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Comparing deliantra/server/common/object.C (file contents):
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC vs.
Revision 1.188 by root, Wed Sep 12 11:10:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
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,
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);
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_slow (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 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226
227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 229 || ob1->name != ob2->name
230 || ob1->title != ob2->title 230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
278 278
279 /* 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
280 * 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
281 * check? 281 * check?
282 */ 282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0; 284 return 0;
285 285
286 switch (ob1->type) 286 switch (ob1->type)
287 { 287 {
288 case SCROLL: 288 case SCROLL:
299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
353 op = op->env; 354 op = op->env;
354 return op; 355 return op;
355} 356}
356 357
357/* 358/*
358 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
359 * a better check. We basically keeping traversing up until we can't
360 * or find a player.
361 */
362
363object *
364is_player_inv (object *op)
365{
366 for (; op != NULL && op->type != PLAYER; op = op->env)
367 if (op->env == op)
368 op->env = NULL;
369 return op;
370}
371
372/*
373 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
374 * Some error messages. 360 * Some error messages.
375 * 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.
376 */ 362 */
377
378char * 363char *
379dump_object (object *op) 364dump_object (object *op)
380{ 365{
381 if (!op) 366 if (!op)
382 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
383 368
384 object_freezer freezer; 369 object_freezer freezer;
385 save_object (freezer, op, 3); 370 op->write (freezer);
386 return freezer.as_string (); 371 return freezer.as_string ();
387} 372}
388 373
389/* 374/*
390 * 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
391 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
392 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
393 */ 378 */
394
395object * 379object *
396get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
397{ 381{
398 object *tmp, *closest; 382 object *tmp, *closest;
399 int last_dist, i; 383 int last_dist, i;
407} 391}
408 392
409/* 393/*
410 * 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.
411 */ 395 */
412
413object * 396object *
414find_object (tag_t i) 397find_object (tag_t i)
415{ 398{
416 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
417 if (op->count == i) 400 if (op->count == i)
418 return op; 401 return op;
419 402
420 return 0; 403 return 0;
421} 404}
422 405
423/* 406/*
424 * 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.
425 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
426 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
427 */ 410 */
428
429object * 411object *
430find_object_name (const char *str) 412find_object_name (const char *str)
431{ 413{
432 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
433 object *op; 415 object *op;
434 416
435 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
436 if (op->name == str_) 418 if (op->name == str_)
437 break; 419 break;
438 420
439 return op; 421 return op;
440} 422}
446} 428}
447 429
448/* 430/*
449 * 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
450 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
451 */ 434 */
452void 435void
453object::set_owner (object *owner) 436object::set_owner (object *owner)
454{ 437{
438 // allow objects which own objects
455 if (!owner) 439 if (owner)
456 return;
457
458 /* next line added to allow objects which own objects */
459 /* Add a check for ownercounts in here, as I got into an endless loop
460 * with the fireball owning a poison cloud which then owned the
461 * fireball. I believe that was caused by one of the objects getting
462 * freed and then another object replacing it. Since the ownercounts
463 * didn't match, this check is valid and I believe that cause is valid.
464 */
465 while (owner->owner) 440 while (owner->owner)
466 owner = owner->owner; 441 owner = owner->owner;
467 442
468 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;
469} 510}
470 511
471/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
472 * refcounts and freeing the links. 513 * refcounts and freeing the links.
473 */ 514 */
474static void 515static void
475free_key_values (object *op) 516free_key_values (object *op)
476{ 517{
477 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
478 { 519 {
479 key_value *next = i->next; 520 key_value *next = i->next;
480 delete i; 521 delete i;
481 522
482 i = next; 523 i = next;
483 } 524 }
484 525
485 op->key_values = 0; 526 op->key_values = 0;
486} 527}
487 528
488void object::clear () 529object &
530object::operator =(const object &src)
489{ 531{
490 attachable_base::clear (); 532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
491 534
492 free_key_values (this);
493
494 owner = 0;
495 name = 0;
496 name_pl = 0;
497 title = 0;
498 race = 0;
499 slaying = 0;
500 skill = 0;
501 msg = 0;
502 lore = 0;
503 custom_name = 0;
504 materialname = 0;
505 contr = 0;
506 below = 0;
507 above = 0;
508 inv = 0;
509 container = 0;
510 env = 0;
511 more = 0;
512 head = 0;
513 map = 0;
514 active_next = 0;
515 active_prev = 0;
516
517 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
518
519 SET_FLAG (this, FLAG_REMOVED);
520
521 /* What is not cleared is next, prev, and count */
522
523 expmul = 1.0;
524 face = blank_face;
525
526 if (settings.casting_time)
527 casting_time = -1;
528}
529
530/*
531 * copy_to first frees everything allocated by the dst object,
532 * and then copies the contents of itself into the second
533 * object, allocating what needs to be allocated. Basically, any
534 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
535 * if the first object is freed, the pointers in the new object
536 * will point at garbage.
537 */
538void
539object::copy_to (object *dst)
540{
541 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
542 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
543
544 *(object_copy *)dst = *this; 535 *(object_copy *)this = src;
545 *(object_pod *)dst = *this;
546 536
547 if (self || cb) 537 flag [FLAG_FREED] = is_freed;
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 538 flag [FLAG_REMOVED] = is_removed;
549
550 if (is_freed)
551 SET_FLAG (dst, FLAG_FREED);
552
553 if (is_removed)
554 SET_FLAG (dst, FLAG_REMOVED);
555
556 if (speed < 0)
557 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
558 539
559 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
560 if (key_values) 541 if (src.key_values)
561 { 542 {
562 key_value *tail = 0; 543 key_value *tail = 0;
563 key_value *i;
564
565 dst->key_values = 0; 544 key_values = 0;
566 545
567 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
568 { 547 {
569 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
570 549
571 new_link->next = 0; 550 new_link->next = 0;
572 new_link->key = i->key; 551 new_link->key = i->key;
573 new_link->value = i->value; 552 new_link->value = i->value;
574 553
575 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
576 if (!dst->key_values) 555 if (!key_values)
577 { 556 {
578 dst->key_values = new_link; 557 key_values = new_link;
579 tail = new_link; 558 tail = new_link;
580 } 559 }
581 else 560 else
582 { 561 {
583 tail->next = new_link; 562 tail->next = new_link;
584 tail = new_link; 563 tail = new_link;
585 } 564 }
586 } 565 }
587 } 566 }
567}
588 568
589 update_ob_speed (dst); 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 ();
590} 605}
591 606
592object * 607object *
593object::clone () 608object::clone ()
594{ 609{
600/* 615/*
601 * 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
602 * 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
603 * 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.
