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Comparing deliantra/server/common/object.C (file contents):
Revision 1.43 by root, Thu Sep 14 17:10:24 2006 UTC vs.
Revision 1.192 by root, Fri Oct 12 19:13:25 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
35 37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 uuid.seq = uid;
110 write_uuid (); 112 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
185 * 187 *
186 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
189 * 191 *
190 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
200 return 0; 205 return 0;
201 206
202 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 210 * used to store nrof).
208 */ 211 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
262 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 261 return 0;
265 262
266 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 265 return 0;
269 266
270 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 268 * if it is valid.
272 */ 269 */
281 278
282 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
284 * check? 281 * check?
285 */ 282 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 284 return 0;
288 285
289 switch (ob1->type) 286 switch (ob1->type)
290 { 287 {
291 case SCROLL: 288 case SCROLL:
302 return 0; 299 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0; 301 return 0;
305 } 302 }
306 303
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
309 { 305 {
310 ob1->optimise (); 306 ob1->optimise ();
311 ob2->optimise (); 307 ob2->optimise ();
312 308
313 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 {
311 int k1 = ob1->self ? HvTOTALKEYS (SvRV (ob1->self)) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (SvRV (ob2->self)) : 0;
313
314 if (k1 != k2)
314 return 0; 315 return 0;
316 else if (k1 == 0)
317 return 1;
318 else if (!cfperl_can_merge (ob1, ob2))
319 return 0;
320 }
315 } 321 }
316 322
317 /* Everything passes, must be OK. */ 323 /* Everything passes, must be OK. */
318 return 1; 324 return 1;
319} 325}
327sum_weight (object *op) 333sum_weight (object *op)
328{ 334{
329 long sum; 335 long sum;
330 object *inv; 336 object *inv;
331 337
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 338 for (sum = 0, inv = op->inv; inv; inv = inv->below)
333 { 339 {
334 if (inv->inv) 340 if (inv->inv)
335 sum_weight (inv); 341 sum_weight (inv);
342
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 343 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 } 344 }
338 345
339 if (op->type == CONTAINER && op->stats.Str) 346 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100; 347 sum = (sum * (100 - op->stats.Str)) / 100;
356 op = op->env; 363 op = op->env;
357 return op; 364 return op;
358} 365}
359 366
360/* 367/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 368 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 369 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 370 * The result of the dump is stored in the static global errmsg array.
379 */ 371 */
380 372char *
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 373dump_object (object *op)
437{ 374{
438 if (op == NULL) 375 if (!op)
439 { 376 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 377
447void 378 object_freezer freezer;
448dump_all_objects (void) 379 op->write (freezer);
449{ 380 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 381}
458 382
459/* 383/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 384 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 385 * multi-object 1 which is closest to the second object.
462 * If it's not a multi-object, it is returned. 386 * If it's not a multi-object, it is returned.
463 */ 387 */
464
465object * 388object *
466get_nearest_part (object *op, const object *pl) 389get_nearest_part (object *op, const object *pl)
467{ 390{
468 object *tmp, *closest; 391 object *tmp, *closest;
469 int last_dist, i; 392 int last_dist, i;
477} 400}
478 401
479/* 402/*
480 * Returns the object which has the count-variable equal to the argument. 403 * Returns the object which has the count-variable equal to the argument.
481 */ 404 */
482
483object * 405object *
484find_object (tag_t i) 406find_object (tag_t i)
485{ 407{
486 object *op; 408 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 409 if (op->count == i)
490 break;
491 return op; 410 return op;
411
412 return 0;
492} 413}
493 414
494/* 415/*
495 * Returns the first object which has a name equal to the argument. 416 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 417 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 418 * Enables features like "patch <name-of-other-player> food 999"
498 */ 419 */
499
500object * 420object *
501find_object_name (const char *str) 421find_object_name (const char *str)
502{ 422{
503 shstr_cmp str_ (str); 423 shstr_cmp str_ (str);
504 object *op; 424 object *op;
505 425
506 for (op = objects; op != NULL; op = op->next) 426 for_all_objects (op)
507 if (op->name == str_) 427 if (op->name == str_)
508 break; 428 break;
509 429
510 return op; 430 return op;
511} 431}
517} 437}
518 438
519/* 439/*
520 * Sets the owner and sets the skill and exp pointers to owner's current 440 * Sets the owner and sets the skill and exp pointers to owner's current
521 * skill and experience objects. 441 * skill and experience objects.
442 * ACTUALLY NO! investigate! TODO
522 */ 443 */
523void 444void
524object::set_owner (object *owner) 445object::set_owner (object *owner)
525{ 446{
447 // allow objects which own objects
526 if (!owner) 448 if (owner)
527 return;
528
529 /* next line added to allow objects which own objects */
530 /* Add a check for ownercounts in here, as I got into an endless loop
531 * with the fireball owning a poison cloud which then owned the
532 * fireball. I believe that was caused by one of the objects getting
533 * freed and then another object replacing it. Since the ownercounts
534 * didn't match, this check is valid and I believe that cause is valid.
535 */
536 while (owner->owner) 449 while (owner->owner)
537 owner = owner->owner; 450 owner = owner->owner;
538 451
539 this->owner = owner; 452 this->owner = owner;
453}
454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
540} 519}
541 520
542/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
543 * refcounts and freeing the links. 522 * refcounts and freeing the links.
544 */ 523 */
545static void 524static void
546free_key_values (object *op) 525free_key_values (object *op)
547{ 526{
548 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
549 { 528 {
550 key_value *next = i->next; 529 key_value *next = i->next;
551 delete i; 530 delete i;
552 531
553 i = next; 532 i = next;
554 } 533 }
555 534
556 op->key_values = 0; 535 op->key_values = 0;
557} 536}
558 537
559void object::clear () 538object &
539object::operator =(const object &src)
560{ 540{
561 attachable_base::clear (); 541 bool is_freed = flag [FLAG_FREED];
542 bool is_removed = flag [FLAG_REMOVED];
562 543
563 free_key_values (this); 544 *(object_copy *)this = src;
564 545
565 owner = 0; 546 flag [FLAG_FREED] = is_freed;
566 name = 0; 547 flag [FLAG_REMOVED] = is_removed;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/*
611 * copy object first frees everything allocated by the second object,
612 * and then copies the contends of the first object into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619copy_object (object *op2, object *op)
620{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
623
624 op2->clone (op);
625
626 if (is_freed)
627 SET_FLAG (op, FLAG_FREED);
628 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED);
630
631 if (op2->speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
633 548
634 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
635 if (op2->key_values) 550 if (src.key_values)
636 { 551 {
637 key_value *tail = 0; 552 key_value *tail = 0;
638 key_value *i;
639
640 op->key_values = 0; 553 key_values = 0;
641 554
642 for (i = op2->key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
643 { 556 {
644 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
645 558
646 new_link->next = 0; 559 new_link->next = 0;
647 new_link->key = i->key; 560 new_link->key = i->key;
648 new_link->value = i->value; 561 new_link->value = i->value;
649 562
650 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
651 if (!op->key_values) 564 if (!key_values)
652 { 565 {
653 op->key_values = new_link; 566 key_values = new_link;
654 tail = new_link; 567 tail = new_link;
655 } 568 }
656 else 569 else
657 { 570 {
658 tail->next = new_link; 571 tail->next = new_link;
659 tail = new_link; 572 tail = new_link;
660 } 573 }
661 } 574 }
662 } 575 }
576}
663 577
664 update_ob_speed (op); 578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left -= rndm ();
593
594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
614}
615
616object *
617object::clone ()
618{
619 object *neu = create ();
620 copy_to (neu);
621 return neu;
665} 622}
666 623
667/* 624/*
668 * If an object with the IS_TURNABLE() flag needs to be turned due 625 * If an object with the IS_TURNABLE() flag needs to be turned due
669 * to the closest player being on the other side, this function can 626 * to the closest player being on the other side, this function can
670 * be called to update the face variable, _and_ how it looks on the map. 627 * be called to update the face variable, _and_ how it looks on the map.
