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Comparing deliantra/server/common/object.C (file contents):
Revision 1.41 by root, Thu Sep 14 01:12:28 2006 UTC vs.
Revision 1.172 by root, Wed Aug 1 20:44:11 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
35 37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 uuid.seq = uid;
110 write_uuid (); 112 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
185 * 187 *
186 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
189 * 191 *
190 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
200 return 0; 205 return 0;
201 206
202 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 210 * used to store nrof).
208 */ 211 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
262 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 261 return 0;
265 262
266 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 265 return 0;
269 266
270 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 268 * if it is valid.
272 */ 269 */
281 278
282 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
284 * check? 281 * check?
285 */ 282 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 284 return 0;
288 285
289 switch (ob1->type) 286 switch (ob1->type)
290 { 287 {
291 case SCROLL: 288 case SCROLL:
302 return 0; 299 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0; 301 return 0;
305 } 302 }
306 303
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
309 { 305 {
310 ob1->optimise (); 306 ob1->optimise ();
311 ob2->optimise (); 307 ob2->optimise ();
312 308
313 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
314 return 0; 311 return 0;
315 } 312 }
316 313
317 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
318 return 1; 315 return 1;
319} 316}
327sum_weight (object *op) 324sum_weight (object *op)
328{ 325{
329 long sum; 326 long sum;
330 object *inv; 327 object *inv;
331 328
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
333 { 330 {
334 if (inv->inv) 331 if (inv->inv)
335 sum_weight (inv); 332 sum_weight (inv);
333
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 } 335 }
338 336
339 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356 op = op->env; 354 op = op->env;
357 return op; 355 return op;
358} 356}
359 357
360/* 358/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 360 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
379 */ 362 */
380 363char *
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 364dump_object (object *op)
437{ 365{
438 if (op == NULL) 366 if (!op)
439 { 367 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 368
447void 369 object_freezer freezer;
448dump_all_objects (void) 370 op->write (freezer);
449{ 371 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 372}
458 373
459/* 374/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
477} 392}
478 393
479/* 394/*
480 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
481 */ 396 */
482
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 401 if (op->count == i)
490 break;
491 return op; 402 return op;
403
404 return 0;
492} 405}
493 406
494/* 407/*
495 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
498 */ 411 */
499
500object * 412object *
501find_object_name (const char *str) 413find_object_name (const char *str)
502{ 414{
503 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
504 object *op; 416 object *op;
505 417
506 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
507 if (op->name == str_) 419 if (op->name == str_)
508 break; 420 break;
509 421
510 return op; 422 return op;
511} 423}
512 424
513void 425void
514free_all_object_data () 426free_all_object_data ()
515{ 427{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 429}
539 430
540/* 431/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 433 * skill and experience objects.
558 owner = owner->owner; 449 owner = owner->owner;
559 450
560 this->owner = owner; 451 this->owner = owner;
561} 452}
562 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
563/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links. 521 * refcounts and freeing the links.
565 */ 522 */
566static void 523static void
567free_key_values (object *op) 524free_key_values (object *op)
568{ 525{
569 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
570 { 527 {
571 key_value *next = i->next; 528 key_value *next = i->next;
572 delete i; 529 delete i;
573 530
574 i = next; 531 i = next;
575 } 532 }
576 533
577 op->key_values = 0; 534 op->key_values = 0;
578} 535}
579 536
580void object::clear () 537object &
538object::operator =(const object &src)
581{ 539{
582 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
583 542
584 free_key_values (this); 543 *(object_copy *)this = src;
585 544
586 owner = 0; 545 flag [FLAG_FREED] = is_freed;
587 name = 0; 546 flag [FLAG_REMOVED] = is_removed;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/*
633 * copy object first frees everything allocated by the second object,
634 * and then copies the contends of the first object into the second
635 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object
638 * will point at garbage.
639 */
640void
641copy_object (object *op2, object *op)
642{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
645
646 op2->clone (op);
647
648 if (is_freed)
649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED);
652
653 if (op2->speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655 547
656 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
657 if (op2->key_values) 549 if (src.key_values)
658 { 550 {
659 key_value *tail = 0; 551 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 552 key_values = 0;
663 553
664 for (i = op2->key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
665 { 555 {
666 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
667 557
668 new_link->next = 0; 558 new_link->next = 0;
669 new_link->key = i->key; 559 new_link->key = i->key;
670 new_link->value = i->value; 560 new_link->value = i->value;
671 561
672 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
673 if (!op->key_values) 563 if (!key_values)
674 { 564 {
675 op->key_values = new_link; 565 key_values = new_link;
676 tail = new_link; 566 tail = new_link;
677 } 567 }
678 else 568 else
679 { 569 {
680 tail->next = new_link; 570 tail->next = new_link;
681 tail = new_link; 571 tail = new_link;
682 } 572 }
683 } 573 }
684 } 574 }
575}
685 576
686 update_ob_speed (op); 577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
613}
614
615object *
616object::clone ()
617{
618 object *neu = create ();
619 copy_to (neu);
620 return neu;
687} 621}
688 622
689/* 623/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 624 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 625 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 626 * be called to update the face variable, _and_ how it looks on the map.
693 */ 627 */
694
695void 628void
696update_turn_face (object *op) 629update_turn_face (object *op)
697{ 630{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 632 return;
633
700 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
702} 636}
703 637
704/* 638/*
705 * Updates the speed of an object. If the speed changes from 0 to another 639 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 640 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 641 * This function needs to be called whenever the speed of an object changes.
708 */ 642 */
709void 643void
710update_ob_speed (object *op) 644object::set_speed (float speed)
711{ 645{
712 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 647 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 649 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 650 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 651
737 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 653
741 if (op->active_next != NULL) 654 if (has_active_speed ())
742 op->active_next->active_prev = op; 655 activate ();
743
744 active_objects = op;
745 }
746 else 656 else
747 { 657 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 658}
771 659
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 660/*
804 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 663 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 664 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 665 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 666 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
811 * 668 *
812 * action is a hint of what the caller believes need to be done. 669 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 670 * current action are:
818 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 673 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 674 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
823 */ 676 */
824
825void 677void
826update_object (object *op, int action) 678update_object (object *op, int action)
827{ 679{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL) 680 if (op == NULL)
832 { 681 {
833 /* this should never happen */ 682 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 684 return;
836 } 685 }
837 686
838 if (op->env != NULL) 687 if (op->env)
839 { 688 {
840 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
841 * to do in this case. 690 * to do in this case.
842 */ 691 */
843 return; 692 return;
848 */ 697 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 699 return;
851 700
852 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 703 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 705#ifdef MANY_CORES
857 abort (); 706 abort ();
858#endif 707#endif
859 return; 708 return;
860 } 709 }
861 710
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 711 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
869 if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
870 { 716 {
717 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 724 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 725 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 726 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 728 * to have move_allow right now.
894 */ 729 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 732 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 733 }
901 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 736 * that is being removed.
904 */ 737 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 739 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
909 else 742 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 744
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 745 if (op->more)
919 update_object (op->more, action); 746 update_object (op->more, action);
920}
921
922static unordered_vector<object *> mortals;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 //printf ("free_mortal(%p,%ld,%ld)\n", *i, pticks, (*i)->count);//D
933 //freed.push_back (*i);//D
934 delete *i;
935 mortals.erase (i);
936 }
937
938 if (mortals.size() && 0)//D
939 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
940} 747}
941 748
942object::object () 749object::object ()
943{ 750{
944 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
945 752
946 expmul = 1.0; 753 expmul = 1.0;
947 face = blank_face; 754 face = blank_face;
948 attacked_by_count = -1;
949} 755}
950 756
951object::~object () 757object::~object ()
952{ 758{
759 unlink ();
760
953 free_key_values (this); 761 free_key_values (this);
954} 762}
955 763
764static int object_count;
765
956void object::link () 766void object::link ()
957{ 767{
958 count = ++ob_count; 768 assert (!index);//D
959 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
960 771
961 prev = 0; 772 refcnt_inc ();
962 next = objects; 773 objects.insert (this);
963
964 if (objects)
965 objects->prev = this;
966
967 objects = this;
968} 774}
969 775
970void object::unlink () 776void object::unlink ()
971{ 777{
972 //count = 0;//D 778 if (!index)
973 if (!prev && !next) return;//D 779 return;
974 780
975 if (this == objects) 781 objects.erase (this);
976 objects = next; 782 refcnt_dec ();
783}
977 784
978 /* Remove this object from the list of used objects */ 785void
979 if (prev) prev->next = next; 786object::activate ()
980 if (next) next->prev = prev; 787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
981 791
982 prev = 0; 792 if (has_active_speed ())
983 next = 0; 793 actives.insert (this);
794}
795
796void
797object::activate_recursive ()
798{
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803}
804
805/* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813void
814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840}
841
842/*
843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846void
847object::destroy_inv (bool drop_to_ground)
848{
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
866 {
867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy ();
871 }
872 }
873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
984} 890}
985 891
986object *object::create () 892object *object::create ()
987{ 893{
988 object *op;
989
990 if (freed.empty ())
991 op = new object; 894 object *op = new object;
992 else
993 {
994 // highly annoying, but the only way to get it stable right now
995 op = freed.back ();
996 freed.pop_back ();
997 op->~object ();
998 new ((void *) op) object;
999 }
1000
1001 op->link (); 895 op->link ();
1002 return op; 896 return op;
1003} 897}
1004 898
1005/* 899void
1006 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
1007 * it from the list of used objects, and puts it on the list of
1008 * free objects. The IS_FREED() flag is set in the object.
1009 * The object must have been removed by remove_ob() first for
1010 * this function to succeed.
1011 *
1012 * If free_inventory is set, free inventory as well. Else drop items in
1013 * inventory to the ground.
