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Comparing deliantra/server/common/object.C (file contents):
Revision 1.39 by root, Wed Sep 13 02:05:19 2006 UTC vs.
Revision 1.185 by root, Fri Aug 24 01:23:29 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.
462 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
463 */ 378 */
464
465object * 379object *
466get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
467{ 381{
468 object *tmp, *closest; 382 object *tmp, *closest;
469 int last_dist, i; 383 int last_dist, i;
477} 391}
478 392
479/* 393/*
480 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
481 */ 395 */
482
483object * 396object *
484find_object (tag_t i) 397find_object (tag_t i)
485{ 398{
486 object *op; 399 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 400 if (op->count == i)
490 break;
491 return op; 401 return op;
402
403 return 0;
492} 404}
493 405
494/* 406/*
495 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
498 */ 410 */
499
500object * 411object *
501find_object_name (const char *str) 412find_object_name (const char *str)
502{ 413{
503 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
504 object *op; 415 object *op;
505 416
506 for (op = objects; op != NULL; op = op->next) 417 for_all_objects (op)
507 if (op->name == str_) 418 if (op->name == str_)
508 break; 419 break;
509 420
510 return op; 421 return op;
511} 422}
515{ 426{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517} 428}
518 429
519/* 430/*
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}
539
540/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
543 */ 434 */
544void 435void
545object::set_owner (object *owner) 436object::set_owner (object *owner)
546{ 437{
438 // allow objects which own objects
547 if (!owner) 439 if (owner)
548 return;
549
550 /* next line added to allow objects which own objects */
551 /* Add a check for ownercounts in here, as I got into an endless loop
552 * with the fireball owning a poison cloud which then owned the
553 * fireball. I believe that was caused by one of the objects getting
554 * freed and then another object replacing it. Since the ownercounts
555 * didn't match, this check is valid and I believe that cause is valid.
556 */
557 while (owner->owner) 440 while (owner->owner)
558 owner = owner->owner; 441 owner = owner->owner;
559 442
560 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
561} 510}
562 511
563/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links. 513 * refcounts and freeing the links.
565 */ 514 */
566static void 515static void
567free_key_values (object *op) 516free_key_values (object *op)
568{ 517{
569 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
570 { 519 {
571 key_value *next = i->next; 520 key_value *next = i->next;
572 delete i; 521 delete i;
573 522
574 i = next; 523 i = next;
575 } 524 }
576 525
577 op->key_values = 0; 526 op->key_values = 0;
578} 527}
579 528
580void object::clear () 529object &
530object::operator =(const object &src)
581{ 531{
582 attachable_base::clear (); 532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
583 534
584 free_key_values (this); 535 *(object_copy *)this = src;
585 536
586 owner = 0; 537 flag [FLAG_FREED] = is_freed;
587 name = 0; 538 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;
655 539
656 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
657 if (op2->key_values) 541 if (src.key_values)
658 { 542 {
659 key_value *tail = 0; 543 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 544 key_values = 0;
663 545
664 for (i = op2->key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
665 { 547 {
666 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
667 549
668 new_link->next = 0; 550 new_link->next = 0;
669 new_link->key = i->key; 551 new_link->key = i->key;
670 new_link->value = i->value; 552 new_link->value = i->value;
671 553
672 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
673 if (!op->key_values) 555 if (!key_values)
674 { 556 {
675 op->key_values = new_link; 557 key_values = new_link;
676 tail = new_link; 558 tail = new_link;
677 } 559 }
678 else 560 else
679 { 561 {
680 tail->next = new_link; 562 tail->next = new_link;
681 tail = new_link; 563 tail = new_link;
682 } 564 }
683 } 565 }
684 } 566 }
567}
685 568
686 update_ob_speed (op); 569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
584
585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
605}
606
607object *
608object::clone ()
609{
610 object *neu = create ();
611 copy_to (neu);
612 return neu;
687} 613}
688 614
689/* 615/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 616 * 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 617 * 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. 618 * be called to update the face variable, _and_ how it looks on the map.
693 */ 619 */
694
695void 620void
696update_turn_face (object *op) 621update_turn_face (object *op)
697{ 622{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 624 return;
625
700 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
702} 628}
703 629
704/* 630/*
705 * Updates the speed of an object. If the speed changes from 0 to another 631 * 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. 632 * 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. 633 * This function needs to be called whenever the speed of an object changes.
708 */ 634 */
709void 635void
710update_ob_speed (object *op) 636object::set_speed (float speed)
711{ 637{
712 extern int arch_init; 638 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 { 639 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 641 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 642 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 643
737 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 645
741 if (op->active_next != NULL) 646 if (has_active_speed ())
742 op->active_next->active_prev = op; 647 activate ();
743
744 active_objects = op;
745 }
746 else 648 else
747 { 649 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} 650}
771 651
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/* 652/*
804 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 656 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 657 * 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 658 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
811 * 660 *
812 * action is a hint of what the caller believes need to be done. 661 * 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: 662 * current action are:
818 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * 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. 666 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
823 */ 668 */
824
825void 669void
826update_object (object *op, int action) 670update_object (object *op, int action)
827{ 671{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL) 672 if (op == NULL)
832 { 673 {
833 /* this should never happen */ 674 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 676 return;
836 } 677 }
837 678
838 if (op->env != NULL) 679 if (op->env)
839 { 680 {
840 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
841 * to do in this case. 682 * to do in this case.
842 */ 683 */
843 return; 684 return;
848 */ 689 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 690 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 691 return;
851 692
852 /* make sure the object is within map boundaries */ 693 /* 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)) 694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 695 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 697#ifdef MANY_CORES
857 abort (); 698 abort ();
858#endif 699#endif
859 return; 700 return;
860 } 701 }
861 702
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 703 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);
868 704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
869 if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
870 { 708 {
709 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 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)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (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) 716 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 717 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 718 || (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 719 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 720 * to have move_allow right now.
894 */ 721 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 724 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 725 }
901 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 728 * that is being removed.
904 */ 729 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 731 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
909 else 734 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 736
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) 737 if (op->more)
919 update_object (op->more, action); 738 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 freed.push_back (*i);//D
933 //delete *i;
934 mortals.erase (i);
935 }
936
937 if (mortals.size() && 0)//D
938 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
939} 739}
940 740
941object::object () 741object::object ()
942{ 742{
943 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
944 744
945 expmul = 1.0; 745 expmul = 1.0;
946 face = blank_face; 746 face = blank_face;
947 attacked_by_count = -1;
948} 747}
949 748
950object::~object () 749object::~object ()
951{ 750{
751 unlink ();
752
952 free_key_values (this); 753 free_key_values (this);
953} 754}
954 755
756static int object_count;
757
955void object::link () 758void object::link ()
956{ 759{
760 assert (!index);//D
761 uuid = gen_uuid ();
957 count = ++ob_count; 762 count = ++object_count;
958 763
959 prev = 0; 764 refcnt_inc ();
960 next = objects; 765 objects.insert (this);
961
962 if (objects)
963 objects->prev = this;
964
965 objects = this;
966} 766}
967 767
968void object::unlink () 768void object::unlink ()
969{ 769{
970 count = 0;
971 uuid = gen_uuid ();
972
973 if (this == objects)
974 objects = next;
975
976 /* Remove this object from the list of used objects */
977 if (prev)
978 {
979 prev->next = next;
980 prev = 0;
981 }
982
983 if (next) 770 if (!index)
771 return;
772
773 objects.erase (this);
774 refcnt_dec ();
775}
776
777void
778object::activate ()
779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
783
784 if (has_active_speed ())
785 actives.insert (this);
786}
787
788void
789object::activate_recursive ()
790{
791 activate ();
792
793 for (object *op = inv; op; op = op->below)
794 op->activate_recursive ();
795}
796
797/* This function removes object 'op' from the list of active
798 * objects.
799 * This should only be used for style maps or other such
800 * reference maps where you don't want an object that isn't
801 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which
803 * will do the right thing based on the speed of the object.
804 */
805void
806object::deactivate ()
807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
811
812 actives.erase (this);
813}
814
815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
984 { 831 }
985 next->prev = prev; 832}
986 next = 0; 833
834/*
835 * Remove and free all objects in the inventory of the given object.
836 * object.c ?
837 */
838void
839object::destroy_inv (bool drop_to_ground)
840{
841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
846 if (!inv)
847 return;
848
849 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects
851 * drop on that space.
852 */
853 if (!drop_to_ground
854 || !map
855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
857 || ms ().move_block == MOVE_ALL)
858 {
859 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy ();
863 }
864 }
865 else
866 { /* Put objects in inventory onto this space */
867 while (inv)
868 {
869 object *op = inv;
870
871 if (op->flag [FLAG_STARTEQUIP]
872 || op->flag [FLAG_NO_DROP]
873 || op->type == RUNE
874 || op->type == TRAP
875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
877 op->destroy ();
878 else
879 map->insert (op, x, y);
880 }
987 } 881 }
988} 882}
989 883
990object *object::create () 884object *object::create ()
991{ 885{
992 object *op;
993
994 if (freed.empty ())
995 op = new object; 886 object *op = new object;
996 else
997 {
998 // highly annoying, but the only way to get it stable right now
999 op = freed.back ();
1000 freed.pop_back ();
1001 op->~object ();
1002 new ((void *) op) object;
1003 }
1004
1005 op->link (); 887 op->link ();
1006 return op; 888 return op;
1007} 889}
1008 890
1009/* 891void
1010 * free_object() frees everything allocated by an object, removes 892object::do_destroy ()
1011 * it from the list of used objects, and puts it on the list of
1012 * free objects. The IS_FREED() flag is set in the object.
1013 * The object must have been removed by remove_ob() first for
1014 * this function to succeed.
1015 *
1016 * If free_inventory is set, free inventory as well. Else drop items in
1017 * inventory to the ground.
