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Comparing deliantra/server/common/object.C (file contents):
Revision 1.40 by root, Thu Sep 14 00:07:15 2006 UTC vs.
Revision 1.188 by root, Wed Sep 12 11:10:09 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->path = "<freed objects map>";
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
927 }
928
929 map = freed_map;
930 x = 1;
931 y = 1;
932 }
933
934 if (more)
935 {
936 more->destroy ();
937 more = 0;
938 }
939
940 head = 0;
941
942 // clear those pointers that likely might cause circular references
943 owner = 0;
944 enemy = 0;
945 attacked_by = 0;
946 current_weapon = 0;
947}
948
949void
950object::destroy (bool destroy_inventory)
951{
952 if (destroyed ())
1022 return; 953 return;
1023 954
1024 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 955 if (destroy_inventory)
1025 remove_friendly_object (this); 956 destroy_inv (false);
1026 957
1027 if (!QUERY_FLAG (this, FLAG_REMOVED)) 958 if (is_head ())
1028 remove_ob (this); 959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1029 963
1030 SET_FLAG (this, FLAG_FREED); 964 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} 965}
1090 966
1091/* 967/*
1092 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1093 * weight of an object (and what is carried by it's environment(s)). 969 * weight of an object (and what is carried by it's environment(s)).
1094 */ 970 */
1095
1096void 971void
1097sub_weight (object *op, signed long weight) 972sub_weight (object *op, signed long weight)
1098{ 973{
1099 while (op != NULL) 974 while (op != NULL)
1100 { 975 {
1101 if (op->type == CONTAINER) 976 if (op->type == CONTAINER)
1102 {
1103 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1104 } 978
1105 op->carrying -= weight; 979 op->carrying -= weight;
1106 op = op->env; 980 op = op->env;
1107 } 981 }
1108} 982}
1109 983
1110/* remove_ob(op): 984/* op->remove ():
1111 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
1112 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
1113 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1114 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1115 * the previous environment. 989 * the previous environment.
1116 * Beware: This function is called from the editor as well!
1117 */ 990 */
1118
1119void 991void
1120remove_ob (object *op) 992object::do_remove ()
1121{ 993{
994 object *tmp, *last = 0;
1122 object * 995 object *otmp;
1123 tmp, *
1124 last = NULL;
1125 object *
1126 otmp;
1127 996
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)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1140 return; 998 return;
1141 999
1142 SET_FLAG (op, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1143 1002
1144 if (op->more != NULL) 1003 if (more)
1145 remove_ob (op->more); 1004 more->remove ();
1146 1005
1147 /* 1006 /*
1148 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1149 * inventory. 1008 * inventory.
1150 */ 1009 */
1151 if (op->env != NULL) 1010 if (env)
1152 { 1011 {
1153 if (op->nrof) 1012 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 1013 sub_weight (env, weight * nrof);
1155 else 1014 else
1156 sub_weight (op->env, op->weight + op->carrying); 1015 sub_weight (env, weight + carrying);
1157 1016
1158 /* NO_FIX_PLAYER is set when a great many changes are being 1017 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 1019 * to save cpu time.
1161 */ 1020 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 1022 otmp->update_stats ();
1164 1023
1165 if (op->above != NULL) 1024 if (above)
1166 op->above->below = op->below; 1025 above->below = below;
1167 else 1026 else
1168 op->env->inv = op->below; 1027 env->inv = below;
1169 1028
1170 if (op->below != NULL) 1029 if (below)
1171 op->below->above = op->above; 1030 below->above = above;
1172 1031
1173 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1176 */ 1035 */
1177 op->x = op->env->x, op->y = op->env->y; 1036 x = env->x, y = env->y;
1178 op->map = op->env->map; 1037 map = env->map;
1179 op->above = NULL, op->below = NULL; 1038 above = 0, below = 0;
1180 op->env = NULL; 1039 env = 0;
1181 } 1040 }
1182 else if (op->map) 1041 else if (map)
1183 { 1042 {
1184 x = op->x; 1043 if (type == PLAYER)
1185 y = op->y;
1186 m = get_map_from_coord (op->map, &x, &y);
1187
1188 if (!m)
1189 {
1190 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1191 op->map->path, op->x, op->y);
1192 /* in old days, we used to set x and y to 0 and continue.
1193 * it seems if we get into this case, something is probablye
1194 * screwed up and should be fixed.
1195 */
1196 abort ();
1197 } 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1198 1050
1199 if (op->map != m) 1051 --map->players;
1200 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1052 map->touch ();
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 */ 1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1206 1057
1207 /* link the object above us */ 1058 /* link the object above us */
1208 if (op->above) 1059 if (above)
1209 op->above->below = op->below; 1060 above->below = below;
1210 else 1061 else
1211 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1212 1063
1213 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1214 if (op->below) 1065 if (below)
1215 op->below->above = op->above; 1066 below->above = above;
1216 else 1067 else
1217 { 1068 {
1218 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1219 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1220 * evident 1071 * evident
1221 */ 1072 */
1222 if (GET_MAP_OB (m, x, y) != op) 1073 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); 1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1227 dump_object (GET_MAP_OB (m, x, y)); 1075
1228 LOG (llevError, "%s\n", errmsg); 1076 ms.bot = above; /* goes on above it. */
1229 } 1077 }
1230 1078
1231 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1232 }
1233
1234 op->above = 0; 1079 above = 0;
1235 op->below = 0; 1080 below = 0;
1236 1081
1237 if (op->map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1238 return; 1083 return;
1239 1084
1240 tag = op->count; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1241 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1242 1086
1243 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1244 { 1100 {
1245 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1246 * being removed. 1102 * being removed.