604 */ 619 */
605
606void 620void
607update_turn_face (object *op) 621update_turn_face (object *op)
608{ 622{
609 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
610 return; 624 return;
625
611 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
612 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
613} 628}
614 629
615/* 630/*
616 * 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
617 * 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.
618 * 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.
619 */ 634 */
620void 635void
621update_ob_speed (object *op) 636object::set_speed (float speed)
622{ 637{
623 extern int arch_init; 638 if (flag [FLAG_FREED] && speed)
624
625 /* No reason putting the archetypes objects on the speed list,
626 * since they never really need to be updated.
627 */
628
629 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
630 { 639 {
631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
632#ifdef MANY_CORES
633 abort ();
634#else
635 op->speed = 0; 641 speed = 0;
636#endif
637 }
638
639 if (arch_init)
640 return;
641
642 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
643 { 642 }
644 /* If already on active list, don't do anything */
645 if (op->active_next || op->active_prev || op == active_objects)
646 return;
647 643
648 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
649 * of the list. */
650 op->active_next = active_objects;
651 645
652 if (op->active_next != NULL) 646 if (has_active_speed ())
653 op->active_next->active_prev = op; 647 activate ();
654
655 active_objects = op;
656 }
657 else 648 else
658 { 649 deactivate ();
659 /* If not on the active list, nothing needs to be done */
660 if (!op->active_next && !op->active_prev && op != active_objects)
661 return;
662
663 if (op->active_prev == NULL)
664 {
665 active_objects = op->active_next;
666
667 if (op->active_next != NULL)
668 op->active_next->active_prev = NULL;
669 }
670 else
671 {
672 op->active_prev->active_next = op->active_next;
673
674 if (op->active_next)
675 op->active_next->active_prev = op->active_prev;
676 }
677
678 op->active_next = NULL;
679 op->active_prev = NULL;
680 }
681} 650}
682 651
683/* This function removes object 'op' from the list of active
684 * objects.
685 * This should only be used for style maps or other such
686 * reference maps where you don't want an object that isn't
687 * in play chewing up cpu time getting processed.
688 * The reverse of this is to call update_ob_speed, which
689 * will do the right thing based on the speed of the object.
690 */
691void
692remove_from_active_list (object *op)
693{
694 /* If not on the active list, nothing needs to be done */
695 if (!op->active_next && !op->active_prev && op != active_objects)
696 return;
697
698 if (op->active_prev == NULL)
699 {
700 active_objects = op->active_next;
701 if (op->active_next != NULL)
702 op->active_next->active_prev = NULL;
703 }
704 else
705 {
706 op->active_prev->active_next = op->active_next;
707 if (op->active_next)
708 op->active_next->active_prev = op->active_prev;
709 }
710 op->active_next = NULL;
711 op->active_prev = NULL;
712}
713
714/* 652/*
715 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
716 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
717 * 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
718 * invisible object, etc...) 656 * invisible object, etc...)
719 * 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
720 * 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
721 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
722 * 660 *
723 * 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.
724 * For example, if the only thing that has changed is the face (due to
725 * an animation), we don't need to call update_position until that actually
726 * comes into view of a player. OTOH, many other things, like addition/removal
727 * of walls or living creatures may need us to update the flags now.
728 * current action are: 662 * current action are:
729 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
730 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
731 * 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
732 * 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.
733 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
734 */ 668 */
735
736void 669void
737update_object (object *op, int action) 670update_object (object *op, int action)
738{ 671{
739 int update_now = 0, flags;
740 MoveType move_on, move_off, move_block, move_slow;
741
742 if (op == NULL) 672 if (op == NULL)
743 { 673 {
744 /* this should never happen */ 674 /* this should never happen */
745 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
746 return; 676 return;
747 } 677 }
748 678
749 if (op->env != NULL) 679 if (op->env)
750 { 680 {
751 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
752 * to do in this case. 682 * to do in this case.
753 */ 683 */
754 return; 684 return;
759 */ 689 */
760 if (!op->map || op->map->in_memory == MAP_SAVING) 690 if (!op->map || op->map->in_memory == MAP_SAVING)
761 return; 691 return;
762 692
763 /* make sure the object is within map boundaries */ 693 /* make sure the object is within map boundaries */
764 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)
765 { 695 {
766 LOG (llevError, "update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
767#ifdef MANY_CORES 697#ifdef MANY_CORES
768 abort (); 698 abort ();
769#endif 699#endif
770 return; 700 return;
771 } 701 }
772 702
773 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 703 mapspace &m = op->ms ();
774 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
776 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
777 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
778 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
779 704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
780 if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
781 { 708 {
709 // this is likely overkill, TODO: revisit (schmorp)
782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
783 update_now = 1;
784
785 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
786 update_now = 1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
787 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
789 update_now = 1;
790
791 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
792 update_now = 1;
793
794 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
795 update_now = 1;
796
797 if ((move_on | op->move_on) != move_on) 716 || (m.move_on | op->move_on ) != m.move_on
798 update_now = 1;
799
800 if ((move_off | op->move_off) != move_off) 717 || (m.move_off | op->move_off ) != m.move_off
801 update_now = 1; 718 || (m.move_slow | op->move_slow) != m.move_slow
802
803 /* 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
804 * to have move_allow right now. 720 * to have move_allow right now.
805 */ 721 */
806 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
807 update_now = 1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
808 724 m.flags_ = 0;
809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
811 } 725 }
812
813 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
814 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
815 * that is being removed. 728 * that is being removed.
816 */ 729 */
817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
818 update_now = 1; 731 m.flags_ = 0;
819 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
820 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
821 else 734 else
822 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
823 736
824 if (update_now)
825 {
826 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
827 update_position (op->map, op->x, op->y);
828 }
829
830 if (op->more != NULL) 737 if (op->more)
831 update_object (op->more, action); 738 update_object (op->more, action);
832}
833
834object::vector object::mortals;
835object::vector object::objects; // not yet used
836object *object::first;
837
838void object::free_mortals ()
839{
840 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
841 if ((*i)->refcnt)
842 ++i; // further delay freeing
843 else
844 {
845 delete *i;
846 mortals.erase (i);
847 }
848} 739}
849 740
850object::object () 741object::object ()
851{ 742{
852 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
855 face = blank_face; 746 face = blank_face;
856} 747}
857 748
858object::~object () 749object::~object ()
859{ 750{
751 unlink ();
752
860 free_key_values (this); 753 free_key_values (this);
861} 754}
862 755
756static int object_count;
757
863void object::link () 758void object::link ()
864{ 759{
865 count = ++ob_count; 760 assert (!index);//D
866 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
867 763
868 prev = 0; 764 refcnt_inc ();
869 next = object::first; 765 objects.insert (this);
870
871 if (object::first)
872 object::first->prev = this;
873
874 object::first = this;
875} 766}
876 767
877void object::unlink () 768void object::unlink ()
878{ 769{
879 if (this == object::first) 770 if (!index)
880 object::first = next; 771 return;
881 772
882 /* Remove this object from the list of used objects */ 773 objects.erase (this);
883 if (prev) prev->next = next; 774 refcnt_dec ();
884 if (next) next->prev = prev; 775}
885 776
886 prev = 0; 777void
887 next = 0; 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);
831 }
832}
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 }
881 }
888} 882}
889 883
890object *object::create () 884object *object::create ()
891{ 885{
892 object *op = new object; 886 object *op = new object;
893 op->link (); 887 op->link ();
894 return op; 888 return op;
895} 889}
896 890
897/* 891void
898 * free_object() frees everything allocated by an object, removes 892object::do_destroy ()
899 * it from the list of used objects, and puts it on the list of
900 * free objects. The IS_FREED() flag is set in the object.