1018 */
1019void object::free (bool free_inventory)
1020{ 893{
1021 if (QUERY_FLAG (this, FLAG_FREED)) 894 attachable::do_destroy ();
895
896 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this);
898
899 if (flag [FLAG_FRIENDLY])
900 remove_friendly_object (this);
901
902 if (!flag [FLAG_REMOVED])
903 remove ();
904
905 destroy_inv (true);
906
907 deactivate ();
908 unlink ();
909
910 flag [FLAG_FREED] = 1;
911
912 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
917 {
918 freed_map = new maptile;
919
920 freed_map->name = "/internal/freed_objects_map";
921 freed_map->width = 3;
922 freed_map->height = 3;
923
924 freed_map->alloc ();
925 freed_map->in_memory = MAP_IN_MEMORY;
926 }
927
928 map = freed_map;
929 x = 1;
930 y = 1;
931 }
932
933 if (more)
934 {
935 more->destroy ();
936 more = 0;
937 }
938
939 head = 0;
940
941 // clear those pointers that likely might cause circular references
942 owner = 0;
943 enemy = 0;
944 attacked_by = 0;
945 current_weapon = 0;
946}
947
948void
949object::destroy (bool destroy_inventory)
950{
951 if (destroyed ())
1022 return; 952 return;
1023 953
1024 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 954 if (destroy_inventory)
1025 remove_friendly_object (this); 955 destroy_inv (false);
1026 956
1027 if (!QUERY_FLAG (this, FLAG_REMOVED)) 957 if (is_head ())
1028 remove_ob (this); 958 if (sound_destroy)
959 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1029 962
1030 SET_FLAG (this, FLAG_FREED); 963 attachable::destroy ();
1031
1032 if (more)
1033 {
1034 more->free (free_inventory);
1035 more = 0;
1036 }
1037
1038 if (inv)
1039 {
1040 /* Only if the space blocks everything do we not process -
1041 * if some form of movement is allowed, let objects
1042 * drop on that space.
1043 */
1044 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1045 {
1046 object *op = inv;
1047
1048 while (op)
1049 {
1050 object *tmp = op->below;
1051 op->free (free_inventory);
1052 op = tmp;
1053 }
1054 }
1055 else
1056 { /* Put objects in inventory onto this space */
1057 object *op = inv;
1058
1059 while (op)
1060 {
1061 object *tmp = op->below;
1062
1063 remove_ob (op);
1064
1065 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1066 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1067 free_object (op);
1068 else
1069 {
1070 op->x = x;
1071 op->y = y;
1072 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1073 }
1074
1075 op = tmp;
1076 }
1077 }
1078 }
1079
1080 owner = 0;
1081
1082 /* Remove object from the active list */
1083 speed = 0;
1084 update_ob_speed (this);
1085
1086 unlink ();
1087
1088 mortals.push_back (this);
1089} 964}
1090 965
1091/* 966/*
1092 * sub_weight() recursively (outwards) subtracts a number from the 967 * sub_weight() recursively (outwards) subtracts a number from the
1093 * weight of an object (and what is carried by it's environment(s)). 968 * weight of an object (and what is carried by it's environment(s)).
1094 */ 969 */
1095
1096void 970void
1097sub_weight (object *op, signed long weight) 971sub_weight (object *op, signed long weight)
1098{ 972{
1099 while (op != NULL) 973 while (op != NULL)
1100 { 974 {
1101 if (op->type == CONTAINER) 975 if (op->type == CONTAINER)
1102 {
1103 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 976 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1104 } 977
1105 op->carrying -= weight; 978 op->carrying -= weight;
1106 op = op->env; 979 op = op->env;
1107 } 980 }
1108} 981}
1109 982
1110/* remove_ob(op): 983/* op->remove ():
1111 * This function removes the object op from the linked list of objects 984 * This function removes the object op from the linked list of objects
1112 * which it is currently tied to. When this function is done, the 985 * which it is currently tied to. When this function is done, the
1113 * object will have no environment. If the object previously had an 986 * object will have no environment. If the object previously had an
1114 * environment, the x and y coordinates will be updated to 987 * environment, the x and y coordinates will be updated to
1115 * the previous environment. 988 * the previous environment.
1116 * Beware: This function is called from the editor as well!
1117 */ 989 */
1118
1119void 990void
1120remove_ob (object *op) 991object::do_remove ()
1121{ 992{
993 object *tmp, *last = 0;
1122 object * 994 object *otmp;
1123 tmp, *
1124 last = NULL;
1125 object *
1126 otmp;
1127 995
1128 tag_t
1129 tag;
1130 int
1131 check_walk_off;
1132 mapstruct *
1133 m;
1134
1135 sint16
1136 x,
1137 y;
1138
1139 if (QUERY_FLAG (op, FLAG_REMOVED)) 996 if (QUERY_FLAG (this, FLAG_REMOVED))
1140 return; 997 return;
1141 998
1142 SET_FLAG (op, FLAG_REMOVED); 999 SET_FLAG (this, FLAG_REMOVED);
1000 INVOKE_OBJECT (REMOVE, this);
1143 1001
1144 if (op->more != NULL) 1002 if (more)
1145 remove_ob (op->more); 1003 more->remove ();
1146 1004
1147 /* 1005 /*
1148 * In this case, the object to be removed is in someones 1006 * In this case, the object to be removed is in someones
1149 * inventory. 1007 * inventory.
1150 */ 1008 */
1151 if (op->env != NULL) 1009 if (env)
1152 { 1010 {
1153 if (op->nrof) 1011 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 1012 sub_weight (env, weight * nrof);
1155 else 1013 else
1156 sub_weight (op->env, op->weight + op->carrying); 1014 sub_weight (env, weight + carrying);
1157 1015
1158 /* NO_FIX_PLAYER is set when a great many changes are being 1016 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 1017 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 1018 * to save cpu time.
1161 */ 1019 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1020 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 1021 otmp->update_stats ();
1164 1022
1165 if (op->above != NULL) 1023 if (above)
1166 op->above->below = op->below; 1024 above->below = below;
1167 else 1025 else
1168 op->env->inv = op->below; 1026 env->inv = below;
1169 1027
1170 if (op->below != NULL) 1028 if (below)
1171 op->below->above = op->above; 1029 below->above = above;
1172 1030
1173 /* we set up values so that it could be inserted into 1031 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 1032 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 1033 * to the caller to decide what we want to do.
1176 */ 1034 */
1177 op->x = op->env->x, op->y = op->env->y; 1035 x = env->x, y = env->y;
1178 op->map = op->env->map; 1036 map = env->map;
1179 op->above = NULL, op->below = NULL; 1037 above = 0, below = 0;
1180 op->env = NULL; 1038 env = 0;
1181 } 1039 }
1182 else if (op->map) 1040 else if (map)
1183 { 1041 {
1184 x = op->x; 1042 if (type == PLAYER)
1185 y = op->y;
1186 m = get_map_from_coord (op->map, &x, &y);
1187
1188 if (!m)
1189 { 1043 {
1190 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1044 // leaving a spot always closes any open container on the ground
1191 op->map->path, op->x, op->y); 1045 if (container && !container->env)
1192 /* in old days, we used to set x and y to 0 and continue. 1046 // this causes spurious floorbox updates, but it ensures
1193 * it seems if we get into this case, something is probablye 1047 // that the CLOSE event is being sent.
1194 * screwed up and should be fixed. 1048 close_container ();
1195 */ 1049
1196 abort (); 1050 --map->players;
1051 map->touch ();
1197 } 1052 }
1198 1053
1199 if (op->map != m) 1054 map->dirty = true;
1200 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1055 mapspace &ms = this->ms ();
1201 op->map->path, m->path, op->x, op->y, x, y);
1202
1203 /* Re did the following section of code - it looks like it had
1204 * lots of logic for things we no longer care about
1205 */
1206 1056
1207 /* link the object above us */ 1057 /* link the object above us */
1208 if (op->above) 1058 if (above)
1209 op->above->below = op->below; 1059 above->below = below;
1210 else 1060 else
1211 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1061 ms.top = below; /* we were top, set new top */
1212 1062
1213 /* Relink the object below us, if there is one */ 1063 /* Relink the object below us, if there is one */
1214 if (op->below) 1064 if (below)
1215 op->below->above = op->above; 1065 below->above = above;
1216 else 1066 else
1217 { 1067 {
1218 /* Nothing below, which means we need to relink map object for this space 1068 /* Nothing below, which means we need to relink map object for this space
1219 * use translated coordinates in case some oddness with map tiling is 1069 * use translated coordinates in case some oddness with map tiling is
1220 * evident 1070 * evident
1221 */ 1071 */
1222 if (GET_MAP_OB (m, x, y) != op) 1072 if (GET_MAP_OB (map, x, y) != this)
1223 {
1224 dump_object (op);
1225 LOG (llevError,
1226 "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); 1073 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 ());
1227 dump_object (GET_MAP_OB (m, x, y));
1228 LOG (llevError, "%s\n", errmsg);
1229 }
1230 1074
1231 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1075 ms.bot = above; /* goes on above it. */
1232 } 1076 }
1233 1077
1234 op->above = 0; 1078 above = 0;
1235 op->below = 0; 1079 below = 0;
1236 1080
1237 if (op->map->in_memory == MAP_SAVING) 1081 if (map->in_memory == MAP_SAVING)
1238 return; 1082 return;
1239 1083
1240 tag = op->count; 1084 int check_walk_off = !flag [FLAG_NO_APPLY];
1241 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1242 1085
1243 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1086 if (object *pl = ms.player ())
1087 {
1088 if (pl->container == this)
1089 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view
1091 * appropriately.
1092 */
1093 pl->close_container ();
1094
1095 pl->contr->ns->floorbox_update ();
1096 }
1097
1098 for (tmp = ms.bot; tmp; tmp = tmp->above)
1244 { 1099 {
1245 /* No point updating the players look faces if he is the object 1100 /* No point updating the players look faces if he is the object
1246 * being removed. 1101 * being removed.
