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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.37 by root, Tue Sep 12 20:55:40 2006 UTC vs.
Revision 1.149 by root, Mon May 14 19:56:45 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
4 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
34#include <loader.h> 35#include <loader.h>
35 36
37#include <bitset>
38
36int nrofallocobjects = 0; 39int nrofallocobjects = 0;
40static UUID uuid;
41const uint64 UUID_SKIP = 1<<19;
37 42
38object *objects; /* Pointer to the list of used objects */ 43objectvec objects;
39object *active_objects; /* List of active objects that need to be processed */ 44activevec actives;
40 45
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 48};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50int freedir[SIZEOFFREE] = { 55int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 56 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 58};
54 59
60static void
61write_uuid (void)
62{
63 char filename1[MAX_BUF], filename2[MAX_BUF];
64
65 sprintf (filename1, "%s/uuid", settings.localdir);
66 sprintf (filename2, "%s/uuid~", settings.localdir);
67
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79}
80
81static void
82read_uuid (void)
83{
84 char filename[MAX_BUF];
85
86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 FILE *fp;
89
90 if (!(fp = fopen (filename, "r")))
91 {
92 if (errno == ENOENT)
93 {
94 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0;
96 write_uuid ();
97 return;
98 }
99
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1);
102 }
103
104 int version;
105 unsigned long long uid;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
107 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
109 _exit (1);
110 }
111
112 uuid.seq = uid;
113 write_uuid ();
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
115 fclose (fp);
116}
117
118UUID
119gen_uuid ()
120{
121 UUID uid;
122
123 uid.seq = ++uuid.seq;
124
125 if (!(uuid.seq & (UUID_SKIP - 1)))
126 write_uuid ();
127
128 return uid;
129}
130
131void
132init_uuid ()
133{
134 read_uuid ();
135}
136
55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int 138static int
57compare_ob_value_lists_one (const object *wants, const object *has) 139compare_ob_value_lists_one (const object *wants, const object *has)
58{ 140{
59 key_value *wants_field; 141 key_value *wants_field;
62 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
64 */ 146 */
65 147
66 /* For each field in wants, */ 148 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
68 { 150 {
69 key_value *has_field; 151 key_value *has_field;
70 152
71 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
106 * 188 *
107 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
110 * 192 *
111 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
112 * 194 *
113 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
114 * check weight 196 * check weight
115 */ 197 */
116
117bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
118{ 199{
119 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
121 return 0; 206 return 0;
122 207
123 if (ob1->speed != ob2->speed) 208 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is 210 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof). 211 * used to store nrof).
129 */ 212 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 224
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 227
145 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
176 return 0; 253 return 0;
177 254
178 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory. 256 * check all objects in the inventory.
180 */ 257 */
183 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0; 262 return 0;
186 263
187 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
189 return 0; 266 return 0;
190 267
191 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 269 * if it is valid.
193 */ 270 */
202 279
203 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
205 * check? 282 * check?
206 */ 283 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 285 return 0;
209 286
210 switch (ob1->type) 287 switch (ob1->type)
211 { 288 {
212 case SCROLL: 289 case SCROLL:
248sum_weight (object *op) 325sum_weight (object *op)
249{ 326{
250 long sum; 327 long sum;
251 object *inv; 328 object *inv;
252 329
253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
254 { 331 {
255 if (inv->inv) 332 if (inv->inv)
256 sum_weight (inv); 333 sum_weight (inv);
334
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 336 }
259 337
260 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
277 op = op->env; 355 op = op->env;
278 return op; 356 return op;
279} 357}
280 358
281/* 359/*
282 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
283 * a better check. We basically keeping traversing up until we can't
284 * or find a player.
285 */
286
287object *
288is_player_inv (object *op)
289{
290 for (; op != NULL && op->type != PLAYER; op = op->env)
291 if (op->env == op)
292 op->env = NULL;
293 return op;
294}
295
296/*
297 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
298 * Some error messages. 361 * Some error messages.
299 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
300 */ 363 */
301 364char *
302void
303dump_object2 (object *op)
304{
305 errmsg[0] = 0;
306 return;
307 //TODO//D#d#
308#if 0
309 char *cp;
310
311/* object *tmp;*/
312
313 if (op->arch != NULL)
314 {
315 strcat (errmsg, "arch ");
316 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
317 strcat (errmsg, "\n");
318 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
319 strcat (errmsg, cp);
320# if 0
321 /* Don't dump player diffs - they are too long, mostly meaningless, and
322 * will overflow the buffer.
323 * Changed so that we don't dump inventory either. This may
324 * also overflow the buffer.
325 */
326 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
327 strcat (errmsg, cp);
328 for (tmp = op->inv; tmp; tmp = tmp->below)
329 dump_object2 (tmp);
330# endif
331 strcat (errmsg, "end\n");
332 }
333 else
334 {
335 strcat (errmsg, "Object ");
336 if (op->name == NULL)
337 strcat (errmsg, "(null)");
338 else
339 strcat (errmsg, op->name);
340 strcat (errmsg, "\n");
341# if 0
342 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
343 strcat (errmsg, cp);
344 for (tmp = op->inv; tmp; tmp = tmp->below)
345 dump_object2 (tmp);
346# endif
347 strcat (errmsg, "end\n");
348 }
349#endif
350}
351
352/*
353 * Dumps an object. Returns output in the static global errmsg array.
354 */
355
356void
357dump_object (object *op) 365dump_object (object *op)
358{ 366{
359 if (op == NULL) 367 if (!op)
360 { 368 return strdup ("[NULLOBJ]");
361 strcpy (errmsg, "[NULL pointer]");
362 return;
363 }
364 errmsg[0] = '\0';
365 dump_object2 (op);
366}
367 369
368void 370 object_freezer freezer;
369dump_all_objects (void) 371 op->write (freezer);
370{ 372 return freezer.as_string ();
371 object *op;
372
373 for (op = objects; op != NULL; op = op->next)
374 {
375 dump_object (op);
376 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
377 }
378} 373}
379 374
380/* 375/*
381 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
382 * multi-object 1 which is closest to the second object. 377 * multi-object 1 which is closest to the second object.
398} 393}
399 394
400/* 395/*
401 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
402 */ 397 */
403
404object * 398object *
405find_object (tag_t i) 399find_object (tag_t i)
406{ 400{
407 object *op; 401 for_all_objects (op)
408
409 for (op = objects; op != NULL; op = op->next)
410 if (op->count == i) 402 if (op->count == i)
411 break;
412 return op; 403 return op;
404
405 return 0;
413} 406}
414 407
415/* 408/*
416 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
417 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
418 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
419 */ 412 */
420
421object * 413object *
422find_object_name (const char *str) 414find_object_name (const char *str)
423{ 415{
424 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
425 object *op; 417 object *op;
426 418
427 for (op = objects; op != NULL; op = op->next) 419 for_all_objects (op)
428 if (op->name == str_) 420 if (op->name == str_)
429 break; 421 break;
430 422
431 return op; 423 return op;
432} 424}
433 425
434void 426void
435free_all_object_data () 427free_all_object_data ()
436{ 428{
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438}
439
440/*
441 * Returns the object which this object marks as being the owner.
442 * A id-scheme is used to avoid pointing to objects which have been
443 * freed and are now reused. If this is detected, the owner is
444 * set to NULL, and NULL is returned.
445 * Changed 2004-02-12 - if the player is setting at the play again
446 * prompt, he is removed, and we don't want to treat him as an owner of
447 * anything, so check removed flag. I don't expect that this should break
448 * anything - once an object is removed, it is basically dead anyways.
449 */
450object *
451object::get_owner ()
452{
453 if (!owner
454 || QUERY_FLAG (owner, FLAG_FREED)
455 || QUERY_FLAG (owner, FLAG_REMOVED))
456 owner = 0;
457
458 return owner;
459} 430}
460 431
461/* 432/*
462 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
463 * skill and experience objects. 434 * skill and experience objects.
479 owner = owner->owner; 450 owner = owner->owner;
480 451
481 this->owner = owner; 452 this->owner = owner;
482} 453}
483 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 current_weapon = ob;
479 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
480
481 update_stats ();
482
483 if (ob)
484 {
485 // now check wether any body locations became invalid, in which case
486 // we cannot apply the weapon at the moment.
487 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
488 if (slot[i].used < 0)
489 {
490 current_weapon = chosen_skill = 0;
491 update_stats ();
492
493 new_draw_info_format (NDI_UNIQUE, 0, this,
494 "You try to balance your applied items all at once, but the %s is too much. "
495 "You need to unapply some items first.", &ob->name);
496 return false;
497 }
498
499 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
500 }
501 else
502 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
503
504 return true;
505}
506
484/* Zero the key_values on op, decrementing the shared-string 507/* Zero the key_values on op, decrementing the shared-string
485 * refcounts and freeing the links. 508 * refcounts and freeing the links.
486 */ 509 */
487static void 510static void
488free_key_values (object *op) 511free_key_values (object *op)
489{ 512{
490 for (key_value *i = op->key_values; i != 0;) 513 for (key_value *i = op->key_values; i; )
491 { 514 {
492 key_value *next = i->next; 515 key_value *next = i->next;
493 delete i; 516 delete i;
494 517
495 i = next; 518 i = next;
496 } 519 }
497 520
498 op->key_values = 0; 521 op->key_values = 0;
499} 522}
500 523
501void object::clear () 524object &
525object::operator =(const object &src)
502{ 526{
503 attachable_base::clear (); 527 bool is_freed = flag [FLAG_FREED];
528 bool is_removed = flag [FLAG_REMOVED];
504 529
505 free_key_values (this); 530 *(object_copy *)this = src;
506 531
507 owner = 0; 532 flag [FLAG_FREED] = is_freed;
508 name = 0; 533 flag [FLAG_REMOVED] = is_removed;
509 name_pl = 0;
510 title = 0;
511 race = 0;
512 slaying = 0;
513 skill = 0;
514 msg = 0;
515 lore = 0;
516 custom_name = 0;
517 materialname = 0;
518 contr = 0;
519 below = 0;
520 above = 0;
521 inv = 0;
522 container = 0;
523 env = 0;
524 more = 0;
525 head = 0;
526 map = 0;
527 active_next = 0;
528 active_prev = 0;
529
530 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
531
532 SET_FLAG (this, FLAG_REMOVED);
533
534 /* What is not cleared is next, prev, and count */
535
536 expmul = 1.0;
537 face = blank_face;
538 attacked_by_count = -1;
539
540 if (settings.casting_time)
541 casting_time = -1;
542}
543
544void object::clone (object *destination)
545{
546 *(object_copy *)destination = *this;
547 *(object_pod *)destination = *this;
548
549 if (self || cb)
550 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
551}
552
553/*
554 * copy object first frees everything allocated by the second object,
555 * and then copies the contends of the first object into the second
556 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object
559 * will point at garbage.
