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Comparing deliantra/server/common/object.C (file contents):
Revision 1.63 by root, Tue Dec 12 20:53:02 2006 UTC vs.
Revision 1.150 by root, Tue May 15 19:07:15 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
36
37#include <bitset>
34 38
35int nrofallocobjects = 0; 39int nrofallocobjects = 0;
36static UUID uuid; 40static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
38 42
39object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
40 45
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 48};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
139 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
141 */ 146 */
142 147
143 /* For each field in wants, */ 148 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 150 {
146 key_value *has_field; 151 key_value *has_field;
147 152
148 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
183 * 188 *
184 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
187 * 192 *
188 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
189 * 194 *
190 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
191 * check weight 196 * check weight
192 */ 197 */
193
194bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
195{ 199{
196 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
198 return 0; 206 return 0;
199 207
200 if (ob1->speed != ob2->speed) 208 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 210 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 211 * used to store nrof).
206 */ 212 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 224
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 227
222 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 253 return 0;
254 254
255 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 256 * check all objects in the inventory.
257 */ 257 */
260 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 262 return 0;
263 263
264 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 266 return 0;
267 267
268 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 269 * if it is valid.
270 */ 270 */
279 279
280 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
282 * check? 282 * check?
283 */ 283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 285 return 0;
286 286
287 switch (ob1->type) 287 switch (ob1->type)
288 { 288 {
289 case SCROLL: 289 case SCROLL:
325sum_weight (object *op) 325sum_weight (object *op)
326{ 326{
327 long sum; 327 long sum;
328 object *inv; 328 object *inv;
329 329
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 331 {
332 if (inv->inv) 332 if (inv->inv)
333 sum_weight (inv); 333 sum_weight (inv);
334
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 336 }
336 337
337 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 355 op = op->env;
355 return op; 356 return op;
356} 357}
357 358
358/* 359/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 361 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
377 */ 363 */
378
379char * 364char *
380dump_object (object *op) 365dump_object (object *op)
381{ 366{
382 if (!op) 367 if (!op)
383 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
384 369
385 object_freezer freezer; 370 object_freezer freezer;
386 save_object (freezer, op, 3); 371 op->write (freezer);
387 return freezer.as_string (); 372 return freezer.as_string ();
388} 373}
389 374
390/* 375/*
391 * 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
408} 393}
409 394
410/* 395/*
411 * 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.
412 */ 397 */
413
414object * 398object *
415find_object (tag_t i) 399find_object (tag_t i)
416{ 400{
417 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
418 if (op->count == i) 402 if (op->count == i)
419 return op; 403 return op;
420 404
421 return 0; 405 return 0;
422} 406}
423 407
424/* 408/*
425 * 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.
426 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
428 */ 412 */
429
430object * 413object *
431find_object_name (const char *str) 414find_object_name (const char *str)
432{ 415{
433 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
434 object *op; 417 object *op;
435 418
436 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
437 if (op->name == str_) 420 if (op->name == str_)
438 break; 421 break;
439 422
440 return op; 423 return op;
441} 424}
467 owner = owner->owner; 450 owner = owner->owner;
468 451
469 this->owner = owner; 452 this->owner = owner;
470} 453}
471 454
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
472/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 521 * refcounts and freeing the links.
474 */ 522 */
475static void 523static void
476free_key_values (object *op) 524free_key_values (object *op)
477{ 525{
478 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
479 { 527 {
480 key_value *next = i->next; 528 key_value *next = i->next;
481 delete i; 529 delete i;
482 530
483 i = next; 531 i = next;
484 } 532 }
485 533
486 op->key_values = 0; 534 op->key_values = 0;
487} 535}
488 536
489void object::clear () 537object &
538object::operator =(const object &src)
490{ 539{
491 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
492 542
493 free_key_values (this); 543 *(object_copy *)this = src;
494 544
495 owner = 0; 545 flag [FLAG_FREED] = is_freed;
496 name = 0; 546 flag [FLAG_REMOVED] = is_removed;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548void
549copy_object (object *op2, object *op)
550{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558
559 if (is_removed)
560 SET_FLAG (op, FLAG_REMOVED);
561
562 if (op2->speed < 0)
563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
564 547
565 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
566 if (op2->key_values) 549 if (src.key_values)
567 { 550 {
568 key_value *tail = 0; 551 key_value *tail = 0;
569 key_value *i;
570
571 op->key_values = 0; 552 key_values = 0;
572 553
573 for (i = op2->key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
574 { 555 {
575 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
576 557
577 new_link->next = 0; 558 new_link->next = 0;
578 new_link->key = i->key; 559 new_link->key = i->key;
579 new_link->value = i->value; 560 new_link->value = i->value;
580 561
581 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
582 if (!op->key_values) 563 if (!key_values)
583 { 564 {
584 op->key_values = new_link; 565 key_values = new_link;
585 tail = new_link; 566 tail = new_link;
586 } 567 }
587 else 568 else
588 { 569 {
589 tail->next = new_link; 570 tail->next = new_link;
590 tail = new_link; 571 tail = new_link;
591 } 572 }
592 } 573 }
593 } 574 }
575}
594 576
595 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;
596} 621}
597 622
598/* 623/*
599 * 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
600 * 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
601 * 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.
602 */ 627 */
603
604void 628void
605update_turn_face (object *op) 629update_turn_face (object *op)
606{ 630{
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
608 return; 632 return;
633
609 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
610 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
611} 636}
612 637
613/* 638/*
614 * 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
615 * 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.
616 * 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.
617 */ 642 */
618void 643void
619update_ob_speed (object *op) 644object::set_speed (float speed)
620{ 645{
621 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
622
623 /* No reason putting the archetypes objects on the speed list,
624 * since they never really need to be updated.
625 */
626
627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 { 647 {
629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
630#ifdef MANY_CORES
631 abort ();
632#else
633 op->speed = 0; 649 speed = 0;
634#endif
635 }
636
637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 { 650 }
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
644 return;
645 651
646 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
647 * of the list. */
648 op->active_next = active_objects;
649 653
650 if (op->active_next != NULL) 654 if (has_active_speed ())
651 op->active_next->active_prev = op; 655 activate ();
652
653 active_objects = op;
654 }
655 else 656 else
656 { 657 deactivate ();
657 /* If not on the active list, nothing needs to be done */
658 if (!op->active_next && !op->active_prev && op != active_objects)
659 return;
660
661 if (op->active_prev == NULL)
662 {
663 active_objects = op->active_next;
664
665 if (op->active_next != NULL)
666 op->active_next->active_prev = NULL;
667 }
668 else
669 {
670 op->active_prev->active_next = op->active_next;
671
672 if (op->active_next)
673 op->active_next->active_prev = op->active_prev;
674 }
675
676 op->active_next = NULL;
677 op->active_prev = NULL;
678 }
679} 658}
680 659
681/* This function removes object 'op' from the list of active
682 * objects.
683 * This should only be used for style maps or other such
684 * reference maps where you don't want an object that isn't
685 * in play chewing up cpu time getting processed.
686 * The reverse of this is to call update_ob_speed, which
687 * will do the right thing based on the speed of the object.
688 */
689void
690remove_from_active_list (object *op)
691{
692 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op != active_objects)
694 return;
695
696 if (op->active_prev == NULL)
697 {
698 active_objects = op->active_next;
699 if (op->active_next != NULL)
700 op->active_next->active_prev = NULL;
701 }
702 else
703 {
704 op->active_prev->active_next = op->active_next;
705 if (op->active_next)
706 op->active_next->active_prev = op->active_prev;
707 }
708 op->active_next = NULL;
709 op->active_prev = NULL;
710}
711
712/* 660/*
713 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
715 * 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
716 * invisible object, etc...) 664 * invisible object, etc...)
717 * 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
718 * 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
719 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
720 * 668 *
721 * 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.
722 * For example, if the only thing that has changed is the face (due to
723 * an animation), we don't need to call update_position until that actually
724 * comes into view of a player. OTOH, many other things, like addition/removal
725 * of walls or living creatures may need us to update the flags now.
726 * current action are: 670 * current action are:
727 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
729 * 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
730 * 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.