1247 */ 1103 */
1248 1104
1249 if (tmp->type == PLAYER && tmp != op) 1105 /* See if object moving off should effect something */
1106 if (check_walk_off
1107 && ((move_type & tmp->move_off)
1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1250 { 1109 {
1251 /* If a container that the player is currently using somehow gets 1110 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 1111
1261 tmp->contr->socket.update_look = 1; 1112 if (destroyed ())
1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1262 } 1114 }
1263 1115
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
1280 last = tmp; 1116 last = tmp;
1281 } 1117 }
1282 1118
1283 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1284 if (last == NULL) 1121 if (!last)
1285 { 1122 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 1123 else
1295 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1296 1125
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1127 update_all_los (map, x, y);
1299 } 1128 }
1300} 1129}
1301 1130
1302/* 1131/*
1303 * merge_ob(op,top): 1132 * merge_ob(op,top):
1311merge_ob (object *op, object *top) 1140merge_ob (object *op, object *top)
1312{ 1141{
1313 if (!op->nrof) 1142 if (!op->nrof)
1314 return 0; 1143 return 0;
1315 1144
1316 if (top == NULL) 1145 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1318 1148
1319 for (; top != NULL; top = top->below) 1149 for (; top; top = top->below)
1320 { 1150 {
1321 if (top == op) 1151 if (top == op)
1322 continue; 1152 continue;
1323 if (CAN_MERGE (op, top)) 1153
1154 if (object::can_merge (op, top))
1324 { 1155 {
1325 top->nrof += op->nrof; 1156 top->nrof += op->nrof;
1326 1157
1327/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1328 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1329 remove_ob (op); 1160 op->destroy ();
1330 free_object (op);
1331 return top; 1161 return top;
1332 } 1162 }
1333 } 1163 }
1334 1164
1335 return NULL; 1165 return 0;
1336} 1166}
1337 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1338/* 1191/*
1339 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1340 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1341 */ 1194 */
1342object * 1195object *
1343insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1344{ 1197{
1345 object *tmp;
1346
1347 if (op->head)
1348 op = op->head;
1349
1350 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1351 { 1199 {
1352 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1353 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1354 } 1202 }
1355 1203
1356 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1357} 1205}
1358 1206
1374 * Return value: 1222 * Return value:
1375 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1376 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1377 * just 'op' otherwise 1225 * just 'op' otherwise
1378 */ 1226 */
1379
1380object * 1227object *
1381insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1382{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1383 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1384 sint16 x, y;
1385 1233
1386 if (QUERY_FLAG (op, FLAG_FREED)) 1234 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
1399 if (out_of_map (m, op->x, op->y))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1403#ifdef MANY_CORES
1404 /* 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
1406 * improperly inserted.
1407 */
1408 abort ();
1409#endif
1410 return op;
1411 }
1412
1413 if (!QUERY_FLAG (op, FLAG_REMOVED))
1414 {
1415 dump_object (op);
1416 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1417 return op;
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
1450 CLEAR_FLAG (op, FLAG_REMOVED);
1451 1235
1452 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* 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 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1454 * need extra work 1238 * need extra work
1455 */ 1239 */
1456 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1457 x = op->x; 1241 {
1458 y = op->y; 1242 op->destroy ();
1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1251
1252 op->map = m;
1253 mapspace &ms = op->ms ();
1459 1254
1460 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1461 */ 1256 */
1462 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1259 if (object::can_merge (op, tmp))
1465 { 1260 {
1466 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1262 tmp->destroy ();
1468 free_object (tmp);
1469 } 1263 }
1470 1264
1471 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1265 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1472 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1266 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1473 1267
1486 op->below = originator->below; 1280 op->below = originator->below;
1487 1281
1488 if (op->below) 1282 if (op->below)
1489 op->below->above = op; 1283 op->below->above = op;
1490 else 1284 else
1491 SET_MAP_OB (op->map, op->x, op->y, op); 1285 ms.bot = op;
1492 1286
1493 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1494 originator->below = op; 1288 originator->below = op;
1495 } 1289 }
1496 else 1290 else
1497 { 1291 {
1292 top = ms.bot;
1293
1498 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1499 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1500 { 1296 {
1501 object *last = NULL; 1297 object *last = 0;
1502 1298
1503 /* 1299 /*
1504 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1505 * We've already dealt with merging if appropriate. 1301 * We've already dealt with merging if appropriate.
1506 * Generally, we want to put the new object on top. But if 1302 * 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 1306 * 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 1307 * 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 1308 * when lots of spells are cast in one area. Currently, it is presumed
1513 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1514 */ 1310 */
1515 1311 for (top = ms.bot; top; top = top->above)
1516 while (top != NULL)
1517 { 1312 {
1518 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1519 floor = top; 1314 floor = top;
1520 1315
1521 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1316 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; 1319 top = top->below;
1525 break; 1320 break;
1526 } 1321 }
1527 1322
1528 last = top; 1323 last = top;
1529 top = top->above;
1530 } 1324 }
1531 1325
1532 /* Don't want top to be NULL, so set it to the last valid object */ 1326 /* Don't want top to be NULL, so set it to the last valid object */
1533 top = last; 1327 top = last;
1534 1328
1536 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1537 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1538 */ 1332 */
1539 1333
1540 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1541 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1542 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1543 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1544 * stacking is a bit odd. 1338 * stacking is a bit odd.
1545 */ 1339 */
1546 if (!(flag & INS_ON_TOP) && 1340 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)) 1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1548 { 1343 {
1549 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1550 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1551 break; 1346 break;
1347
1552 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1553 * and make sure we have a below pointer for it so that 1349 * and make sure we have a below pointer for it so that
1554 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1555 * set top to the object below us. 1351 * set top to the object below us.
1556 */ 1352 */
1557 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1558 top = last->below; 1354 top = last->below;
1559 } 1355 }
1560 } /* If objects on this space */ 1356 } /* If objects on this space */
1561
1562 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1563 top = GET_MAP_TOP (op->map, op->x, op->y); 1358 top = ms.top;
1564 1359
1565 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1566 top = floor; 1361 top = floor;
1567 1362
1568 /* Top is the object that our object (op) is going to get inserted above. 1363 /* Top is the object that our object (op) is going to get inserted above.
1569 */ 1364 */
1570 1365
1571 /* First object on this space */ 1366 /* First object on this space */
1572 if (!top) 1367 if (!top)
1573 { 1368 {
1574 op->above = GET_MAP_OB (op->map, op->x, op->y); 1369 op->above = ms.bot;
1575 1370
1576 if (op->above) 1371 if (op->above)
1577 op->above->below = op; 1372 op->above->below = op;
1578 1373
1579 op->below = NULL; 1374 op->below = 0;
1580 SET_MAP_OB (op->map, op->x, op->y, op); 1375 ms.bot = op;
1581 } 1376 }
1582 else 1377 else
1583 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1584 op->above = top->above; 1379 op->above = top->above;
1585 1380
1588 1383
1589 op->below = top; 1384 op->below = top;
1590 top->above = op; 1385 top->above = op;
1591 } 1386 }
1592 1387
1593 if (op->above == NULL) 1388 if (!op->above)
1594 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 ms.top = op;
1595 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1596 1391
1597 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1393 {
1598 op->contr->do_los = 1; 1394 op->contr->do_los = 1;
1395 ++op->map->players;
1396 op->map->touch ();
1397 }
1599 1398
1600 /* If we have a floor, we know the player, if any, will be above 1399 op->map->dirty = true;
1601 * it, so save a few ticks and start from there. 1400
1602 */
1603 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1604 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = ms.player ())
1605 if (tmp->type == PLAYER) 1403 pl->contr->ns->floorbox_update ();
1606 tmp->contr->socket.update_look = 1;
1607 1404
1608 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1609 * visible to others on this map. But update_all_los is really 1406 * 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 1407 * 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 1408 * on the map will get recalculated. The players could very well
1612 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1613 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1614 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1615 * of effect may be sufficient. 1412 * of effect may be sufficient.
