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Comparing deliantra/server/common/object.C (file contents):
Revision 1.42 by root, Thu Sep 14 01:19:47 2006 UTC vs.
Revision 1.150 by root, Tue May 15 19:07:15 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>
36
37#include <bitset>
35 38
36int nrofallocobjects = 0; 39int nrofallocobjects = 0;
37static UUID uuid; 40static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
39 42
40object *objects; /* Pointer to the list of used objects */ 43objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 44activevec actives;
42 45
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
45}; 48};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
106 _exit (1); 109 _exit (1);
107 } 110 }
108 111
109 uuid.seq = uid; 112 uuid.seq = uid;
110 write_uuid (); 113 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 115 fclose (fp);
113} 116}
114 117
115UUID 118UUID
116gen_uuid () 119gen_uuid ()
141 * 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
142 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
143 */ 146 */
144 147
145 /* For each field in wants, */ 148 /* For each field in wants, */
146 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)
147 { 150 {
148 key_value *has_field; 151 key_value *has_field;
149 152
150 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
185 * 188 *
186 * 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
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
189 * 192 *
190 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 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)
200 return 0; 206 return 0;
201 207
202 if (ob1->speed != ob2->speed) 208 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 210 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 211 * used to store nrof).
208 */ 212 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 224
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 227
224 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 253 return 0;
256 254
257 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 256 * check all objects in the inventory.
259 */ 257 */
262 /* 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 */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 262 return 0;
265 263
266 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 266 return 0;
269 267
270 /* 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
271 * if it is valid. 269 * if it is valid.
272 */ 270 */
281 279
282 /* 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
283 * 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
284 * check? 282 * check?
285 */ 283 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 285 return 0;
288 286
289 switch (ob1->type) 287 switch (ob1->type)
290 { 288 {
291 case SCROLL: 289 case SCROLL:
327sum_weight (object *op) 325sum_weight (object *op)
328{ 326{
329 long sum; 327 long sum;
330 object *inv; 328 object *inv;
331 329
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
333 { 331 {
334 if (inv->inv) 332 if (inv->inv)
335 sum_weight (inv); 333 sum_weight (inv);
334
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 } 336 }
338 337
339 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356 op = op->env; 355 op = op->env;
357 return op; 356 return op;
358} 357}
359 358
360/* 359/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 361 * Some error messages.
378 * 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.
379 */ 363 */
380 364char *
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 365dump_object (object *op)
437{ 366{
438 if (op == NULL) 367 if (!op)
439 { 368 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 369
447void 370 object_freezer freezer;
448dump_all_objects (void) 371 op->write (freezer);
449{ 372 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 373}
458 374
459/* 375/*
460 * 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
461 * multi-object 1 which is closest to the second object. 377 * multi-object 1 which is closest to the second object.
477} 393}
478 394
479/* 395/*
480 * 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.
481 */ 397 */
482
483object * 398object *
484find_object (tag_t i) 399find_object (tag_t i)
485{ 400{
486 object *op; 401 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 402 if (op->count == i)
490 break;
491 return op; 403 return op;
404
405 return 0;
492} 406}
493 407
494/* 408/*
495 * 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.
496 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
498 */ 412 */
499
500object * 413object *
501find_object_name (const char *str) 414find_object_name (const char *str)
502{ 415{
503 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
504 object *op; 417 object *op;
505 418
506 for (op = objects; op != NULL; op = op->next) 419 for_all_objects (op)
507 if (op->name == str_) 420 if (op->name == str_)
508 break; 421 break;
509 422
510 return op; 423 return op;
511} 424}
512 425
513void 426void
514free_all_object_data () 427free_all_object_data ()
515{ 428{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 430}
539 431
540/* 432/*
541 * 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
542 * skill and experience objects. 434 * skill and experience objects.
558 owner = owner->owner; 450 owner = owner->owner;
559 451
560 this->owner = owner; 452 this->owner = owner;
561} 453}
562 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 if (ob && !ob->flag [FLAG_APPLIED])
488 {
489 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
490 &name, ob->debug_desc ());
491 return false;
492 }
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance your applied items all at once, but the %s is too much. "
508 "You need to unapply some items first.", &ob->name);
509 return false;
510 }
511
512 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
513 }
514 else
515 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
516
517 return true;
518}
519
563/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links. 521 * refcounts and freeing the links.
565 */ 522 */
566static void 523static void
567free_key_values (object *op) 524free_key_values (object *op)
568{ 525{
569 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
570 { 527 {
571 key_value *next = i->next; 528 key_value *next = i->next;
572 delete i; 529 delete i;
573 530
574 i = next; 531 i = next;
575 } 532 }
576 533
577 op->key_values = 0; 534 op->key_values = 0;
578} 535}
579 536
580void object::clear () 537object &
538object::operator =(const object &src)
581{ 539{
582 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
583 542
584 free_key_values (this); 543 *(object_copy *)this = src;
585 544
586 owner = 0; 545 flag [FLAG_FREED] = is_freed;
587 name = 0; 546 flag [FLAG_REMOVED] = is_removed;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/*
633 * copy object first frees everything allocated by the second object,
634 * and then copies the contends of the first object into the second
635 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object
638 * will point at garbage.
639 */
640void
641copy_object (object *op2, object *op)
642{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
645
646 op2->clone (op);
647
648 if (is_freed)
649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED);
652
653 if (op2->speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655 547
656 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
657 if (op2->key_values) 549 if (src.key_values)
658 { 550 {
659 key_value *tail = 0; 551 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 552 key_values = 0;
663 553
664 for (i = op2->key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
665 { 555 {
666 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
667 557
668 new_link->next = 0; 558 new_link->next = 0;
669 new_link->key = i->key; 559 new_link->key = i->key;
670 new_link->value = i->value; 560 new_link->value = i->value;
671 561
672 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
673 if (!op->key_values) 563 if (!key_values)
674 { 564 {
675 op->key_values = new_link; 565 key_values = new_link;
676 tail = new_link; 566 tail = new_link;
677 } 567 }
678 else 568 else
679 { 569 {
680 tail->next = new_link; 570 tail->next = new_link;
681 tail = new_link; 571 tail = new_link;
682 } 572 }
683 } 573 }
684 } 574 }
575}
685 576
686 update_ob_speed (op); 577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
613}
614
615object *
616object::clone ()
617{
618 object *neu = create ();
619 copy_to (neu);
620 return neu;
687} 621}
688 622
689/* 623/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 624 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 625 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 626 * be called to update the face variable, _and_ how it looks on the map.
693 */ 627 */
694
695void 628void
696update_turn_face (object *op) 629update_turn_face (object *op)
697{ 630{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 632 return;
633
700 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
702} 636}
703 637
704/* 638/*
705 * Updates the speed of an object. If the speed changes from 0 to another 639 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 640 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 641 * This function needs to be called whenever the speed of an object changes.
708 */ 642 */
709void 643void
710update_ob_speed (object *op) 644object::set_speed (float speed)
711{ 645{
712 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 647 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 649 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 650 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 651
737 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 653
741 if (op->active_next != NULL) 654 if (has_active_speed ())
742 op->active_next->active_prev = op; 655 activate ();
743
744 active_objects = op;
745 }
746 else 656 else
747 { 657 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 658}
771 659
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 660/*
804 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 663 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 664 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 665 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 666 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
811 * 668 *
812 * action is a hint of what the caller believes need to be done. 669 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 670 * current action are:
818 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 673 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 674 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
823 */ 676 */
824
825void 677void
826update_object (object *op, int action) 678update_object (object *op, int action)
827{ 679{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL) 680 if (op == NULL)
832 { 681 {
833 /* this should never happen */ 682 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 684 return;
836 } 685 }
837 686
838 if (op->env != NULL) 687 if (op->env)
839 { 688 {
840 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
841 * to do in this case. 690 * to do in this case.
842 */ 691 */
843 return; 692 return;
848 */ 697 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 699 return;
851 700
852 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 703 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 705#ifdef MANY_CORES
857 abort (); 706 abort ();
858#endif 707#endif
859 return; 708 return;
860 } 709 }
861 710
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 711 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
869 if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
870 { 716 {
717 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 724 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 725 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 726 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 728 * to have move_allow right now.
894 */ 729 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 732 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 733 }
901 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 736 * that is being removed.
904 */ 737 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 739 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
909 else 742 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 744
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 745 if (op->more)
919 update_object (op->more, action); 746 update_object (op->more, action);
920}
921
922static unordered_vector<object *> mortals;
923
924void object::free_mortals ()
925{
926 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
927 if ((*i)->refcnt)
928 ++i; // further delay freeing
929 else
930 {
931 delete *i;
932 mortals.erase (i);
933 }
934
935 static int lastmortals = 0;//D
936
937 if (mortals.size() != lastmortals)//D
938 {
939 lastmortals = mortals.size ();//D
940 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
941 }
942} 747}
943 748
944object::object () 749object::object ()
945{ 750{
946 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
947 752
948 expmul = 1.0; 753 expmul = 1.0;
949 face = blank_face; 754 face = blank_face;
950 attacked_by_count = -1;
951} 755}
952 756
953object::~object () 757object::~object ()
954{ 758{
759 unlink ();
760
955 free_key_values (this); 761 free_key_values (this);
956} 762}
957 763
764static int object_count;
765
958void object::link () 766void object::link ()
959{ 767{
960 count = ++ob_count; 768 assert (!index);//D
961 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
962 771
963 prev = 0; 772 refcnt_inc ();
964 next = objects; 773 objects.insert (this);
965
966 if (objects)
967 objects->prev = this;
968
969 objects = this;
970} 774}
971 775
972void object::unlink () 776void object::unlink ()
973{ 777{
974 //count = 0;//D 778 if (!index)
975 if (!prev && !next) return;//D 779 return;
976 780
977 if (this == objects) 781 objects.erase (this);
978 objects = next; 782 refcnt_dec ();
783}
979 784
980 /* Remove this object from the list of used objects */ 785void
981 if (prev) prev->next = next; 786object::activate ()
982 if (next) next->prev = prev; 787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
983 791
984 prev = 0; 792 if (has_active_speed ())
985 next = 0; 793 actives.insert (this);
794}
795
796void
797object::activate_recursive ()
798{
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803}
804
805/* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813void
814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840}
841
842/*
843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846void
847object::destroy_inv (bool drop_to_ground)
848{
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
866 {
867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy ();
871 }
872 }
873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
986} 890}
987 891
988object *object::create () 892object *object::create ()
989{ 893{
990 object *op = new object; 894 object *op = new object;
991 op->link (); 895 op->link ();
992 return op; 896 return op;
993} 897}
994 898
995/* 899void
996 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
997 * it from the list of used objects, and puts it on the list of
998 * free objects. The IS_FREED() flag is set in the object.