901 * The object must have been removed by remove_ob() first for
902 * this function to succeed.
903 *
904 * If destroy_inventory is set, free inventory as well. Else drop items in
905 * inventory to the ground.
906 */
907void object::destroy (bool destroy_inventory)
908{ 893{
909 if (QUERY_FLAG (this, FLAG_FREED)) 894 attachable::do_destroy ();
910 return;
911 895
912 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 896 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this);
898
899 if (flag [FLAG_FRIENDLY])
913 remove_friendly_object (this); 900 remove_friendly_object (this);
914 901
915 if (!QUERY_FLAG (this, FLAG_REMOVED)) 902 if (!flag [FLAG_REMOVED])
916 remove (); 903 remove ();
917 904
918 SET_FLAG (this, FLAG_FREED); 905 destroy_inv (true);
919 906
920 if (more) 907 deactivate ();
921 { 908 unlink ();
922 more->destroy (destroy_inventory);
923 more = 0;
924 }
925 909
926 if (inv) 910 flag [FLAG_FREED] = 1;
927 {
928 /* Only if the space blocks everything do we not process -
929 * if some form of movement is allowed, let objects
930 * drop on that space.
931 */
932 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
933 {
934 object *op = inv;
935
936 while (op)
937 {
938 object *tmp = op->below;
939 op->destroy (destroy_inventory);
940 op = tmp;
941 }
942 }
943 else
944 { /* Put objects in inventory onto this space */
945 object *op = inv;
946
947 while (op)
948 {
949 object *tmp = op->below;
950
951 op->remove ();
952
953 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
954 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
955 op->destroy ();
956 else
957 {
958 op->x = x;
959 op->y = y;
960 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
961 }
962
963 op = tmp;
964 }
965 }
966 }
967 911
968 // hack to ensure that freed objects still have a valid map 912 // hack to ensure that freed objects still have a valid map
969 { 913 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes 914 static maptile *freed_map; // freed objects are moved here to avoid crashes
971 915
972 if (!freed_map) 916 if (!freed_map)
973 { 917 {
974 freed_map = new maptile; 918 freed_map = new maptile;
975 919
920 freed_map->path = "<freed objects map>";
976 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
977 freed_map->width = 3; 922 freed_map->width = 3;
978 freed_map->height = 3; 923 freed_map->height = 3;
979 924
980 freed_map->allocate (); 925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
981 } 927 }
982 928
983 map = freed_map; 929 map = freed_map;
984 x = 1; 930 x = 1;
985 y = 1; 931 y = 1;
986 } 932 }
987 933
934 if (more)
935 {
936 more->destroy ();
937 more = 0;
938 }
939
940 head = 0;
941
988 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
989 owner = 0; 943 owner = 0;
990 enemy = 0; 944 enemy = 0;
991 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
947}
992 948
993 // only relevant for players(?), but make sure of it anyways 949void
994 contr = 0; 950object::destroy (bool destroy_inventory)
951{
952 if (destroyed ())
953 return;
995 954
996 /* Remove object from the active list */ 955 if (destroy_inventory)
997 speed = 0; 956 destroy_inv (false);
998 update_ob_speed (this);
999 957
1000 unlink (); 958 if (is_head ())
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
1001 963
1002 mortals.push_back (this); 964 attachable::destroy ();
1003} 965}
1004 966
1005/* 967/*
1006 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1007 * 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)).
1023 * 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
1024 * 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
1025 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1026 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1027 * the previous environment. 989 * the previous environment.
1028 * Beware: This function is called from the editor as well!
1029 */ 990 */
1030void 991void
1031object::remove () 992object::do_remove ()
1032{ 993{
1033 object *tmp, *last = 0; 994 object *tmp, *last = 0;
1034 object *otmp; 995 object *otmp;
1035 996
1036 int check_walk_off;
1037
1038 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1039 return; 998 return;
1040 999
1041 SET_FLAG (this, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1042 1002
1043 if (more) 1003 if (more)
1044 more->remove (); 1004 more->remove ();
1045 1005
1046 /* 1006 /*
1056 1016
1057 /* 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
1058 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1059 * to save cpu time. 1019 * to save cpu time.
1060 */ 1020 */
1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1062 fix_player (otmp); 1022 otmp->update_stats ();
1063 1023
1064 if (above != NULL) 1024 if (above)
1065 above->below = below; 1025 above->below = below;
1066 else 1026 else
1067 env->inv = below; 1027 env->inv = below;
1068 1028
1069 if (below != NULL) 1029 if (below)
1070 below->above = above; 1030 below->above = above;
1071 1031
1072 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1073 * 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
1074 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1078 above = 0, below = 0; 1038 above = 0, below = 0;
1079 env = 0; 1039 env = 0;
1080 } 1040 }
1081 else if (map) 1041 else if (map)
1082 { 1042 {
1083 /* Re did the following section of code - it looks like it had 1043 if (type == PLAYER)
1084 * lots of logic for things we no longer care about
1085 */ 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1086 1057
1087 /* link the object above us */ 1058 /* link the object above us */
1088 if (above) 1059 if (above)
1089 above->below = below; 1060 above->below = below;
1090 else 1061 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1092 1063
1093 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1094 if (below) 1065 if (below)
1095 below->above = above; 1066 below->above = above;
1096 else 1067 else
1098 /* 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
1099 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1100 * evident 1071 * evident
1101 */ 1072 */
1102 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
1103 {
1104 char *dump = dump_object (this);
1105 LOG (llevError,
1106 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1107 free (dump);
1108 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump);
1110 free (dump);
1111 }
1112 1075
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1114 } 1077 }
1115 1078
1116 above = 0; 1079 above = 0;
1117 below = 0; 1080 below = 0;
1118 1081
1119 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1120 return; 1083 return;
1121 1084
1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1086
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
1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1125 { 1100 {
1126 /* 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
1127 * being removed. 1102 * being removed.