560 */
561void
562copy_object (object *op2, object *op)
563{
564 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
565 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
566
567 op2->clone (op);
568
569 if (is_freed)
570 SET_FLAG (op, FLAG_FREED);
571 if (is_removed)
572 SET_FLAG (op, FLAG_REMOVED);
573
574 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
576 534
577 /* Copy over key_values, if any. */ 535 /* Copy over key_values, if any. */
578 if (op2->key_values) 536 if (src.key_values)
579 { 537 {
580 key_value *tail = 0; 538 key_value *tail = 0;
581 key_value *i;
582
583 op->key_values = 0; 539 key_values = 0;
584 540
585 for (i = op2->key_values; i; i = i->next) 541 for (key_value *i = src.key_values; i; i = i->next)
586 { 542 {
587 key_value *new_link = new key_value; 543 key_value *new_link = new key_value;
588 544
589 new_link->next = 0; 545 new_link->next = 0;
590 new_link->key = i->key; 546 new_link->key = i->key;
591 new_link->value = i->value; 547 new_link->value = i->value;
592 548
593 /* Try and be clever here, too. */ 549 /* Try and be clever here, too. */
594 if (!op->key_values) 550 if (!key_values)
595 { 551 {
596 op->key_values = new_link; 552 key_values = new_link;
597 tail = new_link; 553 tail = new_link;
598 } 554 }
599 else 555 else
600 { 556 {
601 tail->next = new_link; 557 tail->next = new_link;
602 tail = new_link; 558 tail = new_link;
603 } 559 }
604 } 560 }
605 } 561 }
562}
606 563
607 update_ob_speed (op); 564/*
565 * copy_to first frees everything allocated by the dst object,
566 * and then copies the contents of itself into the second
567 * object, allocating what needs to be allocated. Basically, any
568 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
569 * if the first object is freed, the pointers in the new object
570 * will point at garbage.
571 */
572void
573object::copy_to (object *dst)
574{
575 *dst = *this;
576
577 if (speed < 0)
578 dst->speed_left = speed_left - rndm ();
579
580 dst->set_speed (dst->speed);
581}
582
583void
584object::instantiate ()
585{
586 if (!uuid.seq) // HACK
587 uuid = gen_uuid ();
588
589 speed_left = -0.1f;
590 /* copy the body_info to the body_used - this is only really
591 * need for monsters, but doesn't hurt to do it for everything.
592 * by doing so, when a monster is created, it has good starting
593 * values for the body_used info, so when items are created
594 * for it, they can be properly equipped.
595 */
596 for (int i = NUM_BODY_LOCATIONS; i--; )
597 slot[i].used = slot[i].info;
598
599 attachable::instantiate ();
600}
601
602object *
603object::clone ()
604{
605 object *neu = create ();
606 copy_to (neu);
607 return neu;
608} 608}
609 609
610/* 610/*
611 * If an object with the IS_TURNABLE() flag needs to be turned due 611 * If an object with the IS_TURNABLE() flag needs to be turned due
612 * to the closest player being on the other side, this function can 612 * to the closest player being on the other side, this function can
613 * be called to update the face variable, _and_ how it looks on the map. 613 * be called to update the face variable, _and_ how it looks on the map.
614 */ 614 */
615
616void 615void
617update_turn_face (object *op) 616update_turn_face (object *op)
618{ 617{
619 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 618 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
620 return; 619 return;
620
621 SET_ANIMATION (op, op->direction); 621 SET_ANIMATION (op, op->direction);
622 update_object (op, UP_OBJ_FACE); 622 update_object (op, UP_OBJ_FACE);
623} 623}
624 624
625/* 625/*
626 * Updates the speed of an object. If the speed changes from 0 to another 626 * Updates the speed of an object. If the speed changes from 0 to another
627 * value, or vice versa, then add/remove the object from the active list. 627 * value, or vice versa, then add/remove the object from the active list.
628 * This function needs to be called whenever the speed of an object changes. 628 * This function needs to be called whenever the speed of an object changes.
629 */ 629 */
630void 630void
631update_ob_speed (object *op) 631object::set_speed (float speed)
632{ 632{
633 extern int arch_init; 633 if (flag [FLAG_FREED] && speed)
634
635 /* No reason putting the archetypes objects on the speed list,
636 * since they never really need to be updated.
637 */
638
639 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
640 { 634 {
641 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 635 LOG (llevError, "Object %s is freed but has speed.\n", &name);
642#ifdef MANY_CORES
643 abort ();
644#else
645 op->speed = 0; 636 speed = 0;
646#endif
647 }
648
649 if (arch_init)
650 return;
651
652 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
653 { 637 }
654 /* If already on active list, don't do anything */
655 if (op->active_next || op->active_prev || op == active_objects)
656 return;
657 638
658 /* process_events() expects us to insert the object at the beginning 639 this->speed = speed;
659 * of the list. */
660 op->active_next = active_objects;
661 640
662 if (op->active_next != NULL) 641 if (has_active_speed ())
663 op->active_next->active_prev = op; 642 activate ();
664
665 active_objects = op;
666 }
667 else 643 else
668 { 644 deactivate ();
669 /* If not on the active list, nothing needs to be done */
670 if (!op->active_next && !op->active_prev && op != active_objects)
671 return;
672
673 if (op->active_prev == NULL)
674 {
675 active_objects = op->active_next;
676
677 if (op->active_next != NULL)
678 op->active_next->active_prev = NULL;
679 }
680 else
681 {
682 op->active_prev->active_next = op->active_next;
683
684 if (op->active_next)
685 op->active_next->active_prev = op->active_prev;
686 }
687
688 op->active_next = NULL;
689 op->active_prev = NULL;
690 }
691} 645}
692 646
693/* This function removes object 'op' from the list of active
694 * objects.
695 * This should only be used for style maps or other such
696 * reference maps where you don't want an object that isn't
697 * in play chewing up cpu time getting processed.
698 * The reverse of this is to call update_ob_speed, which
699 * will do the right thing based on the speed of the object.
700 */
701void
702remove_from_active_list (object *op)
703{
704 /* If not on the active list, nothing needs to be done */
705 if (!op->active_next && !op->active_prev && op != active_objects)
706 return;
707
708 if (op->active_prev == NULL)
709 {
710 active_objects = op->active_next;
711 if (op->active_next != NULL)
712 op->active_next->active_prev = NULL;
713 }
714 else
715 {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 647/*
725 * update_object() updates the array which represents the map. 648 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 649 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 650 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 651 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 652 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 653 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 654 * updating that window, though, since update_object() is called _often_)
732 * 655 *
733 * action is a hint of what the caller believes need to be done. 656 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 657 * current action are:
739 * UP_OBJ_INSERT: op was inserted 658 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 659 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 660 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 661 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 662 * UP_OBJ_FACE: only the objects face has changed.
744 */ 663 */
745
746void 664void
747update_object (object *op, int action) 665update_object (object *op, int action)
748{ 666{
749 int update_now = 0, flags;
750 MoveType move_on, move_off, move_block, move_slow;
751
752 if (op == NULL) 667 if (op == NULL)
753 { 668 {
754 /* this should never happen */ 669 /* this should never happen */
755 LOG (llevDebug, "update_object() called for NULL object.\n"); 670 LOG (llevDebug, "update_object() called for NULL object.\n");
756 return; 671 return;
757 } 672 }
758 673
759 if (op->env != NULL) 674 if (op->env)
760 { 675 {
761 /* Animation is currently handled by client, so nothing 676 /* Animation is currently handled by client, so nothing
762 * to do in this case. 677 * to do in this case.
763 */ 678 */
764 return; 679 return;
769 */ 684 */
770 if (!op->map || op->map->in_memory == MAP_SAVING) 685 if (!op->map || op->map->in_memory == MAP_SAVING)
771 return; 686 return;
772 687
773 /* make sure the object is within map boundaries */ 688 /* make sure the object is within map boundaries */
774 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 689 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
775 { 690 {
776 LOG (llevError, "update_object() called for object out of map!\n"); 691 LOG (llevError, "update_object() called for object out of map!\n");
777#ifdef MANY_CORES 692#ifdef MANY_CORES
778 abort (); 693 abort ();
779#endif 694#endif
780 return; 695 return;
781 } 696 }
782 697
783 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 698 mapspace &m = op->ms ();
784 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
785 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
786 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
787 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
788 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
789 699
700 if (!(m.flags_ & P_UPTODATE))
701 /* nop */;
790 if (action == UP_OBJ_INSERT) 702 else if (action == UP_OBJ_INSERT)
791 { 703 {
704 // this is likely overkill, TODO: revisit (schmorp)
792 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 705 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 706 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
796 update_now = 1; 707 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
797 708 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
709 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
798 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 710 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
799 update_now = 1;
800
801 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
802 update_now = 1;
803
804 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
805 update_now = 1;
806
807 if ((move_on | op->move_on) != move_on) 711 || (m.move_on | op->move_on ) != m.move_on
808 update_now = 1;
809
810 if ((move_off | op->move_off) != move_off) 712 || (m.move_off | op->move_off ) != m.move_off
811 update_now = 1; 713 || (m.move_slow | op->move_slow) != m.move_slow
812
813 /* This isn't perfect, but I don't expect a lot of objects to 714 /* This isn't perfect, but I don't expect a lot of objects to
814 * to have move_allow right now. 715 * to have move_allow right now.
815 */ 716 */
816 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 717 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
817 update_now = 1; 718 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
818 719 m.flags_ = 0;
819 if ((move_slow | op->move_slow) != move_slow)
820 update_now = 1;
821 } 720 }
822 /* if the object is being removed, we can't make intelligent 721 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 722 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 723 * that is being removed.