1616 */ 1413 */
1617 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1618 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1619 1416
1620 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1621 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1622 1419
1420 INVOKE_OBJECT (INSERT, op);
1421
1623 /* Don't know if moving this to the end will break anything. However, 1422 /* 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. 1423 * we want to have floorbox_update called before calling this.
1625 * 1424 *
1626 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1627 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1628 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1629 * update_object(). 1428 * update_object().
1630 */ 1429 */
1631 1430
1632 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* 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) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1634 { 1433 {
1635 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1636 return NULL; 1435 return 0;
1637 1436
1638 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1639 * walk on's. 1438 * walk on's.
1640 */ 1439 */
1641 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1642 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1643 return NULL; 1442 return 0;
1644 } 1443 }
1645 1444
1646 return op; 1445 return op;
1647} 1446}
1648 1447
1649/* this function inserts an object in the map, but if it 1448/* 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. 1449 * 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. 1450 * op is the object to insert it under: supplies x and the map.
1652 */ 1451 */
1653void 1452void
1654replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1655{ 1454{
1656 object * 1455 object *tmp, *tmp1;
1657 tmp;
1658 object *
1659 tmp1;
1660 1456
1661 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1662 1458
1663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1664 {
1665 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1666 { 1461 tmp->destroy ();
1667 remove_ob (tmp);
1668 free_object (tmp);
1669 }
1670 }
1671 1462
1672 tmp1 = arch_to_object (find_archetype (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1673 1464
1674 tmp1->x = op->x; 1465 tmp1->x = op->x;
1675 tmp1->y = op->y; 1466 tmp1->y = op->y;
1676 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 return where->map->insert (this, where->x, where->y, originator, flags);
1677} 1474}
1678 1475
1679/* 1476/*
1680 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * 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 1478 * is returned contains nr objects, and the remaining parts contains
1682 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1683 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1684 * global static errmsg array. 1481 * global static errmsg array.
1685 */ 1482 */
1686
1687object * 1483object *
1688get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1689{ 1485{
1690 object * 1486 object *newob;
1691 newob;
1692 int
1693 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1694 1488
1695 if (orig_ob->nrof < nr) 1489 if (orig_ob->nrof < nr)
1696 { 1490 {
1697 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1698 return NULL; 1492 return NULL;
1699 } 1493 }
1700 1494
1701 newob = object_create_clone (orig_ob); 1495 newob = object_create_clone (orig_ob);
1702 1496
1703 if ((orig_ob->nrof -= nr) < 1) 1497 if ((orig_ob->nrof -= nr) < 1)
1704 { 1498 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) 1499 else if (!is_removed)
1710 { 1500 {
1711 if (orig_ob->env != NULL) 1501 if (orig_ob->env != NULL)
1712 sub_weight (orig_ob->env, orig_ob->weight * nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1713 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1503 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 1518 * the amount of an object. If the amount reaches 0, the object
1729 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1730 * 1520 *
1731 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1732 */ 1522 */
1733
1734object * 1523object *
1735decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1736{ 1525{
1737 object *tmp; 1526 object *tmp;
1738 player *pl;
1739 1527
1740 if (i == 0) /* objects with op->nrof require this check */ 1528 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1529 return op;
1742 1530
1743 if (i > op->nrof) 1531 if (i > op->nrof)
1744 i = op->nrof; 1532 i = op->nrof;
1745 1533
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1534 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 op->nrof -= i; 1535 op->nrof -= i;
1748 else if (op->env != NULL) 1536 else if (op->env)
1749 { 1537 {
1750 /* is this object in the players inventory, or sub container 1538 /* is this object in the players inventory, or sub container
1751 * therein? 1539 * therein?
1752 */ 1540 */
1753 tmp = is_player_inv (op->env); 1541 tmp = op->in_player ();
1754 /* nope. Is this a container the player has opened? 1542 /* nope. Is this a container the player has opened?
1755 * If so, set tmp to that player. 1543 * If so, set tmp to that player.
1756 * IMO, searching through all the players will mostly 1544 * IMO, searching through all the players will mostly
1757 * likely be quicker than following op->env to the map, 1545 * likely be quicker than following op->env to the map,
1758 * and then searching the map for a player. 1546 * and then searching the map for a player.
1759 */ 1547 */
1760 if (!tmp) 1548 if (!tmp)
1761 { 1549 for_all_players (pl)
1762 for (pl = first_player; pl; pl = pl->next)
1763 if (pl->ob->container == op->env) 1550 if (pl->ob->container == op->env)
1551 {
1552 tmp = pl->ob;
1764 break; 1553 break;
1765 if (pl)
1766 tmp = pl->ob;
1767 else
1768 tmp = NULL;
1769 } 1554 }
1770 1555
1771 if (i < op->nrof) 1556 if (i < op->nrof)
1772 { 1557 {
1773 sub_weight (op->env, op->weight * i); 1558 sub_weight (op->env, op->weight * i);
1774 op->nrof -= i; 1559 op->nrof -= i;
1775 if (tmp) 1560 if (tmp)
1776 {
1777 esrv_send_item (tmp, op); 1561 esrv_send_item (tmp, op);
1778 }
1779 } 1562 }
1780 else 1563 else
1781 { 1564 {
1782 remove_ob (op); 1565 op->remove ();
1783 op->nrof = 0; 1566 op->nrof = 0;
1784 if (tmp) 1567 if (tmp)
1785 {
1786 esrv_del_item (tmp->contr, op->count); 1568 esrv_del_item (tmp->contr, op->count);
1787 }
1788 } 1569 }
1789 } 1570 }
1790 else 1571 else
1791 { 1572 {
1792 object *above = op->above; 1573 object *above = op->above;
1793 1574
1794 if (i < op->nrof) 1575 if (i < op->nrof)
1795 op->nrof -= i; 1576 op->nrof -= i;
1796 else 1577 else
1797 { 1578 {
1798 remove_ob (op); 1579 op->remove ();
1799 op->nrof = 0; 1580 op->nrof = 0;
1800 } 1581 }
1801 1582
1802 /* Since we just removed op, op->above is null */ 1583 /* Since we just removed op, op->above is null */
1803 for (tmp = above; tmp != NULL; tmp = tmp->above) 1584 for (tmp = above; tmp; tmp = tmp->above)
1804 if (tmp->type == PLAYER) 1585 if (tmp->type == PLAYER)
1805 { 1586 {
1806 if (op->nrof) 1587 if (op->nrof)
1807 esrv_send_item (tmp, op); 1588 esrv_send_item (tmp, op);
1808 else 1589 else
1812 1593
1813 if (op->nrof) 1594 if (op->nrof)
1814 return op; 1595 return op;
1815 else 1596 else
1816 { 1597 {
1817 free_object (op); 1598 op->destroy ();
1818 return NULL; 1599 return 0;
1819 } 1600 }
1820} 1601}
1821 1602
1822/* 1603/*
1823 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1824 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1825 */ 1606 */
1826
1827void 1607void
1828add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1829{ 1609{
1830 while (op != NULL) 1610 while (op != NULL)
1831 { 1611 {
1835 op->carrying += weight; 1615 op->carrying += weight;
1836 op = op->env; 1616 op = op->env;
1837 } 1617 }
1838} 1618}
1839 1619
1620object *
1621insert_ob_in_ob (object *op, object *where)
1622{
1623 if (!where)
1624 {
1625 char *dump = dump_object (op);
1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1627 free (dump);
1628 return op;
1629 }
1630
1631 if (where->head_ () != where)
1632 {
1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1634 where = where->head;
1635 }
1636
1637 return where->insert (op);
1638}
1639
1840/* 1640/*
1841 * insert_ob_in_ob(op,environment): 1641 * env->insert (op)
1842 * This function inserts the object op in the linked list 1642 * This function inserts the object op in the linked list
1843 * inside the object environment. 1643 * inside the object environment.