1128 */ 1103 */
1129 1104
1130 if (tmp->type == PLAYER && tmp != this)
1131 {
1132 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view
1134 * appropriately.
1135 */
1136 if (tmp->container == this)
1137 {
1138 CLEAR_FLAG (this, FLAG_APPLIED);
1139 tmp->container = 0;
1140 }
1141
1142 tmp->contr->socket->update_look = 1;
1143 }
1144
1145 /* See if player moving off should effect something */ 1105 /* See if object moving off should effect something */
1146 if (check_walk_off 1106 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 { 1109 {
1150 move_apply (tmp, this, 0); 1110 move_apply (tmp, this, 0);
1151 1111
1152 if (destroyed ()) 1112 if (destroyed ())
1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1154 } 1114 }
1155 1115
1156 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1157
1158 if (tmp->above == tmp)
1159 tmp->above = 0;
1160
1161 last = tmp; 1116 last = tmp;
1162 } 1117 }
1163 1118
1164 /* 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?
1165 if (!last) 1121 if (!last)
1166 { 1122 map->at (x, y).flags_ = 0;
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1173 update_position (map, x, y);
1174 }
1175 else 1123 else
1176 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1177 1125
1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los (map, x, y); 1127 update_all_los (map, x, y);
1180 } 1128 }
1181} 1129}
1182 1130
1183/* 1131/*
1192merge_ob (object *op, object *top) 1140merge_ob (object *op, object *top)
1193{ 1141{
1194 if (!op->nrof) 1142 if (!op->nrof)
1195 return 0; 1143 return 0;
1196 1144
1197 if (top == NULL) 1145 if (top)
1198 for (top = op; top != NULL && top->above != NULL; top = top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1199 1148
1200 for (; top != NULL; top = top->below) 1149 for (; top; top = top->below)
1201 { 1150 {
1202 if (top == op) 1151 if (top == op)
1203 continue; 1152 continue;
1204 1153
1205 if (object::can_merge (op, top)) 1154 if (object::can_merge (op, top))
1214 } 1163 }
1215 1164
1216 return 0; 1165 return 0;
1217} 1166}
1218 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
1219/* 1191/*
1220 * 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
1221 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1222 */ 1194 */
1223object * 1195object *
1224insert_ob_in_map_at (object *op, maptile *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)
1225{ 1197{
1226 object *tmp;
1227
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1199 {
1233 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1234 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1235 } 1202 }
1236 1203
1237 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1238} 1205}
1239 1206
1255 * Return value: 1222 * Return value:
1256 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1225 * just 'op' otherwise
1259 */ 1226 */
1260
1261object * 1227object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1264 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1265 sint16 x, y;
1266 1233
1267 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1268 {
1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272
1273 if (m == NULL)
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump);
1278 return op;
1279 }
1280
1281 if (out_of_map (m, op->x, op->y))
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted.
1289 */
1290 abort ();
1291#endif
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1235
1336 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * 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
1338 * need extra work 1238 * need extra work
1339 */ 1239 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1341 x = op->x; 1241 {
1342 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 ();
1343 1254
1344 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1345 */ 1256 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1348 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1349 { 1260 {
1350 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1262 tmp->destroy ();
1352 } 1263 }
1369 op->below = originator->below; 1280 op->below = originator->below;
1370 1281
1371 if (op->below) 1282 if (op->below)
1372 op->below->above = op; 1283 op->below->above = op;
1373 else 1284 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1285 ms.bot = op;
1375 1286
1376 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1377 originator->below = op; 1288 originator->below = op;
1378 } 1289 }
1379 else 1290 else
1380 { 1291 {
1292 top = ms.bot;
1293
1381 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1383 { 1296 {
1384 object *last = NULL; 1297 object *last = 0;
1385 1298
1386 /* 1299 /*
1387 * 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.
1388 * We've already dealt with merging if appropriate. 1301 * We've already dealt with merging if appropriate.
1389 * 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
1393 * 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
1394 * 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
1395 * 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
1396 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1397 */ 1310 */
1398 1311 for (top = ms.bot; top; top = top->above)
1399 while (top != NULL)
1400 { 1312 {
1401 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))
1402 floor = top; 1314 floor = top;
1403 1315
1404 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))
1407 top = top->below; 1319 top = top->below;
1408 break; 1320 break;
1409 } 1321 }
1410 1322
1411 last = top; 1323 last = top;
1412 top = top->above;
1413 } 1324 }
1414 1325
1415 /* 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 */
1416 top = last; 1327 top = last;
1417 1328
1419 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1421 */ 1332 */
1422 1333
1423 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1425 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1338 * stacking is a bit odd.
1428 */ 1339 */
1429 if (!(flag & INS_ON_TOP) && 1340 if (!(flag & INS_ON_TOP)
1430 (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))
1431 { 1343 {
1432 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1346 break;
1347
1435 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1436 * 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
1437 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1438 * set top to the object below us. 1351 * set top to the object below us.
1439 */ 1352 */
1440 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1441 top = last->below; 1354 top = last->below;
1442 } 1355 }
1443 } /* If objects on this space */ 1356 } /* If objects on this space */
1444
1445 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y); 1358 top = ms.top;
1447 1359
1448 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor; 1361 top = floor;
1450 1362
1451 /* 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.
1452 */ 1364 */
1453 1365
1454 /* First object on this space */ 1366 /* First object on this space */
1455 if (!top) 1367 if (!top)
1456 { 1368 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y); 1369 op->above = ms.bot;
1458 1370
1459 if (op->above) 1371 if (op->above)
1460 op->above->below = op; 1372 op->above->below = op;
1461 1373
1462 op->below = NULL; 1374 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1375 ms.bot = op;
1464 } 1376 }
1465 else 1377 else
1466 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1467 op->above = top->above; 1379 op->above = top->above;
1468 1380
1471 1383
1472 op->below = top; 1384 op->below = top;
1473 top->above = op; 1385 top->above = op;
1474 } 1386 }
1475 1387
1476 if (op->above == NULL) 1388 if (!op->above)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 ms.top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1479 1391
1480 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1393 {
1481 op->contr->do_los = 1; 1394 op->contr->do_los = 1;
1395 ++op->map->players;
1396 op->map->touch ();
1397 }
1482 1398
1483 /* If we have a floor, we know the player, if any, will be above 1399 op->map->dirty = true;
1484 * it, so save a few ticks and start from there. 1400
1485 */
1486 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = ms.player ())
1488 if (tmp->type == PLAYER) 1403 pl->contr->ns->floorbox_update ();
1489 tmp->contr->socket->update_look = 1;
1490 1404
1491 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1492 * 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
1493 * 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
1494 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1495 * 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 -
1496 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1412 * of effect may be sufficient.