825 */ 724 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 725 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now = 1; 726 m.flags_ = 0;
828 else if (action == UP_OBJ_FACE) 727 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ ; 728 /* Nothing to do for that case */ ;
830 else 729 else
831 LOG (llevError, "update_object called with invalid action: %d\n", action); 730 LOG (llevError, "update_object called with invalid action: %d\n", action);
832 731
833 if (update_now)
834 {
835 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
836 update_position (op->map, op->x, op->y);
837 }
838
839 if (op->more != NULL) 732 if (op->more)
840 update_object (op->more, action); 733 update_object (op->more, action);
841}
842
843static unordered_vector<object *> mortals;
844static std::vector<object *, slice_allocator <object *> > freed;
845
846void object::free_mortals ()
847{
848 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
849 if ((*i)->refcnt)
850 ++i; // further delay freeing
851 else
852 {
853 freed.push_back (*i);//D
854 //delete *i;
855 mortals.erase (i);
856 }
857
858 if (mortals.size() && 0)//D
859 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
860} 734}
861 735
862object::object () 736object::object ()
863{ 737{
864 SET_FLAG (this, FLAG_REMOVED); 738 SET_FLAG (this, FLAG_REMOVED);
865 739
866 expmul = 1.0; 740 expmul = 1.0;
867 face = blank_face; 741 face = blank_face;
868 attacked_by_count = -1;
869} 742}
870 743
871object::~object () 744object::~object ()
872{ 745{
746 unlink ();
747
873 free_key_values (this); 748 free_key_values (this);
874} 749}
875 750
751static int object_count;
752
876void object::link () 753void object::link ()
877{ 754{
755 assert (!index);//D
756 uuid = gen_uuid ();
878 count = ++ob_count; 757 count = ++object_count;
879 758
880 prev = 0; 759 refcnt_inc ();
881 next = objects; 760 objects.insert (this);
882
883 if (objects)
884 objects->prev = this;
885
886 objects = this;
887} 761}
888 762
889void object::unlink () 763void object::unlink ()
890{ 764{
891 count = 0;
892
893 /* Remove this object from the list of used objects */
894 if (prev)
895 {
896 prev->next = next;
897 prev = 0;
898 }
899
900 if (next) 765 if (!index)
901 { 766 return;
902 next->prev = prev; 767
903 next = 0; 768 objects.erase (this);
769 refcnt_dec ();
770}
771
772void
773object::activate ()
774{
775 /* If already on active list, don't do anything */
776 if (active)
777 return;
778
779 if (has_active_speed ())
780 actives.insert (this);
781}
782
783void
784object::activate_recursive ()
785{
786 activate ();
787
788 for (object *op = inv; op; op = op->below)
789 op->activate_recursive ();
790}
791
792/* This function removes object 'op' from the list of active
793 * objects.
794 * This should only be used for style maps or other such
795 * reference maps where you don't want an object that isn't
796 * in play chewing up cpu time getting processed.
797 * The reverse of this is to call update_ob_speed, which
798 * will do the right thing based on the speed of the object.
799 */
800void
801object::deactivate ()
802{
803 /* If not on the active list, nothing needs to be done */
804 if (!active)
805 return;
806
807 actives.erase (this);
808}
809
810void
811object::deactivate_recursive ()
812{
813 for (object *op = inv; op; op = op->below)
814 op->deactivate_recursive ();
815
816 deactivate ();
817}
818
819void
820object::set_flag_inv (int flag, int value)
821{
822 for (object *op = inv; op; op = op->below)
904 } 823 {
824 op->flag [flag] = value;
825 op->set_flag_inv (flag, value);
826 }
827}
905 828
906 if (this == objects) 829/*
907 objects = next; 830 * Remove and free all objects in the inventory of the given object.
831 * object.c ?
832 */
833void
834object::destroy_inv (bool drop_to_ground)
835{
836 // need to check first, because the checks below might segfault
837 // as we might be on an invalid mapspace and crossfire code
838 // is too buggy to ensure that the inventory is empty.
839 // corollary: if you create arrows etc. with stuff in tis inventory,
840 // cf will crash below with off-map x and y
841 if (!inv)
842 return;
843
844 /* Only if the space blocks everything do we not process -
845 * if some form of movement is allowed, let objects
846 * drop on that space.
847 */
848 if (!drop_to_ground
849 || !map
850 || map->in_memory != MAP_IN_MEMORY
851 || map->nodrop
852 || ms ().move_block == MOVE_ALL)
853 {
854 while (inv)
855 {
856 inv->destroy_inv (drop_to_ground);
857 inv->destroy ();
858 }
859 }
860 else
861 { /* Put objects in inventory onto this space */
862 while (inv)
863 {
864 object *op = inv;
865
866 if (op->flag [FLAG_STARTEQUIP]
867 || op->flag [FLAG_NO_DROP]
868 || op->type == RUNE
869 || op->type == TRAP
870 || op->flag [FLAG_IS_A_TEMPLATE]
871 || op->flag [FLAG_DESTROY_ON_DEATH])
872 op->destroy ();
873 else
874 map->insert (op, x, y);
875 }
876 }
908} 877}
909 878
910object *object::create () 879object *object::create ()
911{ 880{
912 object *op;
913
914 if (freed.empty ())
915 op = new object; 881 object *op = new object;
916 else
917 {
918 // highly annoying, but the only way to get it stable right now
919 op = freed.back ();
920 freed.pop_back ();
921 op->~object ();
922 new ((void *) op) object;
923 }
924
925 op->link (); 882 op->link ();
926 return op; 883 return op;
927} 884}
928 885
929/* 886void
930 * free_object() frees everything allocated by an object, removes 887object::do_destroy ()
931 * it from the list of used objects, and puts it on the list of
932 * free objects. The IS_FREED() flag is set in the object.
933 * The object must have been removed by remove_ob() first for
934 * this function to succeed.
935 *
936 * If free_inventory is set, free inventory as well. Else drop items in
937 * inventory to the ground.
938 */
939void object::free (bool free_inventory)
940{ 888{
941 if (QUERY_FLAG (this, FLAG_FREED)) 889 attachable::do_destroy ();
890
891 if (flag [FLAG_IS_LINKED])
892 remove_button_link (this);
893
894 if (flag [FLAG_FRIENDLY])
895 remove_friendly_object (this);
896
897 if (!flag [FLAG_REMOVED])
898 remove ();
899
900 destroy_inv (true);
901
902 deactivate ();
903 unlink ();
904
905 flag [FLAG_FREED] = 1;
906
907 // hack to ensure that freed objects still have a valid map
908 {
909 static maptile *freed_map; // freed objects are moved here to avoid crashes
910
911 if (!freed_map)
912 {
913 freed_map = new maptile;
914
915 freed_map->name = "/internal/freed_objects_map";
916 freed_map->width = 3;
917 freed_map->height = 3;
918
919 freed_map->alloc ();
920 freed_map->in_memory = MAP_IN_MEMORY;
921 }
922
923 map = freed_map;
924 x = 1;
925 y = 1;
926 }
927
928 head = 0;
929
930 if (more)
931 {
932 more->destroy ();
933 more = 0;
934 }
935
936 // clear those pointers that likely might have circular references to us
937 owner = 0;
938 enemy = 0;
939 attacked_by = 0;
940}
941
942void
943object::destroy (bool destroy_inventory)
944{
945 if (destroyed ())
942 return; 946 return;
943 947
944 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 948 if (destroy_inventory)
945 remove_friendly_object (this); 949 destroy_inv (false);
946 950
947 if (!QUERY_FLAG (this, FLAG_REMOVED)) 951 attachable::destroy ();
948 remove_ob (this);
949
950 SET_FLAG (this, FLAG_FREED);
951
952 if (more)
953 {
954 more->free (free_inventory);
955 more = 0;
956 }
957
958 if (inv)
959 {
960 /* Only if the space blocks everything do we not process -
961 * if some form of movement is allowed, let objects
962 * drop on that space.
963 */
964 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
965 {
966 object *op = inv;
967
968 while (op)
969 {
970 object *tmp = op->below;
971 op->free (free_inventory);
972 op = tmp;
973 }
974 }
975 else
976 { /* Put objects in inventory onto this space */
977 object *op = inv;
978
979 while (op)
980 {
981 object *tmp = op->below;
982
983 remove_ob (op);
984
985 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
986 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
987 free_object (op);
988 else
989 {
990 op->x = x;
991 op->y = y;
992 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
993 }
994
995 op = tmp;
996 }
997 }
998 }
999
1000 owner = 0;
1001
1002 /* Remove object from the active list */
1003 speed = 0;
1004 update_ob_speed (this);
1005
1006 unlink ();
1007
1008 mortals.push_back (this);
1009} 952}
1010 953
1011/* 954/*
1012 * sub_weight() recursively (outwards) subtracts a number from the 955 * sub_weight() recursively (outwards) subtracts a number from the
1013 * weight of an object (and what is carried by it's environment(s)). 956 * weight of an object (and what is carried by it's environment(s)).
1014 */ 957 */
1015
1016void 958void
1017sub_weight (object *op, signed long weight) 959sub_weight (object *op, signed long weight)
1018{ 960{
1019 while (op != NULL) 961 while (op != NULL)
1020 { 962 {
1021 if (op->type == CONTAINER) 963 if (op->type == CONTAINER)
1022 {
1023 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 964 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1024 } 965
1025 op->carrying -= weight; 966 op->carrying -= weight;
1026 op = op->env; 967 op = op->env;
1027 } 968 }
1028} 969}
1029 970
1030/* remove_ob(op): 971/* op->remove ():
1031 * This function removes the object op from the linked list of objects 972 * This function removes the object op from the linked list of objects
1032 * which it is currently tied to. When this function is done, the 973 * which it is currently tied to. When this function is done, the
1033 * object will have no environment. If the object previously had an 974 * object will have no environment. If the object previously had an
1034 * environment, the x and y coordinates will be updated to 975 * environment, the x and y coordinates will be updated to
1035 * the previous environment. 976 * the previous environment.
1036 * Beware: This function is called from the editor as well!
1037 */ 977 */
1038
1039void 978void
1040remove_ob (object *op) 979object::do_remove ()
1041{ 980{
981 object *tmp, *last = 0;
1042 object * 982 object *otmp;
1043 tmp, *
1044 last = NULL;
1045 object *
1046 otmp;
1047 983
1048 tag_t
1049 tag;
1050 int
1051 check_walk_off;
1052 mapstruct *
1053 m;
1054
1055 sint16
1056 x,
1057 y;
1058
1059 if (QUERY_FLAG (op, FLAG_REMOVED)) 984 if (QUERY_FLAG (this, FLAG_REMOVED))
1060 return; 985 return;
1061 986
1062 SET_FLAG (op, FLAG_REMOVED); 987 SET_FLAG (this, FLAG_REMOVED);
988 INVOKE_OBJECT (REMOVE, this);
1063 989
1064 if (op->more != NULL) 990 if (more)
1065 remove_ob (op->more); 991 more->remove ();
1066 992
1067 /* 993 /*
1068 * In this case, the object to be removed is in someones 994 * In this case, the object to be removed is in someones
1069 * inventory. 995 * inventory.
