculates the weight 325 * sum_weight() is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 326 * an object is carrying. It goes through in figures out how much
322 * containers are carrying, and sums it up. 327 * containers are carrying, and sums it up.
323 */ 328 */
354 op = op->env; 359 op = op->env;
355 return op; 360 return op;
356} 361}
357 362
358/* 363/*
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. 364 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 365 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 366 * The result of the dump is stored in the static global errmsg array.
377 */ 367 */
378 368char *
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) 369dump_object (object *op)
435{ 370{
436 if (op == NULL) 371 if (!op)
437 { 372 return strdup ("[NULLOBJ]");
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443}
444 373
445void 374 object_freezer freezer;
446dump_all_objects (void) 375 op->write (freezer);
447{ 376 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} 377}
456 378
457/* 379/*
458 * get_nearest_part(multi-object, object 2) returns the part of the 380 * get_nearest_part(multi-object, object 2) returns the part of the
459 * multi-object 1 which is closest to the second object. 381 * multi-object 1 which is closest to the second object.
475} 397}
476 398
477/* 399/*
478 * Returns the object which has the count-variable equal to the argument. 400 * Returns the object which has the count-variable equal to the argument.
479 */ 401 */
480
481object * 402object *
482find_object (tag_t i) 403find_object (tag_t i)
483{ 404{
484 object *op; 405 for_all_objects (op)
485
486 for (op = object::first; op != NULL; op = op->next)
487 if (op->count == i) 406 if (op->count == i)
488 break;
489
490 return op; 407 return op;
408
409 return 0;
491} 410}
492 411
493/* 412/*
494 * Returns the first object which has a name equal to the argument. 413 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 414 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999" 415 * Enables features like "patch <name-of-other-player> food 999"
497 */ 416 */
498
499object * 417object *
500find_object_name (const char *str) 418find_object_name (const char *str)
501{ 419{
502 shstr_cmp str_ (str); 420 shstr_cmp str_ (str);
503 object *op; 421 object *op;
504 422
505 for (op = object::first; op != NULL; op = op->next) 423 for_all_objects (op)
506 if (op->name == str_) 424 if (op->name == str_)
507 break; 425 break;
508 426
509 return op; 427 return op;
510} 428}
542 * refcounts and freeing the links. 460 * refcounts and freeing the links.
543 */ 461 */
544static void 462static void
545free_key_values (object *op) 463free_key_values (object *op)
546{ 464{
547 for (key_value *i = op->key_values; i != 0;) 465 for (key_value *i = op->key_values; i; )
548 { 466 {
549 key_value *next = i->next; 467 key_value *next = i->next;
550 delete i; 468 delete i;
551 469
552 i = next; 470 i = next;
553 } 471 }
554 472
555 op->key_values = 0; 473 op->key_values = 0;
556} 474}
557 475
558void object::clear () 476object &
477object::operator =(const object &src)
559{ 478{
560 attachable_base::clear (); 479 bool is_freed = flag [FLAG_FREED];
480 bool is_removed = flag [FLAG_REMOVED];
561 481
562 free_key_values (this); 482 *(object_copy *)this = src;
563 483
564 owner = 0; 484 flag [FLAG_FREED] = is_freed;
565 name = 0; 485 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;
632 486
633 /* Copy over key_values, if any. */ 487 /* Copy over key_values, if any. */
634 if (op2->key_values) 488 if (src.key_values)
635 { 489 {
636 key_value *tail = 0; 490 key_value *tail = 0;
637 key_value *i;
638
639 op->key_values = 0; 491 key_values = 0;
640 492
641 for (i = op2->key_values; i; i = i->next) 493 for (key_value *i = src.key_values; i; i = i->next)
642 { 494 {
643 key_value *new_link = new key_value; 495 key_value *new_link = new key_value;
644 496
645 new_link->next = 0; 497 new_link->next = 0;
646 new_link->key = i->key; 498 new_link->key = i->key;
647 new_link->value = i->value; 499 new_link->value = i->value;
648 500
649 /* Try and be clever here, too. */ 501 /* Try and be clever here, too. */
650 if (!op->key_values) 502 if (!key_values)
651 { 503 {
652 op->key_values = new_link; 504 key_values = new_link;
653 tail = new_link; 505 tail = new_link;
654 } 506 }
655 else 507 else
656 { 508 {
657 tail->next = new_link; 509 tail->next = new_link;
658 tail = new_link; 510 tail = new_link;
659 } 511 }
660 } 512 }
661 } 513 }
514}
662 515
663 update_ob_speed (op); 516/*
517 * copy_to first frees everything allocated by the dst object,
518 * and then copies the contents of itself into the second
519 * object, allocating what needs to be allocated. Basically, any
520 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
521 * if the first object is freed, the pointers in the new object
522 * will point at garbage.
523 */
524void
525object::copy_to (object *dst)
526{
527 *dst = *this;
528
529 if (speed < 0)
530 dst->speed_left = speed_left - rndm ();
531
532 dst->set_speed (dst->speed);
533}
534
535void
536object::instantiate ()
537{
538 if (!uuid.seq) // HACK
539 uuid = gen_uuid ();
540
541 speed_left = -0.1f;
542 /* copy the body_info to the body_used - this is only really
543 * need for monsters, but doesn't hurt to do it for everything.
544 * by doing so, when a monster is created, it has good starting
545 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped.
547 */
548 memcpy (body_used, body_info, sizeof (body_used));
549
550 attachable::instantiate ();
551}
552
553object *
554object::clone ()
555{
556 object *neu = create ();
557 copy_to (neu);
558 return neu;
664} 559}
665 560
666/* 561/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 562 * 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 563 * 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. 564 * be called to update the face variable, _and_ how it looks on the map.
670 */ 565 */
671
672void 566void
673update_turn_face (object *op) 567update_turn_face (object *op)
674{ 568{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 569 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 570 return;
571
677 SET_ANIMATION (op, op->direction); 572 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 573 update_object (op, UP_OBJ_FACE);
679} 574}
680 575
681/* 576/*
682 * Updates the speed of an object. If the speed changes from 0 to another 577 * 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. 578 * 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. 579 * This function needs to be called whenever the speed of an object changes.
685 */ 580 */
686void 581void
687update_ob_speed (object *op) 582object::set_speed (float speed)
688{ 583{
689 extern int arch_init; 584 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 { 585 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 586 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 587 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 588 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 589
714 /* process_events() expects us to insert the object at the beginning 590 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 591
718 if (op->active_next != NULL) 592 if (has_active_speed ())
719 op->active_next->active_prev = op; 593 activate ();
720
721 active_objects = op;
722 }
723 else 594 else
724 { 595 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} 596}
748 597
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/* 598/*
781 * update_object() updates the array which represents the map. 599 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 600 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 601 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 602 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 603 * 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 604 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 605 * updating that window, though, since update_object() is called _often_)
788 * 606 *
789 * action is a hint of what the caller believes need to be done. 607 * 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: 608 * current action are:
795 * UP_OBJ_INSERT: op was inserted 609 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 610 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 611 * 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. 612 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 613 * UP_OBJ_FACE: only the objects face has changed.
800 */ 614 */
801
802void 615void
803update_object (object *op, int action) 616update_object (object *op, int action)
804{ 617{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow;
807
808 if (op == NULL) 618 if (op == NULL)
809 { 619 {
810 /* this should never happen */ 620 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 621 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 622 return;
813 } 623 }
814 624
815 if (op->env != NULL) 625 if (op->env)
816 { 626 {
817 /* Animation is currently handled by client, so nothing 627 /* Animation is currently handled by client, so nothing
818 * to do in this case. 628 * to do in this case.
819 */ 629 */
820 return; 630 return;
825 */ 635 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 636 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 637 return;
828 638
829 /* make sure the object is within map boundaries */ 639 /* 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)) 640 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 641 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 642 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 643#ifdef MANY_CORES
834 abort (); 644 abort ();
835#endif 645#endif
836 return; 646 return;
837 } 647 }
838 648
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 649 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);
845 650
651 if (!(m.flags_ & P_UPTODATE))
652 /* nop */;
846 if (action == UP_OBJ_INSERT) 653 else if (action == UP_OBJ_INSERT)
847 { 654 {
655 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 656 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)) 657 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 658 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 659 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
660 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 661 || (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) 662 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 663 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 664 || (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 665 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 666 * to have move_allow right now.
871 */ 667 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 668 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 669 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 670 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 671 }
878 /* if the object is being removed, we can't make intelligent 672 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 673 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 674 * that is being removed.
881 */ 675 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 676 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 677 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 678 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 679 /* Nothing to do for that case */ ;
886 else 680 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 681 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 682
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) 683 if (op->more)
896 update_object (op->more, action); 684 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)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921} 685}
922 686
923object::object () 687object::object ()
924{ 688{
925 SET_FLAG (this, FLAG_REMOVED); 689 SET_FLAG (this, FLAG_REMOVED);
928 face = blank_face; 692 face = blank_face;
929} 693}
930 694
931object::~object () 695object::~object ()
932{ 696{
697 unlink ();
698
933 free_key_values (this); 699 free_key_values (this);
934} 700}
935 701
702static int object_count;
703
936void object::link () 704void object::link ()
937{ 705{
938 count = ++ob_count; 706 assert (!index);//D
939 uuid = gen_uuid (); 707 uuid = gen_uuid ();
708 count = ++object_count;
940 709
941 prev = 0; 710 refcnt_inc ();
942 next = object::first; 711 objects.insert (this);
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 712}
949 713
950void object::unlink () 714void object::unlink ()
951{ 715{
952 if (this == object::first) 716 if (!index)
953 object::first = next; 717 return;
954 718
955 /* Remove this object from the list of used objects */ 719 objects.erase (this);
956 if (prev) prev->next = next; 720 refcnt_dec ();
957 if (next) next->prev = prev; 721}
958 722
959 prev = 0; 723void
960 next = 0; 724object::activate ()
725{
726 /* If already on active list, don't do anything */
727 if (active)
728 return;
729
730 if (has_active_speed ())
731 actives.insert (this);
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active)
756 return;
757
758 actives.erase (this);
759}
760
761void
762object::deactivate_recursive ()
763{
764 for (object *op = inv; op; op = op->below)
765 op->deactivate_recursive ();
766
767 deactivate ();
768}
769
770void
771object::set_flag_inv (int flag, int value)
772{
773 for (object *op = inv; op; op = op->below)
774 {
775 op->flag [flag] = value;
776 op->set_flag_inv (flag, value);
777 }
778}
779
780/*
781 * Remove and free all objects in the inventory of the given object.