671 */ 628 */
672
673void 629void
674update_turn_face (object *op) 630update_turn_face (object *op)
675{ 631{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 633 return;
634
678 SET_ANIMATION (op, op->direction); 635 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 636 update_object (op, UP_OBJ_FACE);
680} 637}
681 638
682/* 639/*
683 * Updates the speed of an object. If the speed changes from 0 to another 640 * Updates the speed of an object. If the speed changes from 0 to another
684 * value, or vice versa, then add/remove the object from the active list. 641 * value, or vice versa, then add/remove the object from the active list.
685 * This function needs to be called whenever the speed of an object changes. 642 * This function needs to be called whenever the speed of an object changes.
686 */ 643 */
687void 644void
688update_ob_speed (object *op) 645object::set_speed (float speed)
689{ 646{
690 extern int arch_init; 647 if (flag [FLAG_FREED] && speed)
691
692 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated.
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 648 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 650 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 651 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 652
715 /* process_events() expects us to insert the object at the beginning 653 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 654
719 if (op->active_next != NULL) 655 if (has_active_speed ())
720 op->active_next->active_prev = op; 656 activate ();
721
722 active_objects = op;
723 }
724 else 657 else
725 { 658 deactivate ();
726 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects)
728 return;
729
730 if (op->active_prev == NULL)
731 {
732 active_objects = op->active_next;
733
734 if (op->active_next != NULL)
735 op->active_next->active_prev = NULL;
736 }
737 else
738 {
739 op->active_prev->active_next = op->active_next;
740
741 if (op->active_next)
742 op->active_next->active_prev = op->active_prev;
743 }
744
745 op->active_next = NULL;
746 op->active_prev = NULL;
747 }
748} 659}
749 660
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759remove_from_active_list (object *op)
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 {
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779}
780
781/* 661/*
782 * update_object() updates the array which represents the map. 662 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 663 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another 664 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...) 665 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window 666 * If the object being updated is beneath a player, the look-window
787 * of that player is updated (this might be a suboptimal way of 667 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_) 668 * updating that window, though, since update_object() is called _often_)
789 * 669 *
790 * action is a hint of what the caller believes need to be done. 670 * action is a hint of what the caller believes need to be done.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 671 * current action are:
796 * UP_OBJ_INSERT: op was inserted 672 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 673 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 674 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
799 * as that is easier than trying to look at what may have changed. 675 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
801 */ 677 */
802
803void 678void
804update_object (object *op, int action) 679update_object (object *op, int action)
805{ 680{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow;
808
809 if (op == NULL) 681 if (op == NULL)
810 { 682 {
811 /* this should never happen */ 683 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 685 return;
814 } 686 }
815 687
816 if (op->env != NULL) 688 if (op->env)
817 { 689 {
818 /* Animation is currently handled by client, so nothing 690 /* Animation is currently handled by client, so nothing
819 * to do in this case. 691 * to do in this case.
820 */ 692 */
821 return; 693 return;
826 */ 698 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 699 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 700 return;
829 701
830 /* make sure the object is within map boundaries */ 702 /* make sure the object is within map boundaries */
831 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 703 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 704 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 705 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 706#ifdef MANY_CORES
835 abort (); 707 abort ();
836#endif 708#endif
837 return; 709 return;
838 } 710 }
839 711
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 712 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 713
714 if (!(m.flags_ & P_UPTODATE))
715 /* nop */;
847 if (action == UP_OBJ_INSERT) 716 else if (action == UP_OBJ_INSERT)
848 { 717 {
718 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 720 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 721 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 722 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
723 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 724 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 725 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 726 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 727 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* This isn't perfect, but I don't expect a lot of objects to 728 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 729 * to have move_allow right now.
872 */ 730 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 733 m.flags_ = 0;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 734 }
879 /* if the object is being removed, we can't make intelligent 735 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 736 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 737 * that is being removed.
882 */ 738 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 740 m.flags_ = 0;
885 else if (action == UP_OBJ_FACE) 741 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 742 /* Nothing to do for that case */ ;
887 else 743 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 744 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 745
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 746 if (op->more)
897 update_object (op->more, action); 747 update_object (op->more, action);
898}
899
900static unordered_vector<object *> mortals;
901
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920} 748}
921 749
922object::object () 750object::object ()
923{ 751{
924 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
927 face = blank_face; 755 face = blank_face;
928} 756}
929 757
930object::~object () 758object::~object ()
931{ 759{
760 unlink ();
761
932 free_key_values (this); 762 free_key_values (this);
933} 763}
934 764
765static int object_count;
766
935void object::link () 767void object::link ()
936{ 768{
937 count = ++ob_count; 769 assert (!index);//D
938 uuid = gen_uuid (); 770 uuid = gen_uuid ();
771 count = ++object_count;
939 772
940 prev = 0; 773 refcnt_inc ();
941 next = objects; 774 objects.insert (this);
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 775}
948 776
949void object::unlink () 777void object::unlink ()
950{ 778{
951 //count = 0;//D 779 if (!index)
952 if (!prev && !next) return;//D 780 return;
953 781
954 if (this == objects) 782 objects.erase (this);
955 objects = next; 783 refcnt_dec ();
784}
956 785
957 /* Remove this object from the list of used objects */ 786void
958 if (prev) prev->next = next; 787object::activate ()
959 if (next) next->prev = prev; 788{
789 /* If already on active list, don't do anything */
790 if (active)
791 return;
960 792
961 prev = 0; 793 if (has_active_speed ())
962 next = 0; 794 actives.insert (this);
795}
796
797void
798object::activate_recursive ()
799{
800 activate ();
801
802 for (object *op = inv; op; op = op->below)
803 op->activate_recursive ();
804}
805
806/* This function removes object 'op' from the list of active
807 * objects.
808 * This should only be used for style maps or other such
809 * reference maps where you don't want an object that isn't
810 * in play chewing up cpu time getting processed.
811 * The reverse of this is to call update_ob_speed, which
812 * will do the right thing based on the speed of the object.
813 */
814void
815object::deactivate ()
816{
817 /* If not on the active list, nothing needs to be done */
818 if (!active)
819 return;
820
821 actives.erase (this);
822}
823
824void
825object::deactivate_recursive ()
826{
827 for (object *op = inv; op; op = op->below)
828 op->deactivate_recursive ();
829
830 deactivate ();
831}
832
833void
834object::set_flag_inv (int flag, int value)
835{
836 for (object *op = inv; op; op = op->below)
837 {
838 op->flag [flag] = value;
839 op->set_flag_inv (flag, value);
840 }
841}
842
843/*
844 * Remove and free all objects in the inventory of the given object.
845 * object.c ?
846 */
847void
848object::destroy_inv (bool drop_to_ground)
849{
850 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory,
854 // cf will crash below with off-map x and y
855 if (!inv)
856 return;
857
858 /* Only if the space blocks everything do we not process -
859 * if some form of movement is allowed, let objects
860 * drop on that space.