1014 */
1015void object::free (bool free_inventory)
1016{ 901{
1017 if (QUERY_FLAG (this, FLAG_FREED)) 902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this);
909
910 if (!flag [FLAG_REMOVED])
911 remove ();
912
913 destroy_inv (true);
914
915 deactivate ();
916 unlink ();
917
918 flag [FLAG_FREED] = 1;
919
920 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map;
937 x = 1;
938 y = 1;
939 }
940
941 if (more)
942 {
943 more->destroy ();
944 more = 0;
945 }
946
947 head = 0;
948
949 // clear those pointers that likely might cause circular references
950 owner = 0;
951 enemy = 0;
952 attacked_by = 0;
953 current_weapon = 0;
954}
955
956void
957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
1018 return; 960 return;
1019 961
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 962 if (destroy_inventory)
1021 remove_friendly_object (this); 963 destroy_inv (false);
1022 964
1023 if (!QUERY_FLAG (this, FLAG_REMOVED)) 965 if (sound_destroy)
1024 remove_ob (this); 966 play_sound (sound_destroy);
967 else if (flag [FLAG_MONSTER])
968 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1025 969
1026 SET_FLAG (this, FLAG_FREED); 970 attachable::destroy ();
1027
1028 //printf ("free(%p,%ld,%ld)\n", this, pticks, count);//D
1029
1030 if (more)
1031 {
1032 more->free (free_inventory);
1033 more = 0;
1034 }
1035
1036 if (inv)
1037 {
1038 /* Only if the space blocks everything do we not process -
1039 * if some form of movement is allowed, let objects
1040 * drop on that space.
1041 */
1042 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1043 {
1044 object *op = inv;
1045
1046 while (op)
1047 {
1048 object *tmp = op->below;
1049 op->free (free_inventory);
1050 op = tmp;
1051 }
1052 }
1053 else
1054 { /* Put objects in inventory onto this space */
1055 object *op = inv;
1056
1057 while (op)
1058 {
1059 object *tmp = op->below;
1060
1061 remove_ob (op);
1062
1063 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1064 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1065 free_object (op);
1066 else
1067 {
1068 op->x = x;
1069 op->y = y;
1070 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1071 }
1072
1073 op = tmp;
1074 }
1075 }
1076 }
1077
1078 owner = 0;
1079
1080 /* Remove object from the active list */
1081 speed = 0;
1082 update_ob_speed (this);
1083
1084 unlink ();
1085
1086 mortals.push_back (this);
1087} 971}
1088 972
1089/* 973/*
1090 * sub_weight() recursively (outwards) subtracts a number from the 974 * sub_weight() recursively (outwards) subtracts a number from the
1091 * weight of an object (and what is carried by it's environment(s)). 975 * weight of an object (and what is carried by it's environment(s)).
1092 */ 976 */
1093
1094void 977void
1095sub_weight (object *op, signed long weight) 978sub_weight (object *op, signed long weight)
1096{ 979{
1097 while (op != NULL) 980 while (op != NULL)
1098 { 981 {
1099 if (op->type == CONTAINER) 982 if (op->type == CONTAINER)
1100 {
1101 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 983 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1102 } 984
1103 op->carrying -= weight; 985 op->carrying -= weight;
1104 op = op->env; 986 op = op->env;
1105 } 987 }
1106} 988}
1107 989
1108/* remove_ob(op): 990/* op->remove ():
1109 * This function removes the object op from the linked list of objects 991 * This function removes the object op from the linked list of objects
1110 * which it is currently tied to. When this function is done, the 992 * which it is currently tied to. When this function is done, the
1111 * object will have no environment. If the object previously had an 993 * object will have no environment. If the object previously had an
1112 * environment, the x and y coordinates will be updated to 994 * environment, the x and y coordinates will be updated to
1113 * the previous environment. 995 * the previous environment.
1114 * Beware: This function is called from the editor as well!
1115 */ 996 */
1116
1117void 997void
1118remove_ob (object *op) 998object::do_remove ()
1119{ 999{
1000 object *tmp, *last = 0;
1120 object * 1001 object *otmp;
1121 tmp, *
1122 last = NULL;
1123 object *
1124 otmp;
1125 1002
1126 tag_t
1127 tag;
1128 int
1129 check_walk_off;
1130 mapstruct *
1131 m;
1132
1133 sint16
1134 x,
1135 y;
1136
1137 if (QUERY_FLAG (op, FLAG_REMOVED)) 1003 if (QUERY_FLAG (this, FLAG_REMOVED))
1138 return; 1004 return;
1139 1005
1140 SET_FLAG (op, FLAG_REMOVED); 1006 SET_FLAG (this, FLAG_REMOVED);
1007 INVOKE_OBJECT (REMOVE, this);
1141 1008
1142 if (op->more != NULL) 1009 if (more)
1143 remove_ob (op->more); 1010 more->remove ();
1144 1011
1145 /* 1012 /*
1146 * In this case, the object to be removed is in someones 1013 * In this case, the object to be removed is in someones
1147 * inventory. 1014 * inventory.
1148 */ 1015 */
1149 if (op->env != NULL) 1016 if (env)
1150 { 1017 {
1151 if (op->nrof) 1018 if (nrof)
1152 sub_weight (op->env, op->weight * op->nrof); 1019 sub_weight (env, weight * nrof);
1153 else 1020 else
1154 sub_weight (op->env, op->weight + op->carrying); 1021 sub_weight (env, weight + carrying);
1155 1022
1156 /* NO_FIX_PLAYER is set when a great many changes are being 1023 /* NO_FIX_PLAYER is set when a great many changes are being
1157 * made to players inventory. If set, avoiding the call 1024 * made to players inventory. If set, avoiding the call
1158 * to save cpu time. 1025 * to save cpu time.
1159 */ 1026 */
1160 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1027 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1161 fix_player (otmp); 1028 otmp->update_stats ();
1162 1029
1163 if (op->above != NULL) 1030 if (above)
1164 op->above->below = op->below; 1031 above->below = below;
1165 else 1032 else
1166 op->env->inv = op->below; 1033 env->inv = below;
1167 1034
1168 if (op->below != NULL) 1035 if (below)
1169 op->below->above = op->above; 1036 below->above = above;
1170 1037
1171 /* we set up values so that it could be inserted into 1038 /* we set up values so that it could be inserted into
1172 * the map, but we don't actually do that - it is up 1039 * the map, but we don't actually do that - it is up
1173 * to the caller to decide what we want to do. 1040 * to the caller to decide what we want to do.
1174 */ 1041 */
1175 op->x = op->env->x, op->y = op->env->y; 1042 x = env->x, y = env->y;
1176 op->map = op->env->map; 1043 map = env->map;
1177 op->above = NULL, op->below = NULL; 1044 above = 0, below = 0;
1178 op->env = NULL; 1045 env = 0;
1179 } 1046 }
1180 else if (op->map) 1047 else if (map)
1181 { 1048 {
1182 x = op->x; 1049 if (type == PLAYER)
1183 y = op->y;
1184 m = get_map_from_coord (op->map, &x, &y);
1185
1186 if (!m)
1187 { 1050 {
1188 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1051 // leaving a spot always closes any open container on the ground
1189 op->map->path, op->x, op->y); 1052 if (container && !container->env)
1190 /* in old days, we used to set x and y to 0 and continue. 1053 // this causes spurious floorbox updates, but it ensures
1191 * it seems if we get into this case, something is probablye 1054 // that the CLOSE event is being sent.
1192 * screwed up and should be fixed. 1055 close_container ();
1193 */ 1056
1194 abort (); 1057 --map->players;
1058 map->touch ();
1195 } 1059 }
1196 1060
1197 if (op->map != m) 1061 map->dirty = true;
1198 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1062 mapspace &ms = this->ms ();
1199 op->map->path, m->path, op->x, op->y, x, y);
1200
1201 /* Re did the following section of code - it looks like it had
1202 * lots of logic for things we no longer care about
1203 */
1204 1063
1205 /* link the object above us */ 1064 /* link the object above us */
1206 if (op->above) 1065 if (above)
1207 op->above->below = op->below; 1066 above->below = below;
1208 else 1067 else
1209 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1068 ms.top = below; /* we were top, set new top */
1210 1069
1211 /* Relink the object below us, if there is one */ 1070 /* Relink the object below us, if there is one */
1212 if (op->below) 1071 if (below)
1213 op->below->above = op->above; 1072 below->above = above;
1214 else 1073 else
1215 { 1074 {
1216 /* Nothing below, which means we need to relink map object for this space 1075 /* Nothing below, which means we need to relink map object for this space
1217 * use translated coordinates in case some oddness with map tiling is 1076 * use translated coordinates in case some oddness with map tiling is
1218 * evident 1077 * evident
1219 */ 1078 */
1220 if (GET_MAP_OB (m, x, y) != op) 1079 if (GET_MAP_OB (map, x, y) != this)
1221 {
1222 dump_object (op);
1223 LOG (llevError,
1224 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1080 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 ());
1225 dump_object (GET_MAP_OB (m, x, y));
1226 LOG (llevError, "%s\n", errmsg);
1227 }
1228 1081
1229 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1082 ms.bot = above; /* goes on above it. */
1230 } 1083 }
1231 1084
1232 op->above = 0; 1085 above = 0;
1233 op->below = 0; 1086 below = 0;
1234 1087
1235 if (op->map->in_memory == MAP_SAVING) 1088 if (map->in_memory == MAP_SAVING)
1236 return; 1089 return;
1237 1090
1238 tag = op->count; 1091 int check_walk_off = !flag [FLAG_NO_APPLY];
1239 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1240 1092
1241 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1093 for (tmp = ms.bot; tmp; tmp = tmp->above)
1242 { 1094 {
1243 /* No point updating the players look faces if he is the object 1095 /* No point updating the players look faces if he is the object
1244 * being removed. 1096 * being removed.
1245 */ 1097 */
1246 1098
1247 if (tmp->type == PLAYER && tmp != op) 1099 if (tmp->type == PLAYER && tmp != this)
1248 { 1100 {
1249 /* If a container that the player is currently using somehow gets 1101 /* If a container that the player is currently using somehow gets
1250 * removed (most likely destroyed), update the player view 1102 * removed (most likely destroyed), update the player view
1251 * appropriately. 1103 * appropriately.