999 * The object must have been removed by remove_ob() first for
1000 * this function to succeed.
1001 *
1002 * If free_inventory is set, free inventory as well. Else drop items in
1003 * inventory to the ground.
1004 */
1005void object::free (bool free_inventory)
1006{ 901{
1007 if (QUERY_FLAG (this, FLAG_FREED)) 902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this);
909
910 if (!flag [FLAG_REMOVED])
911 remove ();
912
913 destroy_inv (true);
914
915 deactivate ();
916 unlink ();
917
918 flag [FLAG_FREED] = 1;
919
920 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map;
937 x = 1;
938 y = 1;
939 }
940
941 head = 0;
942
943 if (more)
944 {
945 more->destroy ();
946 more = 0;
947 }
948
949 // clear those pointers that likely might have circular references to us
950 owner = 0;
951 enemy = 0;
952 attacked_by = 0;
953}
954
955void
956object::destroy (bool destroy_inventory)
957{
958 if (destroyed ())
1008 return; 959 return;
1009 960
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 961 if (destroy_inventory)
1011 remove_friendly_object (this); 962 destroy_inv (false);
1012 963
1013 if (!QUERY_FLAG (this, FLAG_REMOVED)) 964 attachable::destroy ();
1014 remove_ob (this);
1015
1016 SET_FLAG (this, FLAG_FREED);
1017
1018 if (more)
1019 {
1020 more->free (free_inventory);
1021 more = 0;
1022 }
1023
1024 if (inv)
1025 {
1026 /* Only if the space blocks everything do we not process -
1027 * if some form of movement is allowed, let objects
1028 * drop on that space.
1029 */
1030 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1031 {
1032 object *op = inv;
1033
1034 while (op)
1035 {
1036 object *tmp = op->below;
1037 op->free (free_inventory);
1038 op = tmp;
1039 }
1040 }
1041 else
1042 { /* Put objects in inventory onto this space */
1043 object *op = inv;
1044
1045 while (op)
1046 {
1047 object *tmp = op->below;
1048
1049 remove_ob (op);
1050
1051 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1052 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1053 free_object (op);
1054 else
1055 {
1056 op->x = x;
1057 op->y = y;
1058 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1059 }
1060
1061 op = tmp;
1062 }
1063 }
1064 }
1065
1066 owner = 0;
1067
1068 /* Remove object from the active list */
1069 speed = 0;
1070 update_ob_speed (this);
1071
1072 unlink ();
1073
1074 mortals.push_back (this);
1075} 965}
1076 966
1077/* 967/*
1078 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1079 * weight of an object (and what is carried by it's environment(s)). 969 * weight of an object (and what is carried by it's environment(s)).
1080 */ 970 */
1081
1082void 971void
1083sub_weight (object *op, signed long weight) 972sub_weight (object *op, signed long weight)
1084{ 973{
1085 while (op != NULL) 974 while (op != NULL)
1086 { 975 {
1087 if (op->type == CONTAINER) 976 if (op->type == CONTAINER)
1088 {
1089 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1090 } 978
1091 op->carrying -= weight; 979 op->carrying -= weight;
1092 op = op->env; 980 op = op->env;
1093 } 981 }
1094} 982}
1095 983
1096/* remove_ob(op): 984/* op->remove ():
1097 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
1098 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
1099 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1100 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1101 * the previous environment. 989 * the previous environment.
1102 * Beware: This function is called from the editor as well!
1103 */ 990 */
1104
1105void 991void
1106remove_ob (object *op) 992object::do_remove ()
1107{ 993{
994 object *tmp, *last = 0;
1108 object * 995 object *otmp;
1109 tmp, *
1110 last = NULL;
1111 object *
1112 otmp;
1113 996
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120
1121 sint16
1122 x,
1123 y;
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 return; 998 return;
1127 999
1128 SET_FLAG (op, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1129 1002
1130 if (op->more != NULL) 1003 if (more)
1131 remove_ob (op->more); 1004 more->remove ();
1132 1005
1133 /* 1006 /*
1134 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1135 * inventory. 1008 * inventory.
1136 */ 1009 */
1137 if (op->env != NULL) 1010 if (env)
1138 { 1011 {
1139 if (op->nrof) 1012 if (nrof)
1140 sub_weight (op->env, op->weight * op->nrof); 1013 sub_weight (env, weight * nrof);
1141 else 1014 else
1142 sub_weight (op->env, op->weight + op->carrying); 1015 sub_weight (env, weight + carrying);
1143 1016
1144 /* NO_FIX_PLAYER is set when a great many changes are being 1017 /* NO_FIX_PLAYER is set when a great many changes are being
1145 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1146 * to save cpu time. 1019 * to save cpu time.
1147 */ 1020 */
1148 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1149 fix_player (otmp); 1022 otmp->update_stats ();
1150 1023
1151 if (op->above != NULL) 1024 if (above)
1152 op->above->below = op->below; 1025 above->below = below;
1153 else 1026 else
1154 op->env->inv = op->below; 1027 env->inv = below;
1155 1028
1156 if (op->below != NULL) 1029 if (below)
1157 op->below->above = op->above; 1030 below->above = above;
1158 1031
1159 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1160 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
1161 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1162 */ 1035 */
1163 op->x = op->env->x, op->y = op->env->y; 1036 x = env->x, y = env->y;
1164 op->map = op->env->map; 1037 map = env->map;
1165 op->above = NULL, op->below = NULL; 1038 above = 0, below = 0;
1166 op->env = NULL; 1039 env = 0;
1167 } 1040 }
1168 else if (op->map) 1041 else if (map)
1169 { 1042 {
1170 x = op->x; 1043 if (type == PLAYER)
1171 y = op->y;
1172 m = get_map_from_coord (op->map, &x, &y);
1173
1174 if (!m)
1175 { 1044 {
1176 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1045 // leaving a spot always closes any open container on the ground
1177 op->map->path, op->x, op->y); 1046 if (container && !container->env)
1178 /* in old days, we used to set x and y to 0 and continue. 1047 // this causes spurious floorbox updates, but it ensures
1179 * it seems if we get into this case, something is probablye 1048 // that the CLOSE event is being sent.
1180 * screwed up and should be fixed. 1049 close_container ();
1181 */ 1050
1182 abort (); 1051 --map->players;
1052 map->touch ();
1183 } 1053 }
1184 1054
1185 if (op->map != m) 1055 map->dirty = true;
1186 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1056 mapspace &ms = this->ms ();
1187 op->map->path, m->path, op->x, op->y, x, y);
1188
1189 /* Re did the following section of code - it looks like it had
1190 * lots of logic for things we no longer care about
1191 */
1192 1057
1193 /* link the object above us */ 1058 /* link the object above us */
1194 if (op->above) 1059 if (above)
1195 op->above->below = op->below; 1060 above->below = below;
1196 else 1061 else
1197 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1198 1063
1199 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1200 if (op->below) 1065 if (below)
1201 op->below->above = op->above; 1066 below->above = above;
1202 else 1067 else
1203 { 1068 {
1204 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1206 * evident 1071 * evident
1207 */ 1072 */
1208 if (GET_MAP_OB (m, x, y) != op) 1073 if (GET_MAP_OB (map, x, y) != this)
1209 {
1210 dump_object (op);
1211 LOG (llevError,
1212 "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); 1074 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 ());
1213 dump_object (GET_MAP_OB (m, x, y));
1214 LOG (llevError, "%s\n", errmsg);
1215 }
1216 1075
1217 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1218 } 1077 }
1219 1078
1220 op->above = 0; 1079 above = 0;
1221 op->below = 0; 1080 below = 0;
1222 1081
1223 if (op->map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1224 return; 1083 return;
1225 1084
1226 tag = op->count; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1227 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1228 1086
1229 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1087 for (tmp = ms.bot; tmp; tmp = tmp->above)
1230 { 1088 {
1231 /* No point updating the players look faces if he is the object 1089 /* No point updating the players look faces if he is the object
1232 * being removed. 1090 * being removed.
1233 */ 1091 */
1234 1092
1235 if (tmp->type == PLAYER && tmp != op) 1093 if (tmp->type == PLAYER && tmp != this)
1236 { 1094 {
1237 /* If a container that the player is currently using somehow gets 1095 /* If a container that the player is currently using somehow gets
1238 * removed (most likely destroyed), update the player view 1096 * removed (most likely destroyed), update the player view
1239 * appropriately. 1097 * appropriately.
1240 */ 1098 */
1241 if (tmp->container == op) 1099 if (tmp->container == this)
1242 { 1100 {
1243 CLEAR_FLAG (op, FLAG_APPLIED); 1101 flag [FLAG_APPLIED] = 0;
1244 tmp->container = NULL; 1102 tmp->container = 0;
1245 } 1103 }
1246 1104
1247 tmp->contr->socket.update_look = 1; 1105 if (tmp->contr->ns)
1106 tmp->contr->ns->floorbox_update ();
1248 } 1107 }
1249 1108
1250 /* See if player moving off should effect something */ 1109 /* See if object moving off should effect something */
1251 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1110 if (check_walk_off
1111 && ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1252 { 1113 {
1253 move_apply (tmp, op, NULL); 1114 move_apply (tmp, this, 0);
1254 1115
1255 if (was_destroyed (op, tag)) 1116 if (destroyed ())
1256 {
1257 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1117 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1258 }
1259 } 1118 }
1260 1119
1261 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1120 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1262 1121 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1263 if (tmp->above == tmp) 1122 if (tmp->above == tmp)
1264 tmp->above = NULL; 1123 tmp->above = 0;
1265 1124
1266 last = tmp; 1125 last = tmp;
1267 } 1126 }
1268 1127
1269 /* last == NULL of there are no objects on this space */ 1128 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object?
1270 if (last == NULL) 1130 if (!last)
1271 { 1131 map->at (x, y).flags_ = 0;
1272 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1273 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1274 * those out anyways, and if there are any flags set right now, they won't
1275 * be correct anyways.