731 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
732 */ 676 */
733
734void 677void
735update_object (object *op, int action) 678update_object (object *op, int action)
736{ 679{
737 int update_now = 0, flags;
738 MoveType move_on, move_off, move_block, move_slow;
739
740 if (op == NULL) 680 if (op == NULL)
741 { 681 {
742 /* this should never happen */ 682 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
744 return; 684 return;
745 } 685 }
746 686
747 if (op->env != NULL) 687 if (op->env)
748 { 688 {
749 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
750 * to do in this case. 690 * to do in this case.
751 */ 691 */
752 return; 692 return;
757 */ 697 */
758 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
759 return; 699 return;
760 700
761 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
762 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)
763 { 703 {
764 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
765#ifdef MANY_CORES 705#ifdef MANY_CORES
766 abort (); 706 abort ();
767#endif 707#endif
768 return; 708 return;
769 } 709 }
770 710
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 711 mapspace &m = op->ms ();
772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
777 712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
778 if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
779 { 716 {
717 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
781 update_now = 1;
782
783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 update_now = 1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
785 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
790 update_now = 1;
791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
793 update_now = 1;
794
795 if ((move_on | op->move_on) != move_on) 724 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 725 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 726 || (m.move_slow | op->move_slow) != m.move_slow
800
801 /* 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
802 * to have move_allow right now. 728 * to have move_allow right now.
803 */ 729 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
806 732 m.flags_ = 0;
807 if ((move_slow | op->move_slow) != move_slow)
808 update_now = 1;
809 } 733 }
810
811 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 736 * that is being removed.
814 */ 737 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 739 m.flags_ = 0;
817 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
819 else 742 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 744
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 745 if (op->more)
829 update_object (op->more, action); 746 update_object (op->more, action);
830}
831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846} 747}
847 748
848object::object () 749object::object ()
849{ 750{
850 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
853 face = blank_face; 754 face = blank_face;
854} 755}
855 756
856object::~object () 757object::~object ()
857{ 758{
759 unlink ();
760
858 free_key_values (this); 761 free_key_values (this);
859} 762}
860 763
764static int object_count;
765
861void object::link () 766void object::link ()
862{ 767{
863 count = ++ob_count; 768 assert (!index);//D
864 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
865 771
866 prev = 0; 772 refcnt_inc ();
867 next = object::first; 773 objects.insert (this);
868
869 if (object::first)
870 object::first->prev = this;
871
872 object::first = this;
873} 774}
874 775
875void object::unlink () 776void object::unlink ()
876{ 777{
877 if (this == object::first) 778 if (!index)
878 object::first = next; 779 return;
879 780
880 /* Remove this object from the list of used objects */ 781 objects.erase (this);
881 if (prev) prev->next = next; 782 refcnt_dec ();
882 if (next) next->prev = prev; 783}
883 784
884 prev = 0; 785void
885 next = 0; 786object::activate ()
787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
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 }
886} 890}
887 891
888object *object::create () 892object *object::create ()
889{ 893{
890 object *op = new object; 894 object *op = new object;
891 op->link (); 895 op->link ();
892 return op; 896 return op;
893} 897}
894 898
895/* 899void
896 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
897 * it from the list of used objects, and puts it on the list of
898 * free objects. The IS_FREED() flag is set in the object.
899 * The object must have been removed by remove_ob() first for
900 * this function to succeed.
901 *
902 * If destroy_inventory is set, free inventory as well. Else drop items in
903 * inventory to the ground.
904 */
905void object::destroy (bool destroy_inventory)
906{ 901{
907 if (QUERY_FLAG (this, FLAG_FREED)) 902 attachable::do_destroy ();
908 return;
909 903
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this); 908 remove_friendly_object (this);
912 909
913 if (!QUERY_FLAG (this, FLAG_REMOVED)) 910 if (!flag [FLAG_REMOVED])
914 remove (); 911 remove ();
915 912
916 SET_FLAG (this, FLAG_FREED); 913 destroy_inv (true);
917 914
918 if (more) 915 deactivate ();
919 { 916 unlink ();
920 more->destroy (destroy_inventory);
921 more = 0;
922 }
923 917
924 if (inv) 918 flag [FLAG_FREED] = 1;
925 {
926 /* Only if the space blocks everything do we not process -
927 * if some form of movement is allowed, let objects
928 * drop on that space.
929 */
930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
931 {
932 object *op = inv;
933
934 while (op)
935 {
936 object *tmp = op->below;
937 op->destroy (destroy_inventory);
938 op = tmp;
939 }
940 }
941 else
942 { /* Put objects in inventory onto this space */
943 object *op = inv;
944
945 while (op)
946 {
947 object *tmp = op->below;
948
949 op->remove ();
950
951 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
952 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
953 op->destroy (0);
954 else
955 {
956 op->x = x;
957 op->y = y;
958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
959 }
960
961 op = tmp;
962 }
963 }
964 }
965 919
966 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
967 { 921 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
969 923
973 927
974 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
975 freed_map->width = 3; 929 freed_map->width = 3;
976 freed_map->height = 3; 930 freed_map->height = 3;
977 931
978 freed_map->allocate (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
979 } 934 }
980 935
981 map = freed_map; 936 map = freed_map;
982 x = 1; 937 x = 1;
983 y = 1; 938 y = 1;
984 } 939 }
985 940
941 head = 0;
942
943 if (more)
944 {
945 more->destroy ();
946 more = 0;
947 }
948
986 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might have circular references to us
987 owner = 0; 950 owner = 0;
988 enemy = 0; 951 enemy = 0;
989 attacked_by = 0; 952 attacked_by = 0;
953}
990 954
991 // only relevant for players(?), but make sure of it anyways 955void
992 contr = 0; 956object::destroy (bool destroy_inventory)
957{
958 if (destroyed ())
959 return;
993 960
994 /* Remove object from the active list */ 961 if (destroy_inventory)
995 speed = 0; 962 destroy_inv (false);
996 update_ob_speed (this);
997 963
998 unlink (); 964 attachable::destroy ();
999
1000 mortals.push_back (this);
1001} 965}
1002 966
1003/* 967/*
1004 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1005 * 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)).
1021 * 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
1022 * 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
1023 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 989 * the previous environment.
1026 * Beware: This function is called from the editor as well!
1027 */ 990 */
1028void 991void
1029object::remove () 992object::do_remove ()
1030{ 993{
1031 object *tmp, *last = 0; 994 object *tmp, *last = 0;
1032 object *otmp; 995 object *otmp;
1033 996
1034 int check_walk_off;
1035
1036 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 return; 998 return;
1038 999
1039 SET_FLAG (this, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1040 1002
1041 if (more) 1003 if (more)
1042 more->remove (); 1004 more->remove ();
1043 1005
1044 /* 1006 /*
1054 1016
1055 /* 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
1056 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1057 * to save cpu time. 1019 * to save cpu time.
1058 */ 1020 */
1059 if ((otmp = is_player_inv (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))
1060 fix_player (otmp); 1022 otmp->update_stats ();
1061 1023
1062 if (above != NULL) 1024 if (above)
1063 above->below = below; 1025 above->below = below;
1064 else 1026 else
1065 env->inv = below; 1027 env->inv = below;
1066 1028
1067 if (below != NULL) 1029 if (below)
1068 below->above = above; 1030 below->above = above;
1069 1031
1070 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1071 * 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
1072 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1076 above = 0, below = 0; 1038 above = 0, below = 0;
1077 env = 0; 1039 env = 0;
1078 } 1040 }
1079 else if (map) 1041 else if (map)
1080 { 1042 {
1081 /* Re did the following section of code - it looks like it had 1043 if (type == PLAYER)
1082 * lots of logic for things we no longer care about
1083 */ 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1084 1057
1085 /* link the object above us */ 1058 /* link the object above us */
1086 if (above) 1059 if (above)
1087 above->below = below; 1060 above->below = below;
1088 else 1061 else
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1090 1063
1091 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1092 if (below) 1065 if (below)
1093 below->above = above; 1066 below->above = above;
1094 else 1067 else
1096 /* 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
1097 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1098 * evident 1071 * evident
1099 */ 1072 */
1100 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
1101 {
1102 char *dump = dump_object (this);
1103 LOG (llevError,
1104 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 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 ());
1105 free (dump);
1106 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump);
1108 free (dump);
1109 }
1110 1075
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1112 } 1077 }
1113 1078
1114 above = 0; 1079 above = 0;
1115 below = 0; 1080 below = 0;
1116 1081
1117 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1118 return; 1083 return;
1119 1084
1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1121 1086
1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1087 for (tmp = ms.bot; tmp; tmp = tmp->above)
1123 { 1088 {
1124 /* 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
1125 * being removed. 1090 * being removed.