1070 */ 996 */
1071 if (op->env != NULL) 997 if (env)
1072 { 998 {
1073 if (op->nrof) 999 if (nrof)
1074 sub_weight (op->env, op->weight * op->nrof); 1000 sub_weight (env, weight * nrof);
1075 else 1001 else
1076 sub_weight (op->env, op->weight + op->carrying); 1002 sub_weight (env, weight + carrying);
1077 1003
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1004 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1005 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1006 * to save cpu time.
1081 */ 1007 */
1082 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1008 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1083 fix_player (otmp); 1009 otmp->update_stats ();
1084 1010
1085 if (op->above != NULL) 1011 if (above)
1086 op->above->below = op->below; 1012 above->below = below;
1087 else 1013 else
1088 op->env->inv = op->below; 1014 env->inv = below;
1089 1015
1090 if (op->below != NULL) 1016 if (below)
1091 op->below->above = op->above; 1017 below->above = above;
1092 1018
1093 /* we set up values so that it could be inserted into 1019 /* we set up values so that it could be inserted into
1094 * the map, but we don't actually do that - it is up 1020 * the map, but we don't actually do that - it is up
1095 * to the caller to decide what we want to do. 1021 * to the caller to decide what we want to do.
1096 */ 1022 */
1097 op->x = op->env->x, op->y = op->env->y; 1023 x = env->x, y = env->y;
1098 op->map = op->env->map; 1024 map = env->map;
1099 op->above = NULL, op->below = NULL; 1025 above = 0, below = 0;
1100 op->env = NULL; 1026 env = 0;
1101 } 1027 }
1102 else if (op->map) 1028 else if (map)
1103 { 1029 {
1104 x = op->x; 1030 if (type == PLAYER)
1105 y = op->y;
1106 m = get_map_from_coord (op->map, &x, &y);
1107
1108 if (!m)
1109 { 1031 {
1110 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1032 // leaving a spot always closes any open container on the ground
1111 op->map->path, op->x, op->y); 1033 if (container && !container->env)
1112 /* in old days, we used to set x and y to 0 and continue. 1034 // this causes spurious floorbox updates, but it ensures
1113 * it seems if we get into this case, something is probablye 1035 // that the CLOSE event is being sent.
1114 * screwed up and should be fixed. 1036 close_container ();
1115 */ 1037
1116 abort (); 1038 --map->players;
1039 map->touch ();
1117 } 1040 }
1118 1041
1119 if (op->map != m) 1042 map->dirty = true;
1120 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1043 mapspace &ms = this->ms ();
1121 op->map->path, m->path, op->x, op->y, x, y);
1122
1123 /* Re did the following section of code - it looks like it had
1124 * lots of logic for things we no longer care about
1125 */
1126 1044
1127 /* link the object above us */ 1045 /* link the object above us */
1128 if (op->above) 1046 if (above)
1129 op->above->below = op->below; 1047 above->below = below;
1130 else 1048 else
1131 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1049 ms.top = below; /* we were top, set new top */
1132 1050
1133 /* Relink the object below us, if there is one */ 1051 /* Relink the object below us, if there is one */
1134 if (op->below) 1052 if (below)
1135 op->below->above = op->above; 1053 below->above = above;
1136 else 1054 else
1137 { 1055 {
1138 /* Nothing below, which means we need to relink map object for this space 1056 /* Nothing below, which means we need to relink map object for this space
1139 * use translated coordinates in case some oddness with map tiling is 1057 * use translated coordinates in case some oddness with map tiling is
1140 * evident 1058 * evident
1141 */ 1059 */
1142 if (GET_MAP_OB (m, x, y) != op) 1060 if (GET_MAP_OB (map, x, y) != this)
1143 {
1144 dump_object (op);
1145 LOG (llevError,
1146 "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); 1061 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 ());
1147 dump_object (GET_MAP_OB (m, x, y));
1148 LOG (llevError, "%s\n", errmsg);
1149 }
1150 1062
1151 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1063 ms.bot = above; /* goes on above it. */
1152 } 1064 }
1153 1065
1154 op->above = 0; 1066 above = 0;
1155 op->below = 0; 1067 below = 0;
1156 1068
1157 if (op->map->in_memory == MAP_SAVING) 1069 if (map->in_memory == MAP_SAVING)
1158 return; 1070 return;
1159 1071
1160 tag = op->count; 1072 int check_walk_off = !flag [FLAG_NO_APPLY];
1161 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1162 1073
1163 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1074 for (tmp = ms.bot; tmp; tmp = tmp->above)
1164 { 1075 {
1165 /* No point updating the players look faces if he is the object 1076 /* No point updating the players look faces if he is the object
1166 * being removed. 1077 * being removed.
1167 */ 1078 */
1168 1079
1169 if (tmp->type == PLAYER && tmp != op) 1080 if (tmp->type == PLAYER && tmp != this)
1170 { 1081 {
1171 /* If a container that the player is currently using somehow gets 1082 /* If a container that the player is currently using somehow gets
1172 * removed (most likely destroyed), update the player view 1083 * removed (most likely destroyed), update the player view
1173 * appropriately. 1084 * appropriately.
1174 */ 1085 */
1175 if (tmp->container == op) 1086 if (tmp->container == this)
1176 { 1087 {
1177 CLEAR_FLAG (op, FLAG_APPLIED); 1088 flag [FLAG_APPLIED] = 0;
1178 tmp->container = NULL; 1089 tmp->container = 0;
1179 } 1090 }
1180 1091
1181 tmp->contr->socket.update_look = 1; 1092 if (tmp->contr->ns)
1093 tmp->contr->ns->floorbox_update ();
1182 } 1094 }
1183 1095
1184 /* See if player moving off should effect something */ 1096 /* See if object moving off should effect something */
1185 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1097 if (check_walk_off
1098 && ((move_type & tmp->move_off)
1099 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1186 { 1100 {
1187 move_apply (tmp, op, NULL); 1101 move_apply (tmp, this, 0);
1188 1102
1189 if (was_destroyed (op, tag)) 1103 if (destroyed ())
1190 {
1191 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1104 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1192 }
1193 } 1105 }
1194 1106
1195 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1107 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1196 1108 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1197 if (tmp->above == tmp) 1109 if (tmp->above == tmp)
1198 tmp->above = NULL; 1110 tmp->above = 0;
1199 1111
1200 last = tmp; 1112 last = tmp;
1201 } 1113 }
1202 1114
1203 /* last == NULL of there are no objects on this space */ 1115 /* last == NULL if there are no objects on this space */
1116 //TODO: this makes little sense, why only update the topmost object?
1204 if (last == NULL) 1117 if (!last)
1205 { 1118 map->at (x, y).flags_ = 0;
1206 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1207 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1208 * those out anyways, and if there are any flags set right now, they won't
1209 * be correct anyways.
1210 */
1211 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1212 update_position (op->map, op->x, op->y);
1213 }
1214 else 1119 else
1215 update_object (last, UP_OBJ_REMOVE); 1120 update_object (last, UP_OBJ_REMOVE);
1216 1121
1217 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1122 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1218 update_all_los (op->map, op->x, op->y); 1123 update_all_los (map, x, y);
1219 } 1124 }
1220} 1125}
1221 1126
1222/* 1127/*
1223 * merge_ob(op,top): 1128 * merge_ob(op,top):
1231merge_ob (object *op, object *top) 1136merge_ob (object *op, object *top)
1232{ 1137{
1233 if (!op->nrof) 1138 if (!op->nrof)
1234 return 0; 1139 return 0;
1235 1140
1236 if (top == NULL) 1141 if (top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1142 for (top = op; top && top->above; top = top->above)
1143 ;
1238 1144
1239 for (; top != NULL; top = top->below) 1145 for (; top; top = top->below)
1240 { 1146 {
1241 if (top == op) 1147 if (top == op)
1242 continue; 1148 continue;
1243 if (CAN_MERGE (op, top)) 1149
1150 if (object::can_merge (op, top))
1244 { 1151 {
1245 top->nrof += op->nrof; 1152 top->nrof += op->nrof;
1246 1153
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1154/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1248 op->weight = 0; /* Don't want any adjustements now */ 1155 op->weight = 0; /* Don't want any adjustements now */
1249 remove_ob (op); 1156 op->destroy ();
1250 free_object (op);
1251 return top; 1157 return top;
1252 } 1158 }
1253 } 1159 }
1254 1160
1255 return NULL; 1161 return 0;
1256} 1162}
1257 1163
1164void
1165object::expand_tail ()
1166{
1167 if (more)
1168 return;
1169
1170 object *prev = this;
1171
1172 for (archetype *at = arch->more; at; at = at->more)
1173 {
1174 object *op = arch_to_object (at);
1175
1176 op->name = name;
1177 op->name_pl = name_pl;
1178 op->title = title;
1179
1180 op->head = this;
1181 prev->more = op;
1182
1183 prev = op;
1184 }
1185}
1186
1258/* 1187/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1188 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1260 * job preparing multi-part monsters 1189 * job preparing multi-part monsters.
1261 */ 1190 */
1262object * 1191object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1192insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1193{
1265 object *tmp;
1266
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1194 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1195 {
1272 tmp->x = x + tmp->arch->clone.x; 1196 tmp->x = x + tmp->arch->clone.x;
1273 tmp->y = y + tmp->arch->clone.y; 1197 tmp->y = y + tmp->arch->clone.y;
1274 } 1198 }
1275 1199
1294 * Return value: 1218 * Return value:
1295 * new object if 'op' was merged with other object 1219 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1220 * NULL if 'op' was destroyed
1297 * just 'op' otherwise 1221 * just 'op' otherwise
1298 */ 1222 */
1299
1300object * 1223object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1224insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1225{
1226 assert (!op->flag [FLAG_FREED]);
1227
1303 object *tmp, *top, *floor = NULL; 1228 object *tmp, *top, *floor = NULL;
1304 sint16 x, y;
1305 1229
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1230 op->remove ();
1307 {
1308 LOG (llevError, "Trying to insert freed object!\n");
1309 return NULL;
1310 }
1311 1231
1312 if (m == NULL) 1232#if 0
1313 { 1233 if (!m->active != !op->active)
1314 dump_object (op); 1234 if (m->active)
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1235 op->activate_recursive ();
1316 return op; 1236 else
1317 } 1237 op->deactivate_recursive ();
1238#endif
1318 1239
1319 if (out_of_map (m, op->x, op->y)) 1240 if (out_of_map (m, op->x, op->y))
1320 { 1241 {
1321 dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1242 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1323#ifdef MANY_CORES 1243#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object 1244 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting 1245 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted. 1246 * improperly inserted.