1247 */ 1102 */
1248 1103
1249 if (tmp->type == PLAYER && tmp != op) 1104 /* See if object moving off should effect something */
1105 if (check_walk_off
1106 && ((move_type & tmp->move_off)
1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1250 { 1108 {
1251 /* If a container that the player is currently using somehow gets 1109 move_apply (tmp, this, 0);
1252 * removed (most likely destroyed), update the player view
1253 * appropriately.
1254 */
1255 if (tmp->container == op)
1256 {
1257 CLEAR_FLAG (op, FLAG_APPLIED);
1258 tmp->container = NULL;
1259 }
1260 1110
1261 tmp->contr->socket.update_look = 1; 1111 if (destroyed ())
1112 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1262 } 1113 }
1263
1264 /* See if player moving off should effect something */
1265 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1266 {
1267 move_apply (tmp, op, NULL);
1268
1269 if (was_destroyed (op, tag))
1270 {
1271 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1272 }
1273 }
1274
1275 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1276
1277 if (tmp->above == tmp)
1278 tmp->above = NULL;
1279 1114
1280 last = tmp; 1115 last = tmp;
1281 } 1116 }
1282 1117
1283 /* last == NULL of there are no objects on this space */ 1118 /* last == NULL if there are no objects on this space */
1119 //TODO: this makes little sense, why only update the topmost object?
1284 if (last == NULL) 1120 if (!last)
1285 { 1121 map->at (x, y).flags_ = 0;
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else 1122 else
1295 update_object (last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1296 1124
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1125 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1299 } 1127 }
1300} 1128}
1301 1129
1302/* 1130/*
1303 * merge_ob(op,top): 1131 * merge_ob(op,top):
1311merge_ob (object *op, object *top) 1139merge_ob (object *op, object *top)
1312{ 1140{
1313 if (!op->nrof) 1141 if (!op->nrof)
1314 return 0; 1142 return 0;
1315 1143
1316 if (top == NULL) 1144 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1145 for (top = op; top && top->above; top = top->above)
1146 ;
1318 1147
1319 for (; top != NULL; top = top->below) 1148 for (; top; top = top->below)
1320 { 1149 {
1321 if (top == op) 1150 if (top == op)
1322 continue; 1151 continue;
1323 if (CAN_MERGE (op, top)) 1152
1153 if (object::can_merge (op, top))
1324 { 1154 {
1325 top->nrof += op->nrof; 1155 top->nrof += op->nrof;
1326 1156
1327/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1157/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1328 op->weight = 0; /* Don't want any adjustements now */ 1158 op->weight = 0; /* Don't want any adjustements now */
1329 remove_ob (op); 1159 op->destroy ();
1330 free_object (op);
1331 return top; 1160 return top;
1332 } 1161 }
1333 } 1162 }
1334 1163
1335 return NULL; 1164 return 0;
1336} 1165}
1337 1166
1167void
1168object::expand_tail ()
1169{
1170 if (more)
1171 return;
1172
1173 object *prev = this;
1174
1175 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1176 {
1177 object *op = arch_to_object (at);
1178
1179 op->name = name;
1180 op->name_pl = name_pl;
1181 op->title = title;
1182
1183 op->head = this;
1184 prev->more = op;
1185
1186 prev = op;
1187 }
1188}
1189
1338/* 1190/*
1339 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1191 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1340 * job preparing multi-part monsters 1192 * job preparing multi-part monsters.
1341 */ 1193 */
1342object * 1194object *
1343insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1195insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1344{ 1196{
1345 object *tmp;
1346
1347 if (op->head)
1348 op = op->head;
1349
1350 for (tmp = op; tmp; tmp = tmp->more) 1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1351 { 1198 {
1352 tmp->x = x + tmp->arch->clone.x; 1199 tmp->x = x + tmp->arch->x;
1353 tmp->y = y + tmp->arch->clone.y; 1200 tmp->y = y + tmp->arch->y;
1354 } 1201 }
1355 1202
1356 return insert_ob_in_map (op, m, originator, flag); 1203 return insert_ob_in_map (op, m, originator, flag);
1357} 1204}
1358 1205
1374 * Return value: 1221 * Return value:
1375 * new object if 'op' was merged with other object 1222 * new object if 'op' was merged with other object
1376 * NULL if 'op' was destroyed 1223 * NULL if 'op' was destroyed
1377 * just 'op' otherwise 1224 * just 'op' otherwise
1378 */ 1225 */
1379
1380object * 1226object *
1381insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1382{ 1228{
1229 assert (!op->flag [FLAG_FREED]);
1230
1383 object *tmp, *top, *floor = NULL; 1231 object *top, *floor = NULL;
1384 sint16 x, y;
1385 1232
1386 if (QUERY_FLAG (op, FLAG_FREED)) 1233 op->remove ();
1387 {
1388 LOG (llevError, "Trying to insert freed object!\n");
1389 return NULL;
1390 }
1391
1392 if (m == NULL)
1393 {
1394 dump_object (op);
1395 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1396 return op;
1397 }
1398 1234
1399 if (out_of_map (m, op->x, op->y)) 1235 if (out_of_map (m, op->x, op->y))
1400 { 1236 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1403#ifdef MANY_CORES 1238#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object 1239 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting 1240 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted. 1241 * improperly inserted.
1407 */ 1242 */
1408 abort (); 1243 abort ();
1409#endif 1244#endif
1410 return op; 1245 return op;
1411 } 1246 }
1412 1247
1413 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1248 if (object *more = op->more)
1414 { 1249 if (!insert_ob_in_map (more, m, originator, flag))
1415 dump_object (op);
1416 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1417 return op; 1250 return 0;
1418 }
1419
1420 if (op->more != NULL)
1421 {
1422 /* The part may be on a different map. */
1423
1424 object *more = op->more;
1425
1426 /* We really need the caller to normalize coordinates - if
1427 * we set the map, that doesn't work if the location is within
1428 * a map and this is straddling an edge. So only if coordinate
1429 * is clear wrong do we normalize it.
1430 */
1431 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1432 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 else if (!more->map)
1434 {
1435 /* For backwards compatibility - when not dealing with tiled maps,
1436 * more->map should always point to the parent.
1437 */
1438 more->map = m;
1439 }
1440
1441 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1442 {
1443 if (!op->head)
1444 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1445
1446 return NULL;
1447 }
1448 }
1449 1251
1450 CLEAR_FLAG (op, FLAG_REMOVED); 1252 CLEAR_FLAG (op, FLAG_REMOVED);
1451 1253
1452 /* Ideally, the caller figures this out. However, it complicates a lot 1254 /* Ideally, the caller figures this out. However, it complicates a lot
1453 * of areas of callers (eg, anything that uses find_free_spot would now 1255 * of areas of callers (eg, anything that uses find_free_spot would now
1454 * need extra work 1256 * need extra work
1455 */ 1257 */
1456 op->map = get_map_from_coord (m, &op->x, &op->y); 1258 if (!xy_normalise (m, op->x, op->y))
1457 x = op->x; 1259 return 0;
1458 y = op->y; 1260
1261 op->map = m;
1262 mapspace &ms = op->ms ();
1459 1263
1460 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1461 */ 1265 */
1462 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1268 if (object::can_merge (op, tmp))
1465 { 1269 {
1466 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1271 tmp->destroy ();
1468 free_object (tmp);
1469 } 1272 }
1470 1273
1471 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1274 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1472 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1275 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1473 1276
1486 op->below = originator->below; 1289 op->below = originator->below;
1487 1290
1488 if (op->below) 1291 if (op->below)
1489 op->below->above = op; 1292 op->below->above = op;
1490 else 1293 else
1491 SET_MAP_OB (op->map, op->x, op->y, op); 1294 ms.bot = op;
1492 1295
1493 /* since *below* originator, no need to update top */ 1296 /* since *below* originator, no need to update top */
1494 originator->below = op; 1297 originator->below = op;
1495 } 1298 }
1496 else 1299 else
1497 { 1300 {
1301 top = ms.bot;
1302
1498 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1499 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1304 if ((!(flag & INS_MAP_LOAD)) && top)
1500 { 1305 {
1501 object *last = NULL; 1306 object *last = 0;
1502 1307
1503 /* 1308 /*
1504 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1505 * We've already dealt with merging if appropriate. 1310 * We've already dealt with merging if appropriate.
1506 * Generally, we want to put the new object on top. But if 1311 * Generally, we want to put the new object on top. But if
1510 * once we get to them. This reduces the need to traverse over all of 1315 * once we get to them. This reduces the need to traverse over all of
1511 * them when adding another one - this saves quite a bit of cpu time 1316 * them when adding another one - this saves quite a bit of cpu time
1512 * when lots of spells are cast in one area. Currently, it is presumed 1317 * when lots of spells are cast in one area. Currently, it is presumed
1513 * that flying non pickable objects are spell objects. 1318 * that flying non pickable objects are spell objects.
1514 */ 1319 */
1515 1320 for (top = ms.bot; top; top = top->above)
1516 while (top != NULL)
1517 { 1321 {
1518 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1519 floor = top; 1323 floor = top;
1520 1324
1521 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1325 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1524 top = top->below; 1328 top = top->below;
1525 break; 1329 break;
1526 } 1330 }
1527 1331
1528 last = top; 1332 last = top;
1529 top = top->above;
1530 } 1333 }
1531 1334
1532 /* Don't want top to be NULL, so set it to the last valid object */ 1335 /* Don't want top to be NULL, so set it to the last valid object */
1533 top = last; 1336 top = last;
1534 1337
1536 * looks like instead of lots of conditions here. 1339 * looks like instead of lots of conditions here.
1537 * makes things faster, and effectively the same result. 1340 * makes things faster, and effectively the same result.
1538 */ 1341 */
1539 1342
1540 /* Have object 'fall below' other objects that block view. 1343 /* Have object 'fall below' other objects that block view.
1541 * Unless those objects are exits, type 66 1344 * Unless those objects are exits.