861 */
862 if (!drop_to_ground
863 || !map
864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
866 || ms ().move_block == MOVE_ALL)
867 {
868 while (inv)
869 {
870 inv->destroy_inv (drop_to_ground);
871 inv->destroy ();
872 }
873 }
874 else
875 { /* Put objects in inventory onto this space */
876 while (inv)
877 {
878 object *op = inv;
879
880 if (op->flag [FLAG_STARTEQUIP]
881 || op->flag [FLAG_NO_DROP]
882 || op->type == RUNE
883 || op->type == TRAP
884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
886 op->destroy ();
887 else
888 map->insert (op, x, y);
889 }
890 }
963} 891}
964 892
965object *object::create () 893object *object::create ()
966{ 894{
967 object *op = new object; 895 object *op = new object;
968 op->link (); 896 op->link ();
969 return op; 897 return op;
970} 898}
971 899
972/* 900void
973 * free_object() frees everything allocated by an object, removes 901object::do_destroy ()
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 902{
984 if (QUERY_FLAG (this, FLAG_FREED)) 903 attachable::do_destroy ();
904
905 if (flag [FLAG_IS_LINKED])
906 remove_button_link (this);
907
908 if (flag [FLAG_FRIENDLY])
909 remove_friendly_object (this);
910
911 if (!flag [FLAG_REMOVED])
912 remove ();
913
914 destroy_inv (true);
915
916 deactivate ();
917 unlink ();
918
919 flag [FLAG_FREED] = 1;
920
921 // hack to ensure that freed objects still have a valid map
922 {
923 static maptile *freed_map; // freed objects are moved here to avoid crashes
924
925 if (!freed_map)
926 {
927 freed_map = new maptile;
928
929 freed_map->path = "<freed objects map>";
930 freed_map->name = "/internal/freed_objects_map";
931 freed_map->width = 3;
932 freed_map->height = 3;
933
934 freed_map->alloc ();
935 freed_map->in_memory = MAP_IN_MEMORY;
936 }
937
938 map = freed_map;
939 x = 1;
940 y = 1;
941 }
942
943 if (more)
944 {
945 more->destroy ();
946 more = 0;
947 }
948
949 head = 0;
950
951 // clear those pointers that likely might cause circular references
952 owner = 0;
953 enemy = 0;
954 attacked_by = 0;
955 current_weapon = 0;
956}
957
958void
959object::destroy (bool destroy_inventory)
960{
961 if (destroyed ())
985 return; 962 return;
986 963
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 964 if (destroy_inventory)
988 remove_friendly_object (this); 965 destroy_inv (false);
989 966
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 967 if (is_head ())
991 remove_ob (this); 968 if (sound_destroy)
969 play_sound (sound_destroy);
970 else if (flag [FLAG_MONSTER])
971 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
992 972
993 SET_FLAG (this, FLAG_FREED); 973 attachable::destroy ();
994
995 if (more)
996 {
997 more->free (free_inventory);
998 more = 0;
999 }
1000
1001 if (inv)
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 }
1042
1043 owner = 0;
1044
1045 /* Remove object from the active list */
1046 speed = 0;
1047 update_ob_speed (this);
1048
1049 unlink ();
1050
1051 mortals.push_back (this);
1052} 974}
1053 975
1054/* 976/*
1055 * sub_weight() recursively (outwards) subtracts a number from the 977 * sub_weight() recursively (outwards) subtracts a number from the
1056 * weight of an object (and what is carried by it's environment(s)). 978 * weight of an object (and what is carried by it's environment(s)).
1057 */ 979 */
1058
1059void 980void
1060sub_weight (object *op, signed long weight) 981sub_weight (object *op, signed long weight)
1061{ 982{
1062 while (op != NULL) 983 while (op != NULL)
1063 { 984 {
1064 if (op->type == CONTAINER) 985 if (op->type == CONTAINER)
1065 {
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 986 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067 } 987
1068 op->carrying -= weight; 988 op->carrying -= weight;
1069 op = op->env; 989 op = op->env;
1070 } 990 }
1071} 991}
1072 992
1073/* remove_ob(op): 993/* op->remove ():
1074 * This function removes the object op from the linked list of objects 994 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the 995 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 996 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 997 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 998 * the previous environment.
1079 * Beware: This function is called from the editor as well!
1080 */ 999 */
1081
1082void 1000void
1083remove_ob (object *op) 1001object::do_remove ()
1084{ 1002{
1003 object *tmp, *last = 0;
1085 object * 1004 object *otmp;
1086 tmp, *
1087 last = NULL;
1088 object *
1089 otmp;
1090 1005
1091 tag_t
1092 tag;
1093 int
1094 check_walk_off;
1095 mapstruct *
1096 m;
1097
1098 sint16
1099 x,
1100 y;
1101
1102 if (QUERY_FLAG (op, FLAG_REMOVED)) 1006 if (QUERY_FLAG (this, FLAG_REMOVED))
1103 return; 1007 return;
1104 1008
1105 SET_FLAG (op, FLAG_REMOVED); 1009 SET_FLAG (this, FLAG_REMOVED);
1010 INVOKE_OBJECT (REMOVE, this);
1106 1011
1107 if (op->more != NULL) 1012 if (more)
1108 remove_ob (op->more); 1013 more->remove ();
1109 1014
1110 /* 1015 /*
1111 * In this case, the object to be removed is in someones 1016 * In this case, the object to be removed is in someones
1112 * inventory. 1017 * inventory.
1113 */ 1018 */
1114 if (op->env != NULL) 1019 if (env)
1115 { 1020 {
1116 if (op->nrof) 1021 if (nrof)
1117 sub_weight (op->env, op->weight * op->nrof); 1022 sub_weight (env, weight * nrof);
1118 else 1023 else
1119 sub_weight (op->env, op->weight + op->carrying); 1024 sub_weight (env, weight + carrying);
1120 1025
1121 /* NO_FIX_PLAYER is set when a great many changes are being 1026 /* NO_FIX_PLAYER is set when a great many changes are being
1122 * made to players inventory. If set, avoiding the call 1027 * made to players inventory. If set, avoiding the call
1123 * to save cpu time. 1028 * to save cpu time.
1124 */ 1029 */
1125 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1030 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1126 fix_player (otmp); 1031 otmp->update_stats ();
1127 1032
1128 if (op->above != NULL) 1033 if (above)
1129 op->above->below = op->below; 1034 above->below = below;
1130 else 1035 else
1131 op->env->inv = op->below; 1036 env->inv = below;
1132 1037
1133 if (op->below != NULL) 1038 if (below)
1134 op->below->above = op->above; 1039 below->above = above;
1135 1040
1136 /* we set up values so that it could be inserted into 1041 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up 1042 * the map, but we don't actually do that - it is up
1138 * to the caller to decide what we want to do. 1043 * to the caller to decide what we want to do.
1139 */ 1044 */
1140 op->x = op->env->x, op->y = op->env->y; 1045 x = env->x, y = env->y;
1141 op->map = op->env->map; 1046 map = env->map;
1142 op->above = NULL, op->below = NULL; 1047 above = 0, below = 0;
1143 op->env = NULL; 1048 env = 0;
1144 } 1049 }
1145 else if (op->map) 1050 else if (map)
1146 { 1051 {
1147 x = op->x; 1052 if (type == PLAYER)
1148 y = op->y;
1149 m = get_map_from_coord (op->map, &x, &y);
1150
1151 if (!m)
1152 {
1153 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1154 op->map->path, op->x, op->y);
1155 /* in old days, we used to set x and y to 0 and continue.
1156 * it seems if we get into this case, something is probablye
1157 * screwed up and should be fixed.
1158 */
1159 abort ();
1160 } 1053 {
1054 // leaving a spot always closes any open container on the ground
1055 if (container && !container->env)
1056 // this causes spurious floorbox updates, but it ensures
1057 // that the CLOSE event is being sent.