1327 */ 1247 */
1328 abort (); 1248 abort ();
1329#endif 1249#endif
1330 return op; 1250 return op;
1331 } 1251 }
1332 1252
1333 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 {
1335 dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1337 return op;
1338 }
1339
1340 if (op->more != NULL)
1341 {
1342 /* The part may be on a different map. */
1343
1344 object *more = op->more; 1253 if (object *more = op->more)
1345 1254 {
1346 /* We really need the caller to normalize coordinates - if
1347 * we set the map, that doesn't work if the location is within
1348 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it.
1350 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map)
1354 {
1355 /* For backwards compatibility - when not dealing with tiled maps,
1356 * more->map should always point to the parent.
1357 */
1358 more->map = m;
1359 }
1360
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1255 if (!insert_ob_in_map (more, m, originator, flag))
1362 { 1256 {
1363 if (!op->head) 1257 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1258 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365 1259
1366 return NULL; 1260 return 0;
1367 } 1261 }
1368 } 1262 }
1369 1263
1370 CLEAR_FLAG (op, FLAG_REMOVED); 1264 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1265
1372 /* Ideally, the caller figures this out. However, it complicates a lot 1266 /* Ideally, the caller figures this out. However, it complicates a lot
1373 * of areas of callers (eg, anything that uses find_free_spot would now 1267 * of areas of callers (eg, anything that uses find_free_spot would now
1374 * need extra work 1268 * need extra work
1375 */ 1269 */
1376 op->map = get_map_from_coord (m, &op->x, &op->y); 1270 if (!xy_normalise (m, op->x, op->y))
1377 x = op->x; 1271 return 0;
1378 y = op->y; 1272
1273 op->map = m;
1274 mapspace &ms = op->ms ();
1379 1275
1380 /* this has to be done after we translate the coordinates. 1276 /* this has to be done after we translate the coordinates.
1381 */ 1277 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1278 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1279 for (tmp = ms.bot; tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1280 if (object::can_merge (op, tmp))
1385 { 1281 {
1386 op->nrof += tmp->nrof; 1282 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1283 tmp->destroy ();
1388 free_object (tmp);
1389 } 1284 }
1390 1285
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1286 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1287 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 1288
1406 op->below = originator->below; 1301 op->below = originator->below;
1407 1302
1408 if (op->below) 1303 if (op->below)
1409 op->below->above = op; 1304 op->below->above = op;
1410 else 1305 else
1411 SET_MAP_OB (op->map, op->x, op->y, op); 1306 ms.bot = op;
1412 1307
1413 /* since *below* originator, no need to update top */ 1308 /* since *below* originator, no need to update top */
1414 originator->below = op; 1309 originator->below = op;
1415 } 1310 }
1416 else 1311 else
1417 { 1312 {
1313 top = ms.bot;
1314
1418 /* If there are other objects, then */ 1315 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1316 if ((!(flag & INS_MAP_LOAD)) && top)
1420 { 1317 {
1421 object *last = NULL; 1318 object *last = 0;
1422 1319
1423 /* 1320 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1321 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1322 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1323 * Generally, we want to put the new object on top. But if
1430 * once we get to them. This reduces the need to traverse over all of 1327 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time 1328 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed 1329 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1330 * that flying non pickable objects are spell objects.
1434 */ 1331 */
1435 1332 for (top = ms.bot; top; top = top->above)
1436 while (top != NULL)
1437 { 1333 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1334 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439 floor = top; 1335 floor = top;
1440 1336
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1337 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1444 top = top->below; 1340 top = top->below;
1445 break; 1341 break;
1446 } 1342 }
1447 1343
1448 last = top; 1344 last = top;
1449 top = top->above;
1450 } 1345 }
1451 1346
1452 /* Don't want top to be NULL, so set it to the last valid object */ 1347 /* Don't want top to be NULL, so set it to the last valid object */
1453 top = last; 1348 top = last;
1454 1349
1456 * looks like instead of lots of conditions here. 1351 * looks like instead of lots of conditions here.
1457 * makes things faster, and effectively the same result. 1352 * makes things faster, and effectively the same result.
1458 */ 1353 */
1459 1354
1460 /* Have object 'fall below' other objects that block view. 1355 /* Have object 'fall below' other objects that block view.
1461 * Unless those objects are exits, type 66 1356 * Unless those objects are exits.
1462 * If INS_ON_TOP is used, don't do this processing 1357 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1358 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1359 * stacking is a bit odd.
1465 */ 1360 */
1466 if (!(flag & INS_ON_TOP) && 1361 if (!(flag & INS_ON_TOP)
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1362 && ms.flags () & P_BLOCKSVIEW
1363 && (op->face && !faces [op->face].visibility))
1468 { 1364 {
1469 for (last = top; last != floor; last = last->below) 1365 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1366 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break; 1367 break;
1368
1472 /* Check to see if we found the object that blocks view, 1369 /* Check to see if we found the object that blocks view,
1473 * and make sure we have a below pointer for it so that 1370 * and make sure we have a below pointer for it so that
1474 * we can get inserted below this one, which requires we 1371 * we can get inserted below this one, which requires we
1475 * set top to the object below us. 1372 * set top to the object below us.
1476 */ 1373 */
1478 top = last->below; 1375 top = last->below;
1479 } 1376 }
1480 } /* If objects on this space */ 1377 } /* If objects on this space */
1481 1378
1482 if (flag & INS_MAP_LOAD) 1379 if (flag & INS_MAP_LOAD)
1483 top = GET_MAP_TOP (op->map, op->x, op->y); 1380 top = ms.top;
1484 1381
1485 if (flag & INS_ABOVE_FLOOR_ONLY) 1382 if (flag & INS_ABOVE_FLOOR_ONLY)
1486 top = floor; 1383 top = floor;
1487 1384
1488 /* Top is the object that our object (op) is going to get inserted above. 1385 /* Top is the object that our object (op) is going to get inserted above.
1489 */ 1386 */
1490 1387
1491 /* First object on this space */ 1388 /* First object on this space */
1492 if (!top) 1389 if (!top)
1493 { 1390 {
1494 op->above = GET_MAP_OB (op->map, op->x, op->y); 1391 op->above = ms.bot;
1495 1392
1496 if (op->above) 1393 if (op->above)
1497 op->above->below = op; 1394 op->above->below = op;
1498 1395
1499 op->below = NULL; 1396 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1397 ms.bot = op;
1501 } 1398 }
1502 else 1399 else
1503 { /* get inserted into the stack above top */ 1400 { /* get inserted into the stack above top */
1504 op->above = top->above; 1401 op->above = top->above;
1505 1402
1508 1405
1509 op->below = top; 1406 op->below = top;
1510 top->above = op; 1407 top->above = op;
1511 } 1408 }
1512 1409
1513 if (op->above == NULL) 1410 if (!op->above)
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1411 ms.top = op;
1515 } /* else not INS_BELOW_ORIGINATOR */ 1412 } /* else not INS_BELOW_ORIGINATOR */
1516 1413
1517 if (op->type == PLAYER) 1414 if (op->type == PLAYER)
1415 {
1518 op->contr->do_los = 1; 1416 op->contr->do_los = 1;
1417 ++op->map->players;
1418 op->map->touch ();
1419 }
1420
1421 op->map->dirty = true;
1519 1422
1520 /* If we have a floor, we know the player, if any, will be above 1423 /* If we have a floor, we know the player, if any, will be above
1521 * it, so save a few ticks and start from there. 1424 * it, so save a few ticks and start from there.
1522 */ 1425 */
1523 if (!(flag & INS_MAP_LOAD)) 1426 if (!(flag & INS_MAP_LOAD))
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1427 if (object *pl = ms.player ())
1525 if (tmp->type == PLAYER) 1428 if (pl->contr->ns)
1526 tmp->contr->socket.update_look = 1; 1429 pl->contr->ns->floorbox_update ();
1527 1430
1528 /* If this object glows, it may affect lighting conditions that are 1431 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1432 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1433 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1434 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1435 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1436 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1437 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1438 * of effect may be sufficient.
1536 */ 1439 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1440 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y); 1441 update_all_los (op->map, op->x, op->y);
1539 1442
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1443 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1444 update_object (op, UP_OBJ_INSERT);
1542 1445
1446 INVOKE_OBJECT (INSERT, op);
1447
1543 /* Don't know if moving this to the end will break anything. However, 1448 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1449 * we want to have floorbox_update called before calling this.
1545 * 1450 *
1546 * check_move_on() must be after this because code called from 1451 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1452 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1453 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1454 * update_object().
1551 1456
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1457 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1458 if (!(flag & INS_NO_WALK_ON) && !op->head)
1554 { 1459 {
1555 if (check_move_on (op, originator)) 1460 if (check_move_on (op, originator))
1556 return NULL; 1461 return 0;
1557 1462
1558 /* If we are a multi part object, lets work our way through the check 1463 /* If we are a multi part object, lets work our way through the check
1559 * walk on's. 1464 * walk on's.
1560 */ 1465 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1466 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1467 if (check_move_on (tmp, originator))
1563 return NULL; 1468 return 0;
1564 } 1469 }
1565 1470
1566 return op; 1471 return op;
1567} 1472}
1568 1473
1569/* this function inserts an object in the map, but if it 1474/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1475 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1476 * op is the object to insert it under: supplies x and the map.
1572 */ 1477 */
1573void 1478void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1479replace_insert_ob_in_map (const char *arch_string, object *op)
1575{ 1480{
1576 object * 1481 object *tmp, *tmp1;
1577 tmp;
1578 object *
1579 tmp1;
1580 1482
1581 /* first search for itself and remove any old instances */ 1483 /* first search for itself and remove any old instances */
1582 1484
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1485 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1486 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1586 { 1487 tmp->destroy ();
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1488
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1489 tmp1 = arch_to_object (archetype::find (arch_string));
1593 1490
1594 tmp1->x = op->x; 1491 tmp1->x = op->x;
1595 tmp1->y = op->y; 1492 tmp1->y = op->y;
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1493 insert_ob_in_map (tmp1, op->map, op, 0);
1494}
1495
1496object *
1497object::insert_at (object *where, object *originator, int flags)
1498{
1499 return where->map->insert (this, where->x, where->y, originator, flags);
1597} 1500}
1598 1501
1599/* 1502/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains 1504 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0). 1505 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the 1506 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array. 1507 * global static errmsg array.