1542 * If INS_ON_TOP is used, don't do this processing 1345 * If INS_ON_TOP is used, don't do this processing
1543 * Need to find the object that in fact blocks view, otherwise 1346 * Need to find the object that in fact blocks view, otherwise
1544 * stacking is a bit odd. 1347 * stacking is a bit odd.
1545 */ 1348 */
1546 if (!(flag & INS_ON_TOP) && 1349 if (!(flag & INS_ON_TOP)
1547 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1350 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility))
1548 { 1352 {
1549 for (last = top; last != floor; last = last->below) 1353 for (last = top; last != floor; last = last->below)
1550 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1551 break; 1355 break;
1356
1552 /* Check to see if we found the object that blocks view, 1357 /* Check to see if we found the object that blocks view,
1553 * and make sure we have a below pointer for it so that 1358 * and make sure we have a below pointer for it so that
1554 * we can get inserted below this one, which requires we 1359 * we can get inserted below this one, which requires we
1555 * set top to the object below us. 1360 * set top to the object below us.
1556 */ 1361 */
1557 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1558 top = last->below; 1363 top = last->below;
1559 } 1364 }
1560 } /* If objects on this space */ 1365 } /* If objects on this space */
1561
1562 if (flag & INS_MAP_LOAD) 1366 if (flag & INS_MAP_LOAD)
1563 top = GET_MAP_TOP (op->map, op->x, op->y); 1367 top = ms.top;
1564 1368
1565 if (flag & INS_ABOVE_FLOOR_ONLY) 1369 if (flag & INS_ABOVE_FLOOR_ONLY)
1566 top = floor; 1370 top = floor;
1567 1371
1568 /* Top is the object that our object (op) is going to get inserted above. 1372 /* Top is the object that our object (op) is going to get inserted above.
1569 */ 1373 */
1570 1374
1571 /* First object on this space */ 1375 /* First object on this space */
1572 if (!top) 1376 if (!top)
1573 { 1377 {
1574 op->above = GET_MAP_OB (op->map, op->x, op->y); 1378 op->above = ms.bot;
1575 1379
1576 if (op->above) 1380 if (op->above)
1577 op->above->below = op; 1381 op->above->below = op;
1578 1382
1579 op->below = NULL; 1383 op->below = 0;
1580 SET_MAP_OB (op->map, op->x, op->y, op); 1384 ms.bot = op;
1581 } 1385 }
1582 else 1386 else
1583 { /* get inserted into the stack above top */ 1387 { /* get inserted into the stack above top */
1584 op->above = top->above; 1388 op->above = top->above;
1585 1389
1588 1392
1589 op->below = top; 1393 op->below = top;
1590 top->above = op; 1394 top->above = op;
1591 } 1395 }
1592 1396
1593 if (op->above == NULL) 1397 if (!op->above)
1594 SET_MAP_TOP (op->map, op->x, op->y, op); 1398 ms.top = op;
1595 } /* else not INS_BELOW_ORIGINATOR */ 1399 } /* else not INS_BELOW_ORIGINATOR */
1596 1400
1597 if (op->type == PLAYER) 1401 if (op->type == PLAYER)
1402 {
1598 op->contr->do_los = 1; 1403 op->contr->do_los = 1;
1404 ++op->map->players;
1405 op->map->touch ();
1406 }
1599 1407
1600 /* If we have a floor, we know the player, if any, will be above 1408 op->map->dirty = true;
1601 * it, so save a few ticks and start from there. 1409
1602 */
1603 if (!(flag & INS_MAP_LOAD)) 1410 if (!(flag & INS_MAP_LOAD))
1604 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1411 if (object *pl = ms.player ())
1605 if (tmp->type == PLAYER) 1412 pl->contr->ns->floorbox_update ();
1606 tmp->contr->socket.update_look = 1;
1607 1413
1608 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1609 * visible to others on this map. But update_all_los is really 1415 * visible to others on this map. But update_all_los is really
1610 * an inefficient way to do this, as it means los for all players 1416 * an inefficient way to do this, as it means los for all players
1611 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1612 * be far away from this change and not affected in any way - 1418 * be far away from this change and not affected in any way -
1613 * this should get redone to only look for players within range, 1419 * this should get redone to only look for players within range,
1614 * or just updating the P_NEED_UPDATE for spaces within this area 1420 * or just updating the P_UPTODATE for spaces within this area
1615 * of effect may be sufficient. 1421 * of effect may be sufficient.
1616 */ 1422 */
1617 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1423 if (op->map->darkness && (op->glow_radius != 0))
1618 update_all_los (op->map, op->x, op->y); 1424 update_all_los (op->map, op->x, op->y);
1619 1425
1620 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1426 /* updates flags (blocked, alive, no magic, etc) for this map space */
1621 update_object (op, UP_OBJ_INSERT); 1427 update_object (op, UP_OBJ_INSERT);
1622 1428
1429 INVOKE_OBJECT (INSERT, op);
1430
1623 /* Don't know if moving this to the end will break anything. However, 1431 /* Don't know if moving this to the end will break anything. However,
1624 * we want to have update_look set above before calling this. 1432 * we want to have floorbox_update called before calling this.
1625 * 1433 *
1626 * check_move_on() must be after this because code called from 1434 * check_move_on() must be after this because code called from
1627 * check_move_on() depends on correct map flags (so functions like 1435 * check_move_on() depends on correct map flags (so functions like
1628 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1629 * update_object(). 1437 * update_object().
1630 */ 1438 */
1631 1439
1632 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* if this is not the head or flag has been passed, don't check walk on status */
1633 if (!(flag & INS_NO_WALK_ON) && !op->head) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1634 { 1442 {
1635 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1636 return NULL; 1444 return 0;
1637 1445
1638 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1639 * walk on's. 1447 * walk on's.
1640 */ 1448 */
1641 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1642 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1643 return NULL; 1451 return 0;
1644 } 1452 }
1645 1453
1646 return op; 1454 return op;
1647} 1455}
1648 1456
1649/* this function inserts an object in the map, but if it 1457/* this function inserts an object in the map, but if it
1650 * finds an object of its own type, it'll remove that one first. 1458 * finds an object of its own type, it'll remove that one first.
1651 * op is the object to insert it under: supplies x and the map. 1459 * op is the object to insert it under: supplies x and the map.
1652 */ 1460 */
1653void 1461void
1654replace_insert_ob_in_map (const char *arch_string, object *op) 1462replace_insert_ob_in_map (const char *arch_string, object *op)
1655{ 1463{
1656 object * 1464 object *tmp, *tmp1;
1657 tmp;
1658 object *
1659 tmp1;
1660 1465
1661 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1662 1467
1663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1664 {
1665 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1666 { 1470 tmp->destroy ();
1667 remove_ob (tmp);
1668 free_object (tmp);
1669 }
1670 }
1671 1471
1672 tmp1 = arch_to_object (find_archetype (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1673 1473
1674 tmp1->x = op->x; 1474 tmp1->x = op->x;
1675 tmp1->y = op->y; 1475 tmp1->y = op->y;
1676 insert_ob_in_map (tmp1, op->map, op, 0); 1476 insert_ob_in_map (tmp1, op->map, op, 0);
1477}
1478
1479object *
1480object::insert_at (object *where, object *originator, int flags)
1481{
1482 return where->map->insert (this, where->x, where->y, originator, flags);
1677} 1483}
1678 1484
1679/* 1485/*
1680 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1681 * is returned contains nr objects, and the remaining parts contains 1487 * is returned contains nr objects, and the remaining parts contains
1682 * the rest (or is removed and freed if that number is 0). 1488 * the rest (or is removed and freed if that number is 0).
1683 * On failure, NULL is returned, and the reason put into the 1489 * On failure, NULL is returned, and the reason put into the
1684 * global static errmsg array. 1490 * global static errmsg array.
1685 */ 1491 */
1686
1687object * 1492object *
1688get_split_ob (object *orig_ob, uint32 nr) 1493get_split_ob (object *orig_ob, uint32 nr)
1689{ 1494{
1690 object * 1495 object *newob;
1691 newob;
1692 int
1693 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1694 1497
1695 if (orig_ob->nrof < nr) 1498 if (orig_ob->nrof < nr)
1696 { 1499 {
1697 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1698 return NULL; 1501 return NULL;
1699 } 1502 }
1700 1503
1701 newob = object_create_clone (orig_ob); 1504 newob = object_create_clone (orig_ob);
1702 1505
1703 if ((orig_ob->nrof -= nr) < 1) 1506 if ((orig_ob->nrof -= nr) < 1)
1704 { 1507 orig_ob->destroy (1);
1705 if (!is_removed)
1706 remove_ob (orig_ob);
1707 free_object2 (orig_ob, 1);
1708 }
1709 else if (!is_removed) 1508 else if (!is_removed)
1710 { 1509 {
1711 if (orig_ob->env != NULL) 1510 if (orig_ob->env != NULL)
1712 sub_weight (orig_ob->env, orig_ob->weight * nr); 1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1713 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1728 * the amount of an object. If the amount reaches 0, the object 1527 * the amount of an object. If the amount reaches 0, the object
1729 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1730 * 1529 *
1731 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1732 */ 1531 */
1733
1734object * 1532object *
1735decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1736{ 1534{
1737 object *tmp; 1535 object *tmp;
1738 player *pl;
1739 1536
1740 if (i == 0) /* objects with op->nrof require this check */ 1537 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1538 return op;
1742 1539
1743 if (i > op->nrof) 1540 if (i > op->nrof)
1744 i = op->nrof; 1541 i = op->nrof;
1745 1542
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 op->nrof -= i; 1544 op->nrof -= i;
1748 else if (op->env != NULL) 1545 else if (op->env)
1749 { 1546 {
1750 /* is this object in the players inventory, or sub container 1547 /* is this object in the players inventory, or sub container
1751 * therein? 1548 * therein?
1752 */ 1549 */
1753 tmp = is_player_inv (op->env); 1550 tmp = op->in_player ();
1754 /* nope. Is this a container the player has opened? 1551 /* nope. Is this a container the player has opened?