1276 */
1277 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1278 update_position (op->map, op->x, op->y);
1279 }
1280 else 1132 else
1281 update_object (last, UP_OBJ_REMOVE); 1133 update_object (last, UP_OBJ_REMOVE);
1282 1134
1283 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1135 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1284 update_all_los (op->map, op->x, op->y); 1136 update_all_los (map, x, y);
1285 } 1137 }
1286} 1138}
1287 1139
1288/* 1140/*
1289 * merge_ob(op,top): 1141 * merge_ob(op,top):
1297merge_ob (object *op, object *top) 1149merge_ob (object *op, object *top)
1298{ 1150{
1299 if (!op->nrof) 1151 if (!op->nrof)
1300 return 0; 1152 return 0;
1301 1153
1302 if (top == NULL) 1154 if (top)
1303 for (top = op; top != NULL && top->above != NULL; top = top->above); 1155 for (top = op; top && top->above; top = top->above)
1156 ;
1304 1157
1305 for (; top != NULL; top = top->below) 1158 for (; top; top = top->below)
1306 { 1159 {
1307 if (top == op) 1160 if (top == op)
1308 continue; 1161 continue;
1309 if (CAN_MERGE (op, top)) 1162
1163 if (object::can_merge (op, top))
1310 { 1164 {
1311 top->nrof += op->nrof; 1165 top->nrof += op->nrof;
1312 1166
1313/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1167/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1314 op->weight = 0; /* Don't want any adjustements now */ 1168 op->weight = 0; /* Don't want any adjustements now */
1315 remove_ob (op); 1169 op->destroy ();
1316 free_object (op);
1317 return top; 1170 return top;
1318 } 1171 }
1319 } 1172 }
1320 1173
1321 return NULL; 1174 return 0;
1322} 1175}
1323 1176
1177void
1178object::expand_tail ()
1179{
1180 if (more)
1181 return;
1182
1183 object *prev = this;
1184
1185 for (archetype *at = arch->more; at; at = at->more)
1186 {
1187 object *op = arch_to_object (at);
1188
1189 op->name = name;
1190 op->name_pl = name_pl;
1191 op->title = title;
1192
1193 op->head = this;
1194 prev->more = op;
1195
1196 prev = op;
1197 }
1198}
1199
1324/* 1200/*
1325 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1201 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1326 * job preparing multi-part monsters 1202 * job preparing multi-part monsters.
1327 */ 1203 */
1328object * 1204object *
1329insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1330{ 1206{
1331 object *tmp;
1332
1333 if (op->head)
1334 op = op->head;
1335
1336 for (tmp = op; tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1337 { 1208 {
1338 tmp->x = x + tmp->arch->clone.x; 1209 tmp->x = x + tmp->arch->clone.x;
1339 tmp->y = y + tmp->arch->clone.y; 1210 tmp->y = y + tmp->arch->clone.y;
1340 } 1211 }
1341 1212
1360 * Return value: 1231 * Return value:
1361 * new object if 'op' was merged with other object 1232 * new object if 'op' was merged with other object
1362 * NULL if 'op' was destroyed 1233 * NULL if 'op' was destroyed
1363 * just 'op' otherwise 1234 * just 'op' otherwise
1364 */ 1235 */
1365
1366object * 1236object *
1367insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1368{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1369 object *tmp, *top, *floor = NULL; 1241 object *tmp, *top, *floor = NULL;
1370 sint16 x, y;
1371 1242
1372 if (QUERY_FLAG (op, FLAG_FREED)) 1243 op->remove ();
1373 {
1374 LOG (llevError, "Trying to insert freed object!\n");
1375 return NULL;
1376 }
1377 1244
1378 if (m == NULL) 1245#if 0
1379 { 1246 if (!m->active != !op->active)
1380 dump_object (op); 1247 if (m->active)
1381 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1248 op->activate_recursive ();
1382 return op; 1249 else
1383 } 1250 op->deactivate_recursive ();
1251#endif
1384 1252
1385 if (out_of_map (m, op->x, op->y)) 1253 if (out_of_map (m, op->x, op->y))
1386 { 1254 {
1387 dump_object (op);
1388 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1389#ifdef MANY_CORES 1256#ifdef MANY_CORES
1390 /* Better to catch this here, as otherwise the next use of this object 1257 /* Better to catch this here, as otherwise the next use of this object
1391 * is likely to cause a crash. Better to find out where it is getting 1258 * is likely to cause a crash. Better to find out where it is getting
1392 * improperly inserted. 1259 * improperly inserted.
1393 */ 1260 */
1394 abort (); 1261 abort ();
1395#endif 1262#endif
1396 return op; 1263 return op;
1397 } 1264 }
1398 1265
1399 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1403 return op;
1404 }
1405
1406 if (op->more != NULL)
1407 {
1408 /* The part may be on a different map. */
1409
1410 object *more = op->more; 1266 if (object *more = op->more)
1411 1267 {
1412 /* We really need the caller to normalize coordinates - if
1413 * we set the map, that doesn't work if the location is within
1414 * a map and this is straddling an edge. So only if coordinate
1415 * is clear wrong do we normalize it.
1416 */
1417 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1418 more->map = get_map_from_coord (m, &more->x, &more->y);
1419 else if (!more->map)
1420 {
1421 /* For backwards compatibility - when not dealing with tiled maps,
1422 * more->map should always point to the parent.
1423 */
1424 more->map = m;
1425 }
1426
1427 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1268 if (!insert_ob_in_map (more, m, originator, flag))
1428 { 1269 {
1429 if (!op->head) 1270 if (!op->head)
1430 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1431 1272
1432 return NULL; 1273 return 0;
1433 } 1274 }
1434 } 1275 }
1435 1276
1436 CLEAR_FLAG (op, FLAG_REMOVED); 1277 CLEAR_FLAG (op, FLAG_REMOVED);
1437 1278
1438 /* Ideally, the caller figures this out. However, it complicates a lot 1279 /* Ideally, the caller figures this out. However, it complicates a lot
1439 * of areas of callers (eg, anything that uses find_free_spot would now 1280 * of areas of callers (eg, anything that uses find_free_spot would now
1440 * need extra work 1281 * need extra work
1441 */ 1282 */
1442 op->map = get_map_from_coord (m, &op->x, &op->y); 1283 if (!xy_normalise (m, op->x, op->y))
1443 x = op->x; 1284 return 0;
1444 y = op->y; 1285
1286 op->map = m;
1287 mapspace &ms = op->ms ();
1445 1288
1446 /* this has to be done after we translate the coordinates. 1289 /* this has to be done after we translate the coordinates.
1447 */ 1290 */
1448 if (op->nrof && !(flag & INS_NO_MERGE)) 1291 if (op->nrof && !(flag & INS_NO_MERGE))
1449 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1292 for (tmp = ms.bot; tmp; tmp = tmp->above)
1450 if (CAN_MERGE (op, tmp)) 1293 if (object::can_merge (op, tmp))
1451 { 1294 {
1452 op->nrof += tmp->nrof; 1295 op->nrof += tmp->nrof;
1453 remove_ob (tmp); 1296 tmp->destroy ();
1454 free_object (tmp);
1455 } 1297 }
1456 1298
1457 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1299 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1458 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1300 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459 1301
1472 op->below = originator->below; 1314 op->below = originator->below;
1473 1315
1474 if (op->below) 1316 if (op->below)
1475 op->below->above = op; 1317 op->below->above = op;
1476 else 1318 else
1477 SET_MAP_OB (op->map, op->x, op->y, op); 1319 ms.bot = op;
1478 1320
1479 /* since *below* originator, no need to update top */ 1321 /* since *below* originator, no need to update top */
1480 originator->below = op; 1322 originator->below = op;
1481 } 1323 }
1482 else 1324 else
1483 { 1325 {
1326 top = ms.bot;
1327
1484 /* If there are other objects, then */ 1328 /* If there are other objects, then */
1485 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1329 if ((!(flag & INS_MAP_LOAD)) && top)
1486 { 1330 {
1487 object *last = NULL; 1331 object *last = 0;
1488 1332
1489 /* 1333 /*
1490 * If there are multiple objects on this space, we do some trickier handling. 1334 * If there are multiple objects on this space, we do some trickier handling.
1491 * We've already dealt with merging if appropriate. 1335 * We've already dealt with merging if appropriate.
1492 * Generally, we want to put the new object on top. But if 1336 * Generally, we want to put the new object on top. But if
1496 * once we get to them. This reduces the need to traverse over all of 1340 * once we get to them. This reduces the need to traverse over all of
1497 * them when adding another one - this saves quite a bit of cpu time 1341 * them when adding another one - this saves quite a bit of cpu time
1498 * when lots of spells are cast in one area. Currently, it is presumed 1342 * when lots of spells are cast in one area. Currently, it is presumed
1499 * that flying non pickable objects are spell objects. 1343 * that flying non pickable objects are spell objects.
1500 */ 1344 */
1501 1345 for (top = ms.bot; top; top = top->above)
1502 while (top != NULL)
1503 { 1346 {
1504 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1347 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1505 floor = top; 1348 floor = top;
1506 1349
1507 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1350 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1510 top = top->below; 1353 top = top->below;
1511 break; 1354 break;
1512 } 1355 }
1513 1356
1514 last = top; 1357 last = top;
1515 top = top->above;
1516 } 1358 }
1517 1359
1518 /* Don't want top to be NULL, so set it to the last valid object */ 1360 /* Don't want top to be NULL, so set it to the last valid object */
1519 top = last; 1361 top = last;
1520 1362
1522 * looks like instead of lots of conditions here. 1364 * looks like instead of lots of conditions here.
1523 * makes things faster, and effectively the same result. 1365 * makes things faster, and effectively the same result.
1524 */ 1366 */
1525 1367
1526 /* Have object 'fall below' other objects that block view. 1368 /* Have object 'fall below' other objects that block view.
1527 * Unless those objects are exits, type 66 1369 * Unless those objects are exits.
1528 * If INS_ON_TOP is used, don't do this processing 1370 * If INS_ON_TOP is used, don't do this processing
1529 * Need to find the object that in fact blocks view, otherwise 1371 * Need to find the object that in fact blocks view, otherwise
1530 * stacking is a bit odd. 1372 * stacking is a bit odd.
1531 */ 1373 */
1532 if (!(flag & INS_ON_TOP) && 1374 if (!(flag & INS_ON_TOP)
1533 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1375 && ms.flags () & P_BLOCKSVIEW
1376 && (op->face && !faces [op->face].visibility))
1534 { 1377 {
1535 for (last = top; last != floor; last = last->below) 1378 for (last = top; last != floor; last = last->below)
1536 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537 break; 1380 break;
1381
1538 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1539 * and make sure we have a below pointer for it so that 1383 * and make sure we have a below pointer for it so that
1540 * we can get inserted below this one, which requires we 1384 * we can get inserted below this one, which requires we
1541 * set top to the object below us. 1385 * set top to the object below us.