782 * object.c ?
783 */
784void
785object::destroy_inv (bool drop_to_ground)
786{
787 // need to check first, because the checks below might segfault
788 // as we might be on an invalid mapspace and crossfire code
789 // is too buggy to ensure that the inventory is empty.
790 // corollary: if you create arrows etc. with stuff in tis inventory,
791 // cf will crash below with off-map x and y
792 if (!inv)
793 return;
794
795 /* Only if the space blocks everything do we not process -
796 * if some form of movement is allowed, let objects
797 * drop on that space.
798 */
799 if (!drop_to_ground
800 || !map
801 || map->in_memory != MAP_IN_MEMORY
802 || map->nodrop
803 || ms ().move_block == MOVE_ALL)
804 {
805 while (inv)
806 {
807 inv->destroy_inv (drop_to_ground);
808 inv->destroy ();
809 }
810 }
811 else
812 { /* Put objects in inventory onto this space */
813 while (inv)
814 {
815 object *op = inv;
816
817 if (op->flag [FLAG_STARTEQUIP]
818 || op->flag [FLAG_NO_DROP]
819 || op->type == RUNE
820 || op->type == TRAP
821 || op->flag [FLAG_IS_A_TEMPLATE]
822 || op->flag [FLAG_DESTROY_ON_DEATH])
823 op->destroy ();
824 else
825 map->insert (op, x, y);
826 }
827 }
961} 828}
962 829
963object *object::create () 830object *object::create ()
964{ 831{
965 object *op = new object; 832 object *op = new object;
966 op->link (); 833 op->link ();
967 return op; 834 return op;
968} 835}
969 836
970/* 837void
971 * free_object() frees everything allocated by an object, removes 838object::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{ 839{
982 if (QUERY_FLAG (this, FLAG_FREED)) 840 attachable::do_destroy ();
983 return;
984 841
985 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 842 if (flag [FLAG_IS_LINKED])
843 remove_button_link (this);
844
845 if (flag [FLAG_FRIENDLY])
986 remove_friendly_object (this); 846 remove_friendly_object (this);
987 847
988 if (!QUERY_FLAG (this, FLAG_REMOVED)) 848 if (!flag [FLAG_REMOVED])
989 remove_ob (this); 849 remove ();
990 850
991 SET_FLAG (this, FLAG_FREED); 851 destroy_inv (true);
852
853 deactivate ();
854 unlink ();
855
856 flag [FLAG_FREED] = 1;
857
858 // hack to ensure that freed objects still have a valid map
859 {
860 static maptile *freed_map; // freed objects are moved here to avoid crashes
861
862 if (!freed_map)
863 {
864 freed_map = new maptile;
865
866 freed_map->name = "/internal/freed_objects_map";
867 freed_map->width = 3;
868 freed_map->height = 3;
869
870 freed_map->alloc ();
871 freed_map->in_memory = MAP_IN_MEMORY;
872 }
873
874 map = freed_map;
875 x = 1;
876 y = 1;
877 }
878
879 head = 0;
992 880
993 if (more) 881 if (more)
994 { 882 {
995 more->free (free_inventory); 883 more->destroy ();
996 more = 0; 884 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 } 885 }
1040 886
1041 // clear those pointers that likely might have circular references to us 887 // clear those pointers that likely might have circular references to us
1042 owner = 0; 888 owner = 0;
1043 enemy = 0; 889 enemy = 0;
1044 attacked_by = 0; 890 attacked_by = 0;
891}
1045 892
1046 /* Remove object from the active list */ 893void
1047 speed = 0; 894object::destroy (bool destroy_inventory)
1048 update_ob_speed (this); 895{
896 if (destroyed ())
897 return;
1049 898
1050 unlink (); 899 if (destroy_inventory)
900 destroy_inv (false);
1051 901
1052 mortals.push_back (this); 902 attachable::destroy ();
1053} 903}
1054 904
1055/* 905/*
1056 * sub_weight() recursively (outwards) subtracts a number from the 906 * sub_weight() recursively (outwards) subtracts a number from the
1057 * weight of an object (and what is carried by it's environment(s)). 907 * weight of an object (and what is carried by it's environment(s)).
1058 */ 908 */
1059
1060void 909void
1061sub_weight (object *op, signed long weight) 910sub_weight (object *op, signed long weight)
1062{ 911{
1063 while (op != NULL) 912 while (op != NULL)
1064 { 913 {
1068 op->carrying -= weight; 917 op->carrying -= weight;
1069 op = op->env; 918 op = op->env;
1070 } 919 }
1071} 920}
1072 921
1073/* remove_ob(op): 922/* op->remove ():
1074 * This function removes the object op from the linked list of objects 923 * 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 924 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 925 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 926 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 927 * the previous environment.
1079 * Beware: This function is called from the editor as well!
1080 */ 928 */
1081
1082void 929void
1083remove_ob (object *op) 930object::do_remove ()
1084{ 931{
1085 object *tmp, *last = 0; 932 object *tmp, *last = 0;
1086 object *otmp; 933 object *otmp;
1087 934
1088 int check_walk_off;
1089 maptile *m;
1090
1091 sint16 x, y;
1092
1093 if (QUERY_FLAG (op, FLAG_REMOVED)) 935 if (QUERY_FLAG (this, FLAG_REMOVED))
1094 return; 936 return;
1095 937
1096 SET_FLAG (op, FLAG_REMOVED); 938 SET_FLAG (this, FLAG_REMOVED);
939 INVOKE_OBJECT (REMOVE, this);
1097 940
1098 if (op->more != NULL) 941 if (more)
1099 remove_ob (op->more); 942 more->remove ();
1100 943
1101 /* 944 /*
1102 * In this case, the object to be removed is in someones 945 * In this case, the object to be removed is in someones
1103 * inventory. 946 * inventory.
1104 */ 947 */
1105 if (op->env != NULL) 948 if (env)
1106 { 949 {
1107 if (op->nrof) 950 if (nrof)
1108 sub_weight (op->env, op->weight * op->nrof); 951 sub_weight (env, weight * nrof);
1109 else 952 else
1110 sub_weight (op->env, op->weight + op->carrying); 953 sub_weight (env, weight + carrying);
1111 954
1112 /* NO_FIX_PLAYER is set when a great many changes are being 955 /* NO_FIX_PLAYER is set when a great many changes are being
1113 * made to players inventory. If set, avoiding the call 956 * made to players inventory. If set, avoiding the call
1114 * to save cpu time. 957 * to save cpu time.
1115 */ 958 */
1116 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 959 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1117 fix_player (otmp); 960 otmp->update_stats ();
1118 961
1119 if (op->above != NULL) 962 if (above)
1120 op->above->below = op->below; 963 above->below = below;
1121 else 964 else
1122 op->env->inv = op->below; 965 env->inv = below;
1123 966
1124 if (op->below != NULL) 967 if (below)
1125 op->below->above = op->above; 968 below->above = above;
1126 969
1127 /* we set up values so that it could be inserted into 970 /* we set up values so that it could be inserted into
1128 * the map, but we don't actually do that - it is up 971 * the map, but we don't actually do that - it is up
1129 * to the caller to decide what we want to do. 972 * to the caller to decide what we want to do.
1130 */ 973 */
1131 op->x = op->env->x, op->y = op->env->y; 974 x = env->x, y = env->y;
1132 op->map = op->env->map; 975 map = env->map;
1133 op->above = NULL, op->below = NULL; 976 above = 0, below = 0;
1134 op->env = NULL; 977 env = 0;
1135 } 978 }
1136 else if (op->map) 979 else if (map)
1137 { 980 {
1138 x = op->x; 981 if (type == PLAYER)
1139 y = op->y;
1140 m = get_map_from_coord (op->map, &x, &y);
1141
1142 if (!m)
1143 {
1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1145 op->map->path, op->x, op->y);
1146 /* in old days, we used to set x and y to 0 and continue.
1147 * it seems if we get into this case, something is probablye
1148 * screwed up and should be fixed.
1149 */
1150 abort ();
1151 } 982 {
983 // leaving a spot always closes any open container on the ground
984 if (container && !container->env)
985 // this causes spurious floorbox updates, but it ensures
986 // that the CLOSE event is being sent.
987 close_container ();
1152 988
1153 if (op->map != m) 989 --map->players;
1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 990 map->touch ();
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 */ 991 }
992
993 map->dirty = true;
994 mapspace &ms = this->ms ();
1160 995
1161 /* link the object above us */ 996 /* link the object above us */
1162 if (op->above) 997 if (above)
1163 op->above->below = op->below; 998 above->below = below;
1164 else 999 else
1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1000 ms.top = below; /* we were top, set new top */
1166 1001
1167 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
1168 if (op->below) 1003 if (below)
1169 op->below->above = op->above; 1004 below->above = above;
1170 else 1005 else
1171 { 1006 {
1172 /* Nothing below, which means we need to relink map object for this space 1007 /* 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 1008 * use translated coordinates in case some oddness with map tiling is
1174 * evident 1009 * evident
1175 */ 1010 */
1176 if (GET_MAP_OB (m, x, y) != op) 1011 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); 1012 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)); 1013
1182 LOG (llevError, "%s\n", errmsg); 1014 ms.bot = above; /* goes on above it. */
1183 } 1015 }
1184 1016
1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1186 }
1187
1188 op->above = 0; 1017 above = 0;
1189 op->below = 0; 1018 below = 0;
1190 1019
1191 if (op->map->in_memory == MAP_SAVING) 1020 if (map->in_memory == MAP_SAVING)
1192 return; 1021 return;
1193 1022
1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1023 int check_walk_off = !flag [FLAG_NO_APPLY];
1195 1024
1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1025 for (tmp = ms.bot; tmp; tmp = tmp->above)
1197 { 1026 {
1198 /* No point updating the players look faces if he is the object 1027 /* No point updating the players look faces if he is the object
1199 * being removed. 1028 * being removed.
1200 */ 1029 */
1201 1030
1202 if (tmp->type == PLAYER && tmp != op) 1031 if (tmp->type == PLAYER && tmp != this)
1203 { 1032 {
1204 /* If a container that the player is currently using somehow gets 1033 /* If a container that the player is currently using somehow gets
1205 * removed (most likely destroyed), update the player view 1034 * removed (most likely destroyed), update the player view
1206 * appropriately. 1035 * appropriately.