1605 */ 1508 */
1606
1607object * 1509object *
1608get_split_ob (object *orig_ob, uint32 nr) 1510get_split_ob (object *orig_ob, uint32 nr)
1609{ 1511{
1610 object * 1512 object *newob;
1611 newob;
1612 int
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1614 1514
1615 if (orig_ob->nrof < nr) 1515 if (orig_ob->nrof < nr)
1616 { 1516 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1517 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL; 1518 return NULL;
1619 } 1519 }
1620 1520
1621 newob = object_create_clone (orig_ob); 1521 newob = object_create_clone (orig_ob);
1622 1522
1623 if ((orig_ob->nrof -= nr) < 1) 1523 if ((orig_ob->nrof -= nr) < 1)
1624 { 1524 orig_ob->destroy (1);
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed) 1525 else if (!is_removed)
1630 { 1526 {
1631 if (orig_ob->env != NULL) 1527 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr); 1528 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1529 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1648 * the amount of an object. If the amount reaches 0, the object 1544 * the amount of an object. If the amount reaches 0, the object
1649 * is subsequently removed and freed. 1545 * is subsequently removed and freed.
1650 * 1546 *
1651 * Return value: 'op' if something is left, NULL if the amount reached 0 1547 * Return value: 'op' if something is left, NULL if the amount reached 0
1652 */ 1548 */
1653
1654object * 1549object *
1655decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1656{ 1551{
1657 object *tmp; 1552 object *tmp;
1658 player *pl;
1659 1553
1660 if (i == 0) /* objects with op->nrof require this check */ 1554 if (i == 0) /* objects with op->nrof require this check */
1661 return op; 1555 return op;
1662 1556
1663 if (i > op->nrof) 1557 if (i > op->nrof)
1664 i = op->nrof; 1558 i = op->nrof;
1665 1559
1666 if (QUERY_FLAG (op, FLAG_REMOVED)) 1560 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i; 1561 op->nrof -= i;
1668 else if (op->env != NULL) 1562 else if (op->env)
1669 { 1563 {
1670 /* is this object in the players inventory, or sub container 1564 /* is this object in the players inventory, or sub container
1671 * therein? 1565 * therein?
1672 */ 1566 */
1673 tmp = is_player_inv (op->env); 1567 tmp = op->in_player ();
1674 /* nope. Is this a container the player has opened? 1568 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player. 1569 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly 1570 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map, 1571 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player. 1572 * and then searching the map for a player.
1679 */ 1573 */
1680 if (!tmp) 1574 if (!tmp)
1681 { 1575 for_all_players (pl)
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env) 1576 if (pl->ob->container == op->env)
1577 {
1578 tmp = pl->ob;
1684 break; 1579 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 } 1580 }
1690 1581
1691 if (i < op->nrof) 1582 if (i < op->nrof)
1692 { 1583 {
1693 sub_weight (op->env, op->weight * i); 1584 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i; 1585 op->nrof -= i;
1695 if (tmp) 1586 if (tmp)
1696 {
1697 esrv_send_item (tmp, op); 1587 esrv_send_item (tmp, op);
1698 }
1699 } 1588 }
1700 else 1589 else
1701 { 1590 {
1702 remove_ob (op); 1591 op->remove ();
1703 op->nrof = 0; 1592 op->nrof = 0;
1704 if (tmp) 1593 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count); 1594 esrv_del_item (tmp->contr, op->count);
1707 }
1708 } 1595 }
1709 } 1596 }
1710 else 1597 else
1711 { 1598 {
1712 object *above = op->above; 1599 object *above = op->above;
1713 1600
1714 if (i < op->nrof) 1601 if (i < op->nrof)
1715 op->nrof -= i; 1602 op->nrof -= i;
1716 else 1603 else
1717 { 1604 {
1718 remove_ob (op); 1605 op->remove ();
1719 op->nrof = 0; 1606 op->nrof = 0;
1720 } 1607 }
1721 1608
1722 /* Since we just removed op, op->above is null */ 1609 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above) 1610 for (tmp = above; tmp; tmp = tmp->above)
1724 if (tmp->type == PLAYER) 1611 if (tmp->type == PLAYER)
1725 { 1612 {
1726 if (op->nrof) 1613 if (op->nrof)
1727 esrv_send_item (tmp, op); 1614 esrv_send_item (tmp, op);
1728 else 1615 else
1732 1619
1733 if (op->nrof) 1620 if (op->nrof)
1734 return op; 1621 return op;
1735 else 1622 else
1736 { 1623 {
1737 free_object (op); 1624 op->destroy ();
1738 return NULL; 1625 return 0;
1739 } 1626 }
1740} 1627}
1741 1628
1742/* 1629/*
1743 * add_weight(object, weight) adds the specified weight to an object, 1630 * add_weight(object, weight) adds the specified weight to an object,
1744 * and also updates how much the environment(s) is/are carrying. 1631 * and also updates how much the environment(s) is/are carrying.
1745 */ 1632 */
1746
1747void 1633void
1748add_weight (object *op, signed long weight) 1634add_weight (object *op, signed long weight)
1749{ 1635{
1750 while (op != NULL) 1636 while (op != NULL)
1751 { 1637 {
1755 op->carrying += weight; 1641 op->carrying += weight;
1756 op = op->env; 1642 op = op->env;
1757 } 1643 }
1758} 1644}
1759 1645
1646object *
1647insert_ob_in_ob (object *op, object *where)
1648{
1649 if (!where)
1650 {
1651 char *dump = dump_object (op);
1652 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1653 free (dump);
1654 return op;
1655 }
1656
1657 if (where->head)
1658 {
1659 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1660 where = where->head;
1661 }
1662
1663 return where->insert (op);
1664}
1665
1760/* 1666/*
1761 * insert_ob_in_ob(op,environment): 1667 * env->insert (op)
1762 * This function inserts the object op in the linked list 1668 * This function inserts the object op in the linked list
1763 * inside the object environment. 1669 * inside the object environment.
1764 * 1670 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1671 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1672 * be != op, if items are merged. -Tero
1772 */ 1673 */
1773
1774object * 1674object *
1775insert_ob_in_ob (object *op, object *where) 1675object::insert (object *op)
1776{ 1676{
1777 object * 1677 object *tmp, *otmp;
1778 tmp, *
1779 otmp;
1780 1678
1781 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1679 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 { 1680 op->remove ();
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800 1681
1801 if (op->more) 1682 if (op->more)
1802 { 1683 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1684 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1685 return op;
1806 1687
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1688 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1689 CLEAR_FLAG (op, FLAG_REMOVED);
1809 if (op->nrof) 1690 if (op->nrof)
1810 { 1691 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1692 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1693 if (object::can_merge (tmp, op))
1813 { 1694 {
1814 /* return the original object and remove inserted object 1695 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1696 (client needs the original object) */
1816 tmp->nrof += op->nrof; 1697 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1698 /* Weight handling gets pretty funky. Since we are adding to
1818 * tmp->nrof, we need to increase the weight. 1699 * tmp->nrof, we need to increase the weight.
1819 */ 1700 */
1820 add_weight (where, op->weight * op->nrof); 1701 add_weight (this, op->weight * op->nrof);
1821 SET_FLAG (op, FLAG_REMOVED); 1702 SET_FLAG (op, FLAG_REMOVED);
1822 free_object (op); /* free the inserted object */ 1703 op->destroy (); /* free the inserted object */
1823 op = tmp; 1704 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1705 op->remove (); /* and fix old object's links */
1825 CLEAR_FLAG (op, FLAG_REMOVED); 1706 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break; 1707 break;
1827 } 1708 }
1828 1709
1829 /* I assume combined objects have no inventory 1710 /* I assume combined objects have no inventory
1830 * We add the weight - this object could have just been removed 1711 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract 1712 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do 1713 * the weight, so we need to add it in again, since we actually do
1833 * the linking below 1714 * the linking below
1834 */ 1715 */
1835 add_weight (where, op->weight * op->nrof); 1716 add_weight (this, op->weight * op->nrof);
1836 } 1717 }
1837 else 1718 else
1838 add_weight (where, (op->weight + op->carrying)); 1719 add_weight (this, (op->weight + op->carrying));
1839 1720
1840 otmp = is_player_inv (where); 1721 otmp = this->in_player ();
1841 if (otmp && otmp->contr != NULL) 1722 if (otmp && otmp->contr)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1723 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp); 1724 otmp->update_stats ();
1845 }
1846 1725
1847 op->map = NULL; 1726 op->map = 0;
1848 op->env = where; 1727 op->env = this;
1849 op->above = NULL; 1728 op->above = 0;
1850 op->below = NULL; 1729 op->below = 0;
1851 op->x = 0, op->y = 0; 1730 op->x = 0, op->y = 0;
1852 1731
1853 /* reset the light list and los of the players on the map */ 1732 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1733 if ((op->glow_radius != 0) && map)
1855 { 1734 {
1856#ifdef DEBUG_LIGHTS 1735#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1736 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */ 1737#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map)) 1738 if (map->darkness)
1860 update_all_los (where->map, where->x, where->y); 1739 update_all_los (map, x, y);
1861 } 1740 }
1862 1741
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1742 /* Client has no idea of ordering so lets not bother ordering it here.
1864 * It sure simplifies this function... 1743 * It sure simplifies this function...
1865 */ 1744 */
1866 if (where->inv == NULL) 1745 if (!inv)
1867 where->inv = op; 1746 inv = op;
1868 else 1747 else
1869 { 1748 {
1870 op->below = where->inv; 1749 op->below = inv;
1871 op->below->above = op; 1750 op->below->above = op;
1872 where->inv = op; 1751 inv = op;
1873 } 1752 }
1753
1754 INVOKE_OBJECT (INSERT, this);
1755
1874 return op; 1756 return op;
1875} 1757}
1876 1758
1877/* 1759/*
1878 * Checks if any objects has a move_type that matches objects 1760 * Checks if any objects has a move_type that matches objects
1892 * 1774 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1775 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects 1776 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1777 * on top.
1896 */ 1778 */
1897
1898int 1779int
1899check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator)
1900{ 1781{
1901 object * 1782 object *tmp;
1902 tmp; 1783 maptile *m = op->map;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y; 1784 int x = op->x, y = op->y;
1909 1785
1910 MoveType 1786 MoveType move_on, move_slow, move_block;
1911 move_on,
1912 move_slow,
1913 move_block;
1914 1787
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1788 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1789 return 0;
1917
1918 tag = op->count;
1919 1790
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1791 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1792 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1793 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923 1794
1939 1810
1940 /* The objects have to be checked from top to bottom. 1811 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1812 * Hence, we first go to the top:
1942 */ 1813 */
1943 1814
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1815 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1945 { 1816 {
1946 /* Trim the search when we find the first other spell effect 1817 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects, 1818 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them. 1819 * we don't need to check all of them.