1058 close_container ();
1161 1059
1162 if (op->map != m) 1060 --map->players;
1163 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1061 map->touch ();
1164 op->map->path, m->path, op->x, op->y, x, y);
1165
1166 /* Re did the following section of code - it looks like it had
1167 * lots of logic for things we no longer care about
1168 */ 1062 }
1063
1064 map->dirty = true;
1065 mapspace &ms = this->ms ();
1169 1066
1170 /* link the object above us */ 1067 /* link the object above us */
1171 if (op->above) 1068 if (above)
1172 op->above->below = op->below; 1069 above->below = below;
1173 else 1070 else
1174 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1071 ms.top = below; /* we were top, set new top */
1175 1072
1176 /* Relink the object below us, if there is one */ 1073 /* Relink the object below us, if there is one */
1177 if (op->below) 1074 if (below)
1178 op->below->above = op->above; 1075 below->above = above;
1179 else 1076 else
1180 { 1077 {
1181 /* Nothing below, which means we need to relink map object for this space 1078 /* Nothing below, which means we need to relink map object for this space
1182 * use translated coordinates in case some oddness with map tiling is 1079 * use translated coordinates in case some oddness with map tiling is
1183 * evident 1080 * evident
1184 */ 1081 */
1185 if (GET_MAP_OB (m, x, y) != op) 1082 if (GET_MAP_OB (map, x, y) != this)
1186 {
1187 dump_object (op);
1188 LOG (llevError,
1189 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1083 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 ());
1190 dump_object (GET_MAP_OB (m, x, y)); 1084
1191 LOG (llevError, "%s\n", errmsg); 1085 ms.bot = above; /* goes on above it. */
1192 } 1086 }
1193 1087
1194 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1195 }
1196
1197 op->above = 0; 1088 above = 0;
1198 op->below = 0; 1089 below = 0;
1199 1090
1200 if (op->map->in_memory == MAP_SAVING) 1091 if (map->in_memory == MAP_SAVING)
1201 return; 1092 return;
1202 1093
1203 tag = op->count; 1094 int check_walk_off = !flag [FLAG_NO_APPLY];
1204 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1205 1095
1206 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1096 if (object *pl = ms.player ())
1097 {
1098 if (pl->container == this)
1099 /* If a container that the player is currently using somehow gets
1100 * removed (most likely destroyed), update the player view
1101 * appropriately.
1102 */
1103 pl->close_container ();
1104
1105 pl->contr->ns->floorbox_update ();
1106 }
1107
1108 for (tmp = ms.bot; tmp; tmp = tmp->above)
1207 { 1109 {
1208 /* No point updating the players look faces if he is the object 1110 /* No point updating the players look faces if he is the object
1209 * being removed. 1111 * being removed.
1210 */ 1112 */
1211 1113
1212 if (tmp->type == PLAYER && tmp != op) 1114 /* See if object moving off should effect something */
1115 if (check_walk_off
1116 && ((move_type & tmp->move_off)
1117 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1213 { 1118 {
1214 /* If a container that the player is currently using somehow gets 1119 move_apply (tmp, this, 0);
1215 * removed (most likely destroyed), update the player view
1216 * appropriately.
1217 */
1218 if (tmp->container == op)
1219 {
1220 CLEAR_FLAG (op, FLAG_APPLIED);
1221 tmp->container = NULL;
1222 }
1223 1120
1224 tmp->contr->socket.update_look = 1; 1121 if (destroyed ())
1122 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1225 } 1123 }
1226 1124
1227 /* See if player moving off should effect something */
1228 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1229 {
1230 move_apply (tmp, op, NULL);
1231
1232 if (was_destroyed (op, tag))
1233 {
1234 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1235 }
1236 }
1237
1238 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1239
1240 if (tmp->above == tmp)
1241 tmp->above = NULL;
1242
1243 last = tmp; 1125 last = tmp;
1244 } 1126 }
1245 1127
1246 /* last == NULL of there are no objects on this space */ 1128 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object?
1247 if (last == NULL) 1130 if (!last)
1248 { 1131 map->at (x, y).flags_ = 0;
1249 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1250 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1251 * those out anyways, and if there are any flags set right now, they won't
1252 * be correct anyways.
1253 */
1254 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1255 update_position (op->map, op->x, op->y);
1256 }
1257 else 1132 else
1258 update_object (last, UP_OBJ_REMOVE); 1133 update_object (last, UP_OBJ_REMOVE);
1259 1134
1260 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1135 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1261 update_all_los (op->map, op->x, op->y); 1136 update_all_los (map, x, y);
1262 } 1137 }
1263} 1138}
1264 1139
1265/* 1140/*
1266 * merge_ob(op,top): 1141 * merge_ob(op,top):
1274merge_ob (object *op, object *top) 1149merge_ob (object *op, object *top)
1275{ 1150{
1276 if (!op->nrof) 1151 if (!op->nrof)
1277 return 0; 1152 return 0;
1278 1153
1279 if (top == NULL) 1154 if (top)
1280 for (top = op; top != NULL && top->above != NULL; top = top->above); 1155 for (top = op; top && top->above; top = top->above)
1156 ;
1281 1157
1282 for (; top != NULL; top = top->below) 1158 for (; top; top = top->below)
1283 { 1159 {
1284 if (top == op) 1160 if (top == op)
1285 continue; 1161 continue;
1286 if (CAN_MERGE (op, top)) 1162
1163 if (object::can_merge (op, top))
1287 { 1164 {
1288 top->nrof += op->nrof; 1165 top->nrof += op->nrof;
1289 1166
1290/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1167/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1291 op->weight = 0; /* Don't want any adjustements now */ 1168 op->weight = 0; /* Don't want any adjustements now */
1292 remove_ob (op); 1169 op->destroy ();
1293 free_object (op);
1294 return top; 1170 return top;
1295 } 1171 }
1296 } 1172 }
1297 1173
1298 return NULL; 1174 return 0;
1299} 1175}
1300 1176
1177void
1178object::expand_tail ()
1179{
1180 if (more)
1181 return;
1182
1183 object *prev = this;
1184
1185 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 {
1187 object *op = arch_to_object (at);
1188
1189 op->name = name;
1190 op->name_pl = name_pl;
1191 op->title = title;
1192
1193 op->head = this;
1194 prev->more = op;
1195
1196 prev = op;
1197 }
1198}
1199
1301/* 1200/*
1302 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1201 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1303 * job preparing multi-part monsters 1202 * job preparing multi-part monsters.
1304 */ 1203 */
1305object * 1204object *
1306insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1307{ 1206{
1308 object *tmp;
1309
1310 if (op->head)
1311 op = op->head;
1312
1313 for (tmp = op; tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1314 { 1208 {
1315 tmp->x = x + tmp->arch->clone.x; 1209 tmp->x = x + tmp->arch->x;
1316 tmp->y = y + tmp->arch->clone.y; 1210 tmp->y = y + tmp->arch->y;
1317 } 1211 }
1318 1212
1319 return insert_ob_in_map (op, m, originator, flag); 1213 return insert_ob_in_map (op, m, originator, flag);
1320} 1214}
1321 1215
1337 * Return value: 1231 * Return value:
1338 * new object if 'op' was merged with other object 1232 * new object if 'op' was merged with other object
1339 * NULL if 'op' was destroyed 1233 * NULL if 'op' was destroyed
1340 * just 'op' otherwise 1234 * just 'op' otherwise
1341 */ 1235 */
1342
1343object * 1236object *
1344insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1345{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1346 object *tmp, *top, *floor = NULL; 1241 object *top, *floor = NULL;
1347 sint16 x, y;
1348 1242
1349 if (QUERY_FLAG (op, FLAG_FREED)) 1243 op->remove ();
1350 {
1351 LOG (llevError, "Trying to insert freed object!\n");
1352 return NULL;
1353 }
1354
1355 if (m == NULL)
1356 {
1357 dump_object (op);
1358 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1359 return op;
1360 }
1361
1362 if (out_of_map (m, op->x, op->y))
1363 {
1364 dump_object (op);
1365 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1366#ifdef MANY_CORES
1367 /* Better to catch this here, as otherwise the next use of this object
1368 * is likely to cause a crash. Better to find out where it is getting
1369 * improperly inserted.
1370 */
1371 abort ();
1372#endif
1373 return op;
1374 }
1375
1376 if (!QUERY_FLAG (op, FLAG_REMOVED))
1377 {
1378 dump_object (op);
1379 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1380 return op;
1381 }
1382
1383 if (op->more != NULL)
1384 {
1385 /* The part may be on a different map. */
1386
1387 object *more = op->more;
1388
1389 /* We really need the caller to normalize coordinates - if
1390 * we set the map, that doesn't work if the location is within
1391 * a map and this is straddling an edge. So only if coordinate
1392 * is clear wrong do we normalize it.
1393 */
1394 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1395 more->map = get_map_from_coord (m, &more->x, &more->y);
1396 else if (!more->map)
1397 {
1398 /* For backwards compatibility - when not dealing with tiled maps,
1399 * more->map should always point to the parent.