1207 */ 1036 */
1208 if (tmp->container == op) 1037 if (tmp->container == this)
1209 { 1038 {
1210 CLEAR_FLAG (op, FLAG_APPLIED); 1039 flag [FLAG_APPLIED] = 0;
1211 tmp->container = NULL; 1040 tmp->container = 0;
1212 } 1041 }
1213 1042
1214 tmp->contr->socket.update_look = 1; 1043 if (tmp->contr->ns)
1044 tmp->contr->ns->floorbox_update ();
1215 } 1045 }
1216 1046
1217 /* See if player moving off should effect something */ 1047 /* See if object moving off should effect something */
1218 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1048 if (check_walk_off
1049 && ((move_type & tmp->move_off)
1050 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1219 { 1051 {
1220 move_apply (tmp, op, NULL); 1052 move_apply (tmp, this, 0);
1221 1053
1222 if (op->destroyed ()); 1054 if (destroyed ())
1223 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1055 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1224 } 1056 }
1225 1057
1226 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1058 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1227 1059 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1228 if (tmp->above == tmp) 1060 if (tmp->above == tmp)
1229 tmp->above = NULL; 1061 tmp->above = 0;
1230 1062
1231 last = tmp; 1063 last = tmp;
1232 } 1064 }
1233 1065
1234 /* last == NULL of there are no objects on this space */ 1066 /* last == NULL if there are no objects on this space */
1067 //TODO: this makes little sense, why only update the topmost object?
1235 if (last == NULL) 1068 if (!last)
1236 { 1069 map->at (x, y).flags_ = 0;
1237 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1238 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1239 * those out anyways, and if there are any flags set right now, they won't
1240 * be correct anyways.
1241 */
1242 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1243 update_position (op->map, op->x, op->y);
1244 }
1245 else 1070 else
1246 update_object (last, UP_OBJ_REMOVE); 1071 update_object (last, UP_OBJ_REMOVE);
1247 1072
1248 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1249 update_all_los (op->map, op->x, op->y); 1074 update_all_los (map, x, y);
1250 } 1075 }
1251} 1076}
1252 1077
1253/* 1078/*
1254 * merge_ob(op,top): 1079 * merge_ob(op,top):
1262merge_ob (object *op, object *top) 1087merge_ob (object *op, object *top)
1263{ 1088{
1264 if (!op->nrof) 1089 if (!op->nrof)
1265 return 0; 1090 return 0;
1266 1091
1267 if (top == NULL) 1092 if (top)
1268 for (top = op; top != NULL && top->above != NULL; top = top->above); 1093 for (top = op; top && top->above; top = top->above)
1094 ;
1269 1095
1270 for (; top != NULL; top = top->below) 1096 for (; top; top = top->below)
1271 { 1097 {
1272 if (top == op) 1098 if (top == op)
1273 continue; 1099 continue;
1274 if (CAN_MERGE (op, top)) 1100
1101 if (object::can_merge (op, top))
1275 { 1102 {
1276 top->nrof += op->nrof; 1103 top->nrof += op->nrof;
1277 1104
1278/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1105/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1279 op->weight = 0; /* Don't want any adjustements now */ 1106 op->weight = 0; /* Don't want any adjustements now */
1280 remove_ob (op); 1107 op->destroy ();
1281 free_object (op);
1282 return top; 1108 return top;
1283 } 1109 }
1284 } 1110 }
1285 1111
1286 return 0; 1112 return 0;
1287} 1113}
1288 1114
1115void
1116object::expand_tail ()
1117{
1118 if (more)
1119 return;
1120
1121 object *prev = this;
1122
1123 for (archetype *at = arch->more; at; at = at->more)
1124 {
1125 object *op = arch_to_object (at);
1126
1127 op->name = name;
1128 op->name_pl = name_pl;
1129 op->title = title;
1130
1131 op->head = this;
1132 prev->more = op;
1133
1134 prev = op;
1135 }
1136}
1137
1289/* 1138/*
1290 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1139 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1291 * job preparing multi-part monsters 1140 * job preparing multi-part monsters.
1292 */ 1141 */
1293object * 1142object *
1294insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1143insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1295{ 1144{
1296 object *tmp;
1297
1298 if (op->head)
1299 op = op->head;
1300
1301 for (tmp = op; tmp; tmp = tmp->more) 1145 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1302 { 1146 {
1303 tmp->x = x + tmp->arch->clone.x; 1147 tmp->x = x + tmp->arch->clone.x;
1304 tmp->y = y + tmp->arch->clone.y; 1148 tmp->y = y + tmp->arch->clone.y;
1305 } 1149 }
1306 1150
1325 * Return value: 1169 * Return value:
1326 * new object if 'op' was merged with other object 1170 * new object if 'op' was merged with other object
1327 * NULL if 'op' was destroyed 1171 * NULL if 'op' was destroyed
1328 * just 'op' otherwise 1172 * just 'op' otherwise
1329 */ 1173 */
1330
1331object * 1174object *
1332insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1175insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1333{ 1176{
1177 assert (!op->flag [FLAG_FREED]);
1178
1334 object *tmp, *top, *floor = NULL; 1179 object *tmp, *top, *floor = NULL;
1335 sint16 x, y;
1336 1180
1337 if (QUERY_FLAG (op, FLAG_FREED)) 1181 op->remove ();
1338 {
1339 LOG (llevError, "Trying to insert freed object!\n");
1340 return NULL;
1341 }
1342 1182
1343 if (m == NULL) 1183#if 0
1344 { 1184 if (!m->active != !op->active)
1345 dump_object (op); 1185 if (m->active)
1346 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1186 op->activate_recursive ();
1347 return op; 1187 else
1348 } 1188 op->deactivate_recursive ();
1189#endif
1349 1190
1350 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1351 { 1192 {
1352 dump_object (op);
1353 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1354#ifdef MANY_CORES 1194#ifdef MANY_CORES
1355 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1356 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1357 * improperly inserted. 1197 * improperly inserted.
1358 */ 1198 */
1359 abort (); 1199 abort ();
1360#endif 1200#endif
1361 return op; 1201 return op;
1362 } 1202 }
1363 1203
1364 if (!QUERY_FLAG (op, FLAG_REMOVED))
1365 {
1366 dump_object (op);
1367 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1368 return op;
1369 }
1370
1371 if (op->more != NULL)
1372 {
1373 /* The part may be on a different map. */
1374
1375 object *more = op->more; 1204 if (object *more = op->more)
1376 1205 {
1377 /* We really need the caller to normalize coordinates - if
1378 * we set the map, that doesn't work if the location is within
1379 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it.
1381 */
1382 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1383 more->map = get_map_from_coord (m, &more->x, &more->y);
1384 else if (!more->map)
1385 {
1386 /* For backwards compatibility - when not dealing with tiled maps,
1387 * more->map should always point to the parent.
1388 */
1389 more->map = m;
1390 }
1391
1392 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1206 if (!insert_ob_in_map (more, m, originator, flag))
1393 { 1207 {
1394 if (!op->head) 1208 if (!op->head)
1395 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1396 1210
1397 return NULL; 1211 return 0;
1398 } 1212 }
1399 } 1213 }
1400 1214
1401 CLEAR_FLAG (op, FLAG_REMOVED); 1215 CLEAR_FLAG (op, FLAG_REMOVED);
1402 1216
1403 /* Ideally, the caller figures this out. However, it complicates a lot 1217 /* Ideally, the caller figures this out. However, it complicates a lot
1404 * of areas of callers (eg, anything that uses find_free_spot would now 1218 * of areas of callers (eg, anything that uses find_free_spot would now
1405 * need extra work 1219 * need extra work
1406 */ 1220 */
1407 op->map = get_map_from_coord (m, &op->x, &op->y); 1221 if (!xy_normalise (m, op->x, op->y))
1408 x = op->x; 1222 return 0;
1409 y = op->y; 1223
1224 op->map = m;
1225 mapspace &ms = op->ms ();
1410 1226
1411 /* this has to be done after we translate the coordinates. 1227 /* this has to be done after we translate the coordinates.
1412 */ 1228 */
1413 if (op->nrof && !(flag & INS_NO_MERGE)) 1229 if (op->nrof && !(flag & INS_NO_MERGE))
1414 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1230 for (tmp = ms.bot; tmp; tmp = tmp->above)
1415 if (CAN_MERGE (op, tmp)) 1231 if (object::can_merge (op, tmp))
1416 { 1232 {
1417 op->nrof += tmp->nrof; 1233 op->nrof += tmp->nrof;
1418 remove_ob (tmp); 1234 tmp->destroy ();
1419 free_object (tmp);
1420 } 1235 }
1421 1236
1422 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1237 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1423 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1238 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1424 1239
1437 op->below = originator->below; 1252 op->below = originator->below;
1438 1253
1439 if (op->below) 1254 if (op->below)
1440 op->below->above = op; 1255 op->below->above = op;
1441 else 1256 else
1442 SET_MAP_OB (op->map, op->x, op->y, op); 1257 ms.bot = op;
1443 1258
1444 /* since *below* originator, no need to update top */ 1259 /* since *below* originator, no need to update top */
1445 originator->below = op; 1260 originator->below = op;
1446 } 1261 }
1447 else 1262 else
1448 { 1263 {
1264 top = ms.bot;
1265
1449 /* If there are other objects, then */ 1266 /* If there are other objects, then */
1450 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1267 if ((!(flag & INS_MAP_LOAD)) && top)
1451 { 1268 {
1452 object *last = NULL; 1269 object *last = 0;
1453 1270
1454 /* 1271 /*
1455 * If there are multiple objects on this space, we do some trickier handling. 1272 * If there are multiple objects on this space, we do some trickier handling.
1456 * We've already dealt with merging if appropriate. 1273 * We've already dealt with merging if appropriate.
1457 * Generally, we want to put the new object on top. But if 1274 * Generally, we want to put the new object on top. But if
1461 * once we get to them. This reduces the need to traverse over all of 1278 * once we get to them. This reduces the need to traverse over all of
1462 * them when adding another one - this saves quite a bit of cpu time 1279 * them when adding another one - this saves quite a bit of cpu time
1463 * when lots of spells are cast in one area. Currently, it is presumed 1280 * when lots of spells are cast in one area. Currently, it is presumed
1464 * that flying non pickable objects are spell objects. 1281 * that flying non pickable objects are spell objects.
1465 */ 1282 */
1466 1283 for (top = ms.bot; top; top = top->above)
1467 while (top != NULL)
1468 { 1284 {
1469 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1470 floor = top; 1286 floor = top;
1471 1287
1472 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1288 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1475 top = top->below; 1291 top = top->below;
1476 break; 1292 break;
1477 } 1293 }
1478 1294
1479 last = top; 1295 last = top;
1480 top = top->above;
1481 } 1296 }
1482 1297
1483 /* Don't want top to be NULL, so set it to the last valid object */ 1298 /* Don't want top to be NULL, so set it to the last valid object */
1484 top = last; 1299 top = last;
1485 1300
1487 * looks like instead of lots of conditions here. 1302 * looks like instead of lots of conditions here.