1252 */ 1104 */
1253 if (tmp->container == op) 1105 if (tmp->container == this)
1254 { 1106 {
1255 CLEAR_FLAG (op, FLAG_APPLIED); 1107 flag [FLAG_APPLIED] = 0;
1256 tmp->container = NULL; 1108 tmp->container = 0;
1257 } 1109 }
1258 1110
1259 tmp->contr->socket.update_look = 1; 1111 if (tmp->contr->ns)
1112 tmp->contr->ns->floorbox_update ();
1260 } 1113 }
1261 1114
1262 /* See if player moving off should effect something */ 1115 /* See if object moving off should effect something */
1263 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1116 if (check_walk_off
1117 && ((move_type & tmp->move_off)
1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1264 { 1119 {
1265 move_apply (tmp, op, NULL); 1120 move_apply (tmp, this, 0);
1266 1121
1267 if (was_destroyed (op, tag)) 1122 if (destroyed ())
1268 {
1269 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1270 }
1271 } 1124 }
1272
1273 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1274
1275 if (tmp->above == tmp)
1276 tmp->above = NULL;
1277 1125
1278 last = tmp; 1126 last = tmp;
1279 } 1127 }
1280 1128
1281 /* last == NULL of there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1282 if (last == NULL) 1131 if (!last)
1283 { 1132 map->at (x, y).flags_ = 0;
1284 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1285 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1286 * those out anyways, and if there are any flags set right now, they won't
1287 * be correct anyways.
1288 */
1289 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1290 update_position (op->map, op->x, op->y);
1291 }
1292 else 1133 else
1293 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1294 1135
1295 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1296 update_all_los (op->map, op->x, op->y); 1137 update_all_los (map, x, y);
1297 } 1138 }
1298} 1139}
1299 1140
1300/* 1141/*
1301 * merge_ob(op,top): 1142 * merge_ob(op,top):
1309merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1310{ 1151{
1311 if (!op->nrof) 1152 if (!op->nrof)
1312 return 0; 1153 return 0;
1313 1154
1314 if (top == NULL) 1155 if (top)
1315 for (top = op; top != NULL && top->above != NULL; top = top->above); 1156 for (top = op; top && top->above; top = top->above)
1157 ;
1316 1158
1317 for (; top != NULL; top = top->below) 1159 for (; top; top = top->below)
1318 { 1160 {
1319 if (top == op) 1161 if (top == op)
1320 continue; 1162 continue;
1321 if (CAN_MERGE (op, top)) 1163
1164 if (object::can_merge (op, top))
1322 { 1165 {
1323 top->nrof += op->nrof; 1166 top->nrof += op->nrof;
1324 1167
1325/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1168/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1326 op->weight = 0; /* Don't want any adjustements now */ 1169 op->weight = 0; /* Don't want any adjustements now */
1327 remove_ob (op); 1170 op->destroy ();
1328 free_object (op);
1329 return top; 1171 return top;
1330 } 1172 }
1331 } 1173 }
1332 1174
1333 return NULL; 1175 return 0;
1334} 1176}
1335 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1336/* 1201/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1338 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1339 */ 1204 */
1340object * 1205object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1207{
1343 object *tmp;
1344
1345 if (op->head)
1346 op = op->head;
1347
1348 for (tmp = op; tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1209 {
1350 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1351 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1352 } 1212 }
1353 1213
1354 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1355} 1215}
1356 1216
1372 * Return value: 1232 * Return value:
1373 * new object if 'op' was merged with other object 1233 * new object if 'op' was merged with other object
1374 * NULL if 'op' was destroyed 1234 * NULL if 'op' was destroyed
1375 * just 'op' otherwise 1235 * just 'op' otherwise
1376 */ 1236 */
1377
1378object * 1237object *
1379insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1380{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1381 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1382 sint16 x, y;
1383 1243
1384 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1385 {
1386 LOG (llevError, "Trying to insert freed object!\n");
1387 return NULL;
1388 }
1389 1245
1390 if (m == NULL) 1246#if 0
1391 { 1247 if (!m->active != !op->active)
1392 dump_object (op); 1248 if (m->active)
1393 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1249 op->activate_recursive ();
1394 return op; 1250 else
1395 } 1251 op->deactivate_recursive ();
1252#endif
1396 1253
1397 if (out_of_map (m, op->x, op->y)) 1254 if (out_of_map (m, op->x, op->y))
1398 { 1255 {
1399 dump_object (op);
1400 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1401#ifdef MANY_CORES 1257#ifdef MANY_CORES
1402 /* Better to catch this here, as otherwise the next use of this object 1258 /* Better to catch this here, as otherwise the next use of this object
1403 * is likely to cause a crash. Better to find out where it is getting 1259 * is likely to cause a crash. Better to find out where it is getting
1404 * improperly inserted. 1260 * improperly inserted.
1405 */ 1261 */
1406 abort (); 1262 abort ();
1407#endif 1263#endif
1408 return op; 1264 return op;
1409 } 1265 }
1410 1266
1411 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1267 if (object *more = op->more)
1412 { 1268 if (!insert_ob_in_map (more, m, originator, flag))
1413 dump_object (op);
1414 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1415 return op; 1269 return 0;
1416 }
1417
1418 if (op->more != NULL)
1419 {
1420 /* The part may be on a different map. */
1421
1422 object *more = op->more;
1423
1424 /* We really need the caller to normalize coordinates - if
1425 * we set the map, that doesn't work if the location is within
1426 * a map and this is straddling an edge. So only if coordinate
1427 * is clear wrong do we normalize it.
1428 */
1429 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1430 more->map = get_map_from_coord (m, &more->x, &more->y);
1431 else if (!more->map)
1432 {
1433 /* For backwards compatibility - when not dealing with tiled maps,
1434 * more->map should always point to the parent.
1435 */
1436 more->map = m;
1437 }
1438
1439 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1440 {
1441 if (!op->head)
1442 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1443
1444 return NULL;
1445 }
1446 }
1447 1270
1448 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1449 1272
1450 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1451 * of areas of callers (eg, anything that uses find_free_spot would now 1274 * of areas of callers (eg, anything that uses find_free_spot would now
1452 * need extra work 1275 * need extra work
1453 */ 1276 */
1454 op->map = get_map_from_coord (m, &op->x, &op->y); 1277 if (!xy_normalise (m, op->x, op->y))
1455 x = op->x; 1278 return 0;
1456 y = op->y; 1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1457 1282
1458 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1459 */ 1284 */
1460 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1461 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1462 if (CAN_MERGE (op, tmp)) 1287 if (object::can_merge (op, tmp))
1463 { 1288 {
1464 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1465 remove_ob (tmp); 1290 tmp->destroy ();
1466 free_object (tmp);
1467 } 1291 }
1468 1292
1469 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1293 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1470 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1294 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1471 1295
1484 op->below = originator->below; 1308 op->below = originator->below;
1485 1309
1486 if (op->below) 1310 if (op->below)
1487 op->below->above = op; 1311 op->below->above = op;
1488 else 1312 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1313 ms.bot = op;
1490 1314
1491 /* since *below* originator, no need to update top */ 1315 /* since *below* originator, no need to update top */
1492 originator->below = op; 1316 originator->below = op;
1493 } 1317 }
1494 else 1318 else
1495 { 1319 {
1320 top = ms.bot;
1321
1496 /* If there are other objects, then */ 1322 /* If there are other objects, then */
1497 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1323 if ((!(flag & INS_MAP_LOAD)) && top)
1498 { 1324 {
1499 object *last = NULL; 1325 object *last = 0;
1500 1326
1501 /* 1327 /*
1502 * If there are multiple objects on this space, we do some trickier handling. 1328 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate. 1329 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if 1330 * Generally, we want to put the new object on top. But if
1508 * once we get to them. This reduces the need to traverse over all of 1334 * once we get to them. This reduces the need to traverse over all of
1509 * them when adding another one - this saves quite a bit of cpu time 1335 * them when adding another one - this saves quite a bit of cpu time
1510 * when lots of spells are cast in one area. Currently, it is presumed 1336 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects. 1337 * that flying non pickable objects are spell objects.
1512 */ 1338 */
1513 1339 for (top = ms.bot; top; top = top->above)
1514 while (top != NULL)
1515 { 1340 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1517 floor = top; 1342 floor = top;
1518 1343
1519 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1522 top = top->below; 1347 top = top->below;
1523 break; 1348 break;
1524 } 1349 }
1525 1350
1526 last = top; 1351 last = top;
1527 top = top->above;
1528 } 1352 }
1529 1353
1530 /* Don't want top to be NULL, so set it to the last valid object */ 1354 /* Don't want top to be NULL, so set it to the last valid object */
1531 top = last; 1355 top = last;
1532 1356
1534 * looks like instead of lots of conditions here. 1358 * looks like instead of lots of conditions here.
1535 * makes things faster, and effectively the same result. 1359 * makes things faster, and effectively the same result.
1536 */ 1360 */
1537 1361
1538 /* Have object 'fall below' other objects that block view. 1362 /* Have object 'fall below' other objects that block view.
1539 * Unless those objects are exits, type 66 1363 * Unless those objects are exits.
1540 * If INS_ON_TOP is used, don't do this processing 1364 * If INS_ON_TOP is used, don't do this processing
1541 * Need to find the object that in fact blocks view, otherwise 1365 * Need to find the object that in fact blocks view, otherwise
1542 * stacking is a bit odd. 1366 * stacking is a bit odd.
1543 */ 1367 */
1544 if (!(flag & INS_ON_TOP) && 1368 if (!(flag & INS_ON_TOP)
1545 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1369 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility))
1546 { 1371 {
1547 for (last = top; last != floor; last = last->below) 1372 for (last = top; last != floor; last = last->below)
1548 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1549 break; 1374 break;
1375
1550 /* Check to see if we found the object that blocks view, 1376 /* Check to see if we found the object that blocks view,
1551 * and make sure we have a below pointer for it so that 1377 * and make sure we have a below pointer for it so that
1552 * we can get inserted below this one, which requires we 1378 * we can get inserted below this one, which requires we
1553 * set top to the object below us. 1379 * set top to the object below us.