1126 */ 1091 */
1127 1092
1131 * removed (most likely destroyed), update the player view 1096 * removed (most likely destroyed), update the player view
1132 * appropriately. 1097 * appropriately.
1133 */ 1098 */
1134 if (tmp->container == this) 1099 if (tmp->container == this)
1135 { 1100 {
1136 CLEAR_FLAG (this, FLAG_APPLIED); 1101 flag [FLAG_APPLIED] = 0;
1137 tmp->container = 0; 1102 tmp->container = 0;
1138 } 1103 }
1139 1104
1140 tmp->contr->socket.update_look = 1; 1105 if (tmp->contr->ns)
1106 tmp->contr->ns->floorbox_update ();
1141 } 1107 }
1142 1108
1143 /* See if player moving off should effect something */ 1109 /* See if object moving off should effect something */
1144 if (check_walk_off 1110 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1111 && ((move_type & tmp->move_off)
1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1147 { 1113 {
1148 move_apply (tmp, this, 0); 1114 move_apply (tmp, this, 0);
1150 if (destroyed ()) 1116 if (destroyed ())
1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1117 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1152 } 1118 }
1153 1119
1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1120 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1155 1121 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1156 if (tmp->above == tmp) 1122 if (tmp->above == tmp)
1157 tmp->above = 0; 1123 tmp->above = 0;
1158 1124
1159 last = tmp; 1125 last = tmp;
1160 } 1126 }
1161 1127
1162 /* 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?
1163 if (!last) 1130 if (!last)
1164 { 1131 map->at (x, y).flags_ = 0;
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position (map, x, y);
1172 }
1173 else 1132 else
1174 update_object (last, UP_OBJ_REMOVE); 1133 update_object (last, UP_OBJ_REMOVE);
1175 1134
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1135 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los (map, x, y); 1136 update_all_los (map, x, y);
1178 } 1137 }
1179} 1138}
1180 1139
1181/* 1140/*
1190merge_ob (object *op, object *top) 1149merge_ob (object *op, object *top)
1191{ 1150{
1192 if (!op->nrof) 1151 if (!op->nrof)
1193 return 0; 1152 return 0;
1194 1153
1195 if (top == NULL) 1154 if (top)
1196 for (top = op; top != NULL && top->above != NULL; top = top->above); 1155 for (top = op; top && top->above; top = top->above)
1156 ;
1197 1157
1198 for (; top != NULL; top = top->below) 1158 for (; top; top = top->below)
1199 { 1159 {
1200 if (top == op) 1160 if (top == op)
1201 continue; 1161 continue;
1202 if (CAN_MERGE (op, top)) 1162
1163 if (object::can_merge (op, top))
1203 { 1164 {
1204 top->nrof += op->nrof; 1165 top->nrof += op->nrof;
1205 1166
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1167/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1168 op->weight = 0; /* Don't want any adjustements now */
1208 op->remove ();
1209 op->destroy (0); 1169 op->destroy ();
1210 return top; 1170 return top;
1211 } 1171 }
1212 } 1172 }
1213 1173
1214 return 0; 1174 return 0;
1215} 1175}
1216 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
1217/* 1200/*
1218 * 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
1219 * job preparing multi-part monsters 1202 * job preparing multi-part monsters.
1220 */ 1203 */
1221object * 1204object *
1222insert_ob_in_map_at (object *op, maptile *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)
1223{ 1206{
1224 object *tmp;
1225
1226 if (op->head)
1227 op = op->head;
1228
1229 for (tmp = op; tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1230 { 1208 {
1231 tmp->x = x + tmp->arch->clone.x; 1209 tmp->x = x + tmp->arch->clone.x;
1232 tmp->y = y + tmp->arch->clone.y; 1210 tmp->y = y + tmp->arch->clone.y;
1233 } 1211 }
1234 1212
1253 * Return value: 1231 * Return value:
1254 * new object if 'op' was merged with other object 1232 * new object if 'op' was merged with other object
1255 * NULL if 'op' was destroyed 1233 * NULL if 'op' was destroyed
1256 * just 'op' otherwise 1234 * just 'op' otherwise
1257 */ 1235 */
1258
1259object * 1236object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1262 object *tmp, *top, *floor = NULL; 1241 object *tmp, *top, *floor = NULL;
1263 sint16 x, y;
1264 1242
1265 if (QUERY_FLAG (op, FLAG_FREED)) 1243 op->remove ();
1266 {
1267 LOG (llevError, "Trying to insert freed object!\n");
1268 return NULL;
1269 }
1270 1244
1271 if (m == NULL) 1245#if 0
1272 { 1246 if (!m->active != !op->active)
1273 char *dump = dump_object (op); 1247 if (m->active)
1274 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1248 op->activate_recursive ();
1275 free (dump); 1249 else
1276 return op; 1250 op->deactivate_recursive ();
1277 } 1251#endif
1278 1252
1279 if (out_of_map (m, op->x, op->y)) 1253 if (out_of_map (m, op->x, op->y))
1280 { 1254 {
1281 char *dump = dump_object (op);
1282 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1283#ifdef MANY_CORES 1256#ifdef MANY_CORES
1284 /* 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
1285 * 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
1286 * improperly inserted. 1259 * improperly inserted.
1287 */ 1260 */
1288 abort (); 1261 abort ();
1289#endif 1262#endif
1290 free (dump);
1291 return op; 1263 return op;
1292 } 1264 }
1293 1265
1294 if (!QUERY_FLAG (op, FLAG_REMOVED))
1295 {
1296 char *dump = dump_object (op);
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298 free (dump);
1299 return op;
1300 }
1301
1302 if (op->more != NULL)
1303 {
1304 /* The part may be on a different map. */
1305
1306 object *more = op->more; 1266 if (object *more = op->more)
1307 1267 {
1308 /* We really need the caller to normalize coordinates - if
1309 * we set the map, that doesn't work if the location is within
1310 * a map and this is straddling an edge. So only if coordinate
1311 * is clear wrong do we normalize it.
1312 */
1313 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 else if (!more->map)
1316 {
1317 /* For backwards compatibility - when not dealing with tiled maps,
1318 * more->map should always point to the parent.
1319 */
1320 more->map = m;
1321 }
1322
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1268 if (!insert_ob_in_map (more, m, originator, flag))
1324 { 1269 {
1325 if (!op->head) 1270 if (!op->head)
1326 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");
1327 1272
1328 return NULL; 1273 return 0;
1329 } 1274 }
1330 } 1275 }
1331 1276
1332 CLEAR_FLAG (op, FLAG_REMOVED); 1277 CLEAR_FLAG (op, FLAG_REMOVED);
1333 1278
1334 /* Ideally, the caller figures this out. However, it complicates a lot 1279 /* Ideally, the caller figures this out. However, it complicates a lot
1335 * 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
1336 * need extra work 1281 * need extra work
1337 */ 1282 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y); 1283 if (!xy_normalise (m, op->x, op->y))
1339 x = op->x; 1284 return 0;
1340 y = op->y; 1285
1286 op->map = m;
1287 mapspace &ms = op->ms ();
1341 1288
1342 /* this has to be done after we translate the coordinates. 1289 /* this has to be done after we translate the coordinates.