1488 * makes things faster, and effectively the same result. 1303 * makes things faster, and effectively the same result.
1489 */ 1304 */
1490 1305
1491 /* Have object 'fall below' other objects that block view. 1306 /* Have object 'fall below' other objects that block view.
1492 * Unless those objects are exits, type 66 1307 * Unless those objects are exits.
1493 * If INS_ON_TOP is used, don't do this processing 1308 * If INS_ON_TOP is used, don't do this processing
1494 * Need to find the object that in fact blocks view, otherwise 1309 * Need to find the object that in fact blocks view, otherwise
1495 * stacking is a bit odd. 1310 * stacking is a bit odd.
1496 */ 1311 */
1497 if (!(flag & INS_ON_TOP) && 1312 if (!(flag & INS_ON_TOP)
1498 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1313 && ms.flags () & P_BLOCKSVIEW
1314 && (op->face && !faces [op->face].visibility))
1499 { 1315 {
1500 for (last = top; last != floor; last = last->below) 1316 for (last = top; last != floor; last = last->below)
1501 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1317 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1502 break; 1318 break;
1319
1503 /* Check to see if we found the object that blocks view, 1320 /* Check to see if we found the object that blocks view,
1504 * and make sure we have a below pointer for it so that 1321 * and make sure we have a below pointer for it so that
1505 * we can get inserted below this one, which requires we 1322 * we can get inserted below this one, which requires we
1506 * set top to the object below us. 1323 * set top to the object below us.
1507 */ 1324 */
1509 top = last->below; 1326 top = last->below;
1510 } 1327 }
1511 } /* If objects on this space */ 1328 } /* If objects on this space */
1512 1329
1513 if (flag & INS_MAP_LOAD) 1330 if (flag & INS_MAP_LOAD)
1514 top = GET_MAP_TOP (op->map, op->x, op->y); 1331 top = ms.top;
1515 1332
1516 if (flag & INS_ABOVE_FLOOR_ONLY) 1333 if (flag & INS_ABOVE_FLOOR_ONLY)
1517 top = floor; 1334 top = floor;
1518 1335
1519 /* Top is the object that our object (op) is going to get inserted above. 1336 /* Top is the object that our object (op) is going to get inserted above.
1520 */ 1337 */
1521 1338
1522 /* First object on this space */ 1339 /* First object on this space */
1523 if (!top) 1340 if (!top)
1524 { 1341 {
1525 op->above = GET_MAP_OB (op->map, op->x, op->y); 1342 op->above = ms.bot;
1526 1343
1527 if (op->above) 1344 if (op->above)
1528 op->above->below = op; 1345 op->above->below = op;
1529 1346
1530 op->below = NULL; 1347 op->below = 0;
1531 SET_MAP_OB (op->map, op->x, op->y, op); 1348 ms.bot = op;
1532 } 1349 }
1533 else 1350 else
1534 { /* get inserted into the stack above top */ 1351 { /* get inserted into the stack above top */
1535 op->above = top->above; 1352 op->above = top->above;
1536 1353
1539 1356
1540 op->below = top; 1357 op->below = top;
1541 top->above = op; 1358 top->above = op;
1542 } 1359 }
1543 1360
1544 if (op->above == NULL) 1361 if (!op->above)
1545 SET_MAP_TOP (op->map, op->x, op->y, op); 1362 ms.top = op;
1546 } /* else not INS_BELOW_ORIGINATOR */ 1363 } /* else not INS_BELOW_ORIGINATOR */
1547 1364
1548 if (op->type == PLAYER) 1365 if (op->type == PLAYER)
1366 {
1549 op->contr->do_los = 1; 1367 op->contr->do_los = 1;
1368 ++op->map->players;
1369 op->map->touch ();
1370 }
1371
1372 op->map->dirty = true;
1550 1373
1551 /* If we have a floor, we know the player, if any, will be above 1374 /* If we have a floor, we know the player, if any, will be above
1552 * it, so save a few ticks and start from there. 1375 * it, so save a few ticks and start from there.
1553 */ 1376 */
1554 if (!(flag & INS_MAP_LOAD)) 1377 if (!(flag & INS_MAP_LOAD))
1555 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1378 if (object *pl = ms.player ())
1556 if (tmp->type == PLAYER) 1379 if (pl->contr->ns)
1557 tmp->contr->socket.update_look = 1; 1380 pl->contr->ns->floorbox_update ();
1558 1381
1559 /* If this object glows, it may affect lighting conditions that are 1382 /* If this object glows, it may affect lighting conditions that are
1560 * visible to others on this map. But update_all_los is really 1383 * visible to others on this map. But update_all_los is really
1561 * an inefficient way to do this, as it means los for all players 1384 * an inefficient way to do this, as it means los for all players
1562 * on the map will get recalculated. The players could very well 1385 * on the map will get recalculated. The players could very well
1563 * be far away from this change and not affected in any way - 1386 * be far away from this change and not affected in any way -
1564 * this should get redone to only look for players within range, 1387 * this should get redone to only look for players within range,
1565 * or just updating the P_NEED_UPDATE for spaces within this area 1388 * or just updating the P_UPTODATE for spaces within this area
1566 * of effect may be sufficient. 1389 * of effect may be sufficient.
1567 */ 1390 */
1568 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1391 if (op->map->darkness && (op->glow_radius != 0))
1569 update_all_los (op->map, op->x, op->y); 1392 update_all_los (op->map, op->x, op->y);
1570 1393
1571 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1394 /* updates flags (blocked, alive, no magic, etc) for this map space */
1572 update_object (op, UP_OBJ_INSERT); 1395 update_object (op, UP_OBJ_INSERT);
1573 1396
1397 INVOKE_OBJECT (INSERT, op);
1398
1574 /* Don't know if moving this to the end will break anything. However, 1399 /* Don't know if moving this to the end will break anything. However,
1575 * we want to have update_look set above before calling this. 1400 * we want to have floorbox_update called before calling this.
1576 * 1401 *
1577 * check_move_on() must be after this because code called from 1402 * check_move_on() must be after this because code called from
1578 * check_move_on() depends on correct map flags (so functions like 1403 * check_move_on() depends on correct map flags (so functions like
1579 * blocked() and wall() work properly), and these flags are updated by 1404 * blocked() and wall() work properly), and these flags are updated by
1580 * update_object(). 1405 * update_object().
1582 1407
1583 /* if this is not the head or flag has been passed, don't check walk on status */ 1408 /* if this is not the head or flag has been passed, don't check walk on status */
1584 if (!(flag & INS_NO_WALK_ON) && !op->head) 1409 if (!(flag & INS_NO_WALK_ON) && !op->head)
1585 { 1410 {
1586 if (check_move_on (op, originator)) 1411 if (check_move_on (op, originator))
1587 return NULL; 1412 return 0;
1588 1413
1589 /* If we are a multi part object, lets work our way through the check 1414 /* If we are a multi part object, lets work our way through the check
1590 * walk on's. 1415 * walk on's.
1591 */ 1416 */
1592 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1417 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1593 if (check_move_on (tmp, originator)) 1418 if (check_move_on (tmp, originator))
1594 return NULL; 1419 return 0;
1595 } 1420 }
1596 1421
1597 return op; 1422 return op;
1598} 1423}
1599 1424
1600/* this function inserts an object in the map, but if it 1425/* this function inserts an object in the map, but if it
1601 * finds an object of its own type, it'll remove that one first. 1426 * finds an object of its own type, it'll remove that one first.
1602 * op is the object to insert it under: supplies x and the map. 1427 * op is the object to insert it under: supplies x and the map.
1603 */ 1428 */
1604void 1429void
1605replace_insert_ob_in_map (const char *arch_string, object *op) 1430replace_insert_ob_in_map (const char *arch_string, object *op)
1606{ 1431{
1607 object * 1432 object *tmp, *tmp1;
1608 tmp;
1609 object *
1610 tmp1;
1611 1433
1612 /* first search for itself and remove any old instances */ 1434 /* first search for itself and remove any old instances */
1613 1435
1614 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1436 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1615 {
1616 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1437 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1617 { 1438 tmp->destroy ();
1618 remove_ob (tmp);
1619 free_object (tmp);
1620 }
1621 }
1622 1439
1623 tmp1 = arch_to_object (archetype::find (arch_string)); 1440 tmp1 = arch_to_object (archetype::find (arch_string));
1624 1441
1625 tmp1->x = op->x; 1442 tmp1->x = op->x;
1626 tmp1->y = op->y; 1443 tmp1->y = op->y;
1627 insert_ob_in_map (tmp1, op->map, op, 0); 1444 insert_ob_in_map (tmp1, op->map, op, 0);
1445}
1446
1447object *
1448object::insert_at (object *where, object *originator, int flags)
1449{
1450 return where->map->insert (this, where->x, where->y, originator, flags);
1628} 1451}
1629 1452
1630/* 1453/*
1631 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1454 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains 1455 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and freed if that number is 0). 1456 * the rest (or is removed and freed if that number is 0).
1634 * On failure, NULL is returned, and the reason put into the 1457 * On failure, NULL is returned, and the reason put into the
1635 * global static errmsg array. 1458 * global static errmsg array.
1636 */ 1459 */
1637
1638object * 1460object *
1639get_split_ob (object *orig_ob, uint32 nr) 1461get_split_ob (object *orig_ob, uint32 nr)
1640{ 1462{
1641 object * 1463 object *newob;
1642 newob;
1643 int
1644 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1464 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1645 1465
1646 if (orig_ob->nrof < nr) 1466 if (orig_ob->nrof < nr)
1647 { 1467 {
1648 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1468 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1649 return NULL; 1469 return NULL;
1650 } 1470 }
1651 1471
1652 newob = object_create_clone (orig_ob); 1472 newob = object_create_clone (orig_ob);
1653 1473
1654 if ((orig_ob->nrof -= nr) < 1) 1474 if ((orig_ob->nrof -= nr) < 1)
1655 { 1475 orig_ob->destroy (1);
1656 if (!is_removed)
1657 remove_ob (orig_ob);
1658 free_object2 (orig_ob, 1);
1659 }
1660 else if (!is_removed) 1476 else if (!is_removed)
1661 { 1477 {
1662 if (orig_ob->env != NULL) 1478 if (orig_ob->env != NULL)
1663 sub_weight (orig_ob->env, orig_ob->weight * nr); 1479 sub_weight (orig_ob->env, orig_ob->weight * nr);
1664 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1480 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1679 * the amount of an object. If the amount reaches 0, the object 1495 * the amount of an object. If the amount reaches 0, the object
1680 * is subsequently removed and freed. 1496 * is subsequently removed and freed.