1400 */
1401 more->map = m;
1402 }
1403
1404 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1405 {
1406 if (!op->head)
1407 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1408
1409 return NULL;
1410 }
1411 }
1412
1413 CLEAR_FLAG (op, FLAG_REMOVED);
1414 1244
1415 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* Ideally, the caller figures this out. However, it complicates a lot
1416 * of areas of callers (eg, anything that uses find_free_spot would now 1246 * of areas of callers (eg, anything that uses find_free_spot would now
1417 * need extra work 1247 * need extra work
1418 */ 1248 */
1419 op->map = get_map_from_coord (m, &op->x, &op->y); 1249 if (!xy_normalise (m, op->x, op->y))
1420 x = op->x; 1250 {
1421 y = op->y; 1251 op->destroy ();
1252 return 0;
1253 }
1254
1255 if (object *more = op->more)
1256 if (!insert_ob_in_map (more, m, originator, flag))
1257 return 0;
1258
1259 CLEAR_FLAG (op, FLAG_REMOVED);
1260
1261 op->map = m;
1262 mapspace &ms = op->ms ();
1422 1263
1423 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1424 */ 1265 */
1425 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1426 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1427 if (CAN_MERGE (op, tmp)) 1268 if (object::can_merge (op, tmp))
1428 { 1269 {
1429 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1430 remove_ob (tmp); 1271 tmp->destroy ();
1431 free_object (tmp);
1432 } 1272 }
1433 1273
1434 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1274 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1435 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1275 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1436 1276
1449 op->below = originator->below; 1289 op->below = originator->below;
1450 1290
1451 if (op->below) 1291 if (op->below)
1452 op->below->above = op; 1292 op->below->above = op;
1453 else 1293 else
1454 SET_MAP_OB (op->map, op->x, op->y, op); 1294 ms.bot = op;
1455 1295
1456 /* since *below* originator, no need to update top */ 1296 /* since *below* originator, no need to update top */
1457 originator->below = op; 1297 originator->below = op;
1458 } 1298 }
1459 else 1299 else
1460 { 1300 {
1301 top = ms.bot;
1302
1461 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1462 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1304 if (top)
1463 { 1305 {
1464 object *last = NULL; 1306 object *last = 0;
1465 1307
1466 /* 1308 /*
1467 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1468 * We've already dealt with merging if appropriate. 1310 * We've already dealt with merging if appropriate.
1469 * Generally, we want to put the new object on top. But if 1311 * Generally, we want to put the new object on top. But if
1473 * once we get to them. This reduces the need to traverse over all of 1315 * once we get to them. This reduces the need to traverse over all of
1474 * them when adding another one - this saves quite a bit of cpu time 1316 * them when adding another one - this saves quite a bit of cpu time
1475 * when lots of spells are cast in one area. Currently, it is presumed 1317 * when lots of spells are cast in one area. Currently, it is presumed
1476 * that flying non pickable objects are spell objects. 1318 * that flying non pickable objects are spell objects.
1477 */ 1319 */
1478 1320 for (top = ms.bot; top; top = top->above)
1479 while (top != NULL)
1480 { 1321 {
1481 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1482 floor = top; 1323 floor = top;
1483 1324
1484 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1325 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1487 top = top->below; 1328 top = top->below;
1488 break; 1329 break;
1489 } 1330 }
1490 1331
1491 last = top; 1332 last = top;
1492 top = top->above;
1493 } 1333 }
1494 1334
1495 /* Don't want top to be NULL, so set it to the last valid object */ 1335 /* Don't want top to be NULL, so set it to the last valid object */
1496 top = last; 1336 top = last;
1497 1337
1499 * looks like instead of lots of conditions here. 1339 * looks like instead of lots of conditions here.
1500 * makes things faster, and effectively the same result. 1340 * makes things faster, and effectively the same result.
1501 */ 1341 */
1502 1342
1503 /* Have object 'fall below' other objects that block view. 1343 /* Have object 'fall below' other objects that block view.
1504 * Unless those objects are exits, type 66 1344 * Unless those objects are exits.
1505 * If INS_ON_TOP is used, don't do this processing 1345 * If INS_ON_TOP is used, don't do this processing
1506 * Need to find the object that in fact blocks view, otherwise 1346 * Need to find the object that in fact blocks view, otherwise
1507 * stacking is a bit odd. 1347 * stacking is a bit odd.
1508 */ 1348 */
1509 if (!(flag & INS_ON_TOP) && 1349 if (!(flag & INS_ON_TOP)
1510 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1350 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility))
1511 { 1352 {
1512 for (last = top; last != floor; last = last->below) 1353 for (last = top; last != floor; last = last->below)
1513 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1514 break; 1355 break;
1356
1515 /* Check to see if we found the object that blocks view, 1357 /* Check to see if we found the object that blocks view,
1516 * and make sure we have a below pointer for it so that 1358 * and make sure we have a below pointer for it so that
1517 * we can get inserted below this one, which requires we 1359 * we can get inserted below this one, which requires we
1518 * set top to the object below us. 1360 * set top to the object below us.
1519 */ 1361 */
1520 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1521 top = last->below; 1363 top = last->below;
1522 } 1364 }
1523 } /* If objects on this space */ 1365 } /* If objects on this space */
1524 1366
1525 if (flag & INS_MAP_LOAD)
1526 top = GET_MAP_TOP (op->map, op->x, op->y);
1527
1528 if (flag & INS_ABOVE_FLOOR_ONLY) 1367 if (flag & INS_ABOVE_FLOOR_ONLY)
1529 top = floor; 1368 top = floor;
1530 1369
1531 /* Top is the object that our object (op) is going to get inserted above. 1370 /* Top is the object that our object (op) is going to get inserted above.
1532 */ 1371 */
1533 1372
1534 /* First object on this space */ 1373 /* First object on this space */
1535 if (!top) 1374 if (!top)
1536 { 1375 {
1537 op->above = GET_MAP_OB (op->map, op->x, op->y); 1376 op->above = ms.bot;
1538 1377
1539 if (op->above) 1378 if (op->above)
1540 op->above->below = op; 1379 op->above->below = op;
1541 1380
1542 op->below = NULL; 1381 op->below = 0;
1543 SET_MAP_OB (op->map, op->x, op->y, op); 1382 ms.bot = op;
1544 } 1383 }
1545 else 1384 else
1546 { /* get inserted into the stack above top */ 1385 { /* get inserted into the stack above top */
1547 op->above = top->above; 1386 op->above = top->above;
1548 1387
1551 1390
1552 op->below = top; 1391 op->below = top;
1553 top->above = op; 1392 top->above = op;
1554 } 1393 }
1555 1394
1556 if (op->above == NULL) 1395 if (!op->above)
1557 SET_MAP_TOP (op->map, op->x, op->y, op); 1396 ms.top = op;
1558 } /* else not INS_BELOW_ORIGINATOR */ 1397 } /* else not INS_BELOW_ORIGINATOR */
1559 1398
1560 if (op->type == PLAYER) 1399 if (op->type == PLAYER)
1400 {
1561 op->contr->do_los = 1; 1401 op->contr->do_los = 1;
1402 ++op->map->players;
1403 op->map->touch ();
1404 }
1562 1405
1563 /* If we have a floor, we know the player, if any, will be above 1406 op->map->dirty = true;
1564 * it, so save a few ticks and start from there. 1407
1565 */ 1408 if (object *pl = ms.player ())
1566 if (!(flag & INS_MAP_LOAD)) 1409 pl->contr->ns->floorbox_update ();
1567 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1568 if (tmp->type == PLAYER)
1569 tmp->contr->socket.update_look = 1;
1570 1410
1571 /* If this object glows, it may affect lighting conditions that are 1411 /* If this object glows, it may affect lighting conditions that are
1572 * visible to others on this map. But update_all_los is really 1412 * visible to others on this map. But update_all_los is really
1573 * an inefficient way to do this, as it means los for all players 1413 * an inefficient way to do this, as it means los for all players
1574 * on the map will get recalculated. The players could very well 1414 * on the map will get recalculated. The players could very well
1575 * be far away from this change and not affected in any way - 1415 * be far away from this change and not affected in any way -
1576 * this should get redone to only look for players within range, 1416 * this should get redone to only look for players within range,
1577 * or just updating the P_NEED_UPDATE for spaces within this area 1417 * or just updating the P_UPTODATE for spaces within this area
1578 * of effect may be sufficient. 1418 * of effect may be sufficient.