1542 */ 1386 */
1544 top = last->below; 1388 top = last->below;
1545 } 1389 }
1546 } /* If objects on this space */ 1390 } /* If objects on this space */
1547 1391
1548 if (flag & INS_MAP_LOAD) 1392 if (flag & INS_MAP_LOAD)
1549 top = GET_MAP_TOP (op->map, op->x, op->y); 1393 top = ms.top;
1550 1394
1551 if (flag & INS_ABOVE_FLOOR_ONLY) 1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1552 top = floor; 1396 top = floor;
1553 1397
1554 /* Top is the object that our object (op) is going to get inserted above. 1398 /* Top is the object that our object (op) is going to get inserted above.
1555 */ 1399 */
1556 1400
1557 /* First object on this space */ 1401 /* First object on this space */
1558 if (!top) 1402 if (!top)
1559 { 1403 {
1560 op->above = GET_MAP_OB (op->map, op->x, op->y); 1404 op->above = ms.bot;
1561 1405
1562 if (op->above) 1406 if (op->above)
1563 op->above->below = op; 1407 op->above->below = op;
1564 1408
1565 op->below = NULL; 1409 op->below = 0;
1566 SET_MAP_OB (op->map, op->x, op->y, op); 1410 ms.bot = op;
1567 } 1411 }
1568 else 1412 else
1569 { /* get inserted into the stack above top */ 1413 { /* get inserted into the stack above top */
1570 op->above = top->above; 1414 op->above = top->above;
1571 1415
1574 1418
1575 op->below = top; 1419 op->below = top;
1576 top->above = op; 1420 top->above = op;
1577 } 1421 }
1578 1422
1579 if (op->above == NULL) 1423 if (!op->above)
1580 SET_MAP_TOP (op->map, op->x, op->y, op); 1424 ms.top = op;
1581 } /* else not INS_BELOW_ORIGINATOR */ 1425 } /* else not INS_BELOW_ORIGINATOR */
1582 1426
1583 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1428 {
1584 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1430 ++op->map->players;
1431 op->map->touch ();
1432 }
1433
1434 op->map->dirty = true;
1585 1435
1586 /* If we have a floor, we know the player, if any, will be above 1436 /* If we have a floor, we know the player, if any, will be above
1587 * it, so save a few ticks and start from there. 1437 * it, so save a few ticks and start from there.
1588 */ 1438 */
1589 if (!(flag & INS_MAP_LOAD)) 1439 if (!(flag & INS_MAP_LOAD))
1590 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1440 if (object *pl = ms.player ())
1591 if (tmp->type == PLAYER) 1441 if (pl->contr->ns)
1592 tmp->contr->socket.update_look = 1; 1442 pl->contr->ns->floorbox_update ();
1593 1443
1594 /* If this object glows, it may affect lighting conditions that are 1444 /* If this object glows, it may affect lighting conditions that are
1595 * visible to others on this map. But update_all_los is really 1445 * visible to others on this map. But update_all_los is really
1596 * an inefficient way to do this, as it means los for all players 1446 * an inefficient way to do this, as it means los for all players
1597 * on the map will get recalculated. The players could very well 1447 * on the map will get recalculated. The players could very well
1598 * be far away from this change and not affected in any way - 1448 * be far away from this change and not affected in any way -
1599 * this should get redone to only look for players within range, 1449 * this should get redone to only look for players within range,
1600 * or just updating the P_NEED_UPDATE for spaces within this area 1450 * or just updating the P_UPTODATE for spaces within this area
1601 * of effect may be sufficient. 1451 * of effect may be sufficient.
1602 */ 1452 */
1603 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1453 if (op->map->darkness && (op->glow_radius != 0))
1604 update_all_los (op->map, op->x, op->y); 1454 update_all_los (op->map, op->x, op->y);
1605 1455
1606 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1456 /* updates flags (blocked, alive, no magic, etc) for this map space */
1607 update_object (op, UP_OBJ_INSERT); 1457 update_object (op, UP_OBJ_INSERT);
1608 1458
1459 INVOKE_OBJECT (INSERT, op);
1460
1609 /* Don't know if moving this to the end will break anything. However, 1461 /* Don't know if moving this to the end will break anything. However,
1610 * we want to have update_look set above before calling this. 1462 * we want to have floorbox_update called before calling this.
1611 * 1463 *
1612 * check_move_on() must be after this because code called from 1464 * check_move_on() must be after this because code called from
1613 * check_move_on() depends on correct map flags (so functions like 1465 * check_move_on() depends on correct map flags (so functions like
1614 * blocked() and wall() work properly), and these flags are updated by 1466 * blocked() and wall() work properly), and these flags are updated by
1615 * update_object(). 1467 * update_object().
1617 1469
1618 /* if this is not the head or flag has been passed, don't check walk on status */ 1470 /* if this is not the head or flag has been passed, don't check walk on status */
1619 if (!(flag & INS_NO_WALK_ON) && !op->head) 1471 if (!(flag & INS_NO_WALK_ON) && !op->head)
1620 { 1472 {
1621 if (check_move_on (op, originator)) 1473 if (check_move_on (op, originator))
1622 return NULL; 1474 return 0;
1623 1475
1624 /* If we are a multi part object, lets work our way through the check 1476 /* If we are a multi part object, lets work our way through the check
1625 * walk on's. 1477 * walk on's.
1626 */ 1478 */
1627 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1479 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1628 if (check_move_on (tmp, originator)) 1480 if (check_move_on (tmp, originator))
1629 return NULL; 1481 return 0;
1630 } 1482 }
1631 1483
1632 return op; 1484 return op;
1633} 1485}
1634 1486
1635/* this function inserts an object in the map, but if it 1487/* this function inserts an object in the map, but if it
1636 * finds an object of its own type, it'll remove that one first. 1488 * finds an object of its own type, it'll remove that one first.
1637 * op is the object to insert it under: supplies x and the map. 1489 * op is the object to insert it under: supplies x and the map.
1638 */ 1490 */
1639void 1491void
1640replace_insert_ob_in_map (const char *arch_string, object *op) 1492replace_insert_ob_in_map (const char *arch_string, object *op)
1641{ 1493{
1642 object * 1494 object *tmp, *tmp1;
1643 tmp;
1644 object *
1645 tmp1;
1646 1495
1647 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1648 1497
1649 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1498 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1650 {
1651 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1652 { 1500 tmp->destroy ();
1653 remove_ob (tmp);
1654 free_object (tmp);
1655 }
1656 }
1657 1501
1658 tmp1 = arch_to_object (find_archetype (arch_string)); 1502 tmp1 = arch_to_object (archetype::find (arch_string));
1659 1503
1660 tmp1->x = op->x; 1504 tmp1->x = op->x;
1661 tmp1->y = op->y; 1505 tmp1->y = op->y;
1662 insert_ob_in_map (tmp1, op->map, op, 0); 1506 insert_ob_in_map (tmp1, op->map, op, 0);
1507}
1508
1509object *
1510object::insert_at (object *where, object *originator, int flags)
1511{
1512 return where->map->insert (this, where->x, where->y, originator, flags);
1663} 1513}
1664 1514
1665/* 1515/*
1666 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1516 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1667 * is returned contains nr objects, and the remaining parts contains 1517 * is returned contains nr objects, and the remaining parts contains
1668 * the rest (or is removed and freed if that number is 0). 1518 * the rest (or is removed and freed if that number is 0).
1669 * On failure, NULL is returned, and the reason put into the 1519 * On failure, NULL is returned, and the reason put into the
1670 * global static errmsg array. 1520 * global static errmsg array.
1671 */ 1521 */
1672
1673object * 1522object *
1674get_split_ob (object *orig_ob, uint32 nr) 1523get_split_ob (object *orig_ob, uint32 nr)
1675{ 1524{
1676 object * 1525 object *newob;
1677 newob;
1678 int
1679 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1526 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1680 1527
1681 if (orig_ob->nrof < nr) 1528 if (orig_ob->nrof < nr)
1682 { 1529 {
1683 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1530 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1684 return NULL; 1531 return NULL;
1685 } 1532 }
1686 1533
1687 newob = object_create_clone (orig_ob); 1534 newob = object_create_clone (orig_ob);
1688 1535
1689 if ((orig_ob->nrof -= nr) < 1) 1536 if ((orig_ob->nrof -= nr) < 1)
1690 { 1537 orig_ob->destroy (1);
1691 if (!is_removed)
1692 remove_ob (orig_ob);
1693 free_object2 (orig_ob, 1);
1694 }
1695 else if (!is_removed) 1538 else if (!is_removed)
1696 { 1539 {
1697 if (orig_ob->env != NULL) 1540 if (orig_ob->env != NULL)
1698 sub_weight (orig_ob->env, orig_ob->weight * nr); 1541 sub_weight (orig_ob->env, orig_ob->weight * nr);
1699 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1542 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1714 * the amount of an object. If the amount reaches 0, the object 1557 * the amount of an object. If the amount reaches 0, the object
1715 * is subsequently removed and freed. 1558 * is subsequently removed and freed.
1716 * 1559 *
1717 * Return value: 'op' if something is left, NULL if the amount reached 0 1560 * Return value: 'op' if something is left, NULL if the amount reached 0
1718 */ 1561 */
1719
1720object * 1562object *
1721decrease_ob_nr (object *op, uint32 i) 1563decrease_ob_nr (object *op, uint32 i)
1722{ 1564{
1723 object *tmp; 1565 object *tmp;
1724 player *pl;
1725 1566
1726 if (i == 0) /* objects with op->nrof require this check */ 1567 if (i == 0) /* objects with op->nrof require this check */
1727 return op; 1568 return op;
1728 1569
1729 if (i > op->nrof) 1570 if (i > op->nrof)
1730 i = op->nrof; 1571 i = op->nrof;
1731 1572
1732 if (QUERY_FLAG (op, FLAG_REMOVED)) 1573 if (QUERY_FLAG (op, FLAG_REMOVED))
1733 op->nrof -= i; 1574 op->nrof -= i;
1734 else if (op->env != NULL) 1575 else if (op->env)
1735 { 1576 {
1736 /* is this object in the players inventory, or sub container 1577 /* is this object in the players inventory, or sub container
1737 * therein? 1578 * therein?
1738 */ 1579 */
1739 tmp = is_player_inv (op->env); 1580 tmp = op->in_player ();
1740 /* nope. Is this a container the player has opened? 1581 /* nope. Is this a container the player has opened?
1741 * If so, set tmp to that player. 1582 * If so, set tmp to that player.
1742 * IMO, searching through all the players will mostly 1583 * IMO, searching through all the players will mostly
1743 * likely be quicker than following op->env to the map, 1584 * likely be quicker than following op->env to the map,
1744 * and then searching the map for a player. 1585 * and then searching the map for a player.