1681 * 1497 *
1682 * Return value: 'op' if something is left, NULL if the amount reached 0 1498 * Return value: 'op' if something is left, NULL if the amount reached 0
1683 */ 1499 */
1684
1685object * 1500object *
1686decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1687{ 1502{
1688 object *tmp; 1503 object *tmp;
1689 player *pl;
1690 1504
1691 if (i == 0) /* objects with op->nrof require this check */ 1505 if (i == 0) /* objects with op->nrof require this check */
1692 return op; 1506 return op;
1693 1507
1694 if (i > op->nrof) 1508 if (i > op->nrof)
1695 i = op->nrof; 1509 i = op->nrof;
1696 1510
1697 if (QUERY_FLAG (op, FLAG_REMOVED)) 1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1698 op->nrof -= i; 1512 op->nrof -= i;
1699 else if (op->env != NULL) 1513 else if (op->env)
1700 { 1514 {
1701 /* is this object in the players inventory, or sub container 1515 /* is this object in the players inventory, or sub container
1702 * therein? 1516 * therein?
1703 */ 1517 */
1704 tmp = is_player_inv (op->env); 1518 tmp = op->in_player ();
1705 /* nope. Is this a container the player has opened? 1519 /* nope. Is this a container the player has opened?
1706 * If so, set tmp to that player. 1520 * If so, set tmp to that player.
1707 * IMO, searching through all the players will mostly 1521 * IMO, searching through all the players will mostly
1708 * likely be quicker than following op->env to the map, 1522 * likely be quicker than following op->env to the map,
1709 * and then searching the map for a player. 1523 * and then searching the map for a player.
1710 */ 1524 */
1711 if (!tmp) 1525 if (!tmp)
1712 { 1526 for_all_players (pl)
1713 for (pl = first_player; pl; pl = pl->next)
1714 if (pl->ob->container == op->env) 1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1715 break; 1530 break;
1716 if (pl)
1717 tmp = pl->ob;
1718 else
1719 tmp = NULL;
1720 } 1531 }
1721 1532
1722 if (i < op->nrof) 1533 if (i < op->nrof)
1723 { 1534 {
1724 sub_weight (op->env, op->weight * i); 1535 sub_weight (op->env, op->weight * i);
1725 op->nrof -= i; 1536 op->nrof -= i;
1726 if (tmp) 1537 if (tmp)
1727 {
1728 esrv_send_item (tmp, op); 1538 esrv_send_item (tmp, op);
1729 }
1730 } 1539 }
1731 else 1540 else
1732 { 1541 {
1733 remove_ob (op); 1542 op->remove ();
1734 op->nrof = 0; 1543 op->nrof = 0;
1735 if (tmp) 1544 if (tmp)
1736 {
1737 esrv_del_item (tmp->contr, op->count); 1545 esrv_del_item (tmp->contr, op->count);
1738 }
1739 } 1546 }
1740 } 1547 }
1741 else 1548 else
1742 { 1549 {
1743 object *above = op->above; 1550 object *above = op->above;
1744 1551
1745 if (i < op->nrof) 1552 if (i < op->nrof)
1746 op->nrof -= i; 1553 op->nrof -= i;
1747 else 1554 else
1748 { 1555 {
1749 remove_ob (op); 1556 op->remove ();
1750 op->nrof = 0; 1557 op->nrof = 0;
1751 } 1558 }
1752 1559
1753 /* Since we just removed op, op->above is null */ 1560 /* Since we just removed op, op->above is null */
1754 for (tmp = above; tmp != NULL; tmp = tmp->above) 1561 for (tmp = above; tmp; tmp = tmp->above)
1755 if (tmp->type == PLAYER) 1562 if (tmp->type == PLAYER)
1756 { 1563 {
1757 if (op->nrof) 1564 if (op->nrof)
1758 esrv_send_item (tmp, op); 1565 esrv_send_item (tmp, op);
1759 else 1566 else
1763 1570
1764 if (op->nrof) 1571 if (op->nrof)
1765 return op; 1572 return op;
1766 else 1573 else
1767 { 1574 {
1768 free_object (op); 1575 op->destroy ();
1769 return NULL; 1576 return 0;
1770 } 1577 }
1771} 1578}
1772 1579
1773/* 1580/*
1774 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1775 * and also updates how much the environment(s) is/are carrying. 1582 * and also updates how much the environment(s) is/are carrying.
1776 */ 1583 */
1777
1778void 1584void
1779add_weight (object *op, signed long weight) 1585add_weight (object *op, signed long weight)
1780{ 1586{
1781 while (op != NULL) 1587 while (op != NULL)
1782 { 1588 {
1786 op->carrying += weight; 1592 op->carrying += weight;
1787 op = op->env; 1593 op = op->env;
1788 } 1594 }
1789} 1595}
1790 1596
1597object *
1598insert_ob_in_ob (object *op, object *where)
1599{
1600 if (!where)
1601 {
1602 char *dump = dump_object (op);
1603 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1604 free (dump);
1605 return op;
1606 }
1607
1608 if (where->head)
1609 {
1610 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1611 where = where->head;
1612 }
1613
1614 return where->insert (op);
1615}
1616
1791/* 1617/*
1792 * insert_ob_in_ob(op,environment): 1618 * env->insert (op)
1793 * This function inserts the object op in the linked list 1619 * This function inserts the object op in the linked list
1794 * inside the object environment. 1620 * inside the object environment.
1795 * 1621 *
1796 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1797 * the inventory at the last position or next to other objects of the same
1798 * type.
1799 * Frank: Now sorted by type, archetype and magic!
1800 *
1801 * The function returns now pointer to inserted item, and return value can 1622 * The function returns now pointer to inserted item, and return value can
1802 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1803 */ 1624 */
1804
1805object * 1625object *
1806insert_ob_in_ob (object *op, object *where) 1626object::insert (object *op)
1807{ 1627{
1808 object * 1628 object *tmp, *otmp;
1809 tmp, *
1810 otmp;
1811 1629
1812 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1630 if (!QUERY_FLAG (op, FLAG_REMOVED))
1813 { 1631 op->remove ();
1814 dump_object (op);
1815 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1816 return op;
1817 }
1818
1819 if (where == NULL)
1820 {
1821 dump_object (op);
1822 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where->head)
1827 {
1828 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1829 where = where->head;
1830 }
1831 1632
1832 if (op->more) 1633 if (op->more)
1833 { 1634 {
1834 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1635 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1835 return op; 1636 return op;
1837 1638
1838 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1639 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1839 CLEAR_FLAG (op, FLAG_REMOVED); 1640 CLEAR_FLAG (op, FLAG_REMOVED);
1840 if (op->nrof) 1641 if (op->nrof)
1841 { 1642 {
1842 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1643 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1843 if (CAN_MERGE (tmp, op)) 1644 if (object::can_merge (tmp, op))
1844 { 1645 {
1845 /* return the original object and remove inserted object 1646 /* return the original object and remove inserted object
1846 (client needs the original object) */ 1647 (client needs the original object) */
1847 tmp->nrof += op->nrof; 1648 tmp->nrof += op->nrof;
1848 /* Weight handling gets pretty funky. Since we are adding to 1649 /* Weight handling gets pretty funky. Since we are adding to
1849 * tmp->nrof, we need to increase the weight. 1650 * tmp->nrof, we need to increase the weight.
1850 */ 1651 */
1851 add_weight (where, op->weight * op->nrof); 1652 add_weight (this, op->weight * op->nrof);
1852 SET_FLAG (op, FLAG_REMOVED); 1653 SET_FLAG (op, FLAG_REMOVED);
1853 free_object (op); /* free the inserted object */ 1654 op->destroy (); /* free the inserted object */
1854 op = tmp; 1655 op = tmp;
1855 remove_ob (op); /* and fix old object's links */ 1656 op->remove (); /* and fix old object's links */
1856 CLEAR_FLAG (op, FLAG_REMOVED); 1657 CLEAR_FLAG (op, FLAG_REMOVED);
1857 break; 1658 break;
1858 } 1659 }
1859 1660
1860 /* I assume combined objects have no inventory 1661 /* I assume combined objects have no inventory
1861 * We add the weight - this object could have just been removed 1662 * We add the weight - this object could have just been removed
1862 * (if it was possible to merge). calling remove_ob will subtract 1663 * (if it was possible to merge). calling remove_ob will subtract
1863 * the weight, so we need to add it in again, since we actually do 1664 * the weight, so we need to add it in again, since we actually do
1864 * the linking below 1665 * the linking below
1865 */ 1666 */
1866 add_weight (where, op->weight * op->nrof); 1667 add_weight (this, op->weight * op->nrof);
1867 } 1668 }
1868 else 1669 else
1869 add_weight (where, (op->weight + op->carrying)); 1670 add_weight (this, (op->weight + op->carrying));
1870 1671
1871 otmp = is_player_inv (where); 1672 otmp = this->in_player ();
1872 if (otmp && otmp->contr != NULL) 1673 if (otmp && otmp->contr)
1873 {
1874 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1674 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1875 fix_player (otmp); 1675 otmp->update_stats ();
1876 }
1877 1676
1878 op->map = NULL; 1677 op->map = 0;
1879 op->env = where; 1678 op->env = this;
1880 op->above = NULL; 1679 op->above = 0;
1881 op->below = NULL; 1680 op->below = 0;
1882 op->x = 0, op->y = 0; 1681 op->x = 0, op->y = 0;
1883 1682
1884 /* reset the light list and los of the players on the map */ 1683 /* reset the light list and los of the players on the map */
1885 if ((op->glow_radius != 0) && where->map) 1684 if ((op->glow_radius != 0) && map)
1886 { 1685 {
1887#ifdef DEBUG_LIGHTS 1686#ifdef DEBUG_LIGHTS
1888 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1687 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1889#endif /* DEBUG_LIGHTS */ 1688#endif /* DEBUG_LIGHTS */
1890 if (MAP_DARKNESS (where->map)) 1689 if (map->darkness)
1891 update_all_los (where->map, where->x, where->y); 1690 update_all_los (map, x, y);
1892 } 1691 }
1893 1692
1894 /* Client has no idea of ordering so lets not bother ordering it here. 1693 /* Client has no idea of ordering so lets not bother ordering it here.