1844 * 1644 *
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 1645 * The function returns now pointer to inserted item, and return value can
1851 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1852 */ 1647 */
1853
1854object * 1648object *
1855insert_ob_in_ob (object *op, object *where) 1649object::insert (object *op)
1856{ 1650{
1857 object *
1858 tmp, *
1859 otmp;
1860
1861 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1862 { 1652 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 1653
1881 if (op->more) 1654 if (op->more)
1882 { 1655 {
1883 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1656 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1884 return op; 1657 return op;
1885 } 1658 }
1886 1659
1887 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1888 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1889 if (op->nrof) 1663 if (op->nrof)
1890 { 1664 {
1891 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1892 if (CAN_MERGE (tmp, op)) 1666 if (object::can_merge (tmp, op))
1893 { 1667 {
1894 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1895 (client needs the original object) */ 1669 (client needs the original object) */
1896 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1897 /* Weight handling gets pretty funky. Since we are adding to 1671 /* Weight handling gets pretty funky. Since we are adding to
1898 * tmp->nrof, we need to increase the weight. 1672 * tmp->nrof, we need to increase the weight.
1899 */ 1673 */
1900 add_weight (where, op->weight * op->nrof); 1674 add_weight (this, op->weight * op->nrof);
1901 SET_FLAG (op, FLAG_REMOVED); 1675 SET_FLAG (op, FLAG_REMOVED);
1902 free_object (op); /* free the inserted object */ 1676 op->destroy (); /* free the inserted object */
1903 op = tmp; 1677 op = tmp;
1904 remove_ob (op); /* and fix old object's links */ 1678 op->remove (); /* and fix old object's links */
1905 CLEAR_FLAG (op, FLAG_REMOVED); 1679 CLEAR_FLAG (op, FLAG_REMOVED);
1906 break; 1680 break;
1907 } 1681 }
1908 1682
1909 /* I assume combined objects have no inventory 1683 /* I assume combined objects have no inventory
1910 * We add the weight - this object could have just been removed 1684 * We add the weight - this object could have just been removed
1911 * (if it was possible to merge). calling remove_ob will subtract 1685 * (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 1686 * the weight, so we need to add it in again, since we actually do
1913 * the linking below 1687 * the linking below
1914 */ 1688 */
1915 add_weight (where, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1916 } 1690 }
1917 else 1691 else
1918 add_weight (where, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1919 1693
1920 otmp = is_player_inv (where); 1694 if (object *otmp = this->in_player ())
1921 if (otmp && otmp->contr != NULL)
1922 {
1923 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1924 fix_player (otmp); 1696 otmp->update_stats ();
1925 }
1926 1697
1698 op->owner = 0; // its his/hers now. period.
1927 op->map = NULL; 1699 op->map = 0;
1928 op->env = where; 1700 op->env = this;
1929 op->above = NULL; 1701 op->above = 0;
1930 op->below = NULL; 1702 op->below = 0;
1931 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1932 1704
1933 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1934 if ((op->glow_radius != 0) && where->map) 1706 if (op->glow_radius && map)
1935 { 1707 {
1936#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1937 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1938#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1939 if (MAP_DARKNESS (where->map)) 1711 if (map->darkness)
1940 update_all_los (where->map, where->x, where->y); 1712 update_all_los (map, x, y);
1941 } 1713 }
1942 1714
1943 /* Client has no idea of ordering so lets not bother ordering it here. 1715 /* Client has no idea of ordering so lets not bother ordering it here.
1944 * It sure simplifies this function... 1716 * It sure simplifies this function...
1945 */ 1717 */
1946 if (where->inv == NULL) 1718 if (!inv)
1947 where->inv = op; 1719 inv = op;
1948 else 1720 else
1949 { 1721 {
1950 op->below = where->inv; 1722 op->below = inv;
1951 op->below->above = op; 1723 op->below->above = op;
1952 where->inv = op; 1724 inv = op;
1953 } 1725 }
1726
1727 INVOKE_OBJECT (INSERT, this);
1728
1954 return op; 1729 return op;
1955} 1730}
1956 1731
1957/* 1732/*
1958 * Checks if any objects has a move_type that matches objects 1733 * Checks if any objects has a move_type that matches objects
1972 * 1747 *
1973 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * 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 1749 * object being inserted. insert_ob_in_map may not put new objects
1975 * on top. 1750 * on top.
1976 */ 1751 */
1977
1978int 1752int
1979check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1980{ 1754{
1981 object * 1755 object *tmp;
1982 tmp; 1756 maptile *m = op->map;
1983 tag_t
1984 tag;
1985 mapstruct *
1986 m = op->map;
1987 int
1988 x = op->x, y = op->y; 1757 int x = op->x, y = op->y;
1989 1758
1990 MoveType 1759 MoveType move_on, move_slow, move_block;
1991 move_on,
1992 move_slow,
1993 move_block;
1994 1760
1995 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1761 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1996 return 0; 1762 return 0;
1997
1998 tag = op->count;
1999 1763
2000 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1764 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); 1765 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); 1766 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2003 1767
2019 1783
2020 /* The objects have to be checked from top to bottom. 1784 /* The objects have to be checked from top to bottom.