1755 * If so, set tmp to that player. 1552 * If so, set tmp to that player.
1756 * IMO, searching through all the players will mostly 1553 * IMO, searching through all the players will mostly
1757 * likely be quicker than following op->env to the map, 1554 * likely be quicker than following op->env to the map,
1758 * and then searching the map for a player. 1555 * and then searching the map for a player.
1759 */ 1556 */
1760 if (!tmp) 1557 if (!tmp)
1761 { 1558 for_all_players (pl)
1762 for (pl = first_player; pl; pl = pl->next)
1763 if (pl->ob->container == op->env) 1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1764 break; 1562 break;
1765 if (pl)
1766 tmp = pl->ob;
1767 else
1768 tmp = NULL;
1769 } 1563 }
1770 1564
1771 if (i < op->nrof) 1565 if (i < op->nrof)
1772 { 1566 {
1773 sub_weight (op->env, op->weight * i); 1567 sub_weight (op->env, op->weight * i);
1774 op->nrof -= i; 1568 op->nrof -= i;
1775 if (tmp) 1569 if (tmp)
1776 {
1777 esrv_send_item (tmp, op); 1570 esrv_send_item (tmp, op);
1778 }
1779 } 1571 }
1780 else 1572 else
1781 { 1573 {
1782 remove_ob (op); 1574 op->remove ();
1783 op->nrof = 0; 1575 op->nrof = 0;
1784 if (tmp) 1576 if (tmp)
1785 {
1786 esrv_del_item (tmp->contr, op->count); 1577 esrv_del_item (tmp->contr, op->count);
1787 }
1788 } 1578 }
1789 } 1579 }
1790 else 1580 else
1791 { 1581 {
1792 object *above = op->above; 1582 object *above = op->above;
1793 1583
1794 if (i < op->nrof) 1584 if (i < op->nrof)
1795 op->nrof -= i; 1585 op->nrof -= i;
1796 else 1586 else
1797 { 1587 {
1798 remove_ob (op); 1588 op->remove ();
1799 op->nrof = 0; 1589 op->nrof = 0;
1800 } 1590 }
1801 1591
1802 /* Since we just removed op, op->above is null */ 1592 /* Since we just removed op, op->above is null */
1803 for (tmp = above; tmp != NULL; tmp = tmp->above) 1593 for (tmp = above; tmp; tmp = tmp->above)
1804 if (tmp->type == PLAYER) 1594 if (tmp->type == PLAYER)
1805 { 1595 {
1806 if (op->nrof) 1596 if (op->nrof)
1807 esrv_send_item (tmp, op); 1597 esrv_send_item (tmp, op);
1808 else 1598 else
1812 1602
1813 if (op->nrof) 1603 if (op->nrof)
1814 return op; 1604 return op;
1815 else 1605 else
1816 { 1606 {
1817 free_object (op); 1607 op->destroy ();
1818 return NULL; 1608 return 0;
1819 } 1609 }
1820} 1610}
1821 1611
1822/* 1612/*
1823 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1824 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1825 */ 1615 */
1826
1827void 1616void
1828add_weight (object *op, signed long weight) 1617add_weight (object *op, signed long weight)
1829{ 1618{
1830 while (op != NULL) 1619 while (op != NULL)
1831 { 1620 {
1835 op->carrying += weight; 1624 op->carrying += weight;
1836 op = op->env; 1625 op = op->env;
1837 } 1626 }
1838} 1627}
1839 1628
1629object *
1630insert_ob_in_ob (object *op, object *where)
1631{
1632 if (!where)
1633 {
1634 char *dump = dump_object (op);
1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1636 free (dump);
1637 return op;
1638 }
1639
1640 if (where->head_ () != where)
1641 {
1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1643 where = where->head;
1644 }
1645
1646 return where->insert (op);
1647}
1648
1840/* 1649/*
1841 * insert_ob_in_ob(op,environment): 1650 * env->insert (op)
1842 * This function inserts the object op in the linked list 1651 * This function inserts the object op in the linked list
1843 * inside the object environment. 1652 * inside the object environment.
1844 * 1653 *
1845 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1846 * the inventory at the last position or next to other objects of the same
1847 * type.
1848 * Frank: Now sorted by type, archetype and magic!
1849 *
1850 * The function returns now pointer to inserted item, and return value can 1654 * The function returns now pointer to inserted item, and return value can
1851 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1852 */ 1656 */
1853
1854object * 1657object *
1855insert_ob_in_ob (object *op, object *where) 1658object::insert (object *op)
1856{ 1659{
1857 object *
1858 tmp, *
1859 otmp;
1860
1861 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1862 { 1661 op->remove ();
1863 dump_object (op);
1864 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1865 return op;
1866 }
1867
1868 if (where == NULL)
1869 {
1870 dump_object (op);
1871 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1872 return op;
1873 }
1874
1875 if (where->head)
1876 {
1877 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1878 where = where->head;
1879 }
1880 1662
1881 if (op->more) 1663 if (op->more)
1882 { 1664 {
1883 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1665 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1884 return op; 1666 return op;
1885 } 1667 }
1886 1668
1887 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1888 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1889 if (op->nrof) 1672 if (op->nrof)
1890 { 1673 {
1891 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1892 if (CAN_MERGE (tmp, op)) 1675 if (object::can_merge (tmp, op))
1893 { 1676 {
1894 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1895 (client needs the original object) */ 1678 (client needs the original object) */
1896 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1897 /* Weight handling gets pretty funky. Since we are adding to 1680 /* Weight handling gets pretty funky. Since we are adding to
1898 * tmp->nrof, we need to increase the weight. 1681 * tmp->nrof, we need to increase the weight.
1899 */ 1682 */
1900 add_weight (where, op->weight * op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1901 SET_FLAG (op, FLAG_REMOVED); 1684 SET_FLAG (op, FLAG_REMOVED);
1902 free_object (op); /* free the inserted object */ 1685 op->destroy (); /* free the inserted object */
1903 op = tmp; 1686 op = tmp;
1904 remove_ob (op); /* and fix old object's links */ 1687 op->remove (); /* and fix old object's links */
1905 CLEAR_FLAG (op, FLAG_REMOVED); 1688 CLEAR_FLAG (op, FLAG_REMOVED);
1906 break; 1689 break;
1907 } 1690 }
1908 1691
1909 /* I assume combined objects have no inventory 1692 /* I assume combined objects have no inventory
1910 * We add the weight - this object could have just been removed 1693 * We add the weight - this object could have just been removed
1911 * (if it was possible to merge). calling remove_ob will subtract 1694 * (if it was possible to merge). calling remove_ob will subtract
1912 * the weight, so we need to add it in again, since we actually do 1695 * the weight, so we need to add it in again, since we actually do
1913 * the linking below 1696 * the linking below
1914 */ 1697 */
1915 add_weight (where, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1916 } 1699 }
1917 else 1700 else
1918 add_weight (where, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1919 1702
1920 otmp = is_player_inv (where); 1703 if (object *otmp = this->in_player ())
1921 if (otmp && otmp->contr != NULL)
1922 {
1923 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1924 fix_player (otmp); 1705 otmp->update_stats ();
1925 }
1926 1706
1707 op->owner = 0; // its his/hers now. period.
1927 op->map = NULL; 1708 op->map = 0;
1928 op->env = where; 1709 op->env = this;
1929 op->above = NULL; 1710 op->above = 0;
1930 op->below = NULL; 1711 op->below = 0;
1931 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1932 1713
1933 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1934 if ((op->glow_radius != 0) && where->map) 1715 if (op->glow_radius && map)
1935 { 1716 {
1936#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1937 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1938#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1939 if (MAP_DARKNESS (where->map)) 1720 if (map->darkness)
1940 update_all_los (where->map, where->x, where->y); 1721 update_all_los (map, x, y);
1941 } 1722 }
1942 1723
1943 /* Client has no idea of ordering so lets not bother ordering it here. 1724 /* Client has no idea of ordering so lets not bother ordering it here.
1944 * It sure simplifies this function... 1725 * It sure simplifies this function...
1945 */ 1726 */
1946 if (where->inv == NULL) 1727 if (!inv)
1947 where->inv = op; 1728 inv = op;
1948 else 1729 else
1949 { 1730 {
1950 op->below = where->inv; 1731 op->below = inv;
1951 op->below->above = op; 1732 op->below->above = op;
1952 where->inv = op; 1733 inv = op;
1953 } 1734 }
1735
1736 INVOKE_OBJECT (INSERT, this);
1737
1954 return op; 1738 return op;
1955} 1739}
1956 1740
1957/* 1741/*
1958 * Checks if any objects has a move_type that matches objects 1742 * Checks if any objects has a move_type that matches objects
1972 * 1756 *
1973 * MSW 2001-07-08: Check all objects on space, not just those below 1757 * MSW 2001-07-08: Check all objects on space, not just those below
1974 * object being inserted. insert_ob_in_map may not put new objects 1758 * object being inserted. insert_ob_in_map may not put new objects
1975 * on top. 1759 * on top.
1976 */ 1760 */
1977
1978int 1761int
1979check_move_on (object *op, object *originator) 1762check_move_on (object *op, object *originator)
1980{ 1763{
1981 object * 1764 object *tmp;
1982 tmp; 1765 maptile *m = op->map;
1983 tag_t
1984 tag;
1985 mapstruct *
1986 m = op->map;
1987 int
1988 x = op->x, y = op->y; 1766 int x = op->x, y = op->y;
1989 1767
1990 MoveType 1768 MoveType move_on, move_slow, move_block;
1991 move_on,
1992 move_slow,
1993 move_block;
1994 1769
1995 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1770 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1996 return 0; 1771 return 0;
1997
1998 tag = op->count;
1999 1772
2000 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2001 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2002 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2003 1776
2019 1792
2020 /* The objects have to be checked from top to bottom. 1793 /* The objects have to be checked from top to bottom.