1499 */ 1413 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1502 1416
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1505 1419
1420 INVOKE_OBJECT (INSERT, op);
1421
1506 /* 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,
1507 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1508 * 1424 *
1509 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1428 * update_object().
1513 */ 1429 */
1514 1430
1515 /* 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 */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1517 { 1433 {
1518 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1519 return NULL; 1435 return 0;
1520 1436
1521 /* 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
1522 * walk on's. 1438 * walk on's.
1523 */ 1439 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1526 return NULL; 1442 return 0;
1527 } 1443 }
1528 1444
1529 return op; 1445 return op;
1530} 1446}
1531 1447
1532/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1533 * 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.
1534 * 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.
1535 */ 1451 */
1536void 1452void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1454{
1539 object * 1455 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1456
1544 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1545 1458
1546 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)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 tmp->destroy (); 1461 tmp->destroy ();
1549 1462
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1551 1464
1552 tmp1->x = op->x; 1465 tmp1->x = op->x;
1553 tmp1->y = op->y; 1466 tmp1->y = op->y;
1554 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);
1555} 1474}
1556 1475
1557/* 1476/*
1558 * 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
1559 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1560 * 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).
1561 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1562 * global static errmsg array. 1481 * global static errmsg array.
1563 */ 1482 */
1564
1565object * 1483object *
1566get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1567{ 1485{
1568 object *newob; 1486 object *newob;
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1600 * 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
1601 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1602 * 1520 *
1603 * 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
1604 */ 1522 */
1605
1606object * 1523object *
1607decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1608{ 1525{
1609 object *tmp; 1526 object *tmp;
1610 player *pl;
1611 1527
1612 if (i == 0) /* objects with op->nrof require this check */ 1528 if (i == 0) /* objects with op->nrof require this check */
1613 return op; 1529 return op;
1614 1530
1615 if (i > op->nrof) 1531 if (i > op->nrof)
1616 i = op->nrof; 1532 i = op->nrof;
1617 1533
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1534 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1535 op->nrof -= i;
1620 else if (op->env != NULL) 1536 else if (op->env)
1621 { 1537 {
1622 /* is this object in the players inventory, or sub container 1538 /* is this object in the players inventory, or sub container
1623 * therein? 1539 * therein?
1624 */ 1540 */
1625 tmp = is_player_inv (op->env); 1541 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1542 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1543 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1544 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1545 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1546 * and then searching the map for a player.
1631 */ 1547 */
1632 if (!tmp) 1548 if (!tmp)
1633 { 1549 for_all_players (pl)
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1550 if (pl->ob->container == op->env)
1551 {
1552 tmp = pl->ob;
1636 break; 1553 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1554 }
1642 1555
1643 if (i < op->nrof) 1556 if (i < op->nrof)
1644 { 1557 {
1645 sub_weight (op->env, op->weight * i); 1558 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1559 op->nrof -= i;
1647 if (tmp) 1560 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1561 esrv_send_item (tmp, op);
1650 }
1651 } 1562 }
1652 else 1563 else
1653 { 1564 {
1654 op->remove (); 1565 op->remove ();
1655 op->nrof = 0; 1566 op->nrof = 0;
1656 if (tmp) 1567 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1568 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1569 }
1661 } 1570 }
1662 else 1571 else
1663 { 1572 {
1664 object *above = op->above; 1573 object *above = op->above;
1670 op->remove (); 1579 op->remove ();
1671 op->nrof = 0; 1580 op->nrof = 0;
1672 } 1581 }
1673 1582
1674 /* Since we just removed op, op->above is null */ 1583 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1584 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1585 if (tmp->type == PLAYER)
1677 { 1586 {
1678 if (op->nrof) 1587 if (op->nrof)
1679 esrv_send_item (tmp, op); 1588 esrv_send_item (tmp, op);
1680 else 1589 else
1685 if (op->nrof) 1594 if (op->nrof)
1686 return op; 1595 return op;
1687 else 1596 else
1688 { 1597 {
1689 op->destroy (); 1598 op->destroy ();
1690 return NULL; 1599 return 0;
1691 } 1600 }
1692} 1601}
1693 1602
1694/* 1603/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1696 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1697 */ 1606 */
1698
1699void 1607void
1700add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1701{ 1609{
1702 while (op != NULL) 1610 while (op != NULL)
1703 { 1611 {
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump); 1627 free (dump);
1720 return op; 1628 return op;
1721 } 1629 }
1722 1630
1723 if (where->head) 1631 if (where->head_ () != where)
1724 { 1632 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head; 1634 where = where->head;
1727 } 1635 }
1728 1636
1729 return where->insert (op); 1637 return where->insert (op);
1730} 1638}
1735 * inside the object environment. 1643 * inside the object environment.
1736 * 1644 *
1737 * 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
1738 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1739 */ 1647 */
1740
1741object * 1648object *
1742object::insert (object *op) 1649object::insert (object *op)
1743{ 1650{
1744 object *tmp, *otmp;
1745
1746 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1747 op->remove (); 1652 op->remove ();
1748 1653
1749 if (op->more) 1654 if (op->more)
1750 { 1655 {
1752 return op; 1657 return op;
1753 } 1658 }
1754 1659
1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1756 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1757 if (op->nrof) 1663 if (op->nrof)
1758 { 1664 {
1759 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1760 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1761 { 1667 {
1762 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1763 (client needs the original object) */ 1669 (client needs the original object) */
1764 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1783 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1784 } 1690 }
1785 else 1691 else
1786 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1787 1693
1788 otmp = is_player_inv (this); 1694 if (object *otmp = this->in_player ())
1789 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1696 otmp->update_stats ();
1792 1697
1698 op->owner = 0; // its his/hers now. period.
1793 op->map = NULL; 1699 op->map = 0;
1794 op->env = this; 1700 op->env = this;
1795 op->above = NULL; 1701 op->above = 0;
1796 op->below = NULL; 1702 op->below = 0;
1797 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1798 1704
1799 /* 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 */
1800 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1801 { 1707 {
1802#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1803 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);
1804#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map)) 1711 if (map->darkness)
1806 update_all_los (map, x, y); 1712 update_all_los (map, x, y);
1807 } 1713 }
1808 1714
1809 /* 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.
1810 * It sure simplifies this function... 1716 * It sure simplifies this function...