2021 * Hence, we first go to the top: 1785 * Hence, we first go to the top:
2022 */ 1786 */
2023 1787
2024 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1788 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2025 { 1789 {
2026 /* Trim the search when we find the first other spell effect 1790 /* Trim the search when we find the first other spell effect
2027 * this helps performance so that if a space has 50 spell objects, 1791 * this helps performance so that if a space has 50 spell objects,
2028 * we don't need to check all of them. 1792 * we don't need to check all of them.
2029 */ 1793 */
2047 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1811 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)) 1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2049 { 1813 {
2050 1814
2051 float 1815 float
2052 diff = tmp->move_slow_penalty * FABS (op->speed); 1816 diff = tmp->move_slow_penalty * fabs (op->speed);
2053 1817
2054 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
2055 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1819 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))) 1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2057 diff /= 4.0; 1821 diff /= 4.0;
2064 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1828 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)) 1829 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2066 { 1830 {
2067 move_apply (tmp, op, originator); 1831 move_apply (tmp, op, originator);
2068 1832
2069 if (was_destroyed (op, tag)) 1833 if (op->destroyed ())
2070 return 1; 1834 return 1;
2071 1835
2072 /* what the person/creature stepped onto has moved the object 1836 /* what the person/creature stepped onto has moved the object
2073 * someplace new. Don't process any further - if we did, 1837 * someplace new. Don't process any further - if we did,
2074 * have a feeling strange problems would result. 1838 * have a feeling strange problems would result.
2084/* 1848/*
2085 * present_arch(arch, map, x, y) searches for any objects with 1849 * present_arch(arch, map, x, y) searches for any objects with
2086 * a matching archetype at the given map and coordinates. 1850 * a matching archetype at the given map and coordinates.
2087 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2088 */ 1852 */
2089
2090object * 1853object *
2091present_arch (const archetype *at, mapstruct *m, int x, int y) 1854present_arch (const archetype *at, maptile *m, int x, int y)
2092{ 1855{
2093 object *
2094 tmp;
2095
2096 if (m == NULL || out_of_map (m, x, y)) 1856 if (!m || out_of_map (m, x, y))
2097 { 1857 {
2098 LOG (llevError, "Present_arch called outside map.\n"); 1858 LOG (llevError, "Present_arch called outside map.\n");
2099 return NULL; 1859 return NULL;
2100 } 1860 }
2101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1861
1862 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2102 if (tmp->arch == at) 1863 if (tmp->arch == at)
2103 return tmp; 1864 return tmp;
1865
2104 return NULL; 1866 return NULL;
2105} 1867}
2106 1868
2107/* 1869/*
2108 * present(type, map, x, y) searches for any objects with 1870 * present(type, map, x, y) searches for any objects with
2109 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
2110 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
2111 */ 1873 */
2112
2113object * 1874object *
2114present (unsigned char type, mapstruct *m, int x, int y) 1875present (unsigned char type, maptile *m, int x, int y)
2115{ 1876{
2116 object *
2117 tmp;
2118
2119 if (out_of_map (m, x, y)) 1877 if (out_of_map (m, x, y))
2120 { 1878 {
2121 LOG (llevError, "Present called outside map.\n"); 1879 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1880 return NULL;
2123 } 1881 }
2124 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1882
1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if (tmp->type == type) 1884 if (tmp->type == type)
2126 return tmp; 1885 return tmp;
1886
2127 return NULL; 1887 return NULL;
2128} 1888}
2129 1889
2130/* 1890/*
2131 * present_in_ob(type, object) searches for any objects with 1891 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1892 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
2134 */ 1894 */
2135
2136object * 1895object *
2137present_in_ob (unsigned char type, const object *op) 1896present_in_ob (unsigned char type, const object *op)
2138{ 1897{
2139 object *
2140 tmp;
2141
2142 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2143 if (tmp->type == type) 1899 if (tmp->type == type)
2144 return tmp; 1900 return tmp;
1901
2145 return NULL; 1902 return NULL;
2146} 1903}
2147 1904
2148/* 1905/*
2149 * present_in_ob (type, str, object) searches for any objects with 1906 * present_in_ob (type, str, object) searches for any objects with
2157 * str is the string to match against. Note that we match against 1914 * 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 1915 * 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 1916 * spell code can use one object type (force), but change it's name
2160 * to be unique. 1917 * to be unique.
2161 */ 1918 */
2162
2163object * 1919object *
2164present_in_ob_by_name (int type, const char *str, const object *op) 1920present_in_ob_by_name (int type, const char *str, const object *op)
2165{ 1921{
2166 object *
2167 tmp;
2168
2169 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2170 {
2171 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1924 return tmp;
2173 } 1925
2174 return NULL; 1926 return 0;
2175} 1927}
2176 1928
2177/* 1929/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
2181 */ 1933 */
2182
2183object * 1934object *
2184present_arch_in_ob (const archetype *at, const object *op) 1935present_arch_in_ob (const archetype *at, const object *op)
2185{ 1936{
2186 object *
2187 tmp;
2188
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 if (tmp->arch == at) 1938 if (tmp->arch == at)
2191 return tmp; 1939 return tmp;
1940
2192 return NULL; 1941 return NULL;
2193} 1942}
2194 1943
2195/* 1944/*
2196 * activate recursively a flag on an object inventory 1945 * activate recursively a flag on an object inventory
2197 */ 1946 */
2198void 1947void
2199flag_inv (object *op, int flag) 1948flag_inv (object *op, int flag)
2200{ 1949{
2201 object *
2202 tmp;
2203
2204 if (op->inv) 1950 if (op->inv)
2205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2206 { 1952 {
2207 SET_FLAG (tmp, flag); 1953 SET_FLAG (tmp, flag);
2208 flag_inv (tmp, flag); 1954 flag_inv (tmp, flag);
2209 } 1955 }
2210} /* 1956}
1957
1958/*
2211 * desactivate recursively a flag on an object inventory 1959 * deactivate recursively a flag on an object inventory
2212 */ 1960 */
2213void 1961void
2214unflag_inv (object *op, int flag) 1962unflag_inv (object *op, int flag)
2215{ 1963{
2216 object *
2217 tmp;
2218
2219 if (op->inv) 1964 if (op->inv)
2220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2221 { 1966 {
2222 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
2223 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
2224 } 1969 }
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} 1970}
2240 1971
2241/* 1972/*
2242 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * 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 1974 * 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 1988 * 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 1989 * 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 1990 * the archetype because that isn't correct if the monster has been
2260 * customized, changed states, etc. 1991 * customized, changed states, etc.