1554 */ 1380 */
1555 if (last && last->below && last != floor) 1381 if (last && last->below && last != floor)
1556 top = last->below; 1382 top = last->below;
1557 } 1383 }
1558 } /* If objects on this space */ 1384 } /* If objects on this space */
1559
1560 if (flag & INS_MAP_LOAD) 1385 if (flag & INS_MAP_LOAD)
1561 top = GET_MAP_TOP (op->map, op->x, op->y); 1386 top = ms.top;
1562 1387
1563 if (flag & INS_ABOVE_FLOOR_ONLY) 1388 if (flag & INS_ABOVE_FLOOR_ONLY)
1564 top = floor; 1389 top = floor;
1565 1390
1566 /* Top is the object that our object (op) is going to get inserted above. 1391 /* Top is the object that our object (op) is going to get inserted above.
1567 */ 1392 */
1568 1393
1569 /* First object on this space */ 1394 /* First object on this space */
1570 if (!top) 1395 if (!top)
1571 { 1396 {
1572 op->above = GET_MAP_OB (op->map, op->x, op->y); 1397 op->above = ms.bot;
1573 1398
1574 if (op->above) 1399 if (op->above)
1575 op->above->below = op; 1400 op->above->below = op;
1576 1401
1577 op->below = NULL; 1402 op->below = 0;
1578 SET_MAP_OB (op->map, op->x, op->y, op); 1403 ms.bot = op;
1579 } 1404 }
1580 else 1405 else
1581 { /* get inserted into the stack above top */ 1406 { /* get inserted into the stack above top */
1582 op->above = top->above; 1407 op->above = top->above;
1583 1408
1586 1411
1587 op->below = top; 1412 op->below = top;
1588 top->above = op; 1413 top->above = op;
1589 } 1414 }
1590 1415
1591 if (op->above == NULL) 1416 if (!op->above)
1592 SET_MAP_TOP (op->map, op->x, op->y, op); 1417 ms.top = op;
1593 } /* else not INS_BELOW_ORIGINATOR */ 1418 } /* else not INS_BELOW_ORIGINATOR */
1594 1419
1595 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1421 {
1596 op->contr->do_los = 1; 1422 op->contr->do_los = 1;
1423 ++op->map->players;
1424 op->map->touch ();
1425 }
1426
1427 op->map->dirty = true;
1597 1428
1598 /* If we have a floor, we know the player, if any, will be above 1429 /* If we have a floor, we know the player, if any, will be above
1599 * it, so save a few ticks and start from there. 1430 * it, so save a few ticks and start from there.
1600 */ 1431 */
1601 if (!(flag & INS_MAP_LOAD)) 1432 if (!(flag & INS_MAP_LOAD))
1602 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1433 if (object *pl = ms.player ())
1603 if (tmp->type == PLAYER) 1434 if (pl->contr->ns)
1604 tmp->contr->socket.update_look = 1; 1435 pl->contr->ns->floorbox_update ();
1605 1436
1606 /* If this object glows, it may affect lighting conditions that are 1437 /* If this object glows, it may affect lighting conditions that are
1607 * visible to others on this map. But update_all_los is really 1438 * visible to others on this map. But update_all_los is really
1608 * an inefficient way to do this, as it means los for all players 1439 * an inefficient way to do this, as it means los for all players
1609 * on the map will get recalculated. The players could very well 1440 * on the map will get recalculated. The players could very well
1610 * be far away from this change and not affected in any way - 1441 * be far away from this change and not affected in any way -
1611 * this should get redone to only look for players within range, 1442 * this should get redone to only look for players within range,
1612 * or just updating the P_NEED_UPDATE for spaces within this area 1443 * or just updating the P_UPTODATE for spaces within this area
1613 * of effect may be sufficient. 1444 * of effect may be sufficient.
1614 */ 1445 */
1615 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1446 if (op->map->darkness && (op->glow_radius != 0))
1616 update_all_los (op->map, op->x, op->y); 1447 update_all_los (op->map, op->x, op->y);
1617 1448
1618 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1619 update_object (op, UP_OBJ_INSERT); 1450 update_object (op, UP_OBJ_INSERT);
1620 1451
1452 INVOKE_OBJECT (INSERT, op);
1453
1621 /* Don't know if moving this to the end will break anything. However, 1454 /* Don't know if moving this to the end will break anything. However,
1622 * we want to have update_look set above before calling this. 1455 * we want to have floorbox_update called before calling this.
1623 * 1456 *
1624 * check_move_on() must be after this because code called from 1457 * check_move_on() must be after this because code called from
1625 * check_move_on() depends on correct map flags (so functions like 1458 * check_move_on() depends on correct map flags (so functions like
1626 * blocked() and wall() work properly), and these flags are updated by 1459 * blocked() and wall() work properly), and these flags are updated by
1627 * update_object(). 1460 * update_object().
1628 */ 1461 */
1629 1462
1630 /* if this is not the head or flag has been passed, don't check walk on status */ 1463 /* if this is not the head or flag has been passed, don't check walk on status */
1631 if (!(flag & INS_NO_WALK_ON) && !op->head) 1464 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1632 { 1465 {
1633 if (check_move_on (op, originator)) 1466 if (check_move_on (op, originator))
1634 return NULL; 1467 return 0;
1635 1468
1636 /* If we are a multi part object, lets work our way through the check 1469 /* If we are a multi part object, lets work our way through the check
1637 * walk on's. 1470 * walk on's.
1638 */ 1471 */
1639 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1472 for (object *tmp = op->more; tmp; tmp = tmp->more)
1640 if (check_move_on (tmp, originator)) 1473 if (check_move_on (tmp, originator))
1641 return NULL; 1474 return 0;
1642 } 1475 }
1643 1476
1644 return op; 1477 return op;
1645} 1478}
1646 1479
1647/* this function inserts an object in the map, but if it 1480/* this function inserts an object in the map, but if it
1648 * finds an object of its own type, it'll remove that one first. 1481 * finds an object of its own type, it'll remove that one first.
1649 * op is the object to insert it under: supplies x and the map. 1482 * op is the object to insert it under: supplies x and the map.
1650 */ 1483 */
1651void 1484void
1652replace_insert_ob_in_map (const char *arch_string, object *op) 1485replace_insert_ob_in_map (const char *arch_string, object *op)
1653{ 1486{
1654 object * 1487 object *tmp, *tmp1;
1655 tmp;
1656 object *
1657 tmp1;
1658 1488
1659 /* first search for itself and remove any old instances */ 1489 /* first search for itself and remove any old instances */
1660 1490
1661 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1662 {
1663 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1492 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1664 { 1493 tmp->destroy ();
1665 remove_ob (tmp);
1666 free_object (tmp);
1667 }
1668 }
1669 1494
1670 tmp1 = arch_to_object (find_archetype (arch_string)); 1495 tmp1 = arch_to_object (archetype::find (arch_string));
1671 1496
1672 tmp1->x = op->x; 1497 tmp1->x = op->x;
1673 tmp1->y = op->y; 1498 tmp1->y = op->y;
1674 insert_ob_in_map (tmp1, op->map, op, 0); 1499 insert_ob_in_map (tmp1, op->map, op, 0);
1500}
1501
1502object *
1503object::insert_at (object *where, object *originator, int flags)
1504{
1505 return where->map->insert (this, where->x, where->y, originator, flags);
1675} 1506}
1676 1507
1677/* 1508/*
1678 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1509 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1679 * is returned contains nr objects, and the remaining parts contains 1510 * is returned contains nr objects, and the remaining parts contains
1680 * the rest (or is removed and freed if that number is 0). 1511 * the rest (or is removed and freed if that number is 0).
1681 * On failure, NULL is returned, and the reason put into the 1512 * On failure, NULL is returned, and the reason put into the
1682 * global static errmsg array. 1513 * global static errmsg array.
1683 */ 1514 */
1684
1685object * 1515object *
1686get_split_ob (object *orig_ob, uint32 nr) 1516get_split_ob (object *orig_ob, uint32 nr)
1687{ 1517{
1688 object * 1518 object *newob;
1689 newob;
1690 int
1691 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1519 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1692 1520
1693 if (orig_ob->nrof < nr) 1521 if (orig_ob->nrof < nr)
1694 { 1522 {
1695 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1523 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1696 return NULL; 1524 return NULL;
1697 } 1525 }
1698 1526
1699 newob = object_create_clone (orig_ob); 1527 newob = object_create_clone (orig_ob);
1700 1528
1701 if ((orig_ob->nrof -= nr) < 1) 1529 if ((orig_ob->nrof -= nr) < 1)
1702 { 1530 orig_ob->destroy (1);
1703 if (!is_removed)
1704 remove_ob (orig_ob);
1705 free_object2 (orig_ob, 1);
1706 }
1707 else if (!is_removed) 1531 else if (!is_removed)
1708 { 1532 {
1709 if (orig_ob->env != NULL) 1533 if (orig_ob->env != NULL)
1710 sub_weight (orig_ob->env, orig_ob->weight * nr); 1534 sub_weight (orig_ob->env, orig_ob->weight * nr);
1711 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1535 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1726 * the amount of an object. If the amount reaches 0, the object 1550 * the amount of an object. If the amount reaches 0, the object
1727 * is subsequently removed and freed. 1551 * is subsequently removed and freed.