1343 */ 1290 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1291 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1292 for (tmp = ms.bot; tmp; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp)) 1293 if (object::can_merge (op, tmp))
1347 { 1294 {
1348 op->nrof += tmp->nrof; 1295 op->nrof += tmp->nrof;
1349 tmp->remove ();
1350 tmp->destroy (0); 1296 tmp->destroy ();
1351 } 1297 }
1352 1298
1353 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 */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1300 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1301
1368 op->below = originator->below; 1314 op->below = originator->below;
1369 1315
1370 if (op->below) 1316 if (op->below)
1371 op->below->above = op; 1317 op->below->above = op;
1372 else 1318 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1319 ms.bot = op;
1374 1320
1375 /* since *below* originator, no need to update top */ 1321 /* since *below* originator, no need to update top */
1376 originator->below = op; 1322 originator->below = op;
1377 } 1323 }
1378 else 1324 else
1379 { 1325 {
1326 top = ms.bot;
1327
1380 /* If there are other objects, then */ 1328 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1329 if ((!(flag & INS_MAP_LOAD)) && top)
1382 { 1330 {
1383 object *last = NULL; 1331 object *last = 0;
1384 1332
1385 /* 1333 /*
1386 * 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.
1387 * We've already dealt with merging if appropriate. 1335 * We've already dealt with merging if appropriate.
1388 * 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
1392 * 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
1393 * 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
1394 * 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
1395 * that flying non pickable objects are spell objects. 1343 * that flying non pickable objects are spell objects.
1396 */ 1344 */
1397 1345 for (top = ms.bot; top; top = top->above)
1398 while (top != NULL)
1399 { 1346 {
1400 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))
1401 floor = top; 1348 floor = top;
1402 1349
1403 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))
1406 top = top->below; 1353 top = top->below;
1407 break; 1354 break;
1408 } 1355 }
1409 1356
1410 last = top; 1357 last = top;
1411 top = top->above;
1412 } 1358 }
1413 1359
1414 /* 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 */
1415 top = last; 1361 top = last;
1416 1362
1418 * looks like instead of lots of conditions here. 1364 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1365 * makes things faster, and effectively the same result.
1420 */ 1366 */
1421 1367
1422 /* Have object 'fall below' other objects that block view. 1368 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1369 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1370 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1371 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1372 * stacking is a bit odd.
1427 */ 1373 */
1428 if (!(flag & INS_ON_TOP) && 1374 if (!(flag & INS_ON_TOP)
1429 (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))
1430 { 1377 {
1431 for (last = top; last != floor; last = last->below) 1378 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1380 break;
1381
1434 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1435 * 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
1436 * we can get inserted below this one, which requires we 1384 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1385 * set top to the object below us.
1438 */ 1386 */
1440 top = last->below; 1388 top = last->below;
1441 } 1389 }
1442 } /* If objects on this space */ 1390 } /* If objects on this space */
1443 1391
1444 if (flag & INS_MAP_LOAD) 1392 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y); 1393 top = ms.top;
1446 1394
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1396 top = floor;
1449 1397
1450 /* 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.
1451 */ 1399 */
1452 1400
1453 /* First object on this space */ 1401 /* First object on this space */
1454 if (!top) 1402 if (!top)
1455 { 1403 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1404 op->above = ms.bot;
1457 1405
1458 if (op->above) 1406 if (op->above)
1459 op->above->below = op; 1407 op->above->below = op;
1460 1408
1461 op->below = NULL; 1409 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1410 ms.bot = op;
1463 } 1411 }
1464 else 1412 else
1465 { /* get inserted into the stack above top */ 1413 { /* get inserted into the stack above top */
1466 op->above = top->above; 1414 op->above = top->above;
1467 1415
1470 1418
1471 op->below = top; 1419 op->below = top;
1472 top->above = op; 1420 top->above = op;
1473 } 1421 }
1474 1422
1475 if (op->above == NULL) 1423 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1424 ms.top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1425 } /* else not INS_BELOW_ORIGINATOR */
1478 1426
1479 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1428 {
1480 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;
1481 1435
1482 /* 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
1483 * it, so save a few ticks and start from there. 1437 * it, so save a few ticks and start from there.
1484 */ 1438 */
1485 if (!(flag & INS_MAP_LOAD)) 1439 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1440 if (object *pl = ms.player ())
1487 if (tmp->type == PLAYER) 1441 if (pl->contr->ns)
1488 tmp->contr->socket.update_look = 1; 1442 pl->contr->ns->floorbox_update ();
1489 1443
1490 /* If this object glows, it may affect lighting conditions that are 1444 /* If this object glows, it may affect lighting conditions that are
1491 * 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
1492 * 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
1493 * on the map will get recalculated. The players could very well 1447 * on the map will get recalculated. The players could very well
1494 * 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 -
1495 * this should get redone to only look for players within range, 1449 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1450 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1451 * of effect may be sufficient.
1498 */ 1452 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1453 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1454 update_all_los (op->map, op->x, op->y);
1501 1455
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1456 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1457 update_object (op, UP_OBJ_INSERT);
1504 1458
1459 INVOKE_OBJECT (INSERT, op);
1460
1505 /* 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,
1506 * we want to have update_look set above before calling this. 1462 * we want to have floorbox_update called before calling this.
1507 * 1463 *
1508 * check_move_on() must be after this because code called from 1464 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1465 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1466 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1467 * update_object().
1513 1469
1514 /* 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 */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1471 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 { 1472 {
1517 if (check_move_on (op, originator)) 1473 if (check_move_on (op, originator))
1518 return NULL; 1474 return 0;
1519 1475
1520 /* 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
1521 * walk on's. 1477 * walk on's.
1522 */ 1478 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1479 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1480 if (check_move_on (tmp, originator))
1525 return NULL; 1481 return 0;
1526 } 1482 }
1527 1483
1528 return op; 1484 return op;
1529} 1485}
1530 1486
1531/* this function inserts an object in the map, but if it 1487/* this function inserts an object in the map, but if it
1532 * 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.
1533 * 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.
1534 */ 1490 */
1535void 1491void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1492replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1493{
1538 object * 1494 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1495
1543 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1544 1497
1545 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)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548 {
1549 tmp->remove ();
1550 tmp->destroy (0); 1500 tmp->destroy ();
1551 }
1552 }
1553 1501
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1502 tmp1 = arch_to_object (archetype::find (arch_string));
1555 1503
1556 tmp1->x = op->x; 1504 tmp1->x = op->x;
1557 tmp1->y = op->y; 1505 tmp1->y = op->y;
1558 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);
1559} 1513}
1560 1514
1561/* 1515/*
1562 * 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
1563 * is returned contains nr objects, and the remaining parts contains 1517 * is returned contains nr objects, and the remaining parts contains
1564 * 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).
1565 * On failure, NULL is returned, and the reason put into the 1519 * On failure, NULL is returned, and the reason put into the
1566 * global static errmsg array. 1520 * global static errmsg array.
1567 */ 1521 */
1568
1569object * 1522object *
1570get_split_ob (object *orig_ob, uint32 nr) 1523get_split_ob (object *orig_ob, uint32 nr)
1571{ 1524{
1572 object * 1525 object *newob;
1573 newob;
1574 int
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1526 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1576 1527
1577 if (orig_ob->nrof < nr) 1528 if (orig_ob->nrof < nr)
1578 { 1529 {
1579 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);
1580 return NULL; 1531 return NULL;
1606 * 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
1607 * is subsequently removed and freed. 1558 * is subsequently removed and freed.
1608 * 1559 *
1609 * 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
1610 */ 1561 */
1611
1612object * 1562object *
1613decrease_ob_nr (object *op, uint32 i) 1563decrease_ob_nr (object *op, uint32 i)
1614{ 1564{
1615 object *tmp; 1565 object *tmp;
1616 player *pl;
1617 1566
1618 if (i == 0) /* objects with op->nrof require this check */ 1567 if (i == 0) /* objects with op->nrof require this check */
1619 return op; 1568 return op;
1620 1569
1621 if (i > op->nrof) 1570 if (i > op->nrof)
1622 i = op->nrof; 1571 i = op->nrof;
1623 1572
1624 if (QUERY_FLAG (op, FLAG_REMOVED)) 1573 if (QUERY_FLAG (op, FLAG_REMOVED))
1625 op->nrof -= i; 1574 op->nrof -= i;
1626 else if (op->env != NULL) 1575 else if (op->env)
1627 { 1576 {
1628 /* is this object in the players inventory, or sub container 1577 /* is this object in the players inventory, or sub container
1629 * therein? 1578 * therein?