1815 { 1721 {
1816 op->below = inv; 1722 op->below = inv;
1817 op->below->above = op; 1723 op->below->above = op;
1818 inv = op; 1724 inv = op;
1819 } 1725 }
1726
1727 INVOKE_OBJECT (INSERT, this);
1820 1728
1821 return op; 1729 return op;
1822} 1730}
1823 1731
1824/* 1732/*
1839 * 1747 *
1840 * 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
1841 * 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
1842 * on top. 1750 * on top.
1843 */ 1751 */
1844
1845int 1752int
1846check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1847{ 1754{
1848 object *tmp; 1755 object *tmp;
1849 maptile *m = op->map; 1756 maptile *m = op->map;
1876 1783
1877 /* The objects have to be checked from top to bottom. 1784 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1785 * Hence, we first go to the top:
1879 */ 1786 */
1880 1787
1881 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)
1882 { 1789 {
1883 /* Trim the search when we find the first other spell effect 1790 /* Trim the search when we find the first other spell effect
1884 * 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,
1885 * we don't need to check all of them. 1792 * we don't need to check all of them.
1886 */ 1793 */
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1905 ((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))
1906 { 1813 {
1907 1814
1908 float 1815 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed); 1816 diff = tmp->move_slow_penalty * fabs (op->speed);
1910 1817
1911 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
1912 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)) ||
1913 (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)))
1914 diff /= 4.0; 1821 diff /= 4.0;
1941/* 1848/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1849 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1850 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
1945 */ 1852 */
1946
1947object * 1853object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1854present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1855{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1856 if (!m || out_of_map (m, x, y))
1954 { 1857 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1858 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1859 return NULL;
1957 } 1860 }
1958 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)
1959 if (tmp->arch == at) 1863 if (tmp->arch == at)
1960 return tmp; 1864 return tmp;
1865
1961 return NULL; 1866 return NULL;
1962} 1867}
1963 1868
1964/* 1869/*
1965 * present(type, map, x, y) searches for any objects with 1870 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
1968 */ 1873 */
1969
1970object * 1874object *
1971present (unsigned char type, maptile *m, int x, int y) 1875present (unsigned char type, maptile *m, int x, int y)
1972{ 1876{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1877 if (out_of_map (m, x, y))
1977 { 1878 {
1978 LOG (llevError, "Present called outside map.\n"); 1879 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1880 return NULL;
1980 } 1881 }
1981 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)
1982 if (tmp->type == type) 1884 if (tmp->type == type)
1983 return tmp; 1885 return tmp;
1886
1984 return NULL; 1887 return NULL;
1985} 1888}
1986 1889
1987/* 1890/*
1988 * present_in_ob(type, object) searches for any objects with 1891 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1892 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
1991 */ 1894 */
1992
1993object * 1895object *
1994present_in_ob (unsigned char type, const object *op) 1896present_in_ob (unsigned char type, const object *op)
1995{ 1897{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1899 if (tmp->type == type)
2001 return tmp; 1900 return tmp;
1901
2002 return NULL; 1902 return NULL;
2003} 1903}
2004 1904
2005/* 1905/*
2006 * present_in_ob (type, str, object) searches for any objects with 1906 * present_in_ob (type, str, object) searches for any objects with
2014 * 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
2015 * 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
2016 * 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
2017 * to be unique. 1917 * to be unique.
2018 */ 1918 */
2019
2020object * 1919object *
2021present_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)
2022{ 1921{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1924 return tmp;
2030 } 1925
2031 return NULL; 1926 return 0;
2032} 1927}
2033 1928
2034/* 1929/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
2038 */ 1933 */
2039
2040object * 1934object *
2041present_arch_in_ob (const archetype *at, const object *op) 1935present_arch_in_ob (const archetype *at, const object *op)
2042{ 1936{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1938 if (tmp->arch == at)
2048 return tmp; 1939 return tmp;
1940
2049 return NULL; 1941 return NULL;
2050} 1942}
2051 1943
2052/* 1944/*
2053 * activate recursively a flag on an object inventory 1945 * activate recursively a flag on an object inventory
2054 */ 1946 */
2055void 1947void
2056flag_inv (object *op, int flag) 1948flag_inv (object *op, int flag)
2057{ 1949{
2058 object *
2059 tmp;
2060
2061 if (op->inv) 1950 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 { 1952 {
2064 SET_FLAG (tmp, flag); 1953 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1954 flag_inv (tmp, flag);
2066 } 1955 }
2067} /* 1956}
1957
1958/*
2068 * desactivate recursively a flag on an object inventory 1959 * deactivate recursively a flag on an object inventory
2069 */ 1960 */
2070void 1961void
2071unflag_inv (object *op, int flag) 1962unflag_inv (object *op, int flag)
2072{ 1963{
2073 object *
2074 tmp;
2075
2076 if (op->inv) 1964 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 { 1966 {
2079 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
2081 } 1969 }
2082}
2083
2084/*
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for
2088 * him/her-self and all object carried by a call to this function.
2089 */
2090
2091void
2092set_cheat (object *op)
2093{
2094 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ);
2096} 1970}
2097 1971
2098/* 1972/*
2099 * 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
2100 * 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
2114 * 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
2115 * 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
2116 * 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
2117 * customized, changed states, etc. 1991 * customized, changed states, etc.
2118 */ 1992 */
2119
2120int 1993int
2121find_free_spot (const object *ob, maptile *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)
2122{ 1995{
2123 int
2124 i,
2125 index = 0, flag; 1996 int index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
2128 1998
2129 for (i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
2130 { 2000 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
2132 if (!flag) 2002
2133 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;
2134 2015
2135 /* 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.
2136 * 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.
2137 * 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 -
2138 * 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
2139 * 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
2140 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2142 */ 2023 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2024 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2025 {
2144 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;
2145 } 2037 }
2038
2146 if (!index) 2039 if (!index)
2147 return -1; 2040 return -1;
2041
2148 return altern[RANDOM () % index]; 2042 return altern [rndm (index)];
2149} 2043}
2150 2044
2151/* 2045/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2046 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2047 * find_free_spot(), but it will search max number of squares.
2154 * 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.
2155 * 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.
2156 */ 2050 */
2157
2158int 2051int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2052find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2053{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2054 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 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]))
2167 return i; 2056 return i;
2168 } 2057
2169 return -1; 2058 return -1;
2170} 2059}
2171 2060
2172/* 2061/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2062 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2063 * arr[begin..end-1].
2064 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2065 */
2176static void 2066static void
2177permute (int *arr, int begin, int end) 2067permute (int *arr, int begin, int end)
2178{ 2068{
2179 int 2069 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2070 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2071
2190 tmp = arr[i]; 2072 while (--end)
2191 arr[i] = arr[j]; 2073 swap (arr [end], arr [rndm (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2074}
2195 2075
2196/* new function to make monster searching more efficient, and effective! 2076/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2077 * This basically returns a randomized array (in the passed pointer) of
2198 * 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
2201 * 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.