1949 */ 1820 */
1967 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1838 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1968 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1839 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1969 { 1840 {
1970 1841
1971 float 1842 float
1972 diff = tmp->move_slow_penalty * FABS (op->speed); 1843 diff = tmp->move_slow_penalty * fabs (op->speed);
1973 1844
1974 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1975 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1976 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1977 diff /= 4.0; 1848 diff /= 4.0;
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1855 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1856 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1857 {
1987 move_apply (tmp, op, originator); 1858 move_apply (tmp, op, originator);
1988 1859
1989 if (was_destroyed (op, tag)) 1860 if (op->destroyed ())
1990 return 1; 1861 return 1;
1991 1862
1992 /* what the person/creature stepped onto has moved the object 1863 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1864 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1865 * have a feeling strange problems would result.
2004/* 1875/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1876 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1877 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
2008 */ 1879 */
2009
2010object * 1880object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1881present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1882{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1883 if (!m || out_of_map (m, x, y))
2017 { 1884 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1886 return NULL;
2020 } 1887 }
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1888
1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2022 if (tmp->arch == at) 1890 if (tmp->arch == at)
2023 return tmp; 1891 return tmp;
1892
2024 return NULL; 1893 return NULL;
2025} 1894}
2026 1895
2027/* 1896/*
2028 * present(type, map, x, y) searches for any objects with 1897 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1898 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1899 * The first matching object is returned, or NULL if none.
2031 */ 1900 */
2032
2033object * 1901object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1902present (unsigned char type, maptile *m, int x, int y)
2035{ 1903{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1904 if (out_of_map (m, x, y))
2040 { 1905 {
2041 LOG (llevError, "Present called outside map.\n"); 1906 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1907 return NULL;
2043 } 1908 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1909
1910 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->type == type) 1911 if (tmp->type == type)
2046 return tmp; 1912 return tmp;
1913
2047 return NULL; 1914 return NULL;
2048} 1915}
2049 1916
2050/* 1917/*
2051 * present_in_ob(type, object) searches for any objects with 1918 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1919 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1920 * The first matching object is returned, or NULL if none.
2054 */ 1921 */
2055
2056object * 1922object *
2057present_in_ob (unsigned char type, const object *op) 1923present_in_ob (unsigned char type, const object *op)
2058{ 1924{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1926 if (tmp->type == type)
2064 return tmp; 1927 return tmp;
1928
2065 return NULL; 1929 return NULL;
2066} 1930}
2067 1931
2068/* 1932/*
2069 * present_in_ob (type, str, object) searches for any objects with 1933 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1941 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1942 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1943 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1944 * to be unique.
2081 */ 1945 */
2082
2083object * 1946object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1947present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1948{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1950 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1951 return tmp;
2093 } 1952
2094 return NULL; 1953 return 0;
2095} 1954}
2096 1955
2097/* 1956/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1957 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1958 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
2101 */ 1960 */
2102
2103object * 1961object *
2104present_arch_in_ob (const archetype *at, const object *op) 1962present_arch_in_ob (const archetype *at, const object *op)
2105{ 1963{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 if (tmp->arch == at) 1965 if (tmp->arch == at)
2111 return tmp; 1966 return tmp;
1967
2112 return NULL; 1968 return NULL;
2113} 1969}
2114 1970
2115/* 1971/*
2116 * activate recursively a flag on an object inventory 1972 * activate recursively a flag on an object inventory
2117 */ 1973 */
2118void 1974void
2119flag_inv (object *op, int flag) 1975flag_inv (object *op, int flag)
2120{ 1976{
2121 object *
2122 tmp;
2123
2124 if (op->inv) 1977 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1978 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2126 { 1979 {
2127 SET_FLAG (tmp, flag); 1980 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag); 1981 flag_inv (tmp, flag);
2129 } 1982 }
2130} /* 1983}
1984
1985/*
2131 * desactivate recursively a flag on an object inventory 1986 * deactivate recursively a flag on an object inventory
2132 */ 1987 */
2133void 1988void
2134unflag_inv (object *op, int flag) 1989unflag_inv (object *op, int flag)
2135{ 1990{
2136 object *
2137 tmp;
2138
2139 if (op->inv) 1991 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1992 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 { 1993 {
2142 CLEAR_FLAG (tmp, flag); 1994 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag); 1995 unflag_inv (tmp, flag);
2144 } 1996 }
2145} 1997}
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2000 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively). 2001 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for 2002 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function. 2003 * him/her-self and all object carried by a call to this function.
2152 */ 2004 */
2153
2154void 2005void
2155set_cheat (object *op) 2006set_cheat (object *op)
2156{ 2007{
2157 SET_FLAG (op, FLAG_WAS_WIZ); 2008 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ); 2009 flag_inv (op, FLAG_WAS_WIZ);
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 2028 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 2029 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 2030 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 2031 * customized, changed states, etc.
2181 */ 2032 */
2182
2183int 2033int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2034find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 2035{
2186 int
2187 i,
2188 index = 0, flag; 2036 int index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 2037 int altern[SIZEOFFREE];
2191 2038
2192 for (i = start; i < stop; i++) 2039 for (int i = start; i < stop; i++)
2193 { 2040 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2041 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2195 if (!flag) 2042 if (!flag)
2196 altern[index++] = i; 2043 altern [index++] = i;
2197 2044
2198 /* Basically, if we find a wall on a space, we cut down the search size. 2045 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 2046 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 2047 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 2048 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 2049 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 2050 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 2051 * won't look 2 spaces south of the target space.
2205 */ 2052 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2053 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2207 stop = maxfree[i]; 2054 stop = maxfree[i];
2208 } 2055 }
2056
2209 if (!index) 2057 if (!index)
2210 return -1; 2058 return -1;
2059
2211 return altern[RANDOM () % index]; 2060 return altern [rndm (index)];
2212} 2061}
2213 2062
2214/* 2063/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 2064 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 2065 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 2066 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2067 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 2068 */
2220
2221int 2069int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2070find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2071{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2072 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2073 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2074 return i;
2231 } 2075
2232 return -1; 2076 return -1;
2233} 2077}
2234 2078
2235/* 2079/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2080 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2081 * arr[begin..end-1].
2082 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2083 */
2239static void 2084static void
2240permute (int *arr, int begin, int end) 2085permute (int *arr, int begin, int end)
2241{ 2086{
2242 int 2087 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2088 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2089
2253 tmp = arr[i]; 2090 while (--end)
2254 arr[i] = arr[j]; 2091 swap (arr [end], arr [rndm (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2092}
2258 2093
2259/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2095 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2096 * the spaces to find monsters. In this way, it won't always look for
2264 * the 3x3 area will be searched, just not in a predictable order. 2099 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2100 */
2266void 2101void
2267get_search_arr (int *search_arr) 2102get_search_arr (int *search_arr)
2268{ 2103{
2269 int 2104 int i;
2270 i;
2271 2105
2272 for (i = 0; i < SIZEOFFREE; i++) 2106 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2107 search_arr[i] = i;
2275 }
2276 2108
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2109 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2110 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2111 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2112}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2121 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2122 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2123 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2124 * there is capable of.
2293 */ 2125 */
2294
2295int 2126int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2127find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2128{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2129 int i, max = SIZEOFFREE, mflags;
2301 2130
2302 sint16 nx, ny; 2131 sint16 nx, ny;
2303 object * 2132 object *tmp;
2304 tmp; 2133 maptile *mp;
2305 mapstruct *
2306 mp;
2307 2134
2308 MoveType blocked, move_type; 2135 MoveType blocked, move_type;
2309 2136
2310 if (exclude && exclude->head) 2137 if (exclude && exclude->head)
2311 { 2138 {
2323 mp = m; 2150 mp = m;
2324 nx = x + freearr_x[i]; 2151 nx = x + freearr_x[i];
2325 ny = y + freearr_y[i]; 2152 ny = y + freearr_y[i];
2326 2153
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2154 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2155
2328 if (mflags & P_OUT_OF_MAP) 2156 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2157 max = maxfree[i];
2331 }
2332 else 2158 else
2333 { 2159 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2160 mapspace &ms = mp->at (nx, ny);
2161
2162 blocked = ms.move_block;
2335 2163
2336 if ((move_type & blocked) == move_type) 2164 if ((move_type & blocked) == move_type)
2337 {
2338 max = maxfree[i]; 2165 max = maxfree[i];
2339 }
2340 else if (mflags & P_IS_ALIVE) 2166 else if (mflags & P_IS_ALIVE)
2341 { 2167 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2168 for (tmp = ms.bot; tmp; tmp = tmp->above)
2343 { 2169 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2170 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2345 {
2346 break; 2171 break;
2347 } 2172
2348 }
2349 if (tmp) 2173 if (tmp)
2350 {
2351 return freedir[i]; 2174 return freedir[i];
2352 }
2353 } 2175 }
2354 } 2176 }
2355 } 2177 }
2178
2356 return 0; 2179 return 0;
2357} 2180}
2358 2181
2359/* 2182/*
2360 * distance(object 1, object 2) will return the square of the 2183 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2184 * distance between the two given objects.
2362 */ 2185 */
2363
2364int 2186int
2365distance (const object *ob1, const object *ob2) 2187distance (const object *ob1, const object *ob2)
2366{ 2188{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2189 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2190}
2373 2191
2374/* 2192/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2193 * find_dir_2(delta-x,delta-y) will return a direction in which
2376 * an object which has subtracted the x and y coordinates of another 2194 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it. 2195 * object, needs to travel toward it.
2378 */ 2196 */
2379
2380int 2197int
2381find_dir_2 (int x, int y) 2198find_dir_2 (int x, int y)
2382{ 2199{
2383 int 2200 int q;
2384 q;
2385 2201
2386 if (y) 2202 if (y)
2387 q = x * 100 / y; 2203 q = x * 100 / y;
2388 else if (x) 2204 else if (x)
2389 q = -300 * x; 2205 q = -300 * x;
2414 2230
2415 return 3; 2231 return 3;
2416} 2232}
2417 2233
2418/* 2234/*
2419 * absdir(int): Returns a number between 1 and 8, which represent
2420 * the "absolute" direction of a number (it actually takes care of
2421 * "overflow" in previous calculations of a direction).