1630 */ 1579 */
1631 tmp = is_player_inv (op->env); 1580 tmp = op->in_player ();
1632 /* nope. Is this a container the player has opened? 1581 /* nope. Is this a container the player has opened?
1633 * If so, set tmp to that player. 1582 * If so, set tmp to that player.
1634 * IMO, searching through all the players will mostly 1583 * IMO, searching through all the players will mostly
1635 * likely be quicker than following op->env to the map, 1584 * likely be quicker than following op->env to the map,
1636 * and then searching the map for a player. 1585 * and then searching the map for a player.
1637 */ 1586 */
1638 if (!tmp) 1587 if (!tmp)
1639 { 1588 for_all_players (pl)
1640 for (pl = first_player; pl; pl = pl->next)
1641 if (pl->ob->container == op->env) 1589 if (pl->ob->container == op->env)
1590 {
1591 tmp = pl->ob;
1642 break; 1592 break;
1643 if (pl)
1644 tmp = pl->ob;
1645 else
1646 tmp = NULL;
1647 } 1593 }
1648 1594
1649 if (i < op->nrof) 1595 if (i < op->nrof)
1650 { 1596 {
1651 sub_weight (op->env, op->weight * i); 1597 sub_weight (op->env, op->weight * i);
1652 op->nrof -= i; 1598 op->nrof -= i;
1653 if (tmp) 1599 if (tmp)
1654 {
1655 esrv_send_item (tmp, op); 1600 esrv_send_item (tmp, op);
1656 }
1657 } 1601 }
1658 else 1602 else
1659 { 1603 {
1660 op->remove (); 1604 op->remove ();
1661 op->nrof = 0; 1605 op->nrof = 0;
1662 if (tmp) 1606 if (tmp)
1663 {
1664 esrv_del_item (tmp->contr, op->count); 1607 esrv_del_item (tmp->contr, op->count);
1665 }
1666 } 1608 }
1667 } 1609 }
1668 else 1610 else
1669 { 1611 {
1670 object *above = op->above; 1612 object *above = op->above;
1676 op->remove (); 1618 op->remove ();
1677 op->nrof = 0; 1619 op->nrof = 0;
1678 } 1620 }
1679 1621
1680 /* Since we just removed op, op->above is null */ 1622 /* Since we just removed op, op->above is null */
1681 for (tmp = above; tmp != NULL; tmp = tmp->above) 1623 for (tmp = above; tmp; tmp = tmp->above)
1682 if (tmp->type == PLAYER) 1624 if (tmp->type == PLAYER)
1683 { 1625 {
1684 if (op->nrof) 1626 if (op->nrof)
1685 esrv_send_item (tmp, op); 1627 esrv_send_item (tmp, op);
1686 else 1628 else
1690 1632
1691 if (op->nrof) 1633 if (op->nrof)
1692 return op; 1634 return op;
1693 else 1635 else
1694 { 1636 {
1695 op->destroy (0); 1637 op->destroy ();
1696 return NULL; 1638 return 0;
1697 } 1639 }
1698} 1640}
1699 1641
1700/* 1642/*
1701 * add_weight(object, weight) adds the specified weight to an object, 1643 * add_weight(object, weight) adds the specified weight to an object,
1702 * and also updates how much the environment(s) is/are carrying. 1644 * and also updates how much the environment(s) is/are carrying.
1703 */ 1645 */
1704
1705void 1646void
1706add_weight (object *op, signed long weight) 1647add_weight (object *op, signed long weight)
1707{ 1648{
1708 while (op != NULL) 1649 while (op != NULL)
1709 { 1650 {
1741 * inside the object environment. 1682 * inside the object environment.
1742 * 1683 *
1743 * 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
1744 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1745 */ 1686 */
1746
1747object * 1687object *
1748object::insert (object *op) 1688object::insert (object *op)
1749{ 1689{
1750 object *tmp, *otmp; 1690 object *tmp, *otmp;
1751 1691
1761 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1701 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1762 CLEAR_FLAG (op, FLAG_REMOVED); 1702 CLEAR_FLAG (op, FLAG_REMOVED);
1763 if (op->nrof) 1703 if (op->nrof)
1764 { 1704 {
1765 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1705 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1766 if (CAN_MERGE (tmp, op)) 1706 if (object::can_merge (tmp, op))
1767 { 1707 {
1768 /* return the original object and remove inserted object 1708 /* return the original object and remove inserted object
1769 (client needs the original object) */ 1709 (client needs the original object) */
1770 tmp->nrof += op->nrof; 1710 tmp->nrof += op->nrof;
1771 /* Weight handling gets pretty funky. Since we are adding to 1711 /* Weight handling gets pretty funky. Since we are adding to
1789 add_weight (this, op->weight * op->nrof); 1729 add_weight (this, op->weight * op->nrof);
1790 } 1730 }
1791 else 1731 else
1792 add_weight (this, (op->weight + op->carrying)); 1732 add_weight (this, (op->weight + op->carrying));
1793 1733
1794 otmp = is_player_inv (this); 1734 otmp = this->in_player ();
1795 if (otmp && otmp->contr) 1735 if (otmp && otmp->contr)
1796 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1736 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1797 fix_player (otmp); 1737 otmp->update_stats ();
1798 1738
1799 op->map = NULL; 1739 op->map = 0;
1800 op->env = this; 1740 op->env = this;
1801 op->above = NULL; 1741 op->above = 0;
1802 op->below = NULL; 1742 op->below = 0;
1803 op->x = 0, op->y = 0; 1743 op->x = 0, op->y = 0;
1804 1744
1805 /* 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 */
1806 if ((op->glow_radius != 0) && map) 1746 if ((op->glow_radius != 0) && map)
1807 { 1747 {
1808#ifdef DEBUG_LIGHTS 1748#ifdef DEBUG_LIGHTS
1809 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);
1810#endif /* DEBUG_LIGHTS */ 1750#endif /* DEBUG_LIGHTS */
1811 if (MAP_DARKNESS (map)) 1751 if (map->darkness)
1812 update_all_los (map, x, y); 1752 update_all_los (map, x, y);
1813 } 1753 }
1814 1754
1815 /* 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.
1816 * It sure simplifies this function... 1756 * It sure simplifies this function...
1821 { 1761 {
1822 op->below = inv; 1762 op->below = inv;
1823 op->below->above = op; 1763 op->below->above = op;
1824 inv = op; 1764 inv = op;
1825 } 1765 }
1766
1767 INVOKE_OBJECT (INSERT, this);
1826 1768
1827 return op; 1769 return op;
1828} 1770}
1829 1771
1830/* 1772/*
1845 * 1787 *
1846 * 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
1847 * 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
1848 * on top. 1790 * on top.
1849 */ 1791 */
1850
1851int 1792int
1852check_move_on (object *op, object *originator) 1793check_move_on (object *op, object *originator)
1853{ 1794{
1854 object *tmp; 1795 object *tmp;
1855 maptile *m = op->map; 1796 maptile *m = op->map;
1882 1823
1883 /* The objects have to be checked from top to bottom. 1824 /* The objects have to be checked from top to bottom.
1884 * Hence, we first go to the top: 1825 * Hence, we first go to the top:
1885 */ 1826 */
1886 1827
1887 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)
1888 { 1829 {
1889 /* Trim the search when we find the first other spell effect 1830 /* Trim the search when we find the first other spell effect
1890 * 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,
1891 * we don't need to check all of them. 1832 * we don't need to check all of them.
1892 */ 1833 */
1910 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1911 ((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))
1912 { 1853 {
1913 1854
1914 float 1855 float
1915 diff = tmp->move_slow_penalty * FABS (op->speed); 1856 diff = tmp->move_slow_penalty * fabs (op->speed);
1916 1857
1917 if (op->type == PLAYER) 1858 if (op->type == PLAYER)
1918 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)) ||
1919 (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)))
1920 diff /= 4.0; 1861 diff /= 4.0;
1947/* 1888/*
1948 * present_arch(arch, map, x, y) searches for any objects with 1889 * present_arch(arch, map, x, y) searches for any objects with
1949 * a matching archetype at the given map and coordinates. 1890 * a matching archetype at the given map and coordinates.