1895 * It sure simplifies this function... 1694 * It sure simplifies this function...
1896 */ 1695 */
1897 if (where->inv == NULL) 1696 if (!inv)
1898 where->inv = op; 1697 inv = op;
1899 else 1698 else
1900 { 1699 {
1901 op->below = where->inv; 1700 op->below = inv;
1902 op->below->above = op; 1701 op->below->above = op;
1903 where->inv = op; 1702 inv = op;
1904 } 1703 }
1704
1705 INVOKE_OBJECT (INSERT, this);
1706
1905 return op; 1707 return op;
1906} 1708}
1907 1709
1908/* 1710/*
1909 * Checks if any objects has a move_type that matches objects 1711 * Checks if any objects has a move_type that matches objects
1923 * 1725 *
1924 * MSW 2001-07-08: Check all objects on space, not just those below 1726 * MSW 2001-07-08: Check all objects on space, not just those below
1925 * object being inserted. insert_ob_in_map may not put new objects 1727 * object being inserted. insert_ob_in_map may not put new objects
1926 * on top. 1728 * on top.
1927 */ 1729 */
1928
1929int 1730int
1930check_move_on (object *op, object *originator) 1731check_move_on (object *op, object *originator)
1931{ 1732{
1932 object *tmp; 1733 object *tmp;
1933 maptile *m = op->map; 1734 maptile *m = op->map;
1960 1761
1961 /* The objects have to be checked from top to bottom. 1762 /* The objects have to be checked from top to bottom.
1962 * Hence, we first go to the top: 1763 * Hence, we first go to the top:
1963 */ 1764 */
1964 1765
1965 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1766 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1966 { 1767 {
1967 /* Trim the search when we find the first other spell effect 1768 /* Trim the search when we find the first other spell effect
1968 * this helps performance so that if a space has 50 spell objects, 1769 * this helps performance so that if a space has 50 spell objects,
1969 * we don't need to check all of them. 1770 * we don't need to check all of them.
1970 */ 1771 */
1988 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1789 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1989 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1790 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1990 { 1791 {
1991 1792
1992 float 1793 float
1993 diff = tmp->move_slow_penalty * FABS (op->speed); 1794 diff = tmp->move_slow_penalty * fabs (op->speed);
1994 1795
1995 if (op->type == PLAYER) 1796 if (op->type == PLAYER)
1996 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1797 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1997 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1798 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1998 diff /= 4.0; 1799 diff /= 4.0;
2025/* 1826/*
2026 * present_arch(arch, map, x, y) searches for any objects with 1827 * present_arch(arch, map, x, y) searches for any objects with
2027 * a matching archetype at the given map and coordinates. 1828 * a matching archetype at the given map and coordinates.
2028 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
2029 */ 1830 */
2030
2031object * 1831object *
2032present_arch (const archetype *at, maptile *m, int x, int y) 1832present_arch (const archetype *at, maptile *m, int x, int y)
2033{ 1833{
2034 object *
2035 tmp;
2036
2037 if (m == NULL || out_of_map (m, x, y)) 1834 if (!m || out_of_map (m, x, y))
2038 { 1835 {
2039 LOG (llevError, "Present_arch called outside map.\n"); 1836 LOG (llevError, "Present_arch called outside map.\n");
2040 return NULL; 1837 return NULL;
2041 } 1838 }
2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2043 if (tmp->arch == at) 1841 if (tmp->arch == at)
2044 return tmp; 1842 return tmp;
1843
2045 return NULL; 1844 return NULL;
2046} 1845}
2047 1846
2048/* 1847/*
2049 * present(type, map, x, y) searches for any objects with 1848 * present(type, map, x, y) searches for any objects with
2050 * a matching type variable at the given map and coordinates. 1849 * a matching type variable at the given map and coordinates.
2051 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
2052 */ 1851 */
2053
2054object * 1852object *
2055present (unsigned char type, maptile *m, int x, int y) 1853present (unsigned char type, maptile *m, int x, int y)
2056{ 1854{
2057 object *
2058 tmp;
2059
2060 if (out_of_map (m, x, y)) 1855 if (out_of_map (m, x, y))
2061 { 1856 {
2062 LOG (llevError, "Present called outside map.\n"); 1857 LOG (llevError, "Present called outside map.\n");
2063 return NULL; 1858 return NULL;
2064 } 1859 }
2065 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1860
1861 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2066 if (tmp->type == type) 1862 if (tmp->type == type)
2067 return tmp; 1863 return tmp;
1864
2068 return NULL; 1865 return NULL;
2069} 1866}
2070 1867
2071/* 1868/*
2072 * present_in_ob(type, object) searches for any objects with 1869 * present_in_ob(type, object) searches for any objects with
2073 * a matching type variable in the inventory of the given object. 1870 * a matching type variable in the inventory of the given object.
2074 * The first matching object is returned, or NULL if none. 1871 * The first matching object is returned, or NULL if none.
2075 */ 1872 */
2076
2077object * 1873object *
2078present_in_ob (unsigned char type, const object *op) 1874present_in_ob (unsigned char type, const object *op)
2079{ 1875{
2080 object *
2081 tmp;
2082
2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1876 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2084 if (tmp->type == type) 1877 if (tmp->type == type)
2085 return tmp; 1878 return tmp;
1879
2086 return NULL; 1880 return NULL;
2087} 1881}
2088 1882
2089/* 1883/*
2090 * present_in_ob (type, str, object) searches for any objects with 1884 * present_in_ob (type, str, object) searches for any objects with
2098 * str is the string to match against. Note that we match against 1892 * str is the string to match against. Note that we match against
2099 * the object name, not the archetype name. this is so that the 1893 * the object name, not the archetype name. this is so that the
2100 * spell code can use one object type (force), but change it's name 1894 * spell code can use one object type (force), but change it's name
2101 * to be unique. 1895 * to be unique.
2102 */ 1896 */
2103
2104object * 1897object *
2105present_in_ob_by_name (int type, const char *str, const object *op) 1898present_in_ob_by_name (int type, const char *str, const object *op)
2106{ 1899{
2107 object *
2108 tmp;
2109
2110 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2111 {
2112 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1901 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2113 return tmp; 1902 return tmp;
2114 } 1903
2115 return NULL; 1904 return 0;
2116} 1905}
2117 1906
2118/* 1907/*
2119 * present_arch_in_ob(archetype, object) searches for any objects with 1908 * present_arch_in_ob(archetype, object) searches for any objects with
2120 * a matching archetype in the inventory of the given object. 1909 * a matching archetype in the inventory of the given object.
2121 * The first matching object is returned, or NULL if none. 1910 * The first matching object is returned, or NULL if none.
2122 */ 1911 */
2123
2124object * 1912object *
2125present_arch_in_ob (const archetype *at, const object *op) 1913present_arch_in_ob (const archetype *at, const object *op)
2126{ 1914{
2127 object *
2128 tmp;
2129
2130 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2131 if (tmp->arch == at) 1916 if (tmp->arch == at)
2132 return tmp; 1917 return tmp;
1918
2133 return NULL; 1919 return NULL;
2134} 1920}
2135 1921
2136/* 1922/*
2137 * activate recursively a flag on an object inventory 1923 * activate recursively a flag on an object inventory
2138 */ 1924 */
2139void 1925void
2140flag_inv (object *op, int flag) 1926flag_inv (object *op, int flag)
2141{ 1927{
2142 object *
2143 tmp;
2144
2145 if (op->inv) 1928 if (op->inv)
2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1929 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 { 1930 {
2148 SET_FLAG (tmp, flag); 1931 SET_FLAG (tmp, flag);
2149 flag_inv (tmp, flag); 1932 flag_inv (tmp, flag);
2150 } 1933 }
2151} /* 1934}
1935
1936/*
2152 * desactivate recursively a flag on an object inventory 1937 * deactivate recursively a flag on an object inventory
2153 */ 1938 */
2154void 1939void
2155unflag_inv (object *op, int flag) 1940unflag_inv (object *op, int flag)
2156{ 1941{
2157 object *
2158 tmp;
2159
2160 if (op->inv) 1942 if (op->inv)
2161 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2162 { 1944 {
2163 CLEAR_FLAG (tmp, flag); 1945 CLEAR_FLAG (tmp, flag);
2164 unflag_inv (tmp, flag); 1946 unflag_inv (tmp, flag);
2165 } 1947 }
2166} 1948}
2169 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1951 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2170 * all it's inventory (recursively). 1952 * all it's inventory (recursively).
2171 * If checksums are used, a player will get set_cheat called for 1953 * If checksums are used, a player will get set_cheat called for
2172 * him/her-self and all object carried by a call to this function. 1954 * him/her-self and all object carried by a call to this function.
2173 */ 1955 */
2174
2175void 1956void
2176set_cheat (object *op) 1957set_cheat (object *op)
2177{ 1958{
2178 SET_FLAG (op, FLAG_WAS_WIZ); 1959 SET_FLAG (op, FLAG_WAS_WIZ);
2179 flag_inv (op, FLAG_WAS_WIZ); 1960 flag_inv (op, FLAG_WAS_WIZ);
2198 * because arch_blocked (now ob_blocked) needs to know the movement type 1979 * because arch_blocked (now ob_blocked) needs to know the movement type
2199 * to know if the space in question will block the object. We can't use 1980 * to know if the space in question will block the object. We can't use
2200 * the archetype because that isn't correct if the monster has been 1981 * the archetype because that isn't correct if the monster has been
2201 * customized, changed states, etc. 1982 * customized, changed states, etc.
2202 */ 1983 */
2203
2204int 1984int
2205find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1985find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2206{ 1986{
2207 int
2208 i,
2209 index = 0, flag; 1987 int index = 0, flag;
2210 static int
2211 altern[SIZEOFFREE]; 1988 int altern[SIZEOFFREE];
2212 1989
2213 for (i = start; i < stop; i++) 1990 for (int i = start; i < stop; i++)
2214 { 1991 {
2215 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1992 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2216 if (!flag) 1993 if (!flag)
2217 altern[index++] = i; 1994 altern [index++] = i;
2218 1995
2219 /* Basically, if we find a wall on a space, we cut down the search size. 1996 /* Basically, if we find a wall on a space, we cut down the search size.
2220 * In this way, we won't return spaces that are on another side of a wall. 1997 * In this way, we won't return spaces that are on another side of a wall.