1579 */ 1419 */
1580 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1420 if (op->map->darkness && (op->glow_radius != 0))
1581 update_all_los (op->map, op->x, op->y); 1421 update_all_los (op->map, op->x, op->y);
1582 1422
1583 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1423 /* updates flags (blocked, alive, no magic, etc) for this map space */
1584 update_object (op, UP_OBJ_INSERT); 1424 update_object (op, UP_OBJ_INSERT);
1585 1425
1426 INVOKE_OBJECT (INSERT, op);
1427
1586 /* Don't know if moving this to the end will break anything. However, 1428 /* Don't know if moving this to the end will break anything. However,
1587 * we want to have update_look set above before calling this. 1429 * we want to have floorbox_update called before calling this.
1588 * 1430 *
1589 * check_move_on() must be after this because code called from 1431 * check_move_on() must be after this because code called from
1590 * check_move_on() depends on correct map flags (so functions like 1432 * check_move_on() depends on correct map flags (so functions like
1591 * blocked() and wall() work properly), and these flags are updated by 1433 * blocked() and wall() work properly), and these flags are updated by
1592 * update_object(). 1434 * update_object().
1593 */ 1435 */
1594 1436
1595 /* if this is not the head or flag has been passed, don't check walk on status */ 1437 /* if this is not the head or flag has been passed, don't check walk on status */
1596 if (!(flag & INS_NO_WALK_ON) && !op->head) 1438 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1597 { 1439 {
1598 if (check_move_on (op, originator)) 1440 if (check_move_on (op, originator))
1599 return NULL; 1441 return 0;
1600 1442
1601 /* If we are a multi part object, lets work our way through the check 1443 /* If we are a multi part object, lets work our way through the check
1602 * walk on's. 1444 * walk on's.
1603 */ 1445 */
1604 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1446 for (object *tmp = op->more; tmp; tmp = tmp->more)
1605 if (check_move_on (tmp, originator)) 1447 if (check_move_on (tmp, originator))
1606 return NULL; 1448 return 0;
1607 } 1449 }
1608 1450
1609 return op; 1451 return op;
1610} 1452}
1611 1453
1612/* this function inserts an object in the map, but if it 1454/* this function inserts an object in the map, but if it
1613 * finds an object of its own type, it'll remove that one first. 1455 * finds an object of its own type, it'll remove that one first.
1614 * op is the object to insert it under: supplies x and the map. 1456 * op is the object to insert it under: supplies x and the map.
1615 */ 1457 */
1616void 1458void
1617replace_insert_ob_in_map (const char *arch_string, object *op) 1459replace_insert_ob_in_map (const char *arch_string, object *op)
1618{ 1460{
1619 object * 1461 object *tmp, *tmp1;
1620 tmp;
1621 object *
1622 tmp1;
1623 1462
1624 /* first search for itself and remove any old instances */ 1463 /* first search for itself and remove any old instances */
1625 1464
1626 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1465 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1627 {
1628 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1466 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1629 { 1467 tmp->destroy ();
1630 remove_ob (tmp);
1631 free_object (tmp);
1632 }
1633 }
1634 1468
1635 tmp1 = arch_to_object (find_archetype (arch_string)); 1469 tmp1 = arch_to_object (archetype::find (arch_string));
1636 1470
1637 tmp1->x = op->x; 1471 tmp1->x = op->x;
1638 tmp1->y = op->y; 1472 tmp1->y = op->y;
1639 insert_ob_in_map (tmp1, op->map, op, 0); 1473 insert_ob_in_map (tmp1, op->map, op, 0);
1474}
1475
1476object *
1477object::insert_at (object *where, object *originator, int flags)
1478{
1479 return where->map->insert (this, where->x, where->y, originator, flags);
1640} 1480}
1641 1481
1642/* 1482/*
1643 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1483 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1644 * is returned contains nr objects, and the remaining parts contains 1484 * is returned contains nr objects, and the remaining parts contains
1645 * the rest (or is removed and freed if that number is 0). 1485 * the rest (or is removed and freed if that number is 0).
1646 * On failure, NULL is returned, and the reason put into the 1486 * On failure, NULL is returned, and the reason put into the
1647 * global static errmsg array. 1487 * global static errmsg array.
1648 */ 1488 */
1649
1650object * 1489object *
1651get_split_ob (object *orig_ob, uint32 nr) 1490get_split_ob (object *orig_ob, uint32 nr)
1652{ 1491{
1653 object * 1492 object *newob;
1654 newob;
1655 int
1656 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1493 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1657 1494
1658 if (orig_ob->nrof < nr) 1495 if (orig_ob->nrof < nr)
1659 { 1496 {
1660 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1497 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1661 return NULL; 1498 return NULL;
1662 } 1499 }
1663 1500
1664 newob = object_create_clone (orig_ob); 1501 newob = object_create_clone (orig_ob);
1665 1502
1666 if ((orig_ob->nrof -= nr) < 1) 1503 if ((orig_ob->nrof -= nr) < 1)
1667 { 1504 orig_ob->destroy (1);
1668 if (!is_removed)
1669 remove_ob (orig_ob);
1670 free_object2 (orig_ob, 1);
1671 }
1672 else if (!is_removed) 1505 else if (!is_removed)
1673 { 1506 {
1674 if (orig_ob->env != NULL) 1507 if (orig_ob->env != NULL)
1675 sub_weight (orig_ob->env, orig_ob->weight * nr); 1508 sub_weight (orig_ob->env, orig_ob->weight * nr);
1676 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1509 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1691 * the amount of an object. If the amount reaches 0, the object 1524 * the amount of an object. If the amount reaches 0, the object
1692 * is subsequently removed and freed. 1525 * is subsequently removed and freed.
1693 * 1526 *
1694 * Return value: 'op' if something is left, NULL if the amount reached 0 1527 * Return value: 'op' if something is left, NULL if the amount reached 0
1695 */ 1528 */
1696
1697object * 1529object *
1698decrease_ob_nr (object *op, uint32 i) 1530decrease_ob_nr (object *op, uint32 i)
1699{ 1531{
1700 object *tmp; 1532 object *tmp;
1701 player *pl;
1702 1533
1703 if (i == 0) /* objects with op->nrof require this check */ 1534 if (i == 0) /* objects with op->nrof require this check */
1704 return op; 1535 return op;
1705 1536
1706 if (i > op->nrof) 1537 if (i > op->nrof)
1707 i = op->nrof; 1538 i = op->nrof;
1708 1539
1709 if (QUERY_FLAG (op, FLAG_REMOVED)) 1540 if (QUERY_FLAG (op, FLAG_REMOVED))
1710 op->nrof -= i; 1541 op->nrof -= i;
1711 else if (op->env != NULL) 1542 else if (op->env)
1712 { 1543 {
1713 /* is this object in the players inventory, or sub container 1544 /* is this object in the players inventory, or sub container
1714 * therein? 1545 * therein?
1715 */ 1546 */
1716 tmp = is_player_inv (op->env); 1547 tmp = op->in_player ();
1717 /* nope. Is this a container the player has opened? 1548 /* nope. Is this a container the player has opened?
1718 * If so, set tmp to that player. 1549 * If so, set tmp to that player.
1719 * IMO, searching through all the players will mostly 1550 * IMO, searching through all the players will mostly
1720 * likely be quicker than following op->env to the map, 1551 * likely be quicker than following op->env to the map,
1721 * and then searching the map for a player. 1552 * and then searching the map for a player.