1745 */ 1586 */
1746 if (!tmp) 1587 if (!tmp)
1747 { 1588 for_all_players (pl)
1748 for (pl = first_player; pl; pl = pl->next)
1749 if (pl->ob->container == op->env) 1589 if (pl->ob->container == op->env)
1590 {
1591 tmp = pl->ob;
1750 break; 1592 break;
1751 if (pl)
1752 tmp = pl->ob;
1753 else
1754 tmp = NULL;
1755 } 1593 }
1756 1594
1757 if (i < op->nrof) 1595 if (i < op->nrof)
1758 { 1596 {
1759 sub_weight (op->env, op->weight * i); 1597 sub_weight (op->env, op->weight * i);
1760 op->nrof -= i; 1598 op->nrof -= i;
1761 if (tmp) 1599 if (tmp)
1762 {
1763 esrv_send_item (tmp, op); 1600 esrv_send_item (tmp, op);
1764 }
1765 } 1601 }
1766 else 1602 else
1767 { 1603 {
1768 remove_ob (op); 1604 op->remove ();
1769 op->nrof = 0; 1605 op->nrof = 0;
1770 if (tmp) 1606 if (tmp)
1771 {
1772 esrv_del_item (tmp->contr, op->count); 1607 esrv_del_item (tmp->contr, op->count);
1773 }
1774 } 1608 }
1775 } 1609 }
1776 else 1610 else
1777 { 1611 {
1778 object *above = op->above; 1612 object *above = op->above;
1779 1613
1780 if (i < op->nrof) 1614 if (i < op->nrof)
1781 op->nrof -= i; 1615 op->nrof -= i;
1782 else 1616 else
1783 { 1617 {
1784 remove_ob (op); 1618 op->remove ();
1785 op->nrof = 0; 1619 op->nrof = 0;
1786 } 1620 }
1787 1621
1788 /* Since we just removed op, op->above is null */ 1622 /* Since we just removed op, op->above is null */
1789 for (tmp = above; tmp != NULL; tmp = tmp->above) 1623 for (tmp = above; tmp; tmp = tmp->above)
1790 if (tmp->type == PLAYER) 1624 if (tmp->type == PLAYER)
1791 { 1625 {
1792 if (op->nrof) 1626 if (op->nrof)
1793 esrv_send_item (tmp, op); 1627 esrv_send_item (tmp, op);
1794 else 1628 else
1798 1632
1799 if (op->nrof) 1633 if (op->nrof)
1800 return op; 1634 return op;
1801 else 1635 else
1802 { 1636 {
1803 free_object (op); 1637 op->destroy ();
1804 return NULL; 1638 return 0;
1805 } 1639 }
1806} 1640}
1807 1641
1808/* 1642/*
1809 * add_weight(object, weight) adds the specified weight to an object, 1643 * add_weight(object, weight) adds the specified weight to an object,
1810 * and also updates how much the environment(s) is/are carrying. 1644 * and also updates how much the environment(s) is/are carrying.
1811 */ 1645 */
1812
1813void 1646void
1814add_weight (object *op, signed long weight) 1647add_weight (object *op, signed long weight)
1815{ 1648{
1816 while (op != NULL) 1649 while (op != NULL)
1817 { 1650 {
1821 op->carrying += weight; 1654 op->carrying += weight;
1822 op = op->env; 1655 op = op->env;
1823 } 1656 }
1824} 1657}
1825 1658
1659object *
1660insert_ob_in_ob (object *op, object *where)
1661{
1662 if (!where)
1663 {
1664 char *dump = dump_object (op);
1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1666 free (dump);
1667 return op;
1668 }
1669
1670 if (where->head)
1671 {
1672 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1673 where = where->head;
1674 }
1675
1676 return where->insert (op);
1677}
1678
1826/* 1679/*
1827 * insert_ob_in_ob(op,environment): 1680 * env->insert (op)
1828 * This function inserts the object op in the linked list 1681 * This function inserts the object op in the linked list
1829 * inside the object environment. 1682 * inside the object environment.
1830 * 1683 *
1831 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1832 * the inventory at the last position or next to other objects of the same
1833 * type.
1834 * Frank: Now sorted by type, archetype and magic!
1835 *
1836 * The function returns now pointer to inserted item, and return value can 1684 * The function returns now pointer to inserted item, and return value can
1837 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1838 */ 1686 */
1839
1840object * 1687object *
1841insert_ob_in_ob (object *op, object *where) 1688object::insert (object *op)
1842{ 1689{
1843 object * 1690 object *tmp, *otmp;
1844 tmp, *
1845 otmp;
1846 1691
1847 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1692 if (!QUERY_FLAG (op, FLAG_REMOVED))
1848 { 1693 op->remove ();
1849 dump_object (op);
1850 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1851 return op;
1852 }
1853
1854 if (where == NULL)
1855 {
1856 dump_object (op);
1857 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1858 return op;
1859 }
1860
1861 if (where->head)
1862 {
1863 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1864 where = where->head;
1865 }
1866 1694
1867 if (op->more) 1695 if (op->more)
1868 { 1696 {
1869 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1697 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1870 return op; 1698 return op;
1872 1700
1873 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1701 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1874 CLEAR_FLAG (op, FLAG_REMOVED); 1702 CLEAR_FLAG (op, FLAG_REMOVED);
1875 if (op->nrof) 1703 if (op->nrof)
1876 { 1704 {
1877 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1705 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1878 if (CAN_MERGE (tmp, op)) 1706 if (object::can_merge (tmp, op))
1879 { 1707 {
1880 /* return the original object and remove inserted object 1708 /* return the original object and remove inserted object
1881 (client needs the original object) */ 1709 (client needs the original object) */
1882 tmp->nrof += op->nrof; 1710 tmp->nrof += op->nrof;
1883 /* Weight handling gets pretty funky. Since we are adding to 1711 /* Weight handling gets pretty funky. Since we are adding to
1884 * tmp->nrof, we need to increase the weight. 1712 * tmp->nrof, we need to increase the weight.
1885 */ 1713 */
1886 add_weight (where, op->weight * op->nrof); 1714 add_weight (this, op->weight * op->nrof);
1887 SET_FLAG (op, FLAG_REMOVED); 1715 SET_FLAG (op, FLAG_REMOVED);
1888 free_object (op); /* free the inserted object */ 1716 op->destroy (); /* free the inserted object */
1889 op = tmp; 1717 op = tmp;
1890 remove_ob (op); /* and fix old object's links */ 1718 op->remove (); /* and fix old object's links */
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1719 CLEAR_FLAG (op, FLAG_REMOVED);
1892 break; 1720 break;
1893 } 1721 }
1894 1722
1895 /* I assume combined objects have no inventory 1723 /* I assume combined objects have no inventory
1896 * We add the weight - this object could have just been removed 1724 * We add the weight - this object could have just been removed
1897 * (if it was possible to merge). calling remove_ob will subtract 1725 * (if it was possible to merge). calling remove_ob will subtract
1898 * the weight, so we need to add it in again, since we actually do 1726 * the weight, so we need to add it in again, since we actually do
1899 * the linking below 1727 * the linking below
1900 */ 1728 */
1901 add_weight (where, op->weight * op->nrof); 1729 add_weight (this, op->weight * op->nrof);
1902 } 1730 }
1903 else 1731 else
1904 add_weight (where, (op->weight + op->carrying)); 1732 add_weight (this, (op->weight + op->carrying));
1905 1733
1906 otmp = is_player_inv (where); 1734 otmp = this->in_player ();
1907 if (otmp && otmp->contr != NULL) 1735 if (otmp && otmp->contr)
1908 {
1909 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1736 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1910 fix_player (otmp); 1737 otmp->update_stats ();
1911 }
1912 1738
1913 op->map = NULL; 1739 op->map = 0;
1914 op->env = where; 1740 op->env = this;
1915 op->above = NULL; 1741 op->above = 0;
1916 op->below = NULL; 1742 op->below = 0;
1917 op->x = 0, op->y = 0; 1743 op->x = 0, op->y = 0;
1918 1744
1919 /* reset the light list and los of the players on the map */ 1745 /* reset the light list and los of the players on the map */
1920 if ((op->glow_radius != 0) && where->map) 1746 if ((op->glow_radius != 0) && map)
1921 { 1747 {
1922#ifdef DEBUG_LIGHTS 1748#ifdef DEBUG_LIGHTS
1923 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1749 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1924#endif /* DEBUG_LIGHTS */ 1750#endif /* DEBUG_LIGHTS */
1925 if (MAP_DARKNESS (where->map)) 1751 if (map->darkness)
1926 update_all_los (where->map, where->x, where->y); 1752 update_all_los (map, x, y);
1927 } 1753 }
1928 1754
1929 /* Client has no idea of ordering so lets not bother ordering it here. 1755 /* Client has no idea of ordering so lets not bother ordering it here.
1930 * It sure simplifies this function... 1756 * It sure simplifies this function...
1931 */ 1757 */
1932 if (where->inv == NULL) 1758 if (!inv)
1933 where->inv = op; 1759 inv = op;
1934 else 1760 else
1935 { 1761 {
1936 op->below = where->inv; 1762 op->below = inv;
1937 op->below->above = op; 1763 op->below->above = op;
1938 where->inv = op; 1764 inv = op;
1939 } 1765 }
1766
1767 INVOKE_OBJECT (INSERT, this);
1768
1940 return op; 1769 return op;
1941} 1770}
1942 1771
1943/* 1772/*
1944 * Checks if any objects has a move_type that matches objects 1773 * Checks if any objects has a move_type that matches objects
1958 * 1787 *
1959 * MSW 2001-07-08: Check all objects on space, not just those below 1788 * MSW 2001-07-08: Check all objects on space, not just those below
1960 * object being inserted. insert_ob_in_map may not put new objects 1789 * object being inserted. insert_ob_in_map may not put new objects
1961 * on top. 1790 * on top.
1962 */ 1791 */
1963
1964int 1792int
1965check_move_on (object *op, object *originator) 1793check_move_on (object *op, object *originator)
1966{ 1794{
1967 object * 1795 object *tmp;
1968 tmp; 1796 maptile *m = op->map;
1969 tag_t
1970 tag;
1971 mapstruct *
1972 m = op->map;
1973 int
1974 x = op->x, y = op->y; 1797 int x = op->x, y = op->y;
1975 1798
1976 MoveType 1799 MoveType move_on, move_slow, move_block;
1977 move_on,
1978 move_slow,
1979 move_block;
1980 1800
1981 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1801 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1982 return 0; 1802 return 0;
1983
1984 tag = op->count;
1985 1803
1986 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1804 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1987 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1805 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1988 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1806 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1989 1807
2005 1823
2006 /* The objects have to be checked from top to bottom. 1824 /* The objects have to be checked from top to bottom.