2221 * This mostly work, but it cuts down the search size in all directions - 1998 * This mostly work, but it cuts down the search size in all directions -
2222 * if the space being examined only has a wall to the north and empty 1999 * if the space being examined only has a wall to the north and empty
2223 * spaces in all the other directions, this will reduce the search space 2000 * spaces in all the other directions, this will reduce the search space
2224 * to only the spaces immediately surrounding the target area, and 2001 * to only the spaces immediately surrounding the target area, and
2225 * won't look 2 spaces south of the target space. 2002 * won't look 2 spaces south of the target space.
2226 */ 2003 */
2227 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2004 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2228 stop = maxfree[i]; 2005 stop = maxfree[i];
2229 } 2006 }
2007
2230 if (!index) 2008 if (!index)
2231 return -1; 2009 return -1;
2010
2232 return altern[RANDOM () % index]; 2011 return altern [rndm (index)];
2233} 2012}
2234 2013
2235/* 2014/*
2236 * find_first_free_spot(archetype, maptile, x, y) works like 2015 * find_first_free_spot(archetype, maptile, x, y) works like
2237 * find_free_spot(), but it will search max number of squares. 2016 * find_free_spot(), but it will search max number of squares.
2238 * But it will return the first available spot, not a random choice. 2017 * But it will return the first available spot, not a random choice.
2239 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2018 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2240 */ 2019 */
2241
2242int 2020int
2243find_first_free_spot (const object *ob, maptile *m, int x, int y) 2021find_first_free_spot (const object *ob, maptile *m, int x, int y)
2244{ 2022{
2245 int
2246 i;
2247
2248 for (i = 0; i < SIZEOFFREE; i++) 2023 for (int i = 0; i < SIZEOFFREE; i++)
2249 {
2250 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2024 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2251 return i; 2025 return i;
2252 } 2026
2253 return -1; 2027 return -1;
2254} 2028}
2255 2029
2256/* 2030/*
2257 * The function permute(arr, begin, end) randomly reorders the array 2031 * The function permute(arr, begin, end) randomly reorders the array
2258 * arr[begin..end-1]. 2032 * arr[begin..end-1].
2033 * now uses a fisher-yates shuffle, old permute was broken
2259 */ 2034 */
2260static void 2035static void
2261permute (int *arr, int begin, int end) 2036permute (int *arr, int begin, int end)
2262{ 2037{
2263 int 2038 arr += begin;
2264 i,
2265 j,
2266 tmp,
2267 len;
2268
2269 len = end - begin; 2039 end -= begin;
2270 for (i = begin; i < end; i++)
2271 {
2272 j = begin + RANDOM () % len;
2273 2040
2274 tmp = arr[i]; 2041 while (--end)
2275 arr[i] = arr[j]; 2042 swap (arr [end], arr [rndm (end + 1)]);
2276 arr[j] = tmp;
2277 }
2278} 2043}
2279 2044
2280/* new function to make monster searching more efficient, and effective! 2045/* new function to make monster searching more efficient, and effective!
2281 * This basically returns a randomized array (in the passed pointer) of 2046 * This basically returns a randomized array (in the passed pointer) of
2282 * the spaces to find monsters. In this way, it won't always look for 2047 * the spaces to find monsters. In this way, it won't always look for
2285 * the 3x3 area will be searched, just not in a predictable order. 2050 * the 3x3 area will be searched, just not in a predictable order.
2286 */ 2051 */
2287void 2052void
2288get_search_arr (int *search_arr) 2053get_search_arr (int *search_arr)
2289{ 2054{
2290 int 2055 int i;
2291 i;
2292 2056
2293 for (i = 0; i < SIZEOFFREE; i++) 2057 for (i = 0; i < SIZEOFFREE; i++)
2294 {
2295 search_arr[i] = i; 2058 search_arr[i] = i;
2296 }
2297 2059
2298 permute (search_arr, 1, SIZEOFFREE1 + 1); 2060 permute (search_arr, 1, SIZEOFFREE1 + 1);
2299 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2061 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2300 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2062 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2301} 2063}
2310 * Perhaps incorrectly, but I'm making the assumption that exclude 2072 * Perhaps incorrectly, but I'm making the assumption that exclude
2311 * is actually want is going to try and move there. We need this info 2073 * is actually want is going to try and move there. We need this info
2312 * because we have to know what movement the thing looking to move 2074 * because we have to know what movement the thing looking to move
2313 * there is capable of. 2075 * there is capable of.
2314 */ 2076 */
2315
2316int 2077int
2317find_dir (maptile *m, int x, int y, object *exclude) 2078find_dir (maptile *m, int x, int y, object *exclude)
2318{ 2079{
2319 int
2320 i,
2321 max = SIZEOFFREE, mflags; 2080 int i, max = SIZEOFFREE, mflags;
2322 2081
2323 sint16 nx, ny; 2082 sint16 nx, ny;
2324 object * 2083 object *tmp;
2325 tmp;
2326 maptile * 2084 maptile *mp;
2327 mp;
2328 2085
2329 MoveType blocked, move_type; 2086 MoveType blocked, move_type;
2330 2087
2331 if (exclude && exclude->head) 2088 if (exclude && exclude->head)
2332 { 2089 {
2344 mp = m; 2101 mp = m;
2345 nx = x + freearr_x[i]; 2102 nx = x + freearr_x[i];
2346 ny = y + freearr_y[i]; 2103 ny = y + freearr_y[i];
2347 2104
2348 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2105 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2106
2349 if (mflags & P_OUT_OF_MAP) 2107 if (mflags & P_OUT_OF_MAP)
2350 {
2351 max = maxfree[i]; 2108 max = maxfree[i];
2352 }
2353 else 2109 else
2354 { 2110 {
2355 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2111 mapspace &ms = mp->at (nx, ny);
2112
2113 blocked = ms.move_block;
2356 2114
2357 if ((move_type & blocked) == move_type) 2115 if ((move_type & blocked) == move_type)
2358 {
2359 max = maxfree[i]; 2116 max = maxfree[i];
2360 }
2361 else if (mflags & P_IS_ALIVE) 2117 else if (mflags & P_IS_ALIVE)
2362 { 2118 {
2363 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2119 for (tmp = ms.bot; tmp; tmp = tmp->above)
2364 { 2120 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2365 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2121 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2366 {
2367 break; 2122 break;
2368 } 2123
2369 }
2370 if (tmp) 2124 if (tmp)
2371 {
2372 return freedir[i]; 2125 return freedir[i];
2373 }
2374 } 2126 }
2375 } 2127 }
2376 } 2128 }
2129
2377 return 0; 2130 return 0;
2378} 2131}
2379 2132
2380/* 2133/*
2381 * distance(object 1, object 2) will return the square of the 2134 * distance(object 1, object 2) will return the square of the
2382 * distance between the two given objects. 2135 * distance between the two given objects.
2383 */ 2136 */
2384
2385int 2137int
2386distance (const object *ob1, const object *ob2) 2138distance (const object *ob1, const object *ob2)
2387{ 2139{
2388 int
2389 i;
2390
2391 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2140 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2392 return i;
2393} 2141}
2394 2142
2395/* 2143/*
2396 * find_dir_2(delta-x,delta-y) will return a direction in which 2144 * find_dir_2(delta-x,delta-y) will return a direction in which
2397 * an object which has subtracted the x and y coordinates of another 2145 * an object which has subtracted the x and y coordinates of another
2398 * object, needs to travel toward it. 2146 * object, needs to travel toward it.
2399 */ 2147 */
2400
2401int 2148int
2402find_dir_2 (int x, int y) 2149find_dir_2 (int x, int y)
2403{ 2150{
2404 int 2151 int q;
2405 q;
2406 2152
2407 if (y) 2153 if (y)
2408 q = x * 100 / y; 2154 q = x * 100 / y;
2409 else if (x) 2155 else if (x)
2410 q = -300 * x; 2156 q = -300 * x;
2435 2181
2436 return 3; 2182 return 3;
2437} 2183}
2438 2184
2439/* 2185/*
2440 * absdir(int): Returns a number between 1 and 8, which represent
2441 * the "absolute" direction of a number (it actually takes care of
2442 * "overflow" in previous calculations of a direction).
2443 */
2444
2445int
2446absdir (int d)
2447{
2448 while (d < 1)
2449 d += 8;
2450 while (d > 8)
2451 d -= 8;
2452 return d;
2453}
2454
2455/*
2456 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2457 * between two directions (which are expected to be absolute (see absdir()) 2187 * between two directions (which are expected to be absolute (see absdir())
2458 */ 2188 */
2459
2460int 2189int
2461dirdiff (int dir1, int dir2) 2190dirdiff (int dir1, int dir2)
2462{ 2191{
2463 int 2192 int d;
2464 d;
2465 2193
2466 d = abs (dir1 - dir2); 2194 d = abs (dir1 - dir2);
2467 if (d > 4) 2195 if (d > 4)
2468 d = 8 - d; 2196 d = 8 - d;
2197
2469 return d; 2198 return d;
2470} 2199}
2471 2200
2472/* peterm: 2201/* peterm:
2473 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2202 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2476 * This basically means that if direction is 15, then it could either go 2205 * This basically means that if direction is 15, then it could either go
2477 * direction 4, 14, or 16 to get back to where we are. 2206 * direction 4, 14, or 16 to get back to where we are.
2478 * Moved from spell_util.c to object.c with the other related direction 2207 * Moved from spell_util.c to object.c with the other related direction
2479 * functions. 2208 * functions.