2261 */ 1992 */
2262
2263int 1993int
2264find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1994find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2265{ 1995{
2266 int
2267 i,
2268 index = 0, flag; 1996 int index = 0, flag;
2269 static int
2270 altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
2271 1998
2272 for (i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
2273 { 2000 {
2274 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
2275 if (!flag) 2002
2276 altern[index++] = i; 2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007 ms.update ();
2008
2009 /* However, often
2010 * ob doesn't have any move type (when used to place exits)
2011 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2012 */
2013 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2014 continue;
2277 2015
2278 /* Basically, if we find a wall on a space, we cut down the search size. 2016 /* 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. 2017 * 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 - 2018 * 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 2019 * 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 2020 * spaces in all the other directions, this will reduce the search space
2283 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2284 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2285 */ 2023 */
2286 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2024 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2025 {
2287 stop = maxfree[i]; 2026 stop = maxfree[i];
2027 continue;
2028 }
2029
2030 /* Note it is intentional that we check ob - the movement type of the
2031 * head of the object should correspond for the entire object.
2032 */
2033 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2034 continue;
2035
2036 altern [index++] = i;
2288 } 2037 }
2038
2289 if (!index) 2039 if (!index)
2290 return -1; 2040 return -1;
2041
2291 return altern[RANDOM () % index]; 2042 return altern [rndm (index)];
2292} 2043}
2293 2044
2294/* 2045/*
2295 * find_first_free_spot(archetype, mapstruct, x, y) works like 2046 * find_first_free_spot(archetype, maptile, x, y) works like
2296 * find_free_spot(), but it will search max number of squares. 2047 * find_free_spot(), but it will search max number of squares.
2297 * But it will return the first available spot, not a random choice. 2048 * 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. 2049 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2299 */ 2050 */
2300
2301int 2051int
2302find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2052find_first_free_spot (const object *ob, maptile *m, int x, int y)
2303{ 2053{
2304 int
2305 i;
2306
2307 for (i = 0; i < SIZEOFFREE; i++) 2054 for (int i = 0; i < SIZEOFFREE; i++)
2308 {
2309 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2055 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2310 return i; 2056 return i;
2311 } 2057
2312 return -1; 2058 return -1;
2313} 2059}
2314 2060
2315/* 2061/*
2316 * The function permute(arr, begin, end) randomly reorders the array 2062 * The function permute(arr, begin, end) randomly reorders the array
2317 * arr[begin..end-1]. 2063 * arr[begin..end-1].
2064 * now uses a fisher-yates shuffle, old permute was broken
2318 */ 2065 */
2319static void 2066static void
2320permute (int *arr, int begin, int end) 2067permute (int *arr, int begin, int end)
2321{ 2068{
2322 int 2069 arr += begin;
2323 i,
2324 j,
2325 tmp,
2326 len;
2327
2328 len = end - begin; 2070 end -= begin;
2329 for (i = begin; i < end; i++)
2330 {
2331 j = begin + RANDOM () % len;
2332 2071
2333 tmp = arr[i]; 2072 while (--end)
2334 arr[i] = arr[j]; 2073 swap (arr [end], arr [rndm (end + 1)]);
2335 arr[j] = tmp;
2336 }
2337} 2074}
2338 2075
2339/* new function to make monster searching more efficient, and effective! 2076/* new function to make monster searching more efficient, and effective!
2340 * This basically returns a randomized array (in the passed pointer) of 2077 * 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 2078 * 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. 2081 * the 3x3 area will be searched, just not in a predictable order.
2345 */ 2082 */
2346void 2083void
2347get_search_arr (int *search_arr) 2084get_search_arr (int *search_arr)
2348{ 2085{
2349 int 2086 int i;
2350 i;
2351 2087
2352 for (i = 0; i < SIZEOFFREE; i++) 2088 for (i = 0; i < SIZEOFFREE; i++)
2353 {
2354 search_arr[i] = i; 2089 search_arr[i] = i;
2355 }
2356 2090
2357 permute (search_arr, 1, SIZEOFFREE1 + 1); 2091 permute (search_arr, 1, SIZEOFFREE1 + 1);
2358 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2092 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2359 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2093 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2360} 2094}
2369 * Perhaps incorrectly, but I'm making the assumption that exclude 2103 * 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 2104 * 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 2105 * because we have to know what movement the thing looking to move
2372 * there is capable of. 2106 * there is capable of.
2373 */ 2107 */
2374
2375int 2108int
2376find_dir (mapstruct *m, int x, int y, object *exclude) 2109find_dir (maptile *m, int x, int y, object *exclude)
2377{ 2110{
2378 int
2379 i,
2380 max = SIZEOFFREE, mflags; 2111 int i, max = SIZEOFFREE, mflags;
2381 2112
2382 sint16 nx, ny; 2113 sint16 nx, ny;
2383 object * 2114 object *tmp;
2384 tmp; 2115 maptile *mp;
2385 mapstruct *
2386 mp;
2387 2116
2388 MoveType blocked, move_type; 2117 MoveType blocked, move_type;
2389 2118
2390 if (exclude && exclude->head) 2119 if (exclude && exclude->head_ () != exclude)
2391 { 2120 {
2392 exclude = exclude->head; 2121 exclude = exclude->head;
2393 move_type = exclude->move_type; 2122 move_type = exclude->move_type;
2394 } 2123 }
2395 else 2124 else
2403 mp = m; 2132 mp = m;
2404 nx = x + freearr_x[i]; 2133 nx = x + freearr_x[i];
2405 ny = y + freearr_y[i]; 2134 ny = y + freearr_y[i];
2406 2135
2407 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2136 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2137
2408 if (mflags & P_OUT_OF_MAP) 2138 if (mflags & P_OUT_OF_MAP)
2409 {
2410 max = maxfree[i]; 2139 max = maxfree[i];
2411 }
2412 else 2140 else
2413 { 2141 {
2414 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2142 mapspace &ms = mp->at (nx, ny);
2143
2144 blocked = ms.move_block;
2415 2145
2416 if ((move_type & blocked) == move_type) 2146 if ((move_type & blocked) == move_type)
2417 {
2418 max = maxfree[i]; 2147 max = maxfree[i];
2419 }
2420 else if (mflags & P_IS_ALIVE) 2148 else if (mflags & P_IS_ALIVE)
2421 { 2149 {
2422 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2150 for (tmp = ms.bot; tmp; tmp = tmp->above)
2423 { 2151 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))) 2152 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2425 {
2426 break; 2153 break;
2427 } 2154
2428 }
2429 if (tmp) 2155 if (tmp)
2430 {
2431 return freedir[i]; 2156 return freedir[i];
2432 }
2433 } 2157 }
2434 } 2158 }
2435 } 2159 }
2160
2436 return 0; 2161 return 0;
2437} 2162}
2438 2163
2439/* 2164/*
2440 * distance(object 1, object 2) will return the square of the 2165 * distance(object 1, object 2) will return the square of the
2441 * distance between the two given objects. 2166 * distance between the two given objects.