1722 */ 1553 */
1723 if (!tmp) 1554 if (!tmp)
1724 { 1555 for_all_players (pl)
1725 for (pl = first_player; pl; pl = pl->next)
1726 if (pl->ob->container == op->env) 1556 if (pl->ob->container == op->env)
1557 {
1558 tmp = pl->ob;
1727 break; 1559 break;
1728 if (pl)
1729 tmp = pl->ob;
1730 else
1731 tmp = NULL;
1732 } 1560 }
1733 1561
1734 if (i < op->nrof) 1562 if (i < op->nrof)
1735 { 1563 {
1736 sub_weight (op->env, op->weight * i); 1564 sub_weight (op->env, op->weight * i);
1737 op->nrof -= i; 1565 op->nrof -= i;
1738 if (tmp) 1566 if (tmp)
1739 {
1740 esrv_send_item (tmp, op); 1567 esrv_send_item (tmp, op);
1741 }
1742 } 1568 }
1743 else 1569 else
1744 { 1570 {
1745 remove_ob (op); 1571 op->remove ();
1746 op->nrof = 0; 1572 op->nrof = 0;
1747 if (tmp) 1573 if (tmp)
1748 {
1749 esrv_del_item (tmp->contr, op->count); 1574 esrv_del_item (tmp->contr, op->count);
1750 }
1751 } 1575 }
1752 } 1576 }
1753 else 1577 else
1754 { 1578 {
1755 object *above = op->above; 1579 object *above = op->above;
1756 1580
1757 if (i < op->nrof) 1581 if (i < op->nrof)
1758 op->nrof -= i; 1582 op->nrof -= i;
1759 else 1583 else
1760 { 1584 {
1761 remove_ob (op); 1585 op->remove ();
1762 op->nrof = 0; 1586 op->nrof = 0;
1763 } 1587 }
1764 1588
1765 /* Since we just removed op, op->above is null */ 1589 /* Since we just removed op, op->above is null */
1766 for (tmp = above; tmp != NULL; tmp = tmp->above) 1590 for (tmp = above; tmp; tmp = tmp->above)
1767 if (tmp->type == PLAYER) 1591 if (tmp->type == PLAYER)
1768 { 1592 {
1769 if (op->nrof) 1593 if (op->nrof)
1770 esrv_send_item (tmp, op); 1594 esrv_send_item (tmp, op);
1771 else 1595 else
1775 1599
1776 if (op->nrof) 1600 if (op->nrof)
1777 return op; 1601 return op;
1778 else 1602 else
1779 { 1603 {
1780 free_object (op); 1604 op->destroy ();
1781 return NULL; 1605 return 0;
1782 } 1606 }
1783} 1607}
1784 1608
1785/* 1609/*
1786 * add_weight(object, weight) adds the specified weight to an object, 1610 * add_weight(object, weight) adds the specified weight to an object,
1787 * and also updates how much the environment(s) is/are carrying. 1611 * and also updates how much the environment(s) is/are carrying.
1788 */ 1612 */
1789
1790void 1613void
1791add_weight (object *op, signed long weight) 1614add_weight (object *op, signed long weight)
1792{ 1615{
1793 while (op != NULL) 1616 while (op != NULL)
1794 { 1617 {
1798 op->carrying += weight; 1621 op->carrying += weight;
1799 op = op->env; 1622 op = op->env;
1800 } 1623 }
1801} 1624}
1802 1625
1626object *
1627insert_ob_in_ob (object *op, object *where)
1628{
1629 if (!where)
1630 {
1631 char *dump = dump_object (op);
1632 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1633 free (dump);
1634 return op;
1635 }
1636
1637 if (where->head_ () != where)
1638 {
1639 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1640 where = where->head;
1641 }
1642
1643 return where->insert (op);
1644}
1645
1803/* 1646/*
1804 * insert_ob_in_ob(op,environment): 1647 * env->insert (op)
1805 * This function inserts the object op in the linked list 1648 * This function inserts the object op in the linked list
1806 * inside the object environment. 1649 * inside the object environment.
1807 * 1650 *
1808 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1809 * the inventory at the last position or next to other objects of the same
1810 * type.
1811 * Frank: Now sorted by type, archetype and magic!
1812 *
1813 * The function returns now pointer to inserted item, and return value can 1651 * The function returns now pointer to inserted item, and return value can
1814 * be != op, if items are merged. -Tero 1652 * be != op, if items are merged. -Tero
1815 */ 1653 */
1816
1817object * 1654object *
1818insert_ob_in_ob (object *op, object *where) 1655object::insert (object *op)
1819{ 1656{
1820 object *
1821 tmp, *
1822 otmp;
1823
1824 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1825 { 1658 op->remove ();
1826 dump_object (op);
1827 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1828 return op;
1829 }
1830
1831 if (where == NULL)
1832 {
1833 dump_object (op);
1834 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1835 return op;
1836 }
1837
1838 if (where->head)
1839 {
1840 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1841 where = where->head;
1842 }
1843 1659
1844 if (op->more) 1660 if (op->more)
1845 { 1661 {
1846 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1847 return op; 1663 return op;
1848 } 1664 }
1849 1665
1850 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1851 CLEAR_FLAG (op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1668
1852 if (op->nrof) 1669 if (op->nrof)
1853 { 1670 {
1854 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1671 for (object *tmp = inv; tmp; tmp = tmp->below)
1855 if (CAN_MERGE (tmp, op)) 1672 if (object::can_merge (tmp, op))
1856 { 1673 {
1857 /* return the original object and remove inserted object 1674 /* return the original object and remove inserted object
1858 (client needs the original object) */ 1675 (client needs the original object) */
1859 tmp->nrof += op->nrof; 1676 tmp->nrof += op->nrof;
1860 /* Weight handling gets pretty funky. Since we are adding to 1677 /* Weight handling gets pretty funky. Since we are adding to
1861 * tmp->nrof, we need to increase the weight. 1678 * tmp->nrof, we need to increase the weight.
1862 */ 1679 */
1863 add_weight (where, op->weight * op->nrof); 1680 add_weight (this, op->weight * op->nrof);
1864 SET_FLAG (op, FLAG_REMOVED); 1681 SET_FLAG (op, FLAG_REMOVED);
1865 free_object (op); /* free the inserted object */ 1682 op->destroy (); /* free the inserted object */
1866 op = tmp; 1683 op = tmp;
1867 remove_ob (op); /* and fix old object's links */ 1684 op->remove (); /* and fix old object's links */
1868 CLEAR_FLAG (op, FLAG_REMOVED); 1685 CLEAR_FLAG (op, FLAG_REMOVED);
1869 break; 1686 break;
1870 } 1687 }
1871 1688
1872 /* I assume combined objects have no inventory 1689 /* I assume combined objects have no inventory
1873 * We add the weight - this object could have just been removed 1690 * We add the weight - this object could have just been removed
1874 * (if it was possible to merge). calling remove_ob will subtract 1691 * (if it was possible to merge). calling remove_ob will subtract
1875 * the weight, so we need to add it in again, since we actually do 1692 * the weight, so we need to add it in again, since we actually do
1876 * the linking below 1693 * the linking below
1877 */ 1694 */
1878 add_weight (where, op->weight * op->nrof); 1695 add_weight (this, op->weight * op->nrof);
1879 } 1696 }
1880 else 1697 else
1881 add_weight (where, (op->weight + op->carrying)); 1698 add_weight (this, (op->weight + op->carrying));
1882 1699
1883 otmp = is_player_inv (where); 1700 if (object *otmp = this->in_player ())
1884 if (otmp && otmp->contr != NULL)
1885 {
1886 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1701 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1887 fix_player (otmp); 1702 otmp->update_stats ();
1888 }
1889 1703
1704 op->owner = 0; // its his/hers now. period.