2021 * Hence, we first go to the top: 1794 * Hence, we first go to the top:
2022 */ 1795 */
2023 1796
2024 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2025 { 1798 {
2026 /* Trim the search when we find the first other spell effect 1799 /* Trim the search when we find the first other spell effect
2027 * this helps performance so that if a space has 50 spell objects, 1800 * this helps performance so that if a space has 50 spell objects,
2028 * we don't need to check all of them. 1801 * we don't need to check all of them.
2029 */ 1802 */
2047 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2048 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2049 { 1822 {
2050 1823
2051 float 1824 float
2052 diff = tmp->move_slow_penalty * FABS (op->speed); 1825 diff = tmp->move_slow_penalty * fabs (op->speed);
2053 1826
2054 if (op->type == PLAYER) 1827 if (op->type == PLAYER)
2055 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2056 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2057 diff /= 4.0; 1830 diff /= 4.0;
2064 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1837 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2065 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1838 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2066 { 1839 {
2067 move_apply (tmp, op, originator); 1840 move_apply (tmp, op, originator);
2068 1841
2069 if (was_destroyed (op, tag)) 1842 if (op->destroyed ())
2070 return 1; 1843 return 1;
2071 1844
2072 /* what the person/creature stepped onto has moved the object 1845 /* what the person/creature stepped onto has moved the object
2073 * someplace new. Don't process any further - if we did, 1846 * someplace new. Don't process any further - if we did,
2074 * have a feeling strange problems would result. 1847 * have a feeling strange problems would result.
2084/* 1857/*
2085 * present_arch(arch, map, x, y) searches for any objects with 1858 * present_arch(arch, map, x, y) searches for any objects with
2086 * a matching archetype at the given map and coordinates. 1859 * a matching archetype at the given map and coordinates.
2087 * The first matching object is returned, or NULL if none. 1860 * The first matching object is returned, or NULL if none.
2088 */ 1861 */
2089
2090object * 1862object *
2091present_arch (const archetype *at, mapstruct *m, int x, int y) 1863present_arch (const archetype *at, maptile *m, int x, int y)
2092{ 1864{
2093 object *
2094 tmp;
2095
2096 if (m == NULL || out_of_map (m, x, y)) 1865 if (!m || out_of_map (m, x, y))
2097 { 1866 {
2098 LOG (llevError, "Present_arch called outside map.\n"); 1867 LOG (llevError, "Present_arch called outside map.\n");
2099 return NULL; 1868 return NULL;
2100 } 1869 }
2101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1870
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2102 if (tmp->arch == at) 1872 if (tmp->arch == at)
2103 return tmp; 1873 return tmp;
1874
2104 return NULL; 1875 return NULL;
2105} 1876}
2106 1877
2107/* 1878/*
2108 * present(type, map, x, y) searches for any objects with 1879 * present(type, map, x, y) searches for any objects with
2109 * a matching type variable at the given map and coordinates. 1880 * a matching type variable at the given map and coordinates.
2110 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
2111 */ 1882 */
2112
2113object * 1883object *
2114present (unsigned char type, mapstruct *m, int x, int y) 1884present (unsigned char type, maptile *m, int x, int y)
2115{ 1885{
2116 object *
2117 tmp;
2118
2119 if (out_of_map (m, x, y)) 1886 if (out_of_map (m, x, y))
2120 { 1887 {
2121 LOG (llevError, "Present called outside map.\n"); 1888 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1889 return NULL;
2123 } 1890 }
2124 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if (tmp->type == type) 1893 if (tmp->type == type)
2126 return tmp; 1894 return tmp;
1895
2127 return NULL; 1896 return NULL;
2128} 1897}
2129 1898
2130/* 1899/*
2131 * present_in_ob(type, object) searches for any objects with 1900 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1901 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
2134 */ 1903 */
2135
2136object * 1904object *
2137present_in_ob (unsigned char type, const object *op) 1905present_in_ob (unsigned char type, const object *op)
2138{ 1906{
2139 object *
2140 tmp;
2141
2142 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2143 if (tmp->type == type) 1908 if (tmp->type == type)
2144 return tmp; 1909 return tmp;
1910
2145 return NULL; 1911 return NULL;
2146} 1912}
2147 1913
2148/* 1914/*
2149 * present_in_ob (type, str, object) searches for any objects with 1915 * present_in_ob (type, str, object) searches for any objects with
2157 * str is the string to match against. Note that we match against 1923 * str is the string to match against. Note that we match against
2158 * the object name, not the archetype name. this is so that the 1924 * the object name, not the archetype name. this is so that the
2159 * spell code can use one object type (force), but change it's name 1925 * spell code can use one object type (force), but change it's name
2160 * to be unique. 1926 * to be unique.
2161 */ 1927 */
2162
2163object * 1928object *
2164present_in_ob_by_name (int type, const char *str, const object *op) 1929present_in_ob_by_name (int type, const char *str, const object *op)
2165{ 1930{
2166 object *
2167 tmp;
2168
2169 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2170 {
2171 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1932 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1933 return tmp;
2173 } 1934
2174 return NULL; 1935 return 0;
2175} 1936}
2176 1937
2177/* 1938/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1939 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1940 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1941 * The first matching object is returned, or NULL if none.
2181 */ 1942 */
2182
2183object * 1943object *
2184present_arch_in_ob (const archetype *at, const object *op) 1944present_arch_in_ob (const archetype *at, const object *op)
2185{ 1945{
2186 object *
2187 tmp;
2188
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 if (tmp->arch == at) 1947 if (tmp->arch == at)
2191 return tmp; 1948 return tmp;
1949
2192 return NULL; 1950 return NULL;
2193} 1951}
2194 1952
2195/* 1953/*
2196 * activate recursively a flag on an object inventory 1954 * activate recursively a flag on an object inventory
2197 */ 1955 */
2198void 1956void
2199flag_inv (object *op, int flag) 1957flag_inv (object *op, int flag)
2200{ 1958{
2201 object *
2202 tmp;
2203
2204 if (op->inv) 1959 if (op->inv)
2205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2206 { 1961 {
2207 SET_FLAG (tmp, flag); 1962 SET_FLAG (tmp, flag);
2208 flag_inv (tmp, flag); 1963 flag_inv (tmp, flag);
2209 } 1964 }
2210} /* 1965}
1966
1967/*
2211 * desactivate recursively a flag on an object inventory 1968 * deactivate recursively a flag on an object inventory
2212 */ 1969 */
2213void 1970void
2214unflag_inv (object *op, int flag) 1971unflag_inv (object *op, int flag)
2215{ 1972{
2216 object *
2217 tmp;
2218
2219 if (op->inv) 1973 if (op->inv)
2220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2221 { 1975 {
2222 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
2223 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
2224 } 1978 }
2225}
2226
2227/*
2228 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2229 * all it's inventory (recursively).
2230 * If checksums are used, a player will get set_cheat called for
2231 * him/her-self and all object carried by a call to this function.
2232 */
2233
2234void
2235set_cheat (object *op)
2236{
2237 SET_FLAG (op, FLAG_WAS_WIZ);
2238 flag_inv (op, FLAG_WAS_WIZ);
2239} 1979}
2240 1980
2241/* 1981/*
2242 * find_free_spot(object, map, x, y, start, stop) will search for 1982 * find_free_spot(object, map, x, y, start, stop) will search for
2243 * a spot at the given map and coordinates which will be able to contain 1983 * a spot at the given map and coordinates which will be able to contain
2257 * because arch_blocked (now ob_blocked) needs to know the movement type 1997 * because arch_blocked (now ob_blocked) needs to know the movement type
2258 * to know if the space in question will block the object. We can't use 1998 * to know if the space in question will block the object. We can't use
2259 * the archetype because that isn't correct if the monster has been 1999 * the archetype because that isn't correct if the monster has been
2260 * customized, changed states, etc. 2000 * customized, changed states, etc.
2261 */ 2001 */
2262
2263int 2002int
2264find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2265{ 2004{
2266 int
2267 i,
2268 index = 0, flag; 2005 int index = 0, flag;
2269 static int
2270 altern[SIZEOFFREE]; 2006 int altern[SIZEOFFREE];
2271 2007
2272 for (i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
2273 { 2009 {
2274 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2275 if (!flag) 2011 if (!flag)
2276 altern[index++] = i; 2012 altern [index++] = i;
2277 2013
2278 /* Basically, if we find a wall on a space, we cut down the search size. 2014 /* Basically, if we find a wall on a space, we cut down the search size.
2279 * In this way, we won't return spaces that are on another side of a wall. 2015 * In this way, we won't return spaces that are on another side of a wall.
2280 * This mostly work, but it cuts down the search size in all directions - 2016 * This mostly work, but it cuts down the search size in all directions -
2281 * if the space being examined only has a wall to the north and empty 2017 * if the space being examined only has a wall to the north and empty
2282 * spaces in all the other directions, this will reduce the search space 2018 * spaces in all the other directions, this will reduce the search space
2283 * to only the spaces immediately surrounding the target area, and 2019 * to only the spaces immediately surrounding the target area, and
2284 * won't look 2 spaces south of the target space. 2020 * won't look 2 spaces south of the target space.
2285 */ 2021 */
2286 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2022 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2287 stop = maxfree[i]; 2023 stop = maxfree[i];
2288 } 2024 }
2025
2289 if (!index) 2026 if (!index)
2290 return -1; 2027 return -1;
2028
2291 return altern[RANDOM () % index]; 2029 return altern [rndm (index)];
2292} 2030}
2293 2031
2294/* 2032/*
2295 * find_first_free_spot(archetype, mapstruct, x, y) works like 2033 * find_first_free_spot(archetype, maptile, x, y) works like
2296 * find_free_spot(), but it will search max number of squares. 2034 * find_free_spot(), but it will search max number of squares.
2297 * But it will return the first available spot, not a random choice. 2035 * But it will return the first available spot, not a random choice.