1728 * 1552 *
1729 * Return value: 'op' if something is left, NULL if the amount reached 0 1553 * Return value: 'op' if something is left, NULL if the amount reached 0
1730 */ 1554 */
1731
1732object * 1555object *
1733decrease_ob_nr (object *op, uint32 i) 1556decrease_ob_nr (object *op, uint32 i)
1734{ 1557{
1735 object *tmp; 1558 object *tmp;
1736 player *pl;
1737 1559
1738 if (i == 0) /* objects with op->nrof require this check */ 1560 if (i == 0) /* objects with op->nrof require this check */
1739 return op; 1561 return op;
1740 1562
1741 if (i > op->nrof) 1563 if (i > op->nrof)
1742 i = op->nrof; 1564 i = op->nrof;
1743 1565
1744 if (QUERY_FLAG (op, FLAG_REMOVED)) 1566 if (QUERY_FLAG (op, FLAG_REMOVED))
1745 op->nrof -= i; 1567 op->nrof -= i;
1746 else if (op->env != NULL) 1568 else if (op->env)
1747 { 1569 {
1748 /* is this object in the players inventory, or sub container 1570 /* is this object in the players inventory, or sub container
1749 * therein? 1571 * therein?
1750 */ 1572 */
1751 tmp = is_player_inv (op->env); 1573 tmp = op->in_player ();
1752 /* nope. Is this a container the player has opened? 1574 /* nope. Is this a container the player has opened?
1753 * If so, set tmp to that player. 1575 * If so, set tmp to that player.
1754 * IMO, searching through all the players will mostly 1576 * IMO, searching through all the players will mostly
1755 * likely be quicker than following op->env to the map, 1577 * likely be quicker than following op->env to the map,
1756 * and then searching the map for a player. 1578 * and then searching the map for a player.
1757 */ 1579 */
1758 if (!tmp) 1580 if (!tmp)
1759 { 1581 for_all_players (pl)
1760 for (pl = first_player; pl; pl = pl->next)
1761 if (pl->ob->container == op->env) 1582 if (pl->ob->container == op->env)
1583 {
1584 tmp = pl->ob;
1762 break; 1585 break;
1763 if (pl)
1764 tmp = pl->ob;
1765 else
1766 tmp = NULL;
1767 } 1586 }
1768 1587
1769 if (i < op->nrof) 1588 if (i < op->nrof)
1770 { 1589 {
1771 sub_weight (op->env, op->weight * i); 1590 sub_weight (op->env, op->weight * i);
1772 op->nrof -= i; 1591 op->nrof -= i;
1773 if (tmp) 1592 if (tmp)
1774 {
1775 esrv_send_item (tmp, op); 1593 esrv_send_item (tmp, op);
1776 }
1777 } 1594 }
1778 else 1595 else
1779 { 1596 {
1780 remove_ob (op); 1597 op->remove ();
1781 op->nrof = 0; 1598 op->nrof = 0;
1782 if (tmp) 1599 if (tmp)
1783 {
1784 esrv_del_item (tmp->contr, op->count); 1600 esrv_del_item (tmp->contr, op->count);
1785 }
1786 } 1601 }
1787 } 1602 }
1788 else 1603 else
1789 { 1604 {
1790 object *above = op->above; 1605 object *above = op->above;
1791 1606
1792 if (i < op->nrof) 1607 if (i < op->nrof)
1793 op->nrof -= i; 1608 op->nrof -= i;
1794 else 1609 else
1795 { 1610 {
1796 remove_ob (op); 1611 op->remove ();
1797 op->nrof = 0; 1612 op->nrof = 0;
1798 } 1613 }
1799 1614
1800 /* Since we just removed op, op->above is null */ 1615 /* Since we just removed op, op->above is null */
1801 for (tmp = above; tmp != NULL; tmp = tmp->above) 1616 for (tmp = above; tmp; tmp = tmp->above)
1802 if (tmp->type == PLAYER) 1617 if (tmp->type == PLAYER)
1803 { 1618 {
1804 if (op->nrof) 1619 if (op->nrof)
1805 esrv_send_item (tmp, op); 1620 esrv_send_item (tmp, op);
1806 else 1621 else
1810 1625
1811 if (op->nrof) 1626 if (op->nrof)
1812 return op; 1627 return op;
1813 else 1628 else
1814 { 1629 {
1815 free_object (op); 1630 op->destroy ();
1816 return NULL; 1631 return 0;
1817 } 1632 }
1818} 1633}
1819 1634
1820/* 1635/*
1821 * add_weight(object, weight) adds the specified weight to an object, 1636 * add_weight(object, weight) adds the specified weight to an object,
1822 * and also updates how much the environment(s) is/are carrying. 1637 * and also updates how much the environment(s) is/are carrying.
1823 */ 1638 */
1824
1825void 1639void
1826add_weight (object *op, signed long weight) 1640add_weight (object *op, signed long weight)
1827{ 1641{
1828 while (op != NULL) 1642 while (op != NULL)
1829 { 1643 {
1833 op->carrying += weight; 1647 op->carrying += weight;
1834 op = op->env; 1648 op = op->env;
1835 } 1649 }
1836} 1650}
1837 1651
1652object *
1653insert_ob_in_ob (object *op, object *where)
1654{
1655 if (!where)
1656 {
1657 char *dump = dump_object (op);
1658 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1659 free (dump);
1660 return op;
1661 }
1662
1663 if (where->head_ () != where)
1664 {
1665 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1666 where = where->head;
1667 }
1668
1669 return where->insert (op);
1670}
1671
1838/* 1672/*
1839 * insert_ob_in_ob(op,environment): 1673 * env->insert (op)
1840 * This function inserts the object op in the linked list 1674 * This function inserts the object op in the linked list
1841 * inside the object environment. 1675 * inside the object environment.
1842 * 1676 *
1843 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1844 * the inventory at the last position or next to other objects of the same
1845 * type.
1846 * Frank: Now sorted by type, archetype and magic!
1847 *
1848 * The function returns now pointer to inserted item, and return value can 1677 * The function returns now pointer to inserted item, and return value can
1849 * be != op, if items are merged. -Tero 1678 * be != op, if items are merged. -Tero
1850 */ 1679 */
1851
1852object * 1680object *
1853insert_ob_in_ob (object *op, object *where) 1681object::insert (object *op)
1854{ 1682{
1855 object * 1683 object *tmp, *otmp;
1856 tmp, *
1857 otmp;
1858 1684
1859 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1685 if (!QUERY_FLAG (op, FLAG_REMOVED))
1860 { 1686 op->remove ();
1861 dump_object (op);
1862 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863 return op;
1864 }
1865
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872
1873 if (where->head)
1874 {
1875 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1876 where = where->head;
1877 }
1878 1687
1879 if (op->more) 1688 if (op->more)
1880 { 1689 {
1881 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1882 return op; 1691 return op;
1884 1693
1885 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1694 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1886 CLEAR_FLAG (op, FLAG_REMOVED); 1695 CLEAR_FLAG (op, FLAG_REMOVED);
1887 if (op->nrof) 1696 if (op->nrof)
1888 { 1697 {
1889 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1698 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1890 if (CAN_MERGE (tmp, op)) 1699 if (object::can_merge (tmp, op))
1891 { 1700 {
1892 /* return the original object and remove inserted object 1701 /* return the original object and remove inserted object
1893 (client needs the original object) */ 1702 (client needs the original object) */
1894 tmp->nrof += op->nrof; 1703 tmp->nrof += op->nrof;
1895 /* Weight handling gets pretty funky. Since we are adding to 1704 /* Weight handling gets pretty funky. Since we are adding to
1896 * tmp->nrof, we need to increase the weight. 1705 * tmp->nrof, we need to increase the weight.
1897 */ 1706 */
1898 add_weight (where, op->weight * op->nrof); 1707 add_weight (this, op->weight * op->nrof);
1899 SET_FLAG (op, FLAG_REMOVED); 1708 SET_FLAG (op, FLAG_REMOVED);
1900 free_object (op); /* free the inserted object */ 1709 op->destroy (); /* free the inserted object */
1901 op = tmp; 1710 op = tmp;
1902 remove_ob (op); /* and fix old object's links */ 1711 op->remove (); /* and fix old object's links */
1903 CLEAR_FLAG (op, FLAG_REMOVED); 1712 CLEAR_FLAG (op, FLAG_REMOVED);
1904 break; 1713 break;
1905 } 1714 }
1906 1715
1907 /* I assume combined objects have no inventory 1716 /* I assume combined objects have no inventory
1908 * We add the weight - this object could have just been removed 1717 * We add the weight - this object could have just been removed
1909 * (if it was possible to merge). calling remove_ob will subtract 1718 * (if it was possible to merge). calling remove_ob will subtract
1910 * the weight, so we need to add it in again, since we actually do 1719 * the weight, so we need to add it in again, since we actually do
1911 * the linking below 1720 * the linking below
1912 */ 1721 */
1913 add_weight (where, op->weight * op->nrof); 1722 add_weight (this, op->weight * op->nrof);
1914 } 1723 }
1915 else 1724 else
1916 add_weight (where, (op->weight + op->carrying)); 1725 add_weight (this, (op->weight + op->carrying));
1917 1726
1918 otmp = is_player_inv (where); 1727 otmp = this->in_player ();
1919 if (otmp && otmp->contr != NULL) 1728 if (otmp && otmp->contr)
1920 {
1921 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1922 fix_player (otmp); 1730 otmp->update_stats ();
1923 }
1924 1731
1925 op->map = NULL; 1732 op->map = 0;
1926 op->env = where; 1733 op->env = this;
1927 op->above = NULL; 1734 op->above = 0;
1928 op->below = NULL; 1735 op->below = 0;
1929 op->x = 0, op->y = 0; 1736 op->x = 0, op->y = 0;
1930 1737
1931 /* reset the light list and los of the players on the map */ 1738 /* reset the light list and los of the players on the map */
1932 if ((op->glow_radius != 0) && where->map) 1739 if ((op->glow_radius != 0) && map)
1933 { 1740 {
1934#ifdef DEBUG_LIGHTS 1741#ifdef DEBUG_LIGHTS
1935 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1742 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1936#endif /* DEBUG_LIGHTS */ 1743#endif /* DEBUG_LIGHTS */
1937 if (MAP_DARKNESS (where->map)) 1744 if (map->darkness)
1938 update_all_los (where->map, where->x, where->y); 1745 update_all_los (map, x, y);
1939 } 1746 }
1940 1747
1941 /* Client has no idea of ordering so lets not bother ordering it here. 1748 /* Client has no idea of ordering so lets not bother ordering it here.