1950 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
1951 */ 1892 */
1952
1953object * 1893object *
1954present_arch (const archetype *at, maptile *m, int x, int y) 1894present_arch (const archetype *at, maptile *m, int x, int y)
1955{ 1895{
1956 object *
1957 tmp;
1958
1959 if (m == NULL || out_of_map (m, x, y)) 1896 if (!m || out_of_map (m, x, y))
1960 { 1897 {
1961 LOG (llevError, "Present_arch called outside map.\n"); 1898 LOG (llevError, "Present_arch called outside map.\n");
1962 return NULL; 1899 return NULL;
1963 } 1900 }
1964 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)
1965 if (tmp->arch == at) 1903 if (tmp->arch == at)
1966 return tmp; 1904 return tmp;
1905
1967 return NULL; 1906 return NULL;
1968} 1907}
1969 1908
1970/* 1909/*
1971 * present(type, map, x, y) searches for any objects with 1910 * present(type, map, x, y) searches for any objects with
1972 * a matching type variable at the given map and coordinates. 1911 * a matching type variable at the given map and coordinates.
1973 * The first matching object is returned, or NULL if none. 1912 * The first matching object is returned, or NULL if none.
1974 */ 1913 */
1975
1976object * 1914object *
1977present (unsigned char type, maptile *m, int x, int y) 1915present (unsigned char type, maptile *m, int x, int y)
1978{ 1916{
1979 object *
1980 tmp;
1981
1982 if (out_of_map (m, x, y)) 1917 if (out_of_map (m, x, y))
1983 { 1918 {
1984 LOG (llevError, "Present called outside map.\n"); 1919 LOG (llevError, "Present called outside map.\n");
1985 return NULL; 1920 return NULL;
1986 } 1921 }
1987 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)
1988 if (tmp->type == type) 1924 if (tmp->type == type)
1989 return tmp; 1925 return tmp;
1926
1990 return NULL; 1927 return NULL;
1991} 1928}
1992 1929
1993/* 1930/*
1994 * present_in_ob(type, object) searches for any objects with 1931 * present_in_ob(type, object) searches for any objects with
1995 * a matching type variable in the inventory of the given object. 1932 * a matching type variable in the inventory of the given object.
1996 * The first matching object is returned, or NULL if none. 1933 * The first matching object is returned, or NULL if none.
1997 */ 1934 */
1998
1999object * 1935object *
2000present_in_ob (unsigned char type, const object *op) 1936present_in_ob (unsigned char type, const object *op)
2001{ 1937{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 if (tmp->type == type) 1939 if (tmp->type == type)
2007 return tmp; 1940 return tmp;
1941
2008 return NULL; 1942 return NULL;
2009} 1943}
2010 1944
2011/* 1945/*
2012 * present_in_ob (type, str, object) searches for any objects with 1946 * present_in_ob (type, str, object) searches for any objects with
2020 * 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
2021 * 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
2022 * 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
2023 * to be unique. 1957 * to be unique.
2024 */ 1958 */
2025
2026object * 1959object *
2027present_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)
2028{ 1961{
2029 object *
2030 tmp;
2031
2032 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2033 {
2034 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1963 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2035 return tmp; 1964 return tmp;
2036 } 1965
2037 return NULL; 1966 return 0;
2038} 1967}
2039 1968
2040/* 1969/*
2041 * present_arch_in_ob(archetype, object) searches for any objects with 1970 * present_arch_in_ob(archetype, object) searches for any objects with
2042 * a matching archetype in the inventory of the given object. 1971 * a matching archetype in the inventory of the given object.
2043 * The first matching object is returned, or NULL if none. 1972 * The first matching object is returned, or NULL if none.
2044 */ 1973 */
2045
2046object * 1974object *
2047present_arch_in_ob (const archetype *at, const object *op) 1975present_arch_in_ob (const archetype *at, const object *op)
2048{ 1976{
2049 object *
2050 tmp;
2051
2052 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2053 if (tmp->arch == at) 1978 if (tmp->arch == at)
2054 return tmp; 1979 return tmp;
1980
2055 return NULL; 1981 return NULL;
2056} 1982}
2057 1983
2058/* 1984/*
2059 * activate recursively a flag on an object inventory 1985 * activate recursively a flag on an object inventory
2060 */ 1986 */
2061void 1987void
2062flag_inv (object *op, int flag) 1988flag_inv (object *op, int flag)
2063{ 1989{
2064 object *
2065 tmp;
2066
2067 if (op->inv) 1990 if (op->inv)
2068 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1991 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2069 { 1992 {
2070 SET_FLAG (tmp, flag); 1993 SET_FLAG (tmp, flag);
2071 flag_inv (tmp, flag); 1994 flag_inv (tmp, flag);
2072 } 1995 }
2073} /* 1996}
1997
1998/*
2074 * desactivate recursively a flag on an object inventory 1999 * deactivate recursively a flag on an object inventory
2075 */ 2000 */
2076void 2001void
2077unflag_inv (object *op, int flag) 2002unflag_inv (object *op, int flag)
2078{ 2003{
2079 object *
2080 tmp;
2081
2082 if (op->inv) 2004 if (op->inv)
2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2084 { 2006 {
2085 CLEAR_FLAG (tmp, flag); 2007 CLEAR_FLAG (tmp, flag);
2086 unflag_inv (tmp, flag); 2008 unflag_inv (tmp, flag);
2087 } 2009 }
2088} 2010}
2091 * 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
2092 * all it's inventory (recursively). 2014 * all it's inventory (recursively).
2093 * 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
2094 * 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.
2095 */ 2017 */
2096
2097void 2018void
2098set_cheat (object *op) 2019set_cheat (object *op)
2099{ 2020{
2100 SET_FLAG (op, FLAG_WAS_WIZ); 2021 SET_FLAG (op, FLAG_WAS_WIZ);
2101 flag_inv (op, FLAG_WAS_WIZ); 2022 flag_inv (op, FLAG_WAS_WIZ);
2120 * 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
2121 * 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
2122 * 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
2123 * customized, changed states, etc. 2044 * customized, changed states, etc.
2124 */ 2045 */
2125
2126int 2046int
2127find_free_spot (const object *ob, maptile *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)
2128{ 2048{
2129 int
2130 i,
2131 index = 0, flag; 2049 int index = 0, flag;
2132 static int
2133 altern[SIZEOFFREE]; 2050 int altern[SIZEOFFREE];
2134 2051
2135 for (i = start; i < stop; i++) 2052 for (int i = start; i < stop; i++)
2136 { 2053 {
2137 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]);
2138 if (!flag) 2055 if (!flag)
2139 altern[index++] = i; 2056 altern [index++] = i;
2140 2057
2141 /* 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.
2142 * 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.
2143 * 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 -
2144 * 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
2145 * 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
2146 * to only the spaces immediately surrounding the target area, and 2063 * to only the spaces immediately surrounding the target area, and
2147 * won't look 2 spaces south of the target space. 2064 * won't look 2 spaces south of the target space.
2148 */ 2065 */
2149 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2066 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2150 stop = maxfree[i]; 2067 stop = maxfree[i];
2151 } 2068 }
2069
2152 if (!index) 2070 if (!index)
2153 return -1; 2071 return -1;
2072
2154 return altern[RANDOM () % index]; 2073 return altern [rndm (index)];
2155} 2074}
2156 2075
2157/* 2076/*
2158 * find_first_free_spot(archetype, maptile, x, y) works like 2077 * find_first_free_spot(archetype, maptile, x, y) works like
2159 * find_free_spot(), but it will search max number of squares. 2078 * find_free_spot(), but it will search max number of squares.
2160 * 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.
2161 * 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.
2162 */ 2081 */
2163
2164int 2082int
2165find_first_free_spot (const object *ob, maptile *m, int x, int y) 2083find_first_free_spot (const object *ob, maptile *m, int x, int y)
2166{ 2084{
2167 int
2168 i;
2169
2170 for (i = 0; i < SIZEOFFREE; i++) 2085 for (int i = 0; i < SIZEOFFREE; i++)
2171 {
2172 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]))
2173 return i; 2087 return i;
2174 } 2088
2175 return -1; 2089 return -1;
2176} 2090}
2177 2091
2178/* 2092/*
2179 * The function permute(arr, begin, end) randomly reorders the array 2093 * The function permute(arr, begin, end) randomly reorders the array
2180 * arr[begin..end-1]. 2094 * arr[begin..end-1].