2298 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2036 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2299 */ 2037 */
2300
2301int 2038int
2302find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2039find_first_free_spot (const object *ob, maptile *m, int x, int y)
2303{ 2040{
2304 int
2305 i;
2306
2307 for (i = 0; i < SIZEOFFREE; i++) 2041 for (int i = 0; i < SIZEOFFREE; i++)
2308 {
2309 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2042 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2310 return i; 2043 return i;
2311 } 2044
2312 return -1; 2045 return -1;
2313} 2046}
2314 2047
2315/* 2048/*
2316 * The function permute(arr, begin, end) randomly reorders the array 2049 * The function permute(arr, begin, end) randomly reorders the array
2317 * arr[begin..end-1]. 2050 * arr[begin..end-1].
2051 * now uses a fisher-yates shuffle, old permute was broken
2318 */ 2052 */
2319static void 2053static void
2320permute (int *arr, int begin, int end) 2054permute (int *arr, int begin, int end)
2321{ 2055{
2322 int 2056 arr += begin;
2323 i,
2324 j,
2325 tmp,
2326 len;
2327
2328 len = end - begin; 2057 end -= begin;
2329 for (i = begin; i < end; i++)
2330 {
2331 j = begin + RANDOM () % len;
2332 2058
2333 tmp = arr[i]; 2059 while (--end)
2334 arr[i] = arr[j]; 2060 swap (arr [end], arr [rndm (end + 1)]);
2335 arr[j] = tmp;
2336 }
2337} 2061}
2338 2062
2339/* new function to make monster searching more efficient, and effective! 2063/* new function to make monster searching more efficient, and effective!
2340 * This basically returns a randomized array (in the passed pointer) of 2064 * This basically returns a randomized array (in the passed pointer) of
2341 * the spaces to find monsters. In this way, it won't always look for 2065 * the spaces to find monsters. In this way, it won't always look for
2344 * the 3x3 area will be searched, just not in a predictable order. 2068 * the 3x3 area will be searched, just not in a predictable order.
2345 */ 2069 */
2346void 2070void
2347get_search_arr (int *search_arr) 2071get_search_arr (int *search_arr)
2348{ 2072{
2349 int 2073 int i;
2350 i;
2351 2074
2352 for (i = 0; i < SIZEOFFREE; i++) 2075 for (i = 0; i < SIZEOFFREE; i++)
2353 {
2354 search_arr[i] = i; 2076 search_arr[i] = i;
2355 }
2356 2077
2357 permute (search_arr, 1, SIZEOFFREE1 + 1); 2078 permute (search_arr, 1, SIZEOFFREE1 + 1);
2358 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2079 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2359 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2080 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2360} 2081}
2369 * Perhaps incorrectly, but I'm making the assumption that exclude 2090 * Perhaps incorrectly, but I'm making the assumption that exclude
2370 * is actually want is going to try and move there. We need this info 2091 * is actually want is going to try and move there. We need this info
2371 * because we have to know what movement the thing looking to move 2092 * because we have to know what movement the thing looking to move
2372 * there is capable of. 2093 * there is capable of.
2373 */ 2094 */
2374
2375int 2095int
2376find_dir (mapstruct *m, int x, int y, object *exclude) 2096find_dir (maptile *m, int x, int y, object *exclude)
2377{ 2097{
2378 int
2379 i,
2380 max = SIZEOFFREE, mflags; 2098 int i, max = SIZEOFFREE, mflags;
2381 2099
2382 sint16 nx, ny; 2100 sint16 nx, ny;
2383 object * 2101 object *tmp;
2384 tmp; 2102 maptile *mp;
2385 mapstruct *
2386 mp;
2387 2103
2388 MoveType blocked, move_type; 2104 MoveType blocked, move_type;
2389 2105
2390 if (exclude && exclude->head) 2106 if (exclude && exclude->head_ () != exclude)
2391 { 2107 {
2392 exclude = exclude->head; 2108 exclude = exclude->head;
2393 move_type = exclude->move_type; 2109 move_type = exclude->move_type;
2394 } 2110 }
2395 else 2111 else
2403 mp = m; 2119 mp = m;
2404 nx = x + freearr_x[i]; 2120 nx = x + freearr_x[i];
2405 ny = y + freearr_y[i]; 2121 ny = y + freearr_y[i];
2406 2122
2407 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2123 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2124
2408 if (mflags & P_OUT_OF_MAP) 2125 if (mflags & P_OUT_OF_MAP)
2409 {
2410 max = maxfree[i]; 2126 max = maxfree[i];
2411 }
2412 else 2127 else
2413 { 2128 {
2414 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2129 mapspace &ms = mp->at (nx, ny);
2130
2131 blocked = ms.move_block;
2415 2132
2416 if ((move_type & blocked) == move_type) 2133 if ((move_type & blocked) == move_type)
2417 {
2418 max = maxfree[i]; 2134 max = maxfree[i];
2419 }
2420 else if (mflags & P_IS_ALIVE) 2135 else if (mflags & P_IS_ALIVE)
2421 { 2136 {
2422 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2137 for (tmp = ms.bot; tmp; tmp = tmp->above)
2423 { 2138 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2424 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2425 {
2426 break; 2140 break;
2427 } 2141
2428 }
2429 if (tmp) 2142 if (tmp)
2430 {
2431 return freedir[i]; 2143 return freedir[i];
2432 }
2433 } 2144 }
2434 } 2145 }
2435 } 2146 }
2147
2436 return 0; 2148 return 0;
2437} 2149}
2438 2150
2439/* 2151/*
2440 * distance(object 1, object 2) will return the square of the 2152 * distance(object 1, object 2) will return the square of the
2441 * distance between the two given objects. 2153 * distance between the two given objects.
2442 */ 2154 */
2443
2444int 2155int
2445distance (const object *ob1, const object *ob2) 2156distance (const object *ob1, const object *ob2)
2446{ 2157{
2447 int
2448 i;
2449
2450 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2158 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2451 return i;
2452} 2159}
2453 2160
2454/* 2161/*
2455 * find_dir_2(delta-x,delta-y) will return a direction in which 2162 * find_dir_2(delta-x,delta-y) will return a direction in which
2456 * an object which has subtracted the x and y coordinates of another 2163 * an object which has subtracted the x and y coordinates of another
2457 * object, needs to travel toward it. 2164 * object, needs to travel toward it.
2458 */ 2165 */
2459
2460int 2166int
2461find_dir_2 (int x, int y) 2167find_dir_2 (int x, int y)
2462{ 2168{
2463 int 2169 int q;
2464 q;
2465 2170
2466 if (y) 2171 if (y)
2467 q = x * 100 / y; 2172 q = x * 100 / y;
2468 else if (x) 2173 else if (x)
2469 q = -300 * x; 2174 q = -300 * x;
2494 2199
2495 return 3; 2200 return 3;
2496} 2201}
2497 2202
2498/* 2203/*
2499 * absdir(int): Returns a number between 1 and 8, which represent
2500 * the "absolute" direction of a number (it actually takes care of
2501 * "overflow" in previous calculations of a direction).
2502 */
2503
2504int
2505absdir (int d)
2506{
2507 while (d < 1)
2508 d += 8;
2509 while (d > 8)
2510 d -= 8;
2511 return d;
2512}
2513
2514/*
2515 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2516 * between two directions (which are expected to be absolute (see absdir()) 2205 * between two directions (which are expected to be absolute (see absdir())
2517 */ 2206 */
2518
2519int 2207int
2520dirdiff (int dir1, int dir2) 2208dirdiff (int dir1, int dir2)
2521{ 2209{
2522 int 2210 int d;
2523 d;
2524 2211
2525 d = abs (dir1 - dir2); 2212 d = abs (dir1 - dir2);
2526 if (d > 4) 2213 if (d > 4)
2527 d = 8 - d; 2214 d = 8 - d;
2215
2528 return d; 2216 return d;
2529} 2217}
2530 2218
2531/* peterm: 2219/* peterm:
2532 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2220 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2535 * This basically means that if direction is 15, then it could either go 2223 * This basically means that if direction is 15, then it could either go
2536 * direction 4, 14, or 16 to get back to where we are. 2224 * direction 4, 14, or 16 to get back to where we are.
2537 * Moved from spell_util.c to object.c with the other related direction 2225 * Moved from spell_util.c to object.c with the other related direction
2538 * functions. 2226 * functions.
2539 */ 2227 */
2540
2541int
2542 reduction_dir[SIZEOFFREE][3] = { 2228int reduction_dir[SIZEOFFREE][3] = {
2543 {0, 0, 0}, /* 0 */ 2229 {0, 0, 0}, /* 0 */
2544 {0, 0, 0}, /* 1 */ 2230 {0, 0, 0}, /* 1 */
2545 {0, 0, 0}, /* 2 */ 2231 {0, 0, 0}, /* 2 */
2546 {0, 0, 0}, /* 3 */ 2232 {0, 0, 0}, /* 3 */
2547 {0, 0, 0}, /* 4 */ 2233 {0, 0, 0}, /* 4 */
2595 * find a path to that monster that we found. If not, 2281 * find a path to that monster that we found. If not,
2596 * we don't bother going toward it. Returns 1 if we 2282 * we don't bother going toward it. Returns 1 if we
2597 * can see a direct way to get it 2283 * can see a direct way to get it
2598 * Modified to be map tile aware -.MSW 2284 * Modified to be map tile aware -.MSW
2599 */ 2285 */
2600
2601
2602int 2286int
2603can_see_monsterP (mapstruct *m, int x, int y, int dir) 2287can_see_monsterP (maptile *m, int x, int y, int dir)
2604{ 2288{
2605 sint16 dx, dy; 2289 sint16 dx, dy;
2606 int
2607 mflags; 2290 int mflags;
2608 2291
2609 if (dir < 0) 2292 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2293 return 0; /* exit condition: invalid direction */
2611 2294
2612 dx = x + freearr_x[dir]; 2295 dx = x + freearr_x[dir];
2625 return 0; 2308 return 0;
2626 2309
2627 /* yes, can see. */ 2310 /* yes, can see. */
2628 if (dir < 9) 2311 if (dir < 9)
2629 return 1; 2312 return 1;
2313
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2314 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2315 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2316 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2317}
2633
2634
2635 2318
2636/* 2319/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2320 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2321 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2322 * picked up, otherwise 0.