1942 * It sure simplifies this function... 1749 * It sure simplifies this function...
1943 */ 1750 */
1944 if (where->inv == NULL) 1751 if (!inv)
1945 where->inv = op; 1752 inv = op;
1946 else 1753 else
1947 { 1754 {
1948 op->below = where->inv; 1755 op->below = inv;
1949 op->below->above = op; 1756 op->below->above = op;
1950 where->inv = op; 1757 inv = op;
1951 } 1758 }
1759
1760 INVOKE_OBJECT (INSERT, this);
1761
1952 return op; 1762 return op;
1953} 1763}
1954 1764
1955/* 1765/*
1956 * Checks if any objects has a move_type that matches objects 1766 * Checks if any objects has a move_type that matches objects
1970 * 1780 *
1971 * MSW 2001-07-08: Check all objects on space, not just those below 1781 * MSW 2001-07-08: Check all objects on space, not just those below
1972 * object being inserted. insert_ob_in_map may not put new objects 1782 * object being inserted. insert_ob_in_map may not put new objects
1973 * on top. 1783 * on top.
1974 */ 1784 */
1975
1976int 1785int
1977check_move_on (object *op, object *originator) 1786check_move_on (object *op, object *originator)
1978{ 1787{
1979 object * 1788 object *tmp;
1980 tmp; 1789 maptile *m = op->map;
1981 tag_t
1982 tag;
1983 mapstruct *
1984 m = op->map;
1985 int
1986 x = op->x, y = op->y; 1790 int x = op->x, y = op->y;
1987 1791
1988 MoveType 1792 MoveType move_on, move_slow, move_block;
1989 move_on,
1990 move_slow,
1991 move_block;
1992 1793
1993 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1794 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1994 return 0; 1795 return 0;
1995
1996 tag = op->count;
1997 1796
1998 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1797 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1999 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1798 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2000 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1799 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2001 1800
2017 1816
2018 /* The objects have to be checked from top to bottom. 1817 /* The objects have to be checked from top to bottom.
2019 * Hence, we first go to the top: 1818 * Hence, we first go to the top:
2020 */ 1819 */
2021 1820
2022 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1821 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2023 { 1822 {
2024 /* Trim the search when we find the first other spell effect 1823 /* Trim the search when we find the first other spell effect
2025 * this helps performance so that if a space has 50 spell objects, 1824 * this helps performance so that if a space has 50 spell objects,
2026 * we don't need to check all of them. 1825 * we don't need to check all of them.
2027 */ 1826 */
2045 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2046 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2047 { 1846 {
2048 1847
2049 float 1848 float
2050 diff = tmp->move_slow_penalty * FABS (op->speed); 1849 diff = tmp->move_slow_penalty * fabs (op->speed);
2051 1850
2052 if (op->type == PLAYER) 1851 if (op->type == PLAYER)
2053 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1852 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2054 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1853 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2055 diff /= 4.0; 1854 diff /= 4.0;
2062 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1861 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2063 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1862 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2064 { 1863 {
2065 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
2066 1865
2067 if (was_destroyed (op, tag)) 1866 if (op->destroyed ())
2068 return 1; 1867 return 1;
2069 1868
2070 /* what the person/creature stepped onto has moved the object 1869 /* what the person/creature stepped onto has moved the object
2071 * someplace new. Don't process any further - if we did, 1870 * someplace new. Don't process any further - if we did,
2072 * have a feeling strange problems would result. 1871 * have a feeling strange problems would result.
2082/* 1881/*
2083 * present_arch(arch, map, x, y) searches for any objects with 1882 * present_arch(arch, map, x, y) searches for any objects with
2084 * a matching archetype at the given map and coordinates. 1883 * a matching archetype at the given map and coordinates.
2085 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
2086 */ 1885 */
2087
2088object * 1886object *
2089present_arch (const archetype *at, mapstruct *m, int x, int y) 1887present_arch (const archetype *at, maptile *m, int x, int y)
2090{ 1888{
2091 object *
2092 tmp;
2093
2094 if (m == NULL || out_of_map (m, x, y)) 1889 if (!m || out_of_map (m, x, y))
2095 { 1890 {
2096 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
2097 return NULL; 1892 return NULL;
2098 } 1893 }
2099 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1894
1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2100 if (tmp->arch == at) 1896 if (tmp->arch == at)
2101 return tmp; 1897 return tmp;
1898
2102 return NULL; 1899 return NULL;
2103} 1900}
2104 1901
2105/* 1902/*
2106 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
2107 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
2109 */ 1906 */
2110
2111object * 1907object *
2112present (unsigned char type, mapstruct *m, int x, int y) 1908present (unsigned char type, maptile *m, int x, int y)
2113{ 1909{
2114 object *
2115 tmp;
2116
2117 if (out_of_map (m, x, y)) 1910 if (out_of_map (m, x, y))
2118 { 1911 {
2119 LOG (llevError, "Present called outside map.\n"); 1912 LOG (llevError, "Present called outside map.\n");
2120 return NULL; 1913 return NULL;
2121 } 1914 }
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1915
1916 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2123 if (tmp->type == type) 1917 if (tmp->type == type)
2124 return tmp; 1918 return tmp;
1919
2125 return NULL; 1920 return NULL;
2126} 1921}
2127 1922
2128/* 1923/*
2129 * present_in_ob(type, object) searches for any objects with 1924 * present_in_ob(type, object) searches for any objects with
2130 * a matching type variable in the inventory of the given object. 1925 * a matching type variable in the inventory of the given object.
2131 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2132 */ 1927 */
2133
2134object * 1928object *
2135present_in_ob (unsigned char type, const object *op) 1929present_in_ob (unsigned char type, const object *op)
2136{ 1930{
2137 object *
2138 tmp;
2139
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 if (tmp->type == type) 1932 if (tmp->type == type)
2142 return tmp; 1933 return tmp;
1934
2143 return NULL; 1935 return NULL;
2144} 1936}
2145 1937
2146/* 1938/*
2147 * present_in_ob (type, str, object) searches for any objects with 1939 * present_in_ob (type, str, object) searches for any objects with
2155 * str is the string to match against. Note that we match against 1947 * str is the string to match against. Note that we match against
2156 * the object name, not the archetype name. this is so that the 1948 * the object name, not the archetype name. this is so that the
2157 * spell code can use one object type (force), but change it's name 1949 * spell code can use one object type (force), but change it's name
2158 * to be unique. 1950 * to be unique.
2159 */ 1951 */
2160
2161object * 1952object *
2162present_in_ob_by_name (int type, const char *str, const object *op) 1953present_in_ob_by_name (int type, const char *str, const object *op)
2163{ 1954{
2164 object *
2165 tmp;
2166
2167 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2168 {
2169 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1956 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2170 return tmp; 1957 return tmp;
2171 } 1958
2172 return NULL; 1959 return 0;
2173} 1960}
2174 1961
2175/* 1962/*
2176 * present_arch_in_ob(archetype, object) searches for any objects with 1963 * present_arch_in_ob(archetype, object) searches for any objects with
2177 * a matching archetype in the inventory of the given object. 1964 * a matching archetype in the inventory of the given object.
2178 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
2179 */ 1966 */
2180
2181object * 1967object *
2182present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
2183{ 1969{
2184 object *
2185 tmp;
2186
2187 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2188 if (tmp->arch == at) 1971 if (tmp->arch == at)
2189 return tmp; 1972 return tmp;
1973
2190 return NULL; 1974 return NULL;
2191} 1975}
2192 1976
2193/* 1977/*
2194 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
2195 */ 1979 */
2196void 1980void
2197flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
2198{ 1982{
2199 object *
2200 tmp;
2201
2202 if (op->inv) 1983 if (op->inv)
2203 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1984 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2204 { 1985 {
2205 SET_FLAG (tmp, flag); 1986 SET_FLAG (tmp, flag);
2206 flag_inv (tmp, flag); 1987 flag_inv (tmp, flag);
2207 } 1988 }
2208} /* 1989}
1990
1991/*
2209 * desactivate recursively a flag on an object inventory 1992 * deactivate recursively a flag on an object inventory
2210 */ 1993 */
2211void 1994void
2212unflag_inv (object *op, int flag) 1995unflag_inv (object *op, int flag)
2213{ 1996{
2214 object *
2215 tmp;
2216
2217 if (op->inv) 1997 if (op->inv)
2218 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2219 { 1999 {
2220 CLEAR_FLAG (tmp, flag); 2000 CLEAR_FLAG (tmp, flag);
2221 unflag_inv (tmp, flag); 2001 unflag_inv (tmp, flag);
2222 } 2002 }
2223}
2224
2225/*
2226 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2227 * all it's inventory (recursively).
2228 * If checksums are used, a player will get set_cheat called for
2229 * him/her-self and all object carried by a call to this function.
2230 */
2231
2232void
2233set_cheat (object *op)
2234{
2235 SET_FLAG (op, FLAG_WAS_WIZ);
2236 flag_inv (op, FLAG_WAS_WIZ);
2237} 2003}
2238 2004
2239/* 2005/*
2240 * find_free_spot(object, map, x, y, start, stop) will search for 2006 * find_free_spot(object, map, x, y, start, stop) will search for
2241 * a spot at the given map and coordinates which will be able to contain 2007 * a spot at the given map and coordinates which will be able to contain
2255 * because arch_blocked (now ob_blocked) needs to know the movement type 2021 * because arch_blocked (now ob_blocked) needs to know the movement type
2256 * to know if the space in question will block the object. We can't use 2022 * to know if the space in question will block the object. We can't use
2257 * the archetype because that isn't correct if the monster has been 2023 * the archetype because that isn't correct if the monster has been
2258 * customized, changed states, etc. 2024 * customized, changed states, etc.