2480 */ 2209 */
2481
2482int
2483 reduction_dir[SIZEOFFREE][3] = { 2210int reduction_dir[SIZEOFFREE][3] = {
2484 {0, 0, 0}, /* 0 */ 2211 {0, 0, 0}, /* 0 */
2485 {0, 0, 0}, /* 1 */ 2212 {0, 0, 0}, /* 1 */
2486 {0, 0, 0}, /* 2 */ 2213 {0, 0, 0}, /* 2 */
2487 {0, 0, 0}, /* 3 */ 2214 {0, 0, 0}, /* 3 */
2488 {0, 0, 0}, /* 4 */ 2215 {0, 0, 0}, /* 4 */
2536 * find a path to that monster that we found. If not, 2263 * find a path to that monster that we found. If not,
2537 * we don't bother going toward it. Returns 1 if we 2264 * we don't bother going toward it. Returns 1 if we
2538 * can see a direct way to get it 2265 * can see a direct way to get it
2539 * Modified to be map tile aware -.MSW 2266 * Modified to be map tile aware -.MSW
2540 */ 2267 */
2541
2542
2543int 2268int
2544can_see_monsterP (maptile *m, int x, int y, int dir) 2269can_see_monsterP (maptile *m, int x, int y, int dir)
2545{ 2270{
2546 sint16 dx, dy; 2271 sint16 dx, dy;
2547 int
2548 mflags; 2272 int mflags;
2549 2273
2550 if (dir < 0) 2274 if (dir < 0)
2551 return 0; /* exit condition: invalid direction */ 2275 return 0; /* exit condition: invalid direction */
2552 2276
2553 dx = x + freearr_x[dir]; 2277 dx = x + freearr_x[dir];
2566 return 0; 2290 return 0;
2567 2291
2568 /* yes, can see. */ 2292 /* yes, can see. */
2569 if (dir < 9) 2293 if (dir < 9)
2570 return 1; 2294 return 1;
2295
2571 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2296 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2572 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2297 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2298 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2573} 2299}
2574
2575
2576 2300
2577/* 2301/*
2578 * can_pick(picker, item): finds out if an object is possible to be 2302 * can_pick(picker, item): finds out if an object is possible to be
2579 * picked up by the picker. Returnes 1 if it can be 2303 * picked up by the picker. Returnes 1 if it can be
2580 * picked up, otherwise 0. 2304 * picked up, otherwise 0.
2591 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2315 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2592 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2316 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2593 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2317 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2594} 2318}
2595 2319
2596
2597/* 2320/*
2598 * create clone from object to another 2321 * create clone from object to another
2599 */ 2322 */
2600object * 2323object *
2601object_create_clone (object *asrc) 2324object_create_clone (object *asrc)
2602{ 2325{
2603 object *
2604 dst = NULL, *tmp, *src, *part, *prev, *item; 2326 object *dst = 0, *tmp, *src, *part, *prev, *item;
2605 2327
2606 if (!asrc) 2328 if (!asrc)
2607 return NULL; 2329 return 0;
2330
2608 src = asrc; 2331 src = asrc;
2609 if (src->head) 2332 if (src->head)
2610 src = src->head; 2333 src = src->head;
2611 2334
2612 prev = NULL; 2335 prev = 0;
2613 for (part = src; part; part = part->more) 2336 for (part = src; part; part = part->more)
2614 { 2337 {
2615 tmp = get_object (); 2338 tmp = part->clone ();
2616 copy_object (part, tmp);
2617 tmp->x -= src->x; 2339 tmp->x -= src->x;
2618 tmp->y -= src->y; 2340 tmp->y -= src->y;
2341
2619 if (!part->head) 2342 if (!part->head)
2620 { 2343 {
2621 dst = tmp; 2344 dst = tmp;
2622 tmp->head = NULL; 2345 tmp->head = 0;
2623 } 2346 }
2624 else 2347 else
2625 {
2626 tmp->head = dst; 2348 tmp->head = dst;
2627 } 2349
2628 tmp->more = NULL; 2350 tmp->more = 0;
2351
2629 if (prev) 2352 if (prev)
2630 prev->more = tmp; 2353 prev->more = tmp;
2354
2631 prev = tmp; 2355 prev = tmp;
2632 } 2356 }
2633 2357
2634 for (item = src->inv; item; item = item->below) 2358 for (item = src->inv; item; item = item->below)
2635 insert_ob_in_ob (object_create_clone (item), dst); 2359 insert_ob_in_ob (object_create_clone (item), dst);
2636 2360
2637 return dst; 2361 return dst;
2638}
2639
2640/* GROS - Creates an object using a string representing its content. */
2641/* Basically, we save the content of the string to a temp file, then call */
2642/* load_object on it. I admit it is a highly inefficient way to make things, */
2643/* but it was simple to make and allows reusing the load_object function. */
2644/* Remember not to use load_object_str in a time-critical situation. */
2645/* Also remember that multiparts objects are not supported for now. */
2646
2647object *
2648load_object_str (const char *obstr)
2649{
2650 object *op;
2651 char filename[MAX_BUF];
2652
2653 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2654
2655 FILE *tempfile = fopen (filename, "w");
2656
2657 if (tempfile == NULL)
2658 {
2659 LOG (llevError, "Error - Unable to access load object temp file\n");
2660 return NULL;
2661 }
2662
2663 fprintf (tempfile, obstr);
2664 fclose (tempfile);
2665
2666 op = get_object ();
2667
2668 object_thawer thawer (filename);
2669
2670 if (thawer)
2671 load_object (thawer, op, 0);
2672
2673 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2674 CLEAR_FLAG (op, FLAG_REMOVED);
2675
2676 return op;
2677} 2362}
2678 2363
2679/* This returns the first object in who's inventory that 2364/* This returns the first object in who's inventory that
2680 * has the same type and subtype match. 2365 * has the same type and subtype match.
2681 * returns NULL if no match. 2366 * returns NULL if no match.
2682 */ 2367 */
2683object * 2368object *
2684find_obj_by_type_subtype (const object *who, int type, int subtype) 2369find_obj_by_type_subtype (const object *who, int type, int subtype)
2685{ 2370{
2686 object *tmp;
2687
2688 for (tmp = who->inv; tmp; tmp = tmp->below) 2371 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2689 if (tmp->type == type && tmp->subtype == subtype) 2372 if (tmp->type == type && tmp->subtype == subtype)
2690 return tmp; 2373 return tmp;
2691 2374
2692 return NULL; 2375 return 0;
2693} 2376}
2694 2377
2695/* If ob has a field named key, return the link from the list, 2378/* If ob has a field named key, return the link from the list,
2696 * otherwise return NULL. 2379 * otherwise return NULL.
2697 * 2380 *
2699 * do the desired thing. 2382 * do the desired thing.
2700 */ 2383 */
2701key_value * 2384key_value *
2702get_ob_key_link (const object *ob, const char *key) 2385get_ob_key_link (const object *ob, const char *key)
2703{ 2386{
2704 key_value *link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2387 for (key_value *link = ob->key_values; link; link = link->next)
2707 if (link->key == key) 2388 if (link->key == key)
2708 return link; 2389 return link;
2709 2390
2710 return NULL; 2391 return 0;
2711} 2392}
2712 2393
2713/* 2394/*
2714 * Returns the value of op has an extra_field for key, or NULL. 2395 * Returns the value of op has an extra_field for key, or NULL.
2715 * 2396 *
2740 if (link->key == canonical_key) 2421 if (link->key == canonical_key)
2741 return link->value; 2422 return link->value;
2742 2423
2743 return 0; 2424 return 0;
2744} 2425}
2745
2746 2426
2747/* 2427/*
2748 * Updates the canonical_key in op to value. 2428 * Updates the canonical_key in op to value.
2749 * 2429 *
2750 * canonical_key is a shared string (value doesn't have to be). 2430 * canonical_key is a shared string (value doesn't have to be).
2755 * Returns TRUE on success. 2435 * Returns TRUE on success.
2756 */ 2436 */
2757int 2437int
2758set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2438set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2759{ 2439{
2760 key_value *
2761 field = NULL, *last = NULL; 2440 key_value *field = NULL, *last = NULL;
2762 2441
2763 for (field = op->key_values; field != NULL; field = field->next) 2442 for (field = op->key_values; field != NULL; field = field->next)
2764 { 2443 {
2765 if (field->key != canonical_key) 2444 if (field->key != canonical_key)
2766 { 2445 {
2794 /* IF we get here, key doesn't exist */ 2473 /* IF we get here, key doesn't exist */
2795 2474
2796 /* No field, we'll have to add it. */ 2475 /* No field, we'll have to add it. */
2797 2476
2798 if (!add_key) 2477 if (!add_key)
2799 {
2800 return FALSE; 2478 return FALSE;
2801 } 2479
2802 /* There isn't any good reason to store a null 2480 /* There isn't any good reason to store a null
2803 * value in the key/value list. If the archetype has 2481 * value in the key/value list. If the archetype has
2804 * this key, then we should also have it, so shouldn't 2482 * this key, then we should also have it, so shouldn't
2805 * be here. If user wants to store empty strings, 2483 * be here. If user wants to store empty strings,
2806 * should pass in "" 2484 * should pass in ""
2855 } 2533 }
2856 else 2534 else
2857 item = item->env; 2535 item = item->env;
2858} 2536}
2859 2537
2538
2539const char *
2540object::flag_desc (char *desc, int len) const
2541{
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565}
2566
2860// return a suitable string describing an objetc in enough detail to find it 2567// return a suitable string describing an object in enough detail to find it
2861const char * 2568const char *
2862object::debug_desc (char *info) const 2569object::debug_desc (char *info) const
2863{ 2570{
2571 char flagdesc[512];
2864 char info2[256 * 3]; 2572 char info2[256 * 4];
2865 char *p = info; 2573 char *p = info;
2866 2574
2867 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2868 count, 2576 count, uuid.seq,
2869 &name, 2577 &name,
2870 title ? " " : "", 2578 title ? "\",title:\"" : "",
2871 title ? (const char *)title : ""); 2579 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type);
2872 2581
2873 if (env) 2582 if (env)
2874 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2875 2584
2876 if (map) 2585 if (map)
2877 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2878 2587
2879 return info; 2588 return info;
2880} 2589}
2881 2590
2882const char * 2591const char *
2883object::debug_desc () const 2592object::debug_desc () const
2884{ 2593{
2885 static char info[256 * 3]; 2594 static char info[256 * 4];
2886 return debug_desc (info); 2595 return debug_desc (info);
2887} 2596}
2888 2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mat = name_to_material (materialname))
2616 return mat;
2617
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown);
2622}
2623
2624void
2625object::open_container (object *new_container)
2626{
2627 if (container == new_container)
2628 return;
2629
2630 if (object *old_container = container)
2631 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return;
2634
2635#if 0
2636 // remove the "Close old_container" object.
2637 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON)
2639 closer->destroy ();
2640#endif
2641
2642 old_container->flag [FLAG_APPLIED] = 0;
2643 container = 0;
2644
2645 esrv_update_item (UPD_FLAGS, this, old_container);
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2647 }
2648
2649 if (new_container)
2650 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2652 return;
2653
2654 // TODO: this does not seem to serve any purpose anymore?
2655#if 0
2656 // insert the "Close Container" object.
2657 if (archetype *closer = new_container->other_arch)
2658 {
2659 object *closer = arch_to_object (new_container->other_arch);
2660 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2661 new_container->insert (closer);
2662 }
2663#endif
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2666
2667 new_container->flag [FLAG_APPLIED] = 1;
2668 container = new_container;
2669
2670 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container);
2672 }
2673}
2674
2675

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