2202 */ 2082 */
2203void 2083void
2204get_search_arr (int *search_arr) 2084get_search_arr (int *search_arr)
2205{ 2085{
2206 int 2086 int i;
2207 i;
2208 2087
2209 for (i = 0; i < SIZEOFFREE; i++) 2088 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2089 search_arr[i] = i;
2212 }
2213 2090
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2091 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2092 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2093 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2094}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2103 * Perhaps incorrectly, but I'm making the assumption that exclude
2227 * 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
2228 * 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
2229 * there is capable of. 2106 * there is capable of.
2230 */ 2107 */
2231
2232int 2108int
2233find_dir (maptile *m, int x, int y, object *exclude) 2109find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2110{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2111 int i, max = SIZEOFFREE, mflags;
2238 2112
2239 sint16 nx, ny; 2113 sint16 nx, ny;
2240 object * 2114 object *tmp;
2241 tmp;
2242 maptile * 2115 maptile *mp;
2243 mp;
2244 2116
2245 MoveType blocked, move_type; 2117 MoveType blocked, move_type;
2246 2118
2247 if (exclude && exclude->head) 2119 if (exclude && exclude->head_ () != exclude)
2248 { 2120 {
2249 exclude = exclude->head; 2121 exclude = exclude->head;
2250 move_type = exclude->move_type; 2122 move_type = exclude->move_type;
2251 } 2123 }
2252 else 2124 else
2260 mp = m; 2132 mp = m;
2261 nx = x + freearr_x[i]; 2133 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2134 ny = y + freearr_y[i];
2263 2135
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2136 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2137
2265 if (mflags & P_OUT_OF_MAP) 2138 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2139 max = maxfree[i];
2268 }
2269 else 2140 else
2270 { 2141 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2142 mapspace &ms = mp->at (nx, ny);
2143
2144 blocked = ms.move_block;
2272 2145
2273 if ((move_type & blocked) == move_type) 2146 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2147 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2148 else if (mflags & P_IS_ALIVE)
2278 { 2149 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2150 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2151 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2281 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)))
2282 {
2283 break; 2153 break;
2284 } 2154
2285 }
2286 if (tmp) 2155 if (tmp)
2287 {
2288 return freedir[i]; 2156 return freedir[i];
2289 }
2290 } 2157 }
2291 } 2158 }
2292 } 2159 }
2160
2293 return 0; 2161 return 0;
2294} 2162}
2295 2163
2296/* 2164/*
2297 * distance(object 1, object 2) will return the square of the 2165 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2166 * distance between the two given objects.
2299 */ 2167 */
2300
2301int 2168int
2302distance (const object *ob1, const object *ob2) 2169distance (const object *ob1, const object *ob2)
2303{ 2170{
2304 int
2305 i;
2306
2307 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);
2308 return i;
2309} 2172}
2310 2173
2311/* 2174/*
2312 * 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
2313 * 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
2314 * object, needs to travel toward it. 2177 * object, needs to travel toward it.
2315 */ 2178 */
2316
2317int 2179int
2318find_dir_2 (int x, int y) 2180find_dir_2 (int x, int y)
2319{ 2181{
2320 int 2182 int q;
2321 q;
2322 2183
2323 if (y) 2184 if (y)
2324 q = x * 100 / y; 2185 q = x * 100 / y;
2325 else if (x) 2186 else if (x)
2326 q = -300 * x; 2187 q = -300 * x;
2351 2212
2352 return 3; 2213 return 3;
2353} 2214}
2354 2215
2355/* 2216/*
2356 * absdir(int): Returns a number between 1 and 8, which represent
2357 * the "absolute" direction of a number (it actually takes care of
2358 * "overflow" in previous calculations of a direction).
2359 */
2360
2361int
2362absdir (int d)
2363{
2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2368 return d;
2369}
2370
2371/*
2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2217 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 * between two directions (which are expected to be absolute (see absdir()) 2218 * between two directions (which are expected to be absolute (see absdir())
2374 */ 2219 */
2375
2376int 2220int
2377dirdiff (int dir1, int dir2) 2221dirdiff (int dir1, int dir2)
2378{ 2222{
2379 int 2223 int d;
2380 d;
2381 2224
2382 d = abs (dir1 - dir2); 2225 d = abs (dir1 - dir2);
2383 if (d > 4) 2226 if (d > 4)
2384 d = 8 - d; 2227 d = 8 - d;
2228
2385 return d; 2229 return d;
2386} 2230}
2387 2231
2388/* peterm: 2232/* peterm:
2389 * 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.
2392 * 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
2393 * 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.
2394 * 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
2395 * functions. 2239 * functions.
2396 */ 2240 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2241int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2242 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2243 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2244 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2245 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2246 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2294 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2295 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2296 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2297 * Modified to be map tile aware -.MSW
2456 */ 2298 */
2457
2458
2459int 2299int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2300can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2301{
2462 sint16 dx, dy; 2302 sint16 dx, dy;
2463 int
2464 mflags; 2303 int mflags;
2465 2304
2466 if (dir < 0) 2305 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2306 return 0; /* exit condition: invalid direction */
2468 2307
2469 dx = x + freearr_x[dir]; 2308 dx = x + freearr_x[dir];
2482 return 0; 2321 return 0;
2483 2322
2484 /* yes, can see. */ 2323 /* yes, can see. */
2485 if (dir < 9) 2324 if (dir < 9)
2486 return 1; 2325 return 1;
2326
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2327 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2488 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]);
2489} 2330}
2490
2491
2492 2331
2493/* 2332/*
2494 * 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
2495 * picked up by the picker. Returnes 1 if it can be 2334 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2335 * picked up, otherwise 0.
2498 * 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
2499 * core dumps if they do. 2338 * core dumps if they do.