2259 */ 2025 */
2260
2261int 2026int
2262find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2027find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2263{ 2028{
2264 int
2265 i,
2266 index = 0, flag; 2029 int index = 0, flag;
2267 static int
2268 altern[SIZEOFFREE]; 2030 int altern[SIZEOFFREE];
2269 2031
2270 for (i = start; i < stop; i++) 2032 for (int i = start; i < stop; i++)
2271 { 2033 {
2272 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2034 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2273 if (!flag) 2035 if (!flag)
2274 altern[index++] = i; 2036 altern [index++] = i;
2275 2037
2276 /* Basically, if we find a wall on a space, we cut down the search size. 2038 /* Basically, if we find a wall on a space, we cut down the search size.
2277 * In this way, we won't return spaces that are on another side of a wall. 2039 * In this way, we won't return spaces that are on another side of a wall.
2278 * This mostly work, but it cuts down the search size in all directions - 2040 * This mostly work, but it cuts down the search size in all directions -
2279 * if the space being examined only has a wall to the north and empty 2041 * if the space being examined only has a wall to the north and empty
2280 * spaces in all the other directions, this will reduce the search space 2042 * spaces in all the other directions, this will reduce the search space
2281 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
2282 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
2283 */ 2045 */
2284 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2046 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2285 stop = maxfree[i]; 2047 stop = maxfree[i];
2286 } 2048 }
2049
2287 if (!index) 2050 if (!index)
2288 return -1; 2051 return -1;
2052
2289 return altern[RANDOM () % index]; 2053 return altern [rndm (index)];
2290} 2054}
2291 2055
2292/* 2056/*
2293 * find_first_free_spot(archetype, mapstruct, x, y) works like 2057 * find_first_free_spot(archetype, maptile, x, y) works like
2294 * find_free_spot(), but it will search max number of squares. 2058 * find_free_spot(), but it will search max number of squares.
2295 * But it will return the first available spot, not a random choice. 2059 * But it will return the first available spot, not a random choice.
2296 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2060 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2297 */ 2061 */
2298
2299int 2062int
2300find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2063find_first_free_spot (const object *ob, maptile *m, int x, int y)
2301{ 2064{
2302 int
2303 i;
2304
2305 for (i = 0; i < SIZEOFFREE; i++) 2065 for (int i = 0; i < SIZEOFFREE; i++)
2306 {
2307 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2066 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2308 return i; 2067 return i;
2309 } 2068
2310 return -1; 2069 return -1;
2311} 2070}
2312 2071
2313/* 2072/*
2314 * The function permute(arr, begin, end) randomly reorders the array 2073 * The function permute(arr, begin, end) randomly reorders the array
2315 * arr[begin..end-1]. 2074 * arr[begin..end-1].
2075 * now uses a fisher-yates shuffle, old permute was broken
2316 */ 2076 */
2317static void 2077static void
2318permute (int *arr, int begin, int end) 2078permute (int *arr, int begin, int end)
2319{ 2079{
2320 int 2080 arr += begin;
2321 i,
2322 j,
2323 tmp,
2324 len;
2325
2326 len = end - begin; 2081 end -= begin;
2327 for (i = begin; i < end; i++)
2328 {
2329 j = begin + RANDOM () % len;
2330 2082
2331 tmp = arr[i]; 2083 while (--end)
2332 arr[i] = arr[j]; 2084 swap (arr [end], arr [rndm (end + 1)]);
2333 arr[j] = tmp;
2334 }
2335} 2085}
2336 2086
2337/* new function to make monster searching more efficient, and effective! 2087/* new function to make monster searching more efficient, and effective!
2338 * This basically returns a randomized array (in the passed pointer) of 2088 * This basically returns a randomized array (in the passed pointer) of
2339 * the spaces to find monsters. In this way, it won't always look for 2089 * the spaces to find monsters. In this way, it won't always look for
2342 * the 3x3 area will be searched, just not in a predictable order. 2092 * the 3x3 area will be searched, just not in a predictable order.
2343 */ 2093 */
2344void 2094void
2345get_search_arr (int *search_arr) 2095get_search_arr (int *search_arr)
2346{ 2096{
2347 int 2097 int i;
2348 i;
2349 2098
2350 for (i = 0; i < SIZEOFFREE; i++) 2099 for (i = 0; i < SIZEOFFREE; i++)
2351 {
2352 search_arr[i] = i; 2100 search_arr[i] = i;
2353 }
2354 2101
2355 permute (search_arr, 1, SIZEOFFREE1 + 1); 2102 permute (search_arr, 1, SIZEOFFREE1 + 1);
2356 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2103 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2357 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2104 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2358} 2105}
2367 * Perhaps incorrectly, but I'm making the assumption that exclude 2114 * Perhaps incorrectly, but I'm making the assumption that exclude
2368 * is actually want is going to try and move there. We need this info 2115 * is actually want is going to try and move there. We need this info
2369 * because we have to know what movement the thing looking to move 2116 * because we have to know what movement the thing looking to move
2370 * there is capable of. 2117 * there is capable of.
2371 */ 2118 */
2372
2373int 2119int
2374find_dir (mapstruct *m, int x, int y, object *exclude) 2120find_dir (maptile *m, int x, int y, object *exclude)
2375{ 2121{
2376 int
2377 i,
2378 max = SIZEOFFREE, mflags; 2122 int i, max = SIZEOFFREE, mflags;
2379 2123
2380 sint16 nx, ny; 2124 sint16 nx, ny;
2381 object * 2125 object *tmp;
2382 tmp; 2126 maptile *mp;
2383 mapstruct *
2384 mp;
2385 2127
2386 MoveType blocked, move_type; 2128 MoveType blocked, move_type;
2387 2129
2388 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2389 { 2131 {
2390 exclude = exclude->head; 2132 exclude = exclude->head;
2391 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2392 } 2134 }
2393 else 2135 else
2401 mp = m; 2143 mp = m;
2402 nx = x + freearr_x[i]; 2144 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2145 ny = y + freearr_y[i];
2404 2146
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2147 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2148
2406 if (mflags & P_OUT_OF_MAP) 2149 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2150 max = maxfree[i];
2409 }
2410 else 2151 else
2411 { 2152 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2153 mapspace &ms = mp->at (nx, ny);
2154
2155 blocked = ms.move_block;
2413 2156
2414 if ((move_type & blocked) == move_type) 2157 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2158 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2159 else if (mflags & P_IS_ALIVE)
2419 { 2160 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2423 {
2424 break; 2164 break;
2425 } 2165
2426 }
2427 if (tmp) 2166 if (tmp)
2428 {
2429 return freedir[i]; 2167 return freedir[i];
2430 }
2431 } 2168 }
2432 } 2169 }
2433 } 2170 }
2171
2434 return 0; 2172 return 0;
2435} 2173}
2436 2174
2437/* 2175/*
2438 * distance(object 1, object 2) will return the square of the 2176 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2177 * distance between the two given objects.
2440 */ 2178 */
2441
2442int 2179int
2443distance (const object *ob1, const object *ob2) 2180distance (const object *ob1, const object *ob2)
2444{ 2181{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2183}
2451 2184
2452/* 2185/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2186 * find_dir_2(delta-x,delta-y) will return a direction in which
2454 * an object which has subtracted the x and y coordinates of another 2187 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it. 2188 * object, needs to travel toward it.
2456 */ 2189 */
2457
2458int 2190int
2459find_dir_2 (int x, int y) 2191find_dir_2 (int x, int y)
2460{ 2192{
2461 int 2193 int q;
2462 q;
2463 2194
2464 if (y) 2195 if (y)
2465 q = x * 100 / y; 2196 q = x * 100 / y;
2466 else if (x) 2197 else if (x)
2467 q = -300 * x; 2198 q = -300 * x;
2492 2223
2493 return 3; 2224 return 3;
2494} 2225}
2495 2226
2496/* 2227/*
2497 * absdir(int): Returns a number between 1 and 8, which represent
2498 * the "absolute" direction of a number (it actually takes care of
2499 * "overflow" in previous calculations of a direction).
2500 */
2501
2502int
2503absdir (int d)
2504{
2505 while (d < 1)
2506 d += 8;
2507 while (d > 8)
2508 d -= 8;
2509 return d;
2510}
2511
2512/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2228 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514 * between two directions (which are expected to be absolute (see absdir()) 2229 * between two directions (which are expected to be absolute (see absdir())
2515 */ 2230 */
2516
2517int 2231int
2518dirdiff (int dir1, int dir2) 2232dirdiff (int dir1, int dir2)
2519{ 2233{
2520 int 2234 int d;
2521 d;
2522 2235
2523 d = abs (dir1 - dir2); 2236 d = abs (dir1 - dir2);
2524 if (d > 4) 2237 if (d > 4)
2525 d = 8 - d; 2238 d = 8 - d;
2239
2526 return d; 2240 return d;
2527} 2241}
2528 2242
2529/* peterm: 2243/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2244 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2533 * This basically means that if direction is 15, then it could either go 2247 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are. 2248 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction 2249 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2250 * functions.
2537 */ 2251 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2252int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2253 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2254 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2255 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2256 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2257 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2305 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2306 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2307 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2308 * Modified to be map tile aware -.MSW
2597 */ 2309 */
2598
2599
2600int 2310int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2311can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2312{
2603 sint16 dx, dy; 2313 sint16 dx, dy;
2604 int
2605 mflags; 2314 int mflags;
2606 2315
2607 if (dir < 0) 2316 if (dir < 0)
2608 return 0; /* exit condition: invalid direction */ 2317 return 0; /* exit condition: invalid direction */
2609 2318
2610 dx = x + freearr_x[dir]; 2319 dx = x + freearr_x[dir];
2623 return 0; 2332 return 0;
2624 2333
2625 /* yes, can see. */ 2334 /* yes, can see. */
2626 if (dir < 9) 2335 if (dir < 9)
2627 return 1; 2336 return 1;
2337
2628 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2338 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2629 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2339 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2340 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2630} 2341}
2631
2632
2633 2342
2634/* 2343/*
2635 * can_pick(picker, item): finds out if an object is possible to be 2344 * can_pick(picker, item): finds out if an object is possible to be
2636 * picked up by the picker. Returnes 1 if it can be 2345 * picked up by the picker. Returnes 1 if it can be
2637 * picked up, otherwise 0. 2346 * picked up, otherwise 0.