2007 * Hence, we first go to the top: 1825 * Hence, we first go to the top:
2008 */ 1826 */
2009 1827
2010 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1828 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2011 { 1829 {
2012 /* Trim the search when we find the first other spell effect 1830 /* Trim the search when we find the first other spell effect
2013 * this helps performance so that if a space has 50 spell objects, 1831 * this helps performance so that if a space has 50 spell objects,
2014 * we don't need to check all of them. 1832 * we don't need to check all of them.
2015 */ 1833 */
2033 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2034 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2035 { 1853 {
2036 1854
2037 float 1855 float
2038 diff = tmp->move_slow_penalty * FABS (op->speed); 1856 diff = tmp->move_slow_penalty * fabs (op->speed);
2039 1857
2040 if (op->type == PLAYER) 1858 if (op->type == PLAYER)
2041 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1859 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2042 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1860 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2043 diff /= 4.0; 1861 diff /= 4.0;
2050 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1868 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1869 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2052 { 1870 {
2053 move_apply (tmp, op, originator); 1871 move_apply (tmp, op, originator);
2054 1872
2055 if (was_destroyed (op, tag)) 1873 if (op->destroyed ())
2056 return 1; 1874 return 1;
2057 1875
2058 /* what the person/creature stepped onto has moved the object 1876 /* what the person/creature stepped onto has moved the object
2059 * someplace new. Don't process any further - if we did, 1877 * someplace new. Don't process any further - if we did,
2060 * have a feeling strange problems would result. 1878 * have a feeling strange problems would result.
2070/* 1888/*
2071 * present_arch(arch, map, x, y) searches for any objects with 1889 * present_arch(arch, map, x, y) searches for any objects with
2072 * a matching archetype at the given map and coordinates. 1890 * a matching archetype at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
2074 */ 1892 */
2075
2076object * 1893object *
2077present_arch (const archetype *at, mapstruct *m, int x, int y) 1894present_arch (const archetype *at, maptile *m, int x, int y)
2078{ 1895{
2079 object *
2080 tmp;
2081
2082 if (m == NULL || out_of_map (m, x, y)) 1896 if (!m || out_of_map (m, x, y))
2083 { 1897 {
2084 LOG (llevError, "Present_arch called outside map.\n"); 1898 LOG (llevError, "Present_arch called outside map.\n");
2085 return NULL; 1899 return NULL;
2086 } 1900 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1901
1902 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2088 if (tmp->arch == at) 1903 if (tmp->arch == at)
2089 return tmp; 1904 return tmp;
1905
2090 return NULL; 1906 return NULL;
2091} 1907}
2092 1908
2093/* 1909/*
2094 * present(type, map, x, y) searches for any objects with 1910 * present(type, map, x, y) searches for any objects with
2095 * a matching type variable at the given map and coordinates. 1911 * a matching type variable at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1912 * The first matching object is returned, or NULL if none.
2097 */ 1913 */
2098
2099object * 1914object *
2100present (unsigned char type, mapstruct *m, int x, int y) 1915present (unsigned char type, maptile *m, int x, int y)
2101{ 1916{
2102 object *
2103 tmp;
2104
2105 if (out_of_map (m, x, y)) 1917 if (out_of_map (m, x, y))
2106 { 1918 {
2107 LOG (llevError, "Present called outside map.\n"); 1919 LOG (llevError, "Present called outside map.\n");
2108 return NULL; 1920 return NULL;
2109 } 1921 }
2110 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1922
1923 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2111 if (tmp->type == type) 1924 if (tmp->type == type)
2112 return tmp; 1925 return tmp;
1926
2113 return NULL; 1927 return NULL;
2114} 1928}
2115 1929
2116/* 1930/*
2117 * present_in_ob(type, object) searches for any objects with 1931 * present_in_ob(type, object) searches for any objects with
2118 * a matching type variable in the inventory of the given object. 1932 * a matching type variable in the inventory of the given object.
2119 * The first matching object is returned, or NULL if none. 1933 * The first matching object is returned, or NULL if none.
2120 */ 1934 */
2121
2122object * 1935object *
2123present_in_ob (unsigned char type, const object *op) 1936present_in_ob (unsigned char type, const object *op)
2124{ 1937{
2125 object *
2126 tmp;
2127
2128 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2129 if (tmp->type == type) 1939 if (tmp->type == type)
2130 return tmp; 1940 return tmp;
1941
2131 return NULL; 1942 return NULL;
2132} 1943}
2133 1944
2134/* 1945/*
2135 * present_in_ob (type, str, object) searches for any objects with 1946 * present_in_ob (type, str, object) searches for any objects with
2143 * str is the string to match against. Note that we match against 1954 * str is the string to match against. Note that we match against
2144 * the object name, not the archetype name. this is so that the 1955 * the object name, not the archetype name. this is so that the
2145 * spell code can use one object type (force), but change it's name 1956 * spell code can use one object type (force), but change it's name
2146 * to be unique. 1957 * to be unique.
2147 */ 1958 */
2148
2149object * 1959object *
2150present_in_ob_by_name (int type, const char *str, const object *op) 1960present_in_ob_by_name (int type, const char *str, const object *op)
2151{ 1961{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2156 {
2157 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1963 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2158 return tmp; 1964 return tmp;
2159 } 1965
2160 return NULL; 1966 return 0;
2161} 1967}
2162 1968
2163/* 1969/*
2164 * present_arch_in_ob(archetype, object) searches for any objects with 1970 * present_arch_in_ob(archetype, object) searches for any objects with
2165 * a matching archetype in the inventory of the given object. 1971 * a matching archetype in the inventory of the given object.
2166 * The first matching object is returned, or NULL if none. 1972 * The first matching object is returned, or NULL if none.
2167 */ 1973 */
2168
2169object * 1974object *
2170present_arch_in_ob (const archetype *at, const object *op) 1975present_arch_in_ob (const archetype *at, const object *op)
2171{ 1976{
2172 object *
2173 tmp;
2174
2175 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2176 if (tmp->arch == at) 1978 if (tmp->arch == at)
2177 return tmp; 1979 return tmp;
1980
2178 return NULL; 1981 return NULL;
2179} 1982}
2180 1983
2181/* 1984/*
2182 * activate recursively a flag on an object inventory 1985 * activate recursively a flag on an object inventory
2183 */ 1986 */
2184void 1987void
2185flag_inv (object *op, int flag) 1988flag_inv (object *op, int flag)
2186{ 1989{
2187 object *
2188 tmp;
2189
2190 if (op->inv) 1990 if (op->inv)
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1991 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 { 1992 {
2193 SET_FLAG (tmp, flag); 1993 SET_FLAG (tmp, flag);
2194 flag_inv (tmp, flag); 1994 flag_inv (tmp, flag);
2195 } 1995 }
2196} /* 1996}
1997
1998/*
2197 * desactivate recursively a flag on an object inventory 1999 * deactivate recursively a flag on an object inventory
2198 */ 2000 */
2199void 2001void
2200unflag_inv (object *op, int flag) 2002unflag_inv (object *op, int flag)
2201{ 2003{
2202 object *
2203 tmp;
2204
2205 if (op->inv) 2004 if (op->inv)
2206 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2207 { 2006 {
2208 CLEAR_FLAG (tmp, flag); 2007 CLEAR_FLAG (tmp, flag);
2209 unflag_inv (tmp, flag); 2008 unflag_inv (tmp, flag);
2210 } 2009 }
2211} 2010}
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2013 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 2014 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 2015 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function. 2016 * him/her-self and all object carried by a call to this function.
2218 */ 2017 */
2219
2220void 2018void
2221set_cheat (object *op) 2019set_cheat (object *op)
2222{ 2020{
2223 SET_FLAG (op, FLAG_WAS_WIZ); 2021 SET_FLAG (op, FLAG_WAS_WIZ);
2224 flag_inv (op, FLAG_WAS_WIZ); 2022 flag_inv (op, FLAG_WAS_WIZ);
2243 * because arch_blocked (now ob_blocked) needs to know the movement type 2041 * because arch_blocked (now ob_blocked) needs to know the movement type
2244 * to know if the space in question will block the object. We can't use 2042 * to know if the space in question will block the object. We can't use
2245 * the archetype because that isn't correct if the monster has been 2043 * the archetype because that isn't correct if the monster has been
2246 * customized, changed states, etc. 2044 * customized, changed states, etc.
2247 */ 2045 */
2248
2249int 2046int
2250find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2047find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2251{ 2048{
2252 int
2253 i,
2254 index = 0, flag; 2049 int index = 0, flag;
2255 static int
2256 altern[SIZEOFFREE]; 2050 int altern[SIZEOFFREE];
2257 2051
2258 for (i = start; i < stop; i++) 2052 for (int i = start; i < stop; i++)
2259 { 2053 {
2260 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2054 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2261 if (!flag) 2055 if (!flag)
2262 altern[index++] = i; 2056 altern [index++] = i;
2263 2057
2264 /* Basically, if we find a wall on a space, we cut down the search size. 2058 /* Basically, if we find a wall on a space, we cut down the search size.
2265 * In this way, we won't return spaces that are on another side of a wall. 2059 * In this way, we won't return spaces that are on another side of a wall.
2266 * This mostly work, but it cuts down the search size in all directions - 2060 * This mostly work, but it cuts down the search size in all directions -
2267 * if the space being examined only has a wall to the north and empty 2061 * if the space being examined only has a wall to the north and empty
2268 * spaces in all the other directions, this will reduce the search space 2062 * spaces in all the other directions, this will reduce the search space
2269 * to only the spaces immediately surrounding the target area, and 2063 * to only the spaces immediately surrounding the target area, and
2270 * won't look 2 spaces south of the target space. 2064 * won't look 2 spaces south of the target space.
2271 */ 2065 */
2272 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2066 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2273 stop = maxfree[i]; 2067 stop = maxfree[i];
2274 } 2068 }
2069
2275 if (!index) 2070 if (!index)
2276 return -1; 2071 return -1;
2072
2277 return altern[RANDOM () % index]; 2073 return altern [rndm (index)];
2278} 2074}
2279 2075
2280/* 2076/*
2281 * find_first_free_spot(archetype, mapstruct, x, y) works like 2077 * find_first_free_spot(archetype, maptile, x, y) works like
2282 * find_free_spot(), but it will search max number of squares. 2078 * find_free_spot(), but it will search max number of squares.
2283 * But it will return the first available spot, not a random choice. 2079 * But it will return the first available spot, not a random choice.