2500 * 2339 *
2501 * 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)
2502 */ 2341 */
2503
2504int 2342int
2505can_pick (const object *who, const object *item) 2343can_pick (const object *who, const object *item)
2506{ 2344{
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2345 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2346 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509 !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));
2510} 2348}
2511 2349
2512
2513/* 2350/*
2514 * create clone from object to another 2351 * create clone from object to another
2515 */ 2352 */
2516object * 2353object *
2517object_create_clone (object *asrc) 2354object_create_clone (object *asrc)
2518{ 2355{
2519 object *dst = 0, *tmp, *src, *part, *prev, *item; 2356 object *dst = 0, *tmp, *src, *prev, *item;
2520 2357
2521 if (!asrc) 2358 if (!asrc)
2522 return 0; 2359 return 0;
2523 2360
2524 src = asrc;
2525 if (src->head)
2526 src = src->head; 2361 src = asrc->head_ ();
2527 2362
2528 prev = 0; 2363 prev = 0;
2529 for (part = src; part; part = part->more) 2364 for (object *part = src; part; part = part->more)
2530 { 2365 {
2531 tmp = part->clone (); 2366 tmp = part->clone ();
2532 tmp->x -= src->x; 2367 tmp->x -= src->x;
2533 tmp->y -= src->y; 2368 tmp->y -= src->y;
2534 2369
2536 { 2371 {
2537 dst = tmp; 2372 dst = tmp;
2538 tmp->head = 0; 2373 tmp->head = 0;
2539 } 2374 }
2540 else 2375 else
2541 {
2542 tmp->head = dst; 2376 tmp->head = dst;
2543 }
2544 2377
2545 tmp->more = 0; 2378 tmp->more = 0;
2546 2379
2547 if (prev) 2380 if (prev)
2548 prev->more = tmp; 2381 prev->more = tmp;
2552 2385
2553 for (item = src->inv; item; item = item->below) 2386 for (item = src->inv; item; item = item->below)
2554 insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (object_create_clone (item), dst);
2555 2388
2556 return dst; 2389 return dst;
2557}
2558
2559/* GROS - Creates an object using a string representing its content. */
2560/* Basically, we save the content of the string to a temp file, then call */
2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2562/* but it was simple to make and allows reusing the load_object function. */
2563/* Remember not to use load_object_str in a time-critical situation. */
2564/* Also remember that multiparts objects are not supported for now. */
2565
2566object *
2567load_object_str (const char *obstr)
2568{
2569 object *op;
2570 char filename[MAX_BUF];
2571
2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2573
2574 FILE *tempfile = fopen (filename, "w");
2575
2576 if (tempfile == NULL)
2577 {
2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2579 return NULL;
2580 }
2581
2582 fprintf (tempfile, obstr);
2583 fclose (tempfile);
2584
2585 op = object::create ();
2586
2587 object_thawer thawer (filename);
2588
2589 if (thawer)
2590 load_object (thawer, op, 0);
2591
2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2593 CLEAR_FLAG (op, FLAG_REMOVED);
2594
2595 return op;
2596} 2390}
2597 2391
2598/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2599 * has the same type and subtype match. 2393 * has the same type and subtype match.
2600 * returns NULL if no match. 2394 * returns NULL if no match.
2601 */ 2395 */
2602object * 2396object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2397find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2398{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2399 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2400 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2401 return tmp;
2610 2402
2611 return NULL; 2403 return 0;
2612} 2404}
2613 2405
2614/* 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,
2615 * otherwise return NULL. 2407 * otherwise return NULL.
2616 * 2408 *
2618 * do the desired thing. 2410 * do the desired thing.
2619 */ 2411 */
2620key_value * 2412key_value *
2621get_ob_key_link (const object *ob, const char *key) 2413get_ob_key_link (const object *ob, const char *key)
2622{ 2414{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2415 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2416 if (link->key == key)
2627 return link; 2417 return link;
2628 2418
2629 return NULL; 2419 return 0;
2630} 2420}
2631 2421
2632/* 2422/*
2633 * 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.
2634 * 2424 *
2659 if (link->key == canonical_key) 2449 if (link->key == canonical_key)
2660 return link->value; 2450 return link->value;
2661 2451
2662 return 0; 2452 return 0;
2663} 2453}
2664
2665 2454
2666/* 2455/*
2667 * Updates the canonical_key in op to value. 2456 * Updates the canonical_key in op to value.
2668 * 2457 *
2669 * 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).
2674 * Returns TRUE on success. 2463 * Returns TRUE on success.
2675 */ 2464 */
2676int 2465int
2677set_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)
2678{ 2467{
2679 key_value *
2680 field = NULL, *last = NULL; 2468 key_value *field = NULL, *last = NULL;
2681 2469
2682 for (field = op->key_values; field != NULL; field = field->next) 2470 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2471 {
2684 if (field->key != canonical_key) 2472 if (field->key != canonical_key)
2685 { 2473 {
2694 /* Basically, if the archetype has this key set, 2482 /* Basically, if the archetype has this key set,
2695 * we need to store the null value so when we save 2483 * we need to store the null value so when we save
2696 * it, we save the empty value so that when we load, 2484 * it, we save the empty value so that when we load,
2697 * we get this value back again. 2485 * we get this value back again.
2698 */ 2486 */
2699 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2487 if (get_ob_key_link (op->arch, canonical_key))
2700 field->value = 0; 2488 field->value = 0;
2701 else 2489 else
2702 { 2490 {
2703 if (last) 2491 if (last)
2704 last->next = field->next; 2492 last->next = field->next;
2713 /* IF we get here, key doesn't exist */ 2501 /* IF we get here, key doesn't exist */
2714 2502
2715 /* No field, we'll have to add it. */ 2503 /* No field, we'll have to add it. */
2716 2504
2717 if (!add_key) 2505 if (!add_key)
2718 {
2719 return FALSE; 2506 return FALSE;
2720 } 2507
2721 /* There isn't any good reason to store a null 2508 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2509 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2510 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2511 * be here. If user wants to store empty strings,
2725 * should pass in "" 2512 * should pass in ""
2774 } 2561 }
2775 else 2562 else
2776 item = item->env; 2563 item = item->env;
2777} 2564}
2778 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
2779// 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
2780const char * 2595const char *
2781object::debug_desc (char *info) const 2596object::debug_desc (char *info) const
2782{ 2597{
2598 char flagdesc[512];
2783 char info2[256 * 3]; 2599 char info2[256 * 4];
2784 char *p = info; 2600 char *p = info;
2785 2601
2786 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}",
2787 count, 2603 count, uuid.seq,
2788 &name, 2604 &name,
2789 title ? " " : "", 2605 title ? "\",title:\"" : "",
2790 title ? (const char *)title : ""); 2606 title ? (const char *)title : "",
2607 flag_desc (flagdesc, 512), type);
2791 2608
2792 if (env) 2609 if (!this->flag[FLAG_REMOVED] && env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2611
2795 if (map) 2612 if (map)
2796 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);
2797 2614
2798 return info; 2615 return info;
2799} 2616}
2800 2617
2801const char * 2618const char *
2802object::debug_desc () const 2619object::debug_desc () const
2803{ 2620{
2804 static char info[256 * 3]; 2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2805 return debug_desc (info); 2624 return debug_desc (info [++info_idx % 3]);
2806} 2625}
2807 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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