2095 * now uses a fisher-yates shuffle, old permute was broken
2181 */ 2096 */
2182static void 2097static void
2183permute (int *arr, int begin, int end) 2098permute (int *arr, int begin, int end)
2184{ 2099{
2185 int 2100 arr += begin;
2186 i,
2187 j,
2188 tmp,
2189 len;
2190
2191 len = end - begin; 2101 end -= begin;
2192 for (i = begin; i < end; i++)
2193 {
2194 j = begin + RANDOM () % len;
2195 2102
2196 tmp = arr[i]; 2103 while (--end)
2197 arr[i] = arr[j]; 2104 swap (arr [end], arr [rndm (end + 1)]);
2198 arr[j] = tmp;
2199 }
2200} 2105}
2201 2106
2202/* new function to make monster searching more efficient, and effective! 2107/* new function to make monster searching more efficient, and effective!
2203 * This basically returns a randomized array (in the passed pointer) of 2108 * This basically returns a randomized array (in the passed pointer) of
2204 * 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
2207 * 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.
2208 */ 2113 */
2209void 2114void
2210get_search_arr (int *search_arr) 2115get_search_arr (int *search_arr)
2211{ 2116{
2212 int 2117 int i;
2213 i;
2214 2118
2215 for (i = 0; i < SIZEOFFREE; i++) 2119 for (i = 0; i < SIZEOFFREE; i++)
2216 {
2217 search_arr[i] = i; 2120 search_arr[i] = i;
2218 }
2219 2121
2220 permute (search_arr, 1, SIZEOFFREE1 + 1); 2122 permute (search_arr, 1, SIZEOFFREE1 + 1);
2221 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2123 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2222 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2124 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2223} 2125}
2232 * Perhaps incorrectly, but I'm making the assumption that exclude 2134 * Perhaps incorrectly, but I'm making the assumption that exclude
2233 * 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
2234 * 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
2235 * there is capable of. 2137 * there is capable of.
2236 */ 2138 */
2237
2238int 2139int
2239find_dir (maptile *m, int x, int y, object *exclude) 2140find_dir (maptile *m, int x, int y, object *exclude)
2240{ 2141{
2241 int
2242 i,
2243 max = SIZEOFFREE, mflags; 2142 int i, max = SIZEOFFREE, mflags;
2244 2143
2245 sint16 nx, ny; 2144 sint16 nx, ny;
2246 object * 2145 object *tmp;
2247 tmp;
2248 maptile * 2146 maptile *mp;
2249 mp;
2250 2147
2251 MoveType blocked, move_type; 2148 MoveType blocked, move_type;
2252 2149
2253 if (exclude && exclude->head) 2150 if (exclude && exclude->head)
2254 { 2151 {
2266 mp = m; 2163 mp = m;
2267 nx = x + freearr_x[i]; 2164 nx = x + freearr_x[i];
2268 ny = y + freearr_y[i]; 2165 ny = y + freearr_y[i];
2269 2166
2270 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2167 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2168
2271 if (mflags & P_OUT_OF_MAP) 2169 if (mflags & P_OUT_OF_MAP)
2272 {
2273 max = maxfree[i]; 2170 max = maxfree[i];
2274 }
2275 else 2171 else
2276 { 2172 {
2277 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2173 mapspace &ms = mp->at (nx, ny);
2174
2175 blocked = ms.move_block;
2278 2176
2279 if ((move_type & blocked) == move_type) 2177 if ((move_type & blocked) == move_type)
2280 {
2281 max = maxfree[i]; 2178 max = maxfree[i];
2282 }
2283 else if (mflags & P_IS_ALIVE) 2179 else if (mflags & P_IS_ALIVE)
2284 { 2180 {
2285 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2181 for (tmp = ms.bot; tmp; tmp = tmp->above)
2286 { 2182 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2287 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2183 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2288 {
2289 break; 2184 break;
2290 } 2185
2291 }
2292 if (tmp) 2186 if (tmp)
2293 {
2294 return freedir[i]; 2187 return freedir[i];
2295 }
2296 } 2188 }
2297 } 2189 }
2298 } 2190 }
2191
2299 return 0; 2192 return 0;
2300} 2193}
2301 2194
2302/* 2195/*
2303 * distance(object 1, object 2) will return the square of the 2196 * distance(object 1, object 2) will return the square of the
2304 * distance between the two given objects. 2197 * distance between the two given objects.
2305 */ 2198 */
2306
2307int 2199int
2308distance (const object *ob1, const object *ob2) 2200distance (const object *ob1, const object *ob2)
2309{ 2201{
2310 int
2311 i;
2312
2313 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);
2314 return i;
2315} 2203}
2316 2204
2317/* 2205/*
2318 * 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
2319 * 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
2320 * object, needs to travel toward it. 2208 * object, needs to travel toward it.
2321 */ 2209 */
2322
2323int 2210int
2324find_dir_2 (int x, int y) 2211find_dir_2 (int x, int y)
2325{ 2212{
2326 int 2213 int q;
2327 q;
2328 2214
2329 if (y) 2215 if (y)
2330 q = x * 100 / y; 2216 q = x * 100 / y;
2331 else if (x) 2217 else if (x)
2332 q = -300 * x; 2218 q = -300 * x;
2357 2243
2358 return 3; 2244 return 3;
2359} 2245}
2360 2246
2361/* 2247/*
2362 * absdir(int): Returns a number between 1 and 8, which represent
2363 * the "absolute" direction of a number (it actually takes care of
2364 * "overflow" in previous calculations of a direction).
2365 */
2366
2367int
2368absdir (int d)
2369{
2370 while (d < 1)
2371 d += 8;
2372 while (d > 8)
2373 d -= 8;
2374 return d;
2375}
2376
2377/*
2378 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2248 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2379 * between two directions (which are expected to be absolute (see absdir()) 2249 * between two directions (which are expected to be absolute (see absdir())
2380 */ 2250 */
2381
2382int 2251int
2383dirdiff (int dir1, int dir2) 2252dirdiff (int dir1, int dir2)
2384{ 2253{
2385 int 2254 int d;
2386 d;
2387 2255
2388 d = abs (dir1 - dir2); 2256 d = abs (dir1 - dir2);
2389 if (d > 4) 2257 if (d > 4)
2390 d = 8 - d; 2258 d = 8 - d;
2259
2391 return d; 2260 return d;
2392} 2261}
2393 2262
2394/* peterm: 2263/* peterm:
2395 * 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.
2398 * 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
2399 * 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.
2400 * 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
2401 * functions. 2270 * functions.
2402 */ 2271 */
2403
2404int
2405 reduction_dir[SIZEOFFREE][3] = { 2272int reduction_dir[SIZEOFFREE][3] = {
2406 {0, 0, 0}, /* 0 */ 2273 {0, 0, 0}, /* 0 */
2407 {0, 0, 0}, /* 1 */ 2274 {0, 0, 0}, /* 1 */
2408 {0, 0, 0}, /* 2 */ 2275 {0, 0, 0}, /* 2 */
2409 {0, 0, 0}, /* 3 */ 2276 {0, 0, 0}, /* 3 */
2410 {0, 0, 0}, /* 4 */ 2277 {0, 0, 0}, /* 4 */
2458 * find a path to that monster that we found. If not, 2325 * find a path to that monster that we found. If not,
2459 * we don't bother going toward it. Returns 1 if we 2326 * we don't bother going toward it. Returns 1 if we
2460 * can see a direct way to get it 2327 * can see a direct way to get it
2461 * Modified to be map tile aware -.MSW 2328 * Modified to be map tile aware -.MSW
2462 */ 2329 */
2463
2464
2465int 2330int
2466can_see_monsterP (maptile *m, int x, int y, int dir) 2331can_see_monsterP (maptile *m, int x, int y, int dir)
2467{ 2332{
2468 sint16 dx, dy; 2333 sint16 dx, dy;
2469 int
2470 mflags; 2334 int mflags;
2471 2335
2472 if (dir < 0) 2336 if (dir < 0)
2473 return 0; /* exit condition: invalid direction */ 2337 return 0; /* exit condition: invalid direction */
2474 2338
2475 dx = x + freearr_x[dir]; 2339 dx = x + freearr_x[dir];
2488 return 0; 2352 return 0;
2489 2353
2490 /* yes, can see. */ 2354 /* yes, can see. */
2491 if (dir < 9) 2355 if (dir < 9)
2492 return 1; 2356 return 1;
2357
2493 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2358 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2494 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]);
2495} 2361}
2496
2497
2498 2362
2499/* 2363/*
2500 * 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
2501 * picked up by the picker. Returnes 1 if it can be 2365 * picked up by the picker. Returnes 1 if it can be
2502 * picked up, otherwise 0. 2366 * picked up, otherwise 0.