2648 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2649 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2650 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2651} 2360}
2652 2361
2653
2654/* 2362/*
2655 * create clone from object to another 2363 * create clone from object to another
2656 */ 2364 */
2657object * 2365object *
2658object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2659{ 2367{
2660 object *
2661 dst = NULL, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2662 2369
2663 if (!asrc) 2370 if (!asrc)
2664 return NULL; 2371 return 0;
2665 src = asrc; 2372
2666 if (src->head)
2667 src = src->head; 2373 src = asrc->head_ ();
2668 2374
2669 prev = NULL; 2375 prev = 0;
2670 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2671 { 2377 {
2672 tmp = get_object (); 2378 tmp = part->clone ();
2673 copy_object (part, tmp);
2674 tmp->x -= src->x; 2379 tmp->x -= src->x;
2675 tmp->y -= src->y; 2380 tmp->y -= src->y;
2381
2676 if (!part->head) 2382 if (!part->head)
2677 { 2383 {
2678 dst = tmp; 2384 dst = tmp;
2679 tmp->head = NULL; 2385 tmp->head = 0;
2680 } 2386 }
2681 else 2387 else
2682 {
2683 tmp->head = dst; 2388 tmp->head = dst;
2684 } 2389
2685 tmp->more = NULL; 2390 tmp->more = 0;
2391
2686 if (prev) 2392 if (prev)
2687 prev->more = tmp; 2393 prev->more = tmp;
2394
2688 prev = tmp; 2395 prev = tmp;
2689 } 2396 }
2690 2397
2691 /*** copy inventory ***/
2692 for (item = src->inv; item; item = item->below) 2398 for (item = src->inv; item; item = item->below)
2693 {
2694 (void) insert_ob_in_ob (object_create_clone (item), dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2695 }
2696 2400
2697 return dst; 2401 return dst;
2698}
2699
2700/* return true if the object was destroyed, 0 otherwise */
2701int
2702was_destroyed (const object *op, tag_t old_tag)
2703{
2704 /* checking for FLAG_FREED isn't necessary, but makes this function more
2705 * robust */
2706 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2707}
2708
2709/* GROS - Creates an object using a string representing its content. */
2710
2711/* Basically, we save the content of the string to a temp file, then call */
2712
2713/* load_object on it. I admit it is a highly inefficient way to make things, */
2714
2715/* but it was simple to make and allows reusing the load_object function. */
2716
2717/* Remember not to use load_object_str in a time-critical situation. */
2718
2719/* Also remember that multiparts objects are not supported for now. */
2720
2721object *
2722load_object_str (const char *obstr)
2723{
2724 object *
2725 op;
2726 char
2727 filename[MAX_BUF];
2728
2729 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2730
2731 FILE *
2732 tempfile = fopen (filename, "w");
2733
2734 if (tempfile == NULL)
2735 {
2736 LOG (llevError, "Error - Unable to access load object temp file\n");
2737 return NULL;
2738 }
2739
2740 fprintf (tempfile, obstr);
2741 fclose (tempfile);
2742
2743 op = get_object ();
2744
2745 object_thawer thawer (filename);
2746
2747 if (thawer)
2748 load_object (thawer, op, 0);
2749
2750 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2751 CLEAR_FLAG (op, FLAG_REMOVED);
2752
2753 return op;
2754} 2402}
2755 2403
2756/* This returns the first object in who's inventory that 2404/* This returns the first object in who's inventory that
2757 * has the same type and subtype match. 2405 * has the same type and subtype match.
2758 * returns NULL if no match. 2406 * returns NULL if no match.
2759 */ 2407 */
2760object * 2408object *
2761find_obj_by_type_subtype (const object *who, int type, int subtype) 2409find_obj_by_type_subtype (const object *who, int type, int subtype)
2762{ 2410{
2763 object *
2764 tmp;
2765
2766 for (tmp = who->inv; tmp; tmp = tmp->below) 2411 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2767 if (tmp->type == type && tmp->subtype == subtype) 2412 if (tmp->type == type && tmp->subtype == subtype)
2768 return tmp; 2413 return tmp;
2769 2414
2770 return NULL; 2415 return 0;
2771} 2416}
2772 2417
2773/* If ob has a field named key, return the link from the list, 2418/* If ob has a field named key, return the link from the list,
2774 * otherwise return NULL. 2419 * otherwise return NULL.
2775 * 2420 *
2777 * do the desired thing. 2422 * do the desired thing.
2778 */ 2423 */
2779key_value * 2424key_value *
2780get_ob_key_link (const object *ob, const char *key) 2425get_ob_key_link (const object *ob, const char *key)
2781{ 2426{
2782 key_value *
2783 link;
2784
2785 for (link = ob->key_values; link != NULL; link = link->next) 2427 for (key_value *link = ob->key_values; link; link = link->next)
2786 {
2787 if (link->key == key) 2428 if (link->key == key)
2788 {
2789 return link; 2429 return link;
2790 }
2791 }
2792 2430
2793 return NULL; 2431 return 0;
2794} 2432}
2795 2433
2796/* 2434/*
2797 * Returns the value of op has an extra_field for key, or NULL. 2435 * Returns the value of op has an extra_field for key, or NULL.
2798 * 2436 *
2823 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2824 return link->value; 2462 return link->value;
2825 2463
2826 return 0; 2464 return 0;
2827} 2465}
2828
2829 2466
2830/* 2467/*
2831 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2832 * 2469 *
2833 * canonical_key is a shared string (value doesn't have to be). 2470 * canonical_key is a shared string (value doesn't have to be).
2838 * Returns TRUE on success. 2475 * Returns TRUE on success.
2839 */ 2476 */
2840int 2477int
2841set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2842{ 2479{
2843 key_value *
2844 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2845 2481
2846 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2847 { 2483 {
2848 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2849 { 2485 {
2858 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2859 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2860 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2861 * we get this value back again. 2497 * we get this value back again.
2862 */ 2498 */
2863 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2864 field->value = 0; 2500 field->value = 0;
2865 else 2501 else
2866 { 2502 {
2867 if (last) 2503 if (last)
2868 last->next = field->next; 2504 last->next = field->next;
2877 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2878 2514
2879 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2880 2516
2881 if (!add_key) 2517 if (!add_key)
2882 {
2883 return FALSE; 2518 return FALSE;
2884 } 2519
2885 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2886 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2887 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2888 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2889 * should pass in "" 2524 * should pass in ""
2938 } 2573 }
2939 else 2574 else
2940 item = item->env; 2575 item = item->env;
2941} 2576}
2942 2577
2578const char *
2579object::flag_desc (char *desc, int len) const
2580{
2581 char *p = desc;
2582 bool first = true;
2583
2584 *p = 0;
2585
2586 for (int i = 0; i < NUM_FLAGS; i++)
2587 {
2588 if (len <= 10) // magic constant!
2589 {
2590 snprintf (p, len, ",...");
2591 break;
2592 }
2593
2594 if (flag [i])
2595 {
2596 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2597 len -= cnt;
2598 p += cnt;
2599 first = false;
2600 }
2601 }
2602
2603 return desc;
2604}
2605
2943// return a suitable string describing an objetc in enough detail to find it 2606// return a suitable string describing an object in enough detail to find it
2944const char * 2607const char *
2945object::debug_desc (char *info) const 2608object::debug_desc (char *info) const
2946{ 2609{
2610 char flagdesc[512];
2947 char info2[256 * 3]; 2611 char info2[256 * 4];
2948 char *p = info; 2612 char *p = info;
2949 2613
2950 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2614 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2951 count, 2615 count, uuid.seq,
2952 &name, 2616 &name,
2953 title ? " " : "", 2617 title ? "\",title:\"" : "",
2954 title ? (const char *)title : ""); 2618 title ? (const char *)title : "",
2619 flag_desc (flagdesc, 512), type);
2955 2620
2956 if (env) 2621 if (env)
2957 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2958 2623
2959 if (map) 2624 if (map)
2960 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2961 2626
2962 return info; 2627 return info;
2963} 2628}
2964 2629
2965const char * 2630const char *
2966object::debug_desc () const 2631object::debug_desc () const
2967{ 2632{
2968 static char info[256 * 3]; 2633 static char info[3][256 * 4];
2634 static int info_idx;
2635
2969 return debug_desc (info); 2636 return debug_desc (info [++info_idx % 3]);
2970} 2637}
2971 2638
2639struct region *
2640object::region () const
2641{
2642 return map ? map->region (x, y)
2643 : region::default_region ();
2644}
2645
2646const materialtype_t *
2647object::dominant_material () const
2648{
2649 if (materialtype_t *mt = name_to_material (materialname))
2650 return mt;
2651
2652 return name_to_material (shstr_unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
2703 }
2704}
2705
2706object *
2707object::force_find (const shstr name)
2708{
2709 /* cycle through his inventory to look for the MARK we want to
2710 * place
2711 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2713 if (tmp->type == FORCE && tmp->slaying == name)
2714 return splay (tmp);
2715
2716 return 0;
2717}
2718
2719void
2720object::force_add (const shstr name, int duration)
2721{
2722 if (object *force = force_find (name))
2723 force->destroy ();
2724
2725 object *force = get_archetype (FORCE_NAME);
2726
2727 force->slaying = name;
2728 force->stats.food = 1;
2729 force->speed_left = -1.f;
2730
2731 force->set_speed (duration ? 1.f / duration : 0.f);
2732 force->flag [FLAG_IS_USED_UP] = true;
2733 force->flag [FLAG_APPLIED] = true;
2734
2735 insert (force);
2736}
2737

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