2442 */ 2167 */
2443
2444int 2168int
2445distance (const object *ob1, const object *ob2) 2169distance (const object *ob1, const object *ob2)
2446{ 2170{
2447 int
2448 i;
2449
2450 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2171 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2451 return i;
2452} 2172}
2453 2173
2454/* 2174/*
2455 * find_dir_2(delta-x,delta-y) will return a direction in which 2175 * 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 2176 * an object which has subtracted the x and y coordinates of another
2457 * object, needs to travel toward it. 2177 * object, needs to travel toward it.
2458 */ 2178 */
2459
2460int 2179int
2461find_dir_2 (int x, int y) 2180find_dir_2 (int x, int y)
2462{ 2181{
2463 int 2182 int q;
2464 q;
2465 2183
2466 if (y) 2184 if (y)
2467 q = x * 100 / y; 2185 q = x * 100 / y;
2468 else if (x) 2186 else if (x)
2469 q = -300 * x; 2187 q = -300 * x;
2494 2212
2495 return 3; 2213 return 3;
2496} 2214}
2497 2215
2498/* 2216/*
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 2217 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2516 * between two directions (which are expected to be absolute (see absdir()) 2218 * between two directions (which are expected to be absolute (see absdir())
2517 */ 2219 */
2518
2519int 2220int
2520dirdiff (int dir1, int dir2) 2221dirdiff (int dir1, int dir2)
2521{ 2222{
2522 int 2223 int d;
2523 d;
2524 2224
2525 d = abs (dir1 - dir2); 2225 d = abs (dir1 - dir2);
2526 if (d > 4) 2226 if (d > 4)
2527 d = 8 - d; 2227 d = 8 - d;
2228
2528 return d; 2229 return d;
2529} 2230}
2530 2231
2531/* peterm: 2232/* peterm:
2532 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2233 * 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 2236 * 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. 2237 * 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 2238 * Moved from spell_util.c to object.c with the other related direction
2538 * functions. 2239 * functions.
2539 */ 2240 */
2540
2541int
2542 reduction_dir[SIZEOFFREE][3] = { 2241int reduction_dir[SIZEOFFREE][3] = {
2543 {0, 0, 0}, /* 0 */ 2242 {0, 0, 0}, /* 0 */
2544 {0, 0, 0}, /* 1 */ 2243 {0, 0, 0}, /* 1 */
2545 {0, 0, 0}, /* 2 */ 2244 {0, 0, 0}, /* 2 */
2546 {0, 0, 0}, /* 3 */ 2245 {0, 0, 0}, /* 3 */
2547 {0, 0, 0}, /* 4 */ 2246 {0, 0, 0}, /* 4 */
2595 * find a path to that monster that we found. If not, 2294 * find a path to that monster that we found. If not,
2596 * we don't bother going toward it. Returns 1 if we 2295 * we don't bother going toward it. Returns 1 if we
2597 * can see a direct way to get it 2296 * can see a direct way to get it
2598 * Modified to be map tile aware -.MSW 2297 * Modified to be map tile aware -.MSW
2599 */ 2298 */
2600
2601
2602int 2299int
2603can_see_monsterP (mapstruct *m, int x, int y, int dir) 2300can_see_monsterP (maptile *m, int x, int y, int dir)
2604{ 2301{
2605 sint16 dx, dy; 2302 sint16 dx, dy;
2606 int
2607 mflags; 2303 int mflags;
2608 2304
2609 if (dir < 0) 2305 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2306 return 0; /* exit condition: invalid direction */
2611 2307
2612 dx = x + freearr_x[dir]; 2308 dx = x + freearr_x[dir];
2625 return 0; 2321 return 0;
2626 2322
2627 /* yes, can see. */ 2323 /* yes, can see. */
2628 if (dir < 9) 2324 if (dir < 9)
2629 return 1; 2325 return 1;
2326
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2327 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]); 2328 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2329 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2330}
2633
2634
2635 2331
2636/* 2332/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2333 * 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 2334 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2335 * picked up, otherwise 0.
2641 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2337 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2642 * core dumps if they do. 2338 * core dumps if they do.
2643 * 2339 *
2644 * Add a check so we can't pick up invisible objects (0.93.8) 2340 * Add a check so we can't pick up invisible objects (0.93.8)
2645 */ 2341 */
2646
2647int 2342int
2648can_pick (const object *who, const object *item) 2343can_pick (const object *who, const object *item)
2649{ 2344{
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2345 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2346 (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)); 2347 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2348}
2654 2349
2655
2656/* 2350/*
2657 * create clone from object to another 2351 * create clone from object to another
2658 */ 2352 */
2659object * 2353object *
2660object_create_clone (object *asrc) 2354object_create_clone (object *asrc)
2661{ 2355{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2356 object *dst = 0, *tmp, *src, *prev, *item;
2664 2357
2665 if (!asrc) 2358 if (!asrc)
2666 return NULL; 2359 return 0;
2667 src = asrc; 2360
2668 if (src->head)
2669 src = src->head; 2361 src = asrc->head_ ();
2670 2362
2671 prev = NULL; 2363 prev = 0;
2672 for (part = src; part; part = part->more) 2364 for (object *part = src; part; part = part->more)
2673 { 2365 {
2674 tmp = get_object (); 2366 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2367 tmp->x -= src->x;
2677 tmp->y -= src->y; 2368 tmp->y -= src->y;
2369
2678 if (!part->head) 2370 if (!part->head)
2679 { 2371 {
2680 dst = tmp; 2372 dst = tmp;
2681 tmp->head = NULL; 2373 tmp->head = 0;
2682 } 2374 }
2683 else 2375 else
2684 {
2685 tmp->head = dst; 2376 tmp->head = dst;
2686 } 2377
2687 tmp->more = NULL; 2378 tmp->more = 0;
2379
2688 if (prev) 2380 if (prev)
2689 prev->more = tmp; 2381 prev->more = tmp;
2382
2690 prev = tmp; 2383 prev = tmp;
2691 } 2384 }
2692 2385
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2386 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2388
2699 return dst; 2389 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} 2390}
2756 2391
2757/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2758 * has the same type and subtype match. 2393 * has the same type and subtype match.
2759 * returns NULL if no match. 2394 * returns NULL if no match.
2760 */ 2395 */
2761object * 2396object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2397find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2398{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2399 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2400 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2401 return tmp;
2770 2402
2771 return NULL; 2403 return 0;
2772} 2404}
2773 2405
2774/* If ob has a field named key, return the link from the list, 2406/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL. 2407 * otherwise return NULL.
2776 * 2408 *
2778 * do the desired thing. 2410 * do the desired thing.