2513 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2377 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2514 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2378 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2515 !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));
2516} 2380}
2517 2381
2518
2519/* 2382/*
2520 * create clone from object to another 2383 * create clone from object to another
2521 */ 2384 */
2522object * 2385object *
2523object_create_clone (object *asrc) 2386object_create_clone (object *asrc)
2532 src = src->head; 2395 src = src->head;
2533 2396
2534 prev = 0; 2397 prev = 0;
2535 for (part = src; part; part = part->more) 2398 for (part = src; part; part = part->more)
2536 { 2399 {
2537 tmp = get_object (); 2400 tmp = part->clone ();
2538 copy_object (part, tmp);
2539 tmp->x -= src->x; 2401 tmp->x -= src->x;
2540 tmp->y -= src->y; 2402 tmp->y -= src->y;
2541 2403
2542 if (!part->head) 2404 if (!part->head)
2543 { 2405 {
2544 dst = tmp; 2406 dst = tmp;
2545 tmp->head = 0; 2407 tmp->head = 0;
2546 } 2408 }
2547 else 2409 else
2548 {
2549 tmp->head = dst; 2410 tmp->head = dst;
2550 }
2551 2411
2552 tmp->more = 0; 2412 tmp->more = 0;
2553 2413
2554 if (prev) 2414 if (prev)
2555 prev->more = tmp; 2415 prev->more = tmp;
2559 2419
2560 for (item = src->inv; item; item = item->below) 2420 for (item = src->inv; item; item = item->below)
2561 insert_ob_in_ob (object_create_clone (item), dst); 2421 insert_ob_in_ob (object_create_clone (item), dst);
2562 2422
2563 return dst; 2423 return dst;
2564}
2565
2566/* GROS - Creates an object using a string representing its content. */
2567/* Basically, we save the content of the string to a temp file, then call */
2568/* load_object on it. I admit it is a highly inefficient way to make things, */
2569/* but it was simple to make and allows reusing the load_object function. */
2570/* Remember not to use load_object_str in a time-critical situation. */
2571/* Also remember that multiparts objects are not supported for now. */
2572
2573object *
2574load_object_str (const char *obstr)
2575{
2576 object *op;
2577 char filename[MAX_BUF];
2578
2579 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2580
2581 FILE *tempfile = fopen (filename, "w");
2582
2583 if (tempfile == NULL)
2584 {
2585 LOG (llevError, "Error - Unable to access load object temp file\n");
2586 return NULL;
2587 }
2588
2589 fprintf (tempfile, obstr);
2590 fclose (tempfile);
2591
2592 op = get_object ();
2593
2594 object_thawer thawer (filename);
2595
2596 if (thawer)
2597 load_object (thawer, op, 0);
2598
2599 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2600 CLEAR_FLAG (op, FLAG_REMOVED);
2601
2602 return op;
2603} 2424}
2604 2425
2605/* This returns the first object in who's inventory that 2426/* This returns the first object in who's inventory that
2606 * has the same type and subtype match. 2427 * has the same type and subtype match.
2607 * returns NULL if no match. 2428 * returns NULL if no match.
2608 */ 2429 */
2609object * 2430object *
2610find_obj_by_type_subtype (const object *who, int type, int subtype) 2431find_obj_by_type_subtype (const object *who, int type, int subtype)
2611{ 2432{
2612 object *tmp;
2613
2614 for (tmp = who->inv; tmp; tmp = tmp->below) 2433 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2615 if (tmp->type == type && tmp->subtype == subtype) 2434 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp; 2435 return tmp;
2617 2436
2618 return NULL; 2437 return 0;
2619} 2438}
2620 2439
2621/* 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,
2622 * otherwise return NULL. 2441 * otherwise return NULL.
2623 * 2442 *
2625 * do the desired thing. 2444 * do the desired thing.
2626 */ 2445 */
2627key_value * 2446key_value *
2628get_ob_key_link (const object *ob, const char *key) 2447get_ob_key_link (const object *ob, const char *key)
2629{ 2448{
2630 key_value *link;
2631
2632 for (link = ob->key_values; link != NULL; link = link->next) 2449 for (key_value *link = ob->key_values; link; link = link->next)
2633 if (link->key == key) 2450 if (link->key == key)
2634 return link; 2451 return link;
2635 2452
2636 return NULL; 2453 return 0;
2637} 2454}
2638 2455
2639/* 2456/*
2640 * 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.
2641 * 2458 *
2666 if (link->key == canonical_key) 2483 if (link->key == canonical_key)
2667 return link->value; 2484 return link->value;
2668 2485
2669 return 0; 2486 return 0;
2670} 2487}
2671
2672 2488
2673/* 2489/*
2674 * Updates the canonical_key in op to value. 2490 * Updates the canonical_key in op to value.
2675 * 2491 *
2676 * 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).
2681 * Returns TRUE on success. 2497 * Returns TRUE on success.
2682 */ 2498 */
2683int 2499int
2684set_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)
2685{ 2501{
2686 key_value *
2687 field = NULL, *last = NULL; 2502 key_value *field = NULL, *last = NULL;
2688 2503
2689 for (field = op->key_values; field != NULL; field = field->next) 2504 for (field = op->key_values; field != NULL; field = field->next)
2690 { 2505 {
2691 if (field->key != canonical_key) 2506 if (field->key != canonical_key)
2692 { 2507 {
2720 /* IF we get here, key doesn't exist */ 2535 /* IF we get here, key doesn't exist */
2721 2536
2722 /* No field, we'll have to add it. */ 2537 /* No field, we'll have to add it. */
2723 2538
2724 if (!add_key) 2539 if (!add_key)
2725 {
2726 return FALSE; 2540 return FALSE;
2727 } 2541
2728 /* There isn't any good reason to store a null 2542 /* There isn't any good reason to store a null
2729 * value in the key/value list. If the archetype has 2543 * value in the key/value list. If the archetype has
2730 * this key, then we should also have it, so shouldn't 2544 * this key, then we should also have it, so shouldn't
2731 * be here. If user wants to store empty strings, 2545 * be here. If user wants to store empty strings,
2732 * should pass in "" 2546 * should pass in ""
2781 } 2595 }
2782 else 2596 else
2783 item = item->env; 2597 item = item->env;
2784} 2598}
2785 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
2786// 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
2787const char * 2630const char *
2788object::debug_desc (char *info) const 2631object::debug_desc (char *info) const
2789{ 2632{
2633 char flagdesc[512];
2790 char info2[256 * 3]; 2634 char info2[256 * 4];
2791 char *p = info; 2635 char *p = info;
2792 2636
2793 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}",
2794 count, 2638 count, uuid.seq,
2795 &name, 2639 &name,
2796 title ? " " : "", 2640 title ? "\",title:\"" : "",
2797 title ? (const char *)title : ""); 2641 title ? (const char *)title : "",
2642 flag_desc (flagdesc, 512), type);
2798 2643
2799 if (env) 2644 if (env)
2800 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2645 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2801 2646
2802 if (map) 2647 if (map)
2803 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);
2804 2649
2805 return info; 2650 return info;
2806} 2651}
2807 2652
2808const char * 2653const char *
2809object::debug_desc () const 2654object::debug_desc () const
2810{ 2655{
2811 static char info[256 * 3]; 2656 static char info[3][256 * 4];
2657 static int info_idx;
2658
2812 return debug_desc (info); 2659 return debug_desc (info [++info_idx % 3]);
2813} 2660}
2814 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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