2422 */
2423
2424int
2425absdir (int d)
2426{
2427 while (d < 1)
2428 d += 8;
2429 while (d > 8)
2430 d -= 8;
2431 return d;
2432}
2433
2434/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2235 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 * between two directions (which are expected to be absolute (see absdir()) 2236 * between two directions (which are expected to be absolute (see absdir())
2437 */ 2237 */
2438
2439int 2238int
2440dirdiff (int dir1, int dir2) 2239dirdiff (int dir1, int dir2)
2441{ 2240{
2442 int 2241 int d;
2443 d;
2444 2242
2445 d = abs (dir1 - dir2); 2243 d = abs (dir1 - dir2);
2446 if (d > 4) 2244 if (d > 4)
2447 d = 8 - d; 2245 d = 8 - d;
2246
2448 return d; 2247 return d;
2449} 2248}
2450 2249
2451/* peterm: 2250/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2251 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * This basically means that if direction is 15, then it could either go 2254 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2255 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2256 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2257 * functions.
2459 */ 2258 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2259int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2260 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2261 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2262 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2263 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2264 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2312 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2313 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2314 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2315 * Modified to be map tile aware -.MSW
2519 */ 2316 */
2520
2521
2522int 2317int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2318can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2319{
2525 sint16 dx, dy; 2320 sint16 dx, dy;
2526 int
2527 mflags; 2321 int mflags;
2528 2322
2529 if (dir < 0) 2323 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2324 return 0; /* exit condition: invalid direction */
2531 2325
2532 dx = x + freearr_x[dir]; 2326 dx = x + freearr_x[dir];
2545 return 0; 2339 return 0;
2546 2340
2547 /* yes, can see. */ 2341 /* yes, can see. */
2548 if (dir < 9) 2342 if (dir < 9)
2549 return 1; 2343 return 1;
2344
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2345 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2346 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2347 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2348}
2553
2554
2555 2349
2556/* 2350/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2351 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2352 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2353 * picked up, otherwise 0.
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573} 2367}
2574 2368
2575
2576/* 2369/*
2577 * create clone from object to another 2370 * create clone from object to another
2578 */ 2371 */
2579object * 2372object *
2580object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2581{ 2374{
2582 object *
2583 dst = NULL, *tmp, *src, *part, *prev, *item; 2375 object *dst = 0, *tmp, *src, *part, *prev, *item;
2584 2376
2585 if (!asrc) 2377 if (!asrc)
2586 return NULL; 2378 return 0;
2379
2587 src = asrc; 2380 src = asrc;
2588 if (src->head) 2381 if (src->head)
2589 src = src->head; 2382 src = src->head;
2590 2383
2591 prev = NULL; 2384 prev = 0;
2592 for (part = src; part; part = part->more) 2385 for (part = src; part; part = part->more)
2593 { 2386 {
2594 tmp = get_object (); 2387 tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x; 2388 tmp->x -= src->x;
2597 tmp->y -= src->y; 2389 tmp->y -= src->y;
2390
2598 if (!part->head) 2391 if (!part->head)
2599 { 2392 {
2600 dst = tmp; 2393 dst = tmp;
2601 tmp->head = NULL; 2394 tmp->head = 0;
2602 } 2395 }
2603 else 2396 else
2604 {
2605 tmp->head = dst; 2397 tmp->head = dst;
2606 } 2398
2607 tmp->more = NULL; 2399 tmp->more = 0;
2400
2608 if (prev) 2401 if (prev)
2609 prev->more = tmp; 2402 prev->more = tmp;
2403
2610 prev = tmp; 2404 prev = tmp;
2611 } 2405 }
2612 2406
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2407 for (item = src->inv; item; item = item->below)
2615 {
2616 (void) insert_ob_in_ob (object_create_clone (item), dst); 2408 insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2409
2619 return dst; 2410 return dst;
2620}
2621
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */
2642
2643object *
2644load_object_str (const char *obstr)
2645{
2646 object *
2647 op;
2648 char
2649 filename[MAX_BUF];
2650
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652
2653 FILE *
2654 tempfile = fopen (filename, "w");
2655
2656 if (tempfile == NULL)
2657 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL;
2660 };
2661 fprintf (tempfile, obstr);
2662 fclose (tempfile);
2663
2664 op = get_object ();
2665
2666 object_thawer thawer (filename);
2667
2668 if (thawer)
2669 load_object (thawer, op, 0);
2670
2671 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2672 CLEAR_FLAG (op, FLAG_REMOVED);
2673
2674 return op;
2675} 2411}
2676 2412
2677/* This returns the first object in who's inventory that 2413/* This returns the first object in who's inventory that
2678 * has the same type and subtype match. 2414 * has the same type and subtype match.
2679 * returns NULL if no match. 2415 * returns NULL if no match.
2680 */ 2416 */
2681object * 2417object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2418find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2419{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2420 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2421 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2422 return tmp;
2690 2423
2691 return NULL; 2424 return 0;
2692} 2425}
2693 2426
2694/* If ob has a field named key, return the link from the list, 2427/* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL. 2428 * otherwise return NULL.
2696 * 2429 *
2698 * do the desired thing. 2431 * do the desired thing.
2699 */ 2432 */
2700key_value * 2433key_value *
2701get_ob_key_link (const object *ob, const char *key) 2434get_ob_key_link (const object *ob, const char *key)
2702{ 2435{
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2436 for (key_value *link = ob->key_values; link; link = link->next)
2707 {
2708 if (link->key == key) 2437 if (link->key == key)
2709 {
2710 return link; 2438 return link;
2711 }
2712 }
2713 2439
2714 return NULL; 2440 return 0;
2715} 2441}
2716 2442
2717/* 2443/*
2718 * Returns the value of op has an extra_field for key, or NULL. 2444 * Returns the value of op has an extra_field for key, or NULL.
2719 * 2445 *
2744 if (link->key == canonical_key) 2470 if (link->key == canonical_key)
2745 return link->value; 2471 return link->value;
2746 2472
2747 return 0; 2473 return 0;
2748} 2474}
2749
2750 2475
2751/* 2476/*
2752 * Updates the canonical_key in op to value. 2477 * Updates the canonical_key in op to value.
2753 * 2478 *
2754 * canonical_key is a shared string (value doesn't have to be). 2479 * canonical_key is a shared string (value doesn't have to be).
2759 * Returns TRUE on success. 2484 * Returns TRUE on success.
2760 */ 2485 */
2761int 2486int
2762set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2487set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2763{ 2488{
2764 key_value *
2765 field = NULL, *last = NULL; 2489 key_value *field = NULL, *last = NULL;
2766 2490
2767 for (field = op->key_values; field != NULL; field = field->next) 2491 for (field = op->key_values; field != NULL; field = field->next)
2768 { 2492 {
2769 if (field->key != canonical_key) 2493 if (field->key != canonical_key)
2770 { 2494 {
2798 /* IF we get here, key doesn't exist */ 2522 /* IF we get here, key doesn't exist */
2799 2523
2800 /* No field, we'll have to add it. */ 2524 /* No field, we'll have to add it. */
2801 2525
2802 if (!add_key) 2526 if (!add_key)
2803 {
2804 return FALSE; 2527 return FALSE;
2805 } 2528
2806 /* There isn't any good reason to store a null 2529 /* There isn't any good reason to store a null
2807 * value in the key/value list. If the archetype has 2530 * value in the key/value list. If the archetype has
2808 * this key, then we should also have it, so shouldn't 2531 * this key, then we should also have it, so shouldn't
2809 * be here. If user wants to store empty strings, 2532 * be here. If user wants to store empty strings,
2810 * should pass in "" 2533 * should pass in ""
2859 } 2582 }
2860 else 2583 else
2861 item = item->env; 2584 item = item->env;
2862} 2585}
2863 2586
2587
2588const char *
2589object::flag_desc (char *desc, int len) const
2590{
2591 char *p = desc;
2592 bool first = true;
2593
2594 *p = 0;
2595
2596 for (int i = 0; i < NUM_FLAGS; i++)
2597 {
2598 if (len <= 10) // magic constant!
2599 {
2600 snprintf (p, len, ",...");
2601 break;
2602 }
2603
2604 if (flag [i])
2605 {
2606 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2607 len -= cnt;
2608 p += cnt;
2609 first = false;
2610 }
2611 }
2612
2613 return desc;
2614}
2615
2864// return a suitable string describing an objetc in enough detail to find it 2616// return a suitable string describing an object in enough detail to find it
2865const char * 2617const char *
2866object::debug_desc (char *info) const 2618object::debug_desc (char *info) const
2867{ 2619{
2620 char flagdesc[512];
2868 char info2[256 * 3]; 2621 char info2[256 * 4];
2869 char *p = info; 2622 char *p = info;
2870 2623
2871 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2872 count, 2625 count, uuid.seq,
2873 &name, 2626 &name,
2874 title ? " " : "", 2627 title ? "\",title:\"" : "",
2875 title ? (const char *)title : ""); 2628 title ? (const char *)title : "",
2629 flag_desc (flagdesc, 512), type);
2876 2630
2877 if (env) 2631 if (env)
2878 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2879 2633
2880 if (map) 2634 if (map)
2881 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2635 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2882 2636
2883 return info; 2637 return info;
2884} 2638}
2885 2639
2886const char * 2640const char *
2887object::debug_desc () const 2641object::debug_desc () const
2888{ 2642{
2889 static char info[256 * 3]; 2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2890 return debug_desc (info); 2646 return debug_desc (info [++info_idx % 3]);
2891} 2647}
2892 2648
2649struct region *
2650object::region () const
2651{
2652 return map ? map->region (x, y)
2653 : region::default_region ();
2654}
2655
2656const materialtype_t *
2657object::dominant_material () const
2658{
2659 if (materialtype_t *mat = name_to_material (materialname))
2660 return mat;
2661
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown);
2666}
2667
2668void
2669object::open_container (object *new_container)
2670{
2671 if (container == new_container)
2672 return;
2673
2674 if (object *old_container = container)
2675 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return;
2678
2679#if 0
2680 // remove the "Close old_container" object.
2681 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON)
2683 closer->destroy ();
2684#endif
2685
2686 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0;
2688
2689 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2691 }
2692
2693 if (new_container)
2694 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2696 return;
2697
2698 // TODO: this does not seem to serve any purpose anymore?
2699#if 0
2700 // insert the "Close Container" object.
2701 if (archetype *closer = new_container->other_arch)
2702 {
2703 object *closer = arch_to_object (new_container->other_arch);
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer);
2706 }
2707#endif
2708
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710
2711 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container;
2713
2714 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container);
2716 }
2717}
2718
2719

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