2284 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2080 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2285 */ 2081 */
2286
2287int 2082int
2288find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2083find_first_free_spot (const object *ob, maptile *m, int x, int y)
2289{ 2084{
2290 int
2291 i;
2292
2293 for (i = 0; i < SIZEOFFREE; i++) 2085 for (int i = 0; i < SIZEOFFREE; i++)
2294 {
2295 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2086 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2296 return i; 2087 return i;
2297 } 2088
2298 return -1; 2089 return -1;
2299} 2090}
2300 2091
2301/* 2092/*
2302 * The function permute(arr, begin, end) randomly reorders the array 2093 * The function permute(arr, begin, end) randomly reorders the array
2303 * arr[begin..end-1]. 2094 * arr[begin..end-1].
2095 * now uses a fisher-yates shuffle, old permute was broken
2304 */ 2096 */
2305static void 2097static void
2306permute (int *arr, int begin, int end) 2098permute (int *arr, int begin, int end)
2307{ 2099{
2308 int 2100 arr += begin;
2309 i,
2310 j,
2311 tmp,
2312 len;
2313
2314 len = end - begin; 2101 end -= begin;
2315 for (i = begin; i < end; i++)
2316 {
2317 j = begin + RANDOM () % len;
2318 2102
2319 tmp = arr[i]; 2103 while (--end)
2320 arr[i] = arr[j]; 2104 swap (arr [end], arr [rndm (end + 1)]);
2321 arr[j] = tmp;
2322 }
2323} 2105}
2324 2106
2325/* new function to make monster searching more efficient, and effective! 2107/* new function to make monster searching more efficient, and effective!
2326 * This basically returns a randomized array (in the passed pointer) of 2108 * This basically returns a randomized array (in the passed pointer) of
2327 * the spaces to find monsters. In this way, it won't always look for 2109 * the spaces to find monsters. In this way, it won't always look for
2330 * the 3x3 area will be searched, just not in a predictable order. 2112 * the 3x3 area will be searched, just not in a predictable order.
2331 */ 2113 */
2332void 2114void
2333get_search_arr (int *search_arr) 2115get_search_arr (int *search_arr)
2334{ 2116{
2335 int 2117 int i;
2336 i;
2337 2118
2338 for (i = 0; i < SIZEOFFREE; i++) 2119 for (i = 0; i < SIZEOFFREE; i++)
2339 {
2340 search_arr[i] = i; 2120 search_arr[i] = i;
2341 }
2342 2121
2343 permute (search_arr, 1, SIZEOFFREE1 + 1); 2122 permute (search_arr, 1, SIZEOFFREE1 + 1);
2344 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2123 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2345 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2124 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2346} 2125}
2355 * Perhaps incorrectly, but I'm making the assumption that exclude 2134 * Perhaps incorrectly, but I'm making the assumption that exclude
2356 * is actually want is going to try and move there. We need this info 2135 * is actually want is going to try and move there. We need this info
2357 * because we have to know what movement the thing looking to move 2136 * because we have to know what movement the thing looking to move
2358 * there is capable of. 2137 * there is capable of.
2359 */ 2138 */
2360
2361int 2139int
2362find_dir (mapstruct *m, int x, int y, object *exclude) 2140find_dir (maptile *m, int x, int y, object *exclude)
2363{ 2141{
2364 int
2365 i,
2366 max = SIZEOFFREE, mflags; 2142 int i, max = SIZEOFFREE, mflags;
2367 2143
2368 sint16 nx, ny; 2144 sint16 nx, ny;
2369 object * 2145 object *tmp;
2370 tmp; 2146 maptile *mp;
2371 mapstruct *
2372 mp;
2373 2147
2374 MoveType blocked, move_type; 2148 MoveType blocked, move_type;
2375 2149
2376 if (exclude && exclude->head) 2150 if (exclude && exclude->head)
2377 { 2151 {
2389 mp = m; 2163 mp = m;
2390 nx = x + freearr_x[i]; 2164 nx = x + freearr_x[i];
2391 ny = y + freearr_y[i]; 2165 ny = y + freearr_y[i];
2392 2166
2393 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2167 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2168
2394 if (mflags & P_OUT_OF_MAP) 2169 if (mflags & P_OUT_OF_MAP)
2395 {
2396 max = maxfree[i]; 2170 max = maxfree[i];
2397 }
2398 else 2171 else
2399 { 2172 {
2400 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2173 mapspace &ms = mp->at (nx, ny);
2174
2175 blocked = ms.move_block;
2401 2176
2402 if ((move_type & blocked) == move_type) 2177 if ((move_type & blocked) == move_type)
2403 {
2404 max = maxfree[i]; 2178 max = maxfree[i];
2405 }
2406 else if (mflags & P_IS_ALIVE) 2179 else if (mflags & P_IS_ALIVE)
2407 { 2180 {
2408 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2181 for (tmp = ms.bot; tmp; tmp = tmp->above)
2409 { 2182 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2410 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2183 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2411 {
2412 break; 2184 break;
2413 } 2185
2414 }
2415 if (tmp) 2186 if (tmp)
2416 {
2417 return freedir[i]; 2187 return freedir[i];
2418 }
2419 } 2188 }
2420 } 2189 }
2421 } 2190 }
2191
2422 return 0; 2192 return 0;
2423} 2193}
2424 2194
2425/* 2195/*
2426 * distance(object 1, object 2) will return the square of the 2196 * distance(object 1, object 2) will return the square of the
2427 * distance between the two given objects. 2197 * distance between the two given objects.
2428 */ 2198 */
2429
2430int 2199int
2431distance (const object *ob1, const object *ob2) 2200distance (const object *ob1, const object *ob2)
2432{ 2201{
2433 int
2434 i;
2435
2436 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2202 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2437 return i;
2438} 2203}
2439 2204
2440/* 2205/*
2441 * find_dir_2(delta-x,delta-y) will return a direction in which 2206 * find_dir_2(delta-x,delta-y) will return a direction in which
2442 * an object which has subtracted the x and y coordinates of another 2207 * an object which has subtracted the x and y coordinates of another
2443 * object, needs to travel toward it. 2208 * object, needs to travel toward it.
2444 */ 2209 */
2445
2446int 2210int
2447find_dir_2 (int x, int y) 2211find_dir_2 (int x, int y)
2448{ 2212{
2449 int 2213 int q;
2450 q;
2451 2214
2452 if (y) 2215 if (y)
2453 q = x * 100 / y; 2216 q = x * 100 / y;
2454 else if (x) 2217 else if (x)
2455 q = -300 * x; 2218 q = -300 * x;
2480 2243
2481 return 3; 2244 return 3;
2482} 2245}
2483 2246
2484/* 2247/*
2485 * absdir(int): Returns a number between 1 and 8, which represent
2486 * the "absolute" direction of a number (it actually takes care of
2487 * "overflow" in previous calculations of a direction).
2488 */
2489
2490int
2491absdir (int d)
2492{
2493 while (d < 1)
2494 d += 8;
2495 while (d > 8)
2496 d -= 8;
2497 return d;
2498}
2499
2500/*
2501 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2248 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2502 * between two directions (which are expected to be absolute (see absdir()) 2249 * between two directions (which are expected to be absolute (see absdir())
2503 */ 2250 */
2504
2505int 2251int
2506dirdiff (int dir1, int dir2) 2252dirdiff (int dir1, int dir2)
2507{ 2253{
2508 int 2254 int d;
2509 d;
2510 2255
2511 d = abs (dir1 - dir2); 2256 d = abs (dir1 - dir2);
2512 if (d > 4) 2257 if (d > 4)
2513 d = 8 - d; 2258 d = 8 - d;
2259
2514 return d; 2260 return d;
2515} 2261}
2516 2262
2517/* peterm: 2263/* peterm:
2518 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2264 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2521 * This basically means that if direction is 15, then it could either go 2267 * This basically means that if direction is 15, then it could either go
2522 * direction 4, 14, or 16 to get back to where we are. 2268 * direction 4, 14, or 16 to get back to where we are.
2523 * Moved from spell_util.c to object.c with the other related direction 2269 * Moved from spell_util.c to object.c with the other related direction
2524 * functions. 2270 * functions.
2525 */ 2271 */
2526
2527int
2528 reduction_dir[SIZEOFFREE][3] = { 2272int reduction_dir[SIZEOFFREE][3] = {
2529 {0, 0, 0}, /* 0 */ 2273 {0, 0, 0}, /* 0 */
2530 {0, 0, 0}, /* 1 */ 2274 {0, 0, 0}, /* 1 */
2531 {0, 0, 0}, /* 2 */ 2275 {0, 0, 0}, /* 2 */
2532 {0, 0, 0}, /* 3 */ 2276 {0, 0, 0}, /* 3 */
2533 {0, 0, 0}, /* 4 */ 2277 {0, 0, 0}, /* 4 */
2581 * find a path to that monster that we found. If not, 2325 * find a path to that monster that we found. If not,
2582 * we don't bother going toward it. Returns 1 if we 2326 * we don't bother going toward it. Returns 1 if we
2583 * can see a direct way to get it 2327 * can see a direct way to get it
2584 * Modified to be map tile aware -.MSW 2328 * Modified to be map tile aware -.MSW
2585 */ 2329 */
2586
2587
2588int 2330int
2589can_see_monsterP (mapstruct *m, int x, int y, int dir) 2331can_see_monsterP (maptile *m, int x, int y, int dir)
2590{ 2332{
2591 sint16 dx, dy; 2333 sint16 dx, dy;
2592 int
2593 mflags; 2334 int mflags;
2594 2335
2595 if (dir < 0) 2336 if (dir < 0)
2596 return 0; /* exit condition: invalid direction */ 2337 return 0; /* exit condition: invalid direction */
2597 2338
2598 dx = x + freearr_x[dir]; 2339 dx = x + freearr_x[dir];
2611 return 0; 2352 return 0;
2612 2353
2613 /* yes, can see. */ 2354 /* yes, can see. */
2614 if (dir < 9) 2355 if (dir < 9)
2615 return 1; 2356 return 1;
2357
2616 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2358 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2617 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2359 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2360 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2618} 2361}
2619
2620
2621 2362
2622/* 2363/*
2623 * can_pick(picker, item): finds out if an object is possible to be 2364 * can_pick(picker, item): finds out if an object is possible to be
2624 * picked up by the picker. Returnes 1 if it can be 2365 * picked up by the picker. Returnes 1 if it can be
2625 * picked up, otherwise 0. 2366 * picked up, otherwise 0.