2641 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2324 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2642 * core dumps if they do. 2325 * core dumps if they do.
2643 * 2326 *
2644 * Add a check so we can't pick up invisible objects (0.93.8) 2327 * Add a check so we can't pick up invisible objects (0.93.8)
2645 */ 2328 */
2646
2647int 2329int
2648can_pick (const object *who, const object *item) 2330can_pick (const object *who, const object *item)
2649{ 2331{
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2335}
2654 2336
2655
2656/* 2337/*
2657 * create clone from object to another 2338 * create clone from object to another
2658 */ 2339 */
2659object * 2340object *
2660object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2661{ 2342{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2343 object *dst = 0, *tmp, *src, *prev, *item;
2664 2344
2665 if (!asrc) 2345 if (!asrc)
2666 return NULL; 2346 return 0;
2667 src = asrc; 2347
2668 if (src->head)
2669 src = src->head; 2348 src = asrc->head_ ();
2670 2349
2671 prev = NULL; 2350 prev = 0;
2672 for (part = src; part; part = part->more) 2351 for (object *part = src; part; part = part->more)
2673 { 2352 {
2674 tmp = get_object (); 2353 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2354 tmp->x -= src->x;
2677 tmp->y -= src->y; 2355 tmp->y -= src->y;
2356
2678 if (!part->head) 2357 if (!part->head)
2679 { 2358 {
2680 dst = tmp; 2359 dst = tmp;
2681 tmp->head = NULL; 2360 tmp->head = 0;
2682 } 2361 }
2683 else 2362 else
2684 {
2685 tmp->head = dst; 2363 tmp->head = dst;
2686 } 2364
2687 tmp->more = NULL; 2365 tmp->more = 0;
2366
2688 if (prev) 2367 if (prev)
2689 prev->more = tmp; 2368 prev->more = tmp;
2369
2690 prev = tmp; 2370 prev = tmp;
2691 } 2371 }
2692 2372
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2373 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2374 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2375
2699 return dst; 2376 return dst;
2700}
2701
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */
2722
2723object *
2724load_object_str (const char *obstr)
2725{
2726 object *
2727 op;
2728 char
2729 filename[MAX_BUF];
2730
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732
2733 FILE *
2734 tempfile = fopen (filename, "w");
2735
2736 if (tempfile == NULL)
2737 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL;
2740 };
2741 fprintf (tempfile, obstr);
2742 fclose (tempfile);
2743
2744 op = get_object ();
2745
2746 object_thawer thawer (filename);
2747
2748 if (thawer)
2749 load_object (thawer, op, 0);
2750
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2752 CLEAR_FLAG (op, FLAG_REMOVED);
2753
2754 return op;
2755} 2377}
2756 2378
2757/* This returns the first object in who's inventory that 2379/* This returns the first object in who's inventory that
2758 * has the same type and subtype match. 2380 * has the same type and subtype match.
2759 * returns NULL if no match. 2381 * returns NULL if no match.
2760 */ 2382 */
2761object * 2383object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2384find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2385{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2386 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2387 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2388 return tmp;
2770 2389
2771 return NULL; 2390 return 0;
2772} 2391}
2773 2392
2774/* If ob has a field named key, return the link from the list, 2393/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL. 2394 * otherwise return NULL.
2776 * 2395 *
2778 * do the desired thing. 2397 * do the desired thing.
2779 */ 2398 */
2780key_value * 2399key_value *
2781get_ob_key_link (const object *ob, const char *key) 2400get_ob_key_link (const object *ob, const char *key)
2782{ 2401{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2402 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2403 if (link->key == key)
2789 {
2790 return link; 2404 return link;
2791 }
2792 }
2793 2405
2794 return NULL; 2406 return 0;
2795} 2407}
2796 2408
2797/* 2409/*
2798 * Returns the value of op has an extra_field for key, or NULL. 2410 * Returns the value of op has an extra_field for key, or NULL.
2799 * 2411 *
2824 if (link->key == canonical_key) 2436 if (link->key == canonical_key)
2825 return link->value; 2437 return link->value;
2826 2438
2827 return 0; 2439 return 0;
2828} 2440}
2829
2830 2441
2831/* 2442/*
2832 * Updates the canonical_key in op to value. 2443 * Updates the canonical_key in op to value.
2833 * 2444 *
2834 * canonical_key is a shared string (value doesn't have to be). 2445 * canonical_key is a shared string (value doesn't have to be).
2839 * Returns TRUE on success. 2450 * Returns TRUE on success.
2840 */ 2451 */
2841int 2452int
2842set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2453set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2843{ 2454{
2844 key_value *
2845 field = NULL, *last = NULL; 2455 key_value *field = NULL, *last = NULL;
2846 2456
2847 for (field = op->key_values; field != NULL; field = field->next) 2457 for (field = op->key_values; field != NULL; field = field->next)
2848 { 2458 {
2849 if (field->key != canonical_key) 2459 if (field->key != canonical_key)
2850 { 2460 {
2859 /* Basically, if the archetype has this key set, 2469 /* Basically, if the archetype has this key set,
2860 * we need to store the null value so when we save 2470 * we need to store the null value so when we save
2861 * it, we save the empty value so that when we load, 2471 * it, we save the empty value so that when we load,
2862 * we get this value back again. 2472 * we get this value back again.
2863 */ 2473 */
2864 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2474 if (get_ob_key_link (op->arch, canonical_key))
2865 field->value = 0; 2475 field->value = 0;
2866 else 2476 else
2867 { 2477 {
2868 if (last) 2478 if (last)
2869 last->next = field->next; 2479 last->next = field->next;
2878 /* IF we get here, key doesn't exist */ 2488 /* IF we get here, key doesn't exist */
2879 2489
2880 /* No field, we'll have to add it. */ 2490 /* No field, we'll have to add it. */
2881 2491
2882 if (!add_key) 2492 if (!add_key)
2883 {
2884 return FALSE; 2493 return FALSE;
2885 } 2494
2886 /* There isn't any good reason to store a null 2495 /* There isn't any good reason to store a null
2887 * value in the key/value list. If the archetype has 2496 * value in the key/value list. If the archetype has
2888 * this key, then we should also have it, so shouldn't 2497 * this key, then we should also have it, so shouldn't
2889 * be here. If user wants to store empty strings, 2498 * be here. If user wants to store empty strings,
2890 * should pass in "" 2499 * should pass in ""
2939 } 2548 }
2940 else 2549 else
2941 item = item->env; 2550 item = item->env;
2942} 2551}
2943 2552
2553const char *
2554object::flag_desc (char *desc, int len) const
2555{
2556 char *p = desc;
2557 bool first = true;
2558
2559 *p = 0;
2560
2561 for (int i = 0; i < NUM_FLAGS; i++)
2562 {
2563 if (len <= 10) // magic constant!
2564 {
2565 snprintf (p, len, ",...");
2566 break;
2567 }
2568
2569 if (flag [i])
2570 {
2571 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2572 len -= cnt;
2573 p += cnt;
2574 first = false;
2575 }
2576 }
2577
2578 return desc;
2579}
2580
2944// return a suitable string describing an objetc in enough detail to find it 2581// return a suitable string describing an object in enough detail to find it
2945const char * 2582const char *
2946object::debug_desc (char *info) const 2583object::debug_desc (char *info) const
2947{ 2584{
2585 char flagdesc[512];
2948 char info2[256 * 3]; 2586 char info2[256 * 4];
2949 char *p = info; 2587 char *p = info;
2950 2588
2951 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2952 count, 2590 count, uuid.seq,
2953 &name, 2591 &name,
2954 title ? " " : "", 2592 title ? "\",title:\"" : "",
2955 title ? (const char *)title : ""); 2593 title ? (const char *)title : "",
2594 flag_desc (flagdesc, 512), type);
2956 2595
2957 if (env) 2596 if (!this->flag[FLAG_REMOVED] && env)
2958 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2959 2598
2960 if (map) 2599 if (map)
2961 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2962 2601
2963 return info; 2602 return info;
2964} 2603}
2965 2604
2966const char * 2605const char *
2967object::debug_desc () const 2606object::debug_desc () const
2968{ 2607{
2969 static char info[256 * 3]; 2608 static char info[3][256 * 4];
2609 static int info_idx;
2610
2970 return debug_desc (info); 2611 return debug_desc (info [++info_idx % 3]);
2971} 2612}
2972 2613
2614struct region *
2615object::region () const
2616{
2617 return map ? map->region (x, y)
2618 : region::default_region ();
2619}
2620
2621const materialtype_t *
2622object::dominant_material () const
2623{
2624 if (materialtype_t *mt = name_to_material (materialname))
2625 return mt;
2626
2627 return name_to_material (shstr_unknown);
2628}
2629
2630void
2631object::open_container (object *new_container)
2632{
2633 if (container == new_container)
2634 return;
2635
2636 if (object *old_container = container)
2637 {
2638 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639 return;
2640
2641#if 0
2642 // remove the "Close old_container" object.
2643 if (object *closer = old_container->inv)
2644 if (closer->type == CLOSE_CON)
2645 closer->destroy ();
2646#endif
2647
2648 old_container->flag [FLAG_APPLIED] = 0;
2649 container = 0;
2650
2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2653 play_sound (sound_find ("chest_close"));
2654 }
2655
2656 if (new_container)
2657 {
2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 return;
2660
2661 // TODO: this does not seem to serve any purpose anymore?
2662#if 0
2663 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch)
2665 {
2666 object *closer = arch_to_object (new_container->other_arch);
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
2669 }
2670#endif
2671
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2673
2674 new_container->flag [FLAG_APPLIED] = 1;
2675 container = new_container;
2676
2677 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2731}
2732

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