2779 */ 2411 */
2780key_value * 2412key_value *
2781get_ob_key_link (const object *ob, const char *key) 2413get_ob_key_link (const object *ob, const char *key)
2782{ 2414{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2415 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2416 if (link->key == key)
2789 {
2790 return link; 2417 return link;
2791 }
2792 }
2793 2418
2794 return NULL; 2419 return 0;
2795} 2420}
2796 2421
2797/* 2422/*
2798 * Returns the value of op has an extra_field for key, or NULL. 2423 * Returns the value of op has an extra_field for key, or NULL.
2799 * 2424 *
2824 if (link->key == canonical_key) 2449 if (link->key == canonical_key)
2825 return link->value; 2450 return link->value;
2826 2451
2827 return 0; 2452 return 0;
2828} 2453}
2829
2830 2454
2831/* 2455/*
2832 * Updates the canonical_key in op to value. 2456 * Updates the canonical_key in op to value.
2833 * 2457 *
2834 * canonical_key is a shared string (value doesn't have to be). 2458 * canonical_key is a shared string (value doesn't have to be).
2839 * Returns TRUE on success. 2463 * Returns TRUE on success.
2840 */ 2464 */
2841int 2465int
2842set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2466set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2843{ 2467{
2844 key_value *
2845 field = NULL, *last = NULL; 2468 key_value *field = NULL, *last = NULL;
2846 2469
2847 for (field = op->key_values; field != NULL; field = field->next) 2470 for (field = op->key_values; field != NULL; field = field->next)
2848 { 2471 {
2849 if (field->key != canonical_key) 2472 if (field->key != canonical_key)
2850 { 2473 {
2859 /* Basically, if the archetype has this key set, 2482 /* Basically, if the archetype has this key set,
2860 * we need to store the null value so when we save 2483 * we need to store the null value so when we save
2861 * it, we save the empty value so that when we load, 2484 * it, we save the empty value so that when we load,
2862 * we get this value back again. 2485 * we get this value back again.
2863 */ 2486 */
2864 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2487 if (get_ob_key_link (op->arch, canonical_key))
2865 field->value = 0; 2488 field->value = 0;
2866 else 2489 else
2867 { 2490 {
2868 if (last) 2491 if (last)
2869 last->next = field->next; 2492 last->next = field->next;
2878 /* IF we get here, key doesn't exist */ 2501 /* IF we get here, key doesn't exist */
2879 2502
2880 /* No field, we'll have to add it. */ 2503 /* No field, we'll have to add it. */
2881 2504
2882 if (!add_key) 2505 if (!add_key)
2883 {
2884 return FALSE; 2506 return FALSE;
2885 } 2507
2886 /* There isn't any good reason to store a null 2508 /* There isn't any good reason to store a null
2887 * value in the key/value list. If the archetype has 2509 * value in the key/value list. If the archetype has
2888 * this key, then we should also have it, so shouldn't 2510 * this key, then we should also have it, so shouldn't
2889 * be here. If user wants to store empty strings, 2511 * be here. If user wants to store empty strings,
2890 * should pass in "" 2512 * should pass in ""
2939 } 2561 }
2940 else 2562 else
2941 item = item->env; 2563 item = item->env;
2942} 2564}
2943 2565
2566const char *
2567object::flag_desc (char *desc, int len) const
2568{
2569 char *p = desc;
2570 bool first = true;
2571
2572 *p = 0;
2573
2574 for (int i = 0; i < NUM_FLAGS; i++)
2575 {
2576 if (len <= 10) // magic constant!
2577 {
2578 snprintf (p, len, ",...");
2579 break;
2580 }
2581
2582 if (flag [i])
2583 {
2584 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2585 len -= cnt;
2586 p += cnt;
2587 first = false;
2588 }
2589 }
2590
2591 return desc;
2592}
2593
2944// return a suitable string describing an objetc in enough detail to find it 2594// return a suitable string describing an object in enough detail to find it
2945const char * 2595const char *
2946object::debug_desc (char *info) const 2596object::debug_desc (char *info) const
2947{ 2597{
2598 char flagdesc[512];
2948 char info2[256 * 3]; 2599 char info2[256 * 4];
2949 char *p = info; 2600 char *p = info;
2950 2601
2951 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2602 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2952 count, 2603 count, uuid.seq,
2953 &name, 2604 &name,
2954 title ? " " : "", 2605 title ? "\",title:\"" : "",
2955 title ? (const char *)title : ""); 2606 title ? (const char *)title : "",
2607 flag_desc (flagdesc, 512), type);
2956 2608
2957 if (env) 2609 if (!this->flag[FLAG_REMOVED] && env)
2958 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2959 2611
2960 if (map) 2612 if (map)
2961 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2962 2614
2963 return info; 2615 return info;
2964} 2616}
2965 2617
2966const char * 2618const char *
2967object::debug_desc () const 2619object::debug_desc () const
2968{ 2620{
2969 static char info[256 * 3]; 2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2970 return debug_desc (info); 2624 return debug_desc (info [++info_idx % 3]);
2971} 2625}
2972 2626
2627struct region *
2628object::region () const
2629{
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632}
2633
2634const materialtype_t *
2635object::dominant_material () const
2636{
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641}
2642
2643void
2644object::open_container (object *new_container)
2645{
2646 if (container == new_container)
2647 return;
2648
2649 if (object *old_container = container)
2650 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return;
2653
2654#if 0
2655 // remove the "Close old_container" object.
2656 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON)
2658 closer->destroy ();
2659#endif
2660
2661 old_container->flag [FLAG_APPLIED] = 0;
2662 container = 0;
2663
2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = arch_to_object (new_container->other_arch);
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2686
2687 new_container->flag [FLAG_APPLIED] = 1;
2688 container = new_container;
2689
2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694}
2695
2696object *
2697object::force_find (const shstr name)
2698{
2699 /* cycle through his inventory to look for the MARK we want to
2700 * place
2701 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE && tmp->slaying == name)
2704 return splay (tmp);
2705
2706 return 0;
2707}
2708
2709void
2710object::force_add (const shstr name, int duration)
2711{
2712 if (object *force = force_find (name))
2713 force->destroy ();
2714
2715 object *force = get_archetype (FORCE_NAME);
2716
2717 force->slaying = name;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true;
2724
2725 insert (force);
2726}
2727
2728void
2729object::play_sound (faceidx sound) const
2730{
2731 if (!sound)
2732 return;
2733
2734 if (flag [FLAG_REMOVED])
2735 return;
2736
2737 if (env)
2738 {
2739 if (object *pl = in_player ())
2740 pl->contr->play_sound (sound);
2741 }
2742 else
2743 map->play_sound (sound, x, y);
2744}
2745

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