2636 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2377 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2637 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2378 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2638 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2379 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2639} 2380}
2640 2381
2641
2642/* 2382/*
2643 * create clone from object to another 2383 * create clone from object to another
2644 */ 2384 */
2645object * 2385object *
2646object_create_clone (object *asrc) 2386object_create_clone (object *asrc)
2647{ 2387{
2648 object *
2649 dst = NULL, *tmp, *src, *part, *prev, *item; 2388 object *dst = 0, *tmp, *src, *part, *prev, *item;
2650 2389
2651 if (!asrc) 2390 if (!asrc)
2652 return NULL; 2391 return 0;
2392
2653 src = asrc; 2393 src = asrc;
2654 if (src->head) 2394 if (src->head)
2655 src = src->head; 2395 src = src->head;
2656 2396
2657 prev = NULL; 2397 prev = 0;
2658 for (part = src; part; part = part->more) 2398 for (part = src; part; part = part->more)
2659 { 2399 {
2660 tmp = get_object (); 2400 tmp = part->clone ();
2661 copy_object (part, tmp);
2662 tmp->x -= src->x; 2401 tmp->x -= src->x;
2663 tmp->y -= src->y; 2402 tmp->y -= src->y;
2403
2664 if (!part->head) 2404 if (!part->head)
2665 { 2405 {
2666 dst = tmp; 2406 dst = tmp;
2667 tmp->head = NULL; 2407 tmp->head = 0;
2668 } 2408 }
2669 else 2409 else
2670 {
2671 tmp->head = dst; 2410 tmp->head = dst;
2672 } 2411
2673 tmp->more = NULL; 2412 tmp->more = 0;
2413
2674 if (prev) 2414 if (prev)
2675 prev->more = tmp; 2415 prev->more = tmp;
2416
2676 prev = tmp; 2417 prev = tmp;
2677 } 2418 }
2678 2419
2679 /*** copy inventory ***/
2680 for (item = src->inv; item; item = item->below) 2420 for (item = src->inv; item; item = item->below)
2681 {
2682 (void) insert_ob_in_ob (object_create_clone (item), dst); 2421 insert_ob_in_ob (object_create_clone (item), dst);
2683 }
2684 2422
2685 return dst; 2423 return dst;
2686}
2687
2688/* return true if the object was destroyed, 0 otherwise */
2689int
2690was_destroyed (const object *op, tag_t old_tag)
2691{
2692 /* checking for FLAG_FREED isn't necessary, but makes this function more
2693 * robust */
2694 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2695}
2696
2697/* GROS - Creates an object using a string representing its content. */
2698
2699/* Basically, we save the content of the string to a temp file, then call */
2700
2701/* load_object on it. I admit it is a highly inefficient way to make things, */
2702
2703/* but it was simple to make and allows reusing the load_object function. */
2704
2705/* Remember not to use load_object_str in a time-critical situation. */
2706
2707/* Also remember that multiparts objects are not supported for now. */
2708
2709object *
2710load_object_str (const char *obstr)
2711{
2712 object *
2713 op;
2714 char
2715 filename[MAX_BUF];
2716
2717 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2718
2719 FILE *
2720 tempfile = fopen (filename, "w");
2721
2722 if (tempfile == NULL)
2723 {
2724 LOG (llevError, "Error - Unable to access load object temp file\n");
2725 return NULL;
2726 }
2727
2728 fprintf (tempfile, obstr);
2729 fclose (tempfile);
2730
2731 op = get_object ();
2732
2733 object_thawer thawer (filename);
2734
2735 if (thawer)
2736 load_object (thawer, op, 0);
2737
2738 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2739 CLEAR_FLAG (op, FLAG_REMOVED);
2740
2741 return op;
2742} 2424}
2743 2425
2744/* This returns the first object in who's inventory that 2426/* This returns the first object in who's inventory that
2745 * has the same type and subtype match. 2427 * has the same type and subtype match.
2746 * returns NULL if no match. 2428 * returns NULL if no match.
2747 */ 2429 */
2748object * 2430object *
2749find_obj_by_type_subtype (const object *who, int type, int subtype) 2431find_obj_by_type_subtype (const object *who, int type, int subtype)
2750{ 2432{
2751 object *
2752 tmp;
2753
2754 for (tmp = who->inv; tmp; tmp = tmp->below) 2433 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == type && tmp->subtype == subtype) 2434 if (tmp->type == type && tmp->subtype == subtype)
2756 return tmp; 2435 return tmp;
2757 2436
2758 return NULL; 2437 return 0;
2759} 2438}
2760 2439
2761/* If ob has a field named key, return the link from the list, 2440/* If ob has a field named key, return the link from the list,
2762 * otherwise return NULL. 2441 * otherwise return NULL.
2763 * 2442 *
2765 * do the desired thing. 2444 * do the desired thing.
2766 */ 2445 */
2767key_value * 2446key_value *
2768get_ob_key_link (const object *ob, const char *key) 2447get_ob_key_link (const object *ob, const char *key)
2769{ 2448{
2770 key_value *
2771 link;
2772
2773 for (link = ob->key_values; link != NULL; link = link->next) 2449 for (key_value *link = ob->key_values; link; link = link->next)
2774 {
2775 if (link->key == key) 2450 if (link->key == key)
2776 {
2777 return link; 2451 return link;
2778 }
2779 }
2780 2452
2781 return NULL; 2453 return 0;
2782} 2454}
2783 2455
2784/* 2456/*
2785 * Returns the value of op has an extra_field for key, or NULL. 2457 * Returns the value of op has an extra_field for key, or NULL.
2786 * 2458 *
2811 if (link->key == canonical_key) 2483 if (link->key == canonical_key)
2812 return link->value; 2484 return link->value;
2813 2485
2814 return 0; 2486 return 0;
2815} 2487}
2816
2817 2488
2818/* 2489/*
2819 * Updates the canonical_key in op to value. 2490 * Updates the canonical_key in op to value.
2820 * 2491 *
2821 * canonical_key is a shared string (value doesn't have to be). 2492 * canonical_key is a shared string (value doesn't have to be).
2826 * Returns TRUE on success. 2497 * Returns TRUE on success.
2827 */ 2498 */
2828int 2499int
2829set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2500set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2830{ 2501{
2831 key_value *
2832 field = NULL, *last = NULL; 2502 key_value *field = NULL, *last = NULL;
2833 2503
2834 for (field = op->key_values; field != NULL; field = field->next) 2504 for (field = op->key_values; field != NULL; field = field->next)
2835 { 2505 {
2836 if (field->key != canonical_key) 2506 if (field->key != canonical_key)
2837 { 2507 {
2865 /* IF we get here, key doesn't exist */ 2535 /* IF we get here, key doesn't exist */
2866 2536
2867 /* No field, we'll have to add it. */ 2537 /* No field, we'll have to add it. */
2868 2538
2869 if (!add_key) 2539 if (!add_key)
2870 {
2871 return FALSE; 2540 return FALSE;
2872 } 2541
2873 /* There isn't any good reason to store a null 2542 /* There isn't any good reason to store a null
2874 * value in the key/value list. If the archetype has 2543 * value in the key/value list. If the archetype has
2875 * this key, then we should also have it, so shouldn't 2544 * this key, then we should also have it, so shouldn't
2876 * be here. If user wants to store empty strings, 2545 * be here. If user wants to store empty strings,
2877 * should pass in "" 2546 * should pass in ""
2926 } 2595 }
2927 else 2596 else
2928 item = item->env; 2597 item = item->env;
2929} 2598}
2930 2599
2600
2601const char *
2602object::flag_desc (char *desc, int len) const
2603{
2604 char *p = desc;
2605 bool first = true;
2606
2607 *p = 0;
2608
2609 for (int i = 0; i < NUM_FLAGS; i++)
2610 {
2611 if (len <= 10) // magic constant!
2612 {
2613 snprintf (p, len, ",...");
2614 break;
2615 }
2616
2617 if (flag [i])
2618 {
2619 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2620 len -= cnt;
2621 p += cnt;
2622 first = false;
2623 }
2624 }
2625
2626 return desc;
2627}
2628
2931// return a suitable string describing an objetc in enough detail to find it 2629// return a suitable string describing an object in enough detail to find it
2932const char * 2630const char *
2933object::debug_desc (char *info) const 2631object::debug_desc (char *info) const
2934{ 2632{
2633 char flagdesc[512];
2935 char info2[256 * 3]; 2634 char info2[256 * 4];
2936 char *p = info; 2635 char *p = info;
2937 2636
2938 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2637 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2939 count, 2638 count, uuid.seq,
2940 &name, 2639 &name,
2941 title ? " " : "", 2640 title ? "\",title:\"" : "",
2942 title ? (const char *)title : ""); 2641 title ? (const char *)title : "",
2642 flag_desc (flagdesc, 512), type);
2943 2643
2944 if (env) 2644 if (env)
2945 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2645 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2946 2646
2947 if (map) 2647 if (map)
2948 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2648 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2949 2649
2950 return info; 2650 return info;
2951} 2651}
2952 2652
2953const char * 2653const char *
2954object::debug_desc () const 2654object::debug_desc () const
2955{ 2655{
2956 static char info[256 * 3]; 2656 static char info[3][256 * 4];
2657 static int info_idx;
2658
2957 return debug_desc (info); 2659 return debug_desc (info [++info_idx % 3]);
2958} 2660}
2959 2661
2662struct region *
2663object::region () const
2664{
2665 return map ? map->region (x, y)
2666 : region::default_region ();
2667}
2668
2669const materialtype_t *
2670object::dominant_material () const
2671{
2672 if (materialtype_t *mat = name_to_material (materialname))
2673 return mat;
2674
2675 // omfg this is slow, this has to be temporary :)
2676 shstr unknown ("unknown");
2677
2678 return name_to_material (unknown);
2679}
2680
2681void
2682object::open_container (object *new_container)
2683{
2684 if (container == new_container)
2685 return;
2686
2687 if (object *old_container = container)
2688 {
2689 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2690 return;
2691
2692#if 0
2693 // remove the "Close old_container" object.
2694 if (object *closer = old_container->inv)
2695 if (closer->type == CLOSE_CON)
2696 closer->destroy ();
2697#endif
2698
2699 old_container->flag [FLAG_APPLIED] = 0;
2700 container = 0;
2701
2702 esrv_update_item (UPD_FLAGS, this, old_container);
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2704 }
2705
2706 if (new_container)
2707 {
2708 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2709 return;
2710
2711 // TODO: this does not seem to serve any purpose anymore?
2712#if 0
2713 // insert the "Close Container" object.
2714 if (archetype *closer = new_container->other_arch)
2715 {
2716 object *closer = arch_to_object (new_container->other_arch);
2717 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2718 new_container->insert (closer);
2719 }
2720#endif
2721
2722 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2723
2724 new_container->flag [FLAG_APPLIED] = 1;
2725 container = new_container;
2726
2727 esrv_update_item (UPD_FLAGS, this, new_container);
2728 esrv_send_inventory (this, new_container);
2729 }
2730}
2731
2732

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