1890 op->map = NULL; 1705 op->map = 0;
1891 op->env = where; 1706 op->env = this;
1892 op->above = NULL; 1707 op->above = 0;
1893 op->below = NULL; 1708 op->below = 0;
1894 op->x = 0, op->y = 0; 1709 op->x = op->y = 0;
1895 1710
1896 /* reset the light list and los of the players on the map */ 1711 /* reset the light list and los of the players on the map */
1897 if ((op->glow_radius != 0) && where->map) 1712 if (op->glow_radius && map)
1898 { 1713 {
1899#ifdef DEBUG_LIGHTS 1714#ifdef DEBUG_LIGHTS
1900 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1715 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1901#endif /* DEBUG_LIGHTS */ 1716#endif /* DEBUG_LIGHTS */
1902 if (MAP_DARKNESS (where->map)) 1717 if (map->darkness)
1903 update_all_los (where->map, where->x, where->y); 1718 update_all_los (map, x, y);
1904 } 1719 }
1905 1720
1906 /* Client has no idea of ordering so lets not bother ordering it here. 1721 /* Client has no idea of ordering so lets not bother ordering it here.
1907 * It sure simplifies this function... 1722 * It sure simplifies this function...
1908 */ 1723 */
1909 if (where->inv == NULL) 1724 if (!inv)
1910 where->inv = op; 1725 inv = op;
1911 else 1726 else
1912 { 1727 {
1913 op->below = where->inv; 1728 op->below = inv;
1914 op->below->above = op; 1729 op->below->above = op;
1915 where->inv = op; 1730 inv = op;
1916 } 1731 }
1732
1733 INVOKE_OBJECT (INSERT, this);
1734
1917 return op; 1735 return op;
1918} 1736}
1919 1737
1920/* 1738/*
1921 * Checks if any objects has a move_type that matches objects 1739 * Checks if any objects has a move_type that matches objects
1935 * 1753 *
1936 * MSW 2001-07-08: Check all objects on space, not just those below 1754 * MSW 2001-07-08: Check all objects on space, not just those below
1937 * object being inserted. insert_ob_in_map may not put new objects 1755 * object being inserted. insert_ob_in_map may not put new objects
1938 * on top. 1756 * on top.
1939 */ 1757 */
1940
1941int 1758int
1942check_move_on (object *op, object *originator) 1759check_move_on (object *op, object *originator)
1943{ 1760{
1944 object * 1761 object *tmp;
1945 tmp; 1762 maptile *m = op->map;
1946 tag_t
1947 tag;
1948 mapstruct *
1949 m = op->map;
1950 int
1951 x = op->x, y = op->y; 1763 int x = op->x, y = op->y;
1952 1764
1953 MoveType 1765 MoveType move_on, move_slow, move_block;
1954 move_on,
1955 move_slow,
1956 move_block;
1957 1766
1958 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1767 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1959 return 0; 1768 return 0;
1960
1961 tag = op->count;
1962 1769
1963 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1770 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1964 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1771 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1965 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1772 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1966 1773
1982 1789
1983 /* The objects have to be checked from top to bottom. 1790 /* The objects have to be checked from top to bottom.
1984 * Hence, we first go to the top: 1791 * Hence, we first go to the top:
1985 */ 1792 */
1986 1793
1987 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1794 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1988 { 1795 {
1989 /* Trim the search when we find the first other spell effect 1796 /* Trim the search when we find the first other spell effect
1990 * this helps performance so that if a space has 50 spell objects, 1797 * this helps performance so that if a space has 50 spell objects,
1991 * we don't need to check all of them. 1798 * we don't need to check all of them.
1992 */ 1799 */
2010 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1817 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2011 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1818 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2012 { 1819 {
2013 1820
2014 float 1821 float
2015 diff = tmp->move_slow_penalty * FABS (op->speed); 1822 diff = tmp->move_slow_penalty * fabs (op->speed);
2016 1823
2017 if (op->type == PLAYER) 1824 if (op->type == PLAYER)
2018 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1825 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2019 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1826 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2020 diff /= 4.0; 1827 diff /= 4.0;
2027 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1834 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2028 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1835 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2029 { 1836 {
2030 move_apply (tmp, op, originator); 1837 move_apply (tmp, op, originator);
2031 1838
2032 if (was_destroyed (op, tag)) 1839 if (op->destroyed ())
2033 return 1; 1840 return 1;
2034 1841
2035 /* what the person/creature stepped onto has moved the object 1842 /* what the person/creature stepped onto has moved the object
2036 * someplace new. Don't process any further - if we did, 1843 * someplace new. Don't process any further - if we did,
2037 * have a feeling strange problems would result. 1844 * have a feeling strange problems would result.
2047/* 1854/*
2048 * present_arch(arch, map, x, y) searches for any objects with 1855 * present_arch(arch, map, x, y) searches for any objects with
2049 * a matching archetype at the given map and coordinates. 1856 * a matching archetype at the given map and coordinates.
2050 * The first matching object is returned, or NULL if none. 1857 * The first matching object is returned, or NULL if none.
2051 */ 1858 */
2052
2053object * 1859object *
2054present_arch (const archetype *at, mapstruct *m, int x, int y) 1860present_arch (const archetype *at, maptile *m, int x, int y)
2055{ 1861{
2056 object *
2057 tmp;
2058
2059 if (m == NULL || out_of_map (m, x, y)) 1862 if (!m || out_of_map (m, x, y))
2060 { 1863 {
2061 LOG (llevError, "Present_arch called outside map.\n"); 1864 LOG (llevError, "Present_arch called outside map.\n");
2062 return NULL; 1865 return NULL;
2063 } 1866 }
2064 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867
1868 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2065 if (tmp->arch == at) 1869 if (tmp->arch == at)
2066 return tmp; 1870 return tmp;
1871
2067 return NULL; 1872 return NULL;
2068} 1873}
2069 1874
2070/* 1875/*
2071 * present(type, map, x, y) searches for any objects with 1876 * present(type, map, x, y) searches for any objects with
2072 * a matching type variable at the given map and coordinates. 1877 * a matching type variable at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
2074 */ 1879 */
2075
2076object * 1880object *
2077present (unsigned char type, mapstruct *m, int x, int y) 1881present (unsigned char type, maptile *m, int x, int y)
2078{ 1882{
2079 object *
2080 tmp;
2081
2082 if (out_of_map (m, x, y)) 1883 if (out_of_map (m, x, y))
2083 { 1884 {
2084 LOG (llevError, "Present called outside map.\n"); 1885 LOG (llevError, "Present called outside map.\n");
2085 return NULL; 1886 return NULL;
2086 } 1887 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1888
1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2088 if (tmp->type == type) 1890 if (tmp->type == type)
2089 return tmp; 1891 return tmp;
1892
2090 return NULL; 1893 return NULL;
2091} 1894}
2092 1895
2093/* 1896/*
2094 * present_in_ob(type, object) searches for any objects with 1897 * present_in_ob(type, object) searches for any objects with
2095 * a matching type variable in the inventory of the given object. 1898 * a matching type variable in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1899 * The first matching object is returned, or NULL if none.
2097 */ 1900 */
2098
2099object * 1901object *
2100present_in_ob (unsigned char type, const object *op) 1902present_in_ob (unsigned char type, const object *op)
2101{ 1903{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->type == type) 1905 if (tmp->type == type)
2107 return tmp; 1906 return tmp;
1907
2108 return NULL; 1908 return NULL;
2109} 1909}
2110 1910
2111/* 1911/*
2112 * present_in_ob (type, str, object) searches for any objects with 1912 * present_in_ob (type, str, object) searches for any objects with
2120 * str is the string to match against. Note that we match against 1920 * str is the string to match against. Note that we match against
2121 * the object name, not the archetype name. this is so that the 1921 * the object name, not the archetype name. this is so that the
2122 * spell code can use one object type (force), but change it's name 1922 * spell code can use one object type (force), but change it's name
2123 * to be unique. 1923 * to be unique.
2124 */ 1924 */
2125
2126object * 1925object *
2127present_in_ob_by_name (int type, const char *str, const object *op) 1926present_in_ob_by_name (int type, const char *str, const object *op)
2128{ 1927{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 {
2134 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1929 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2135 return tmp; 1930 return tmp;
2136 } 1931
2137 return NULL; 1932 return 0;
2138} 1933}
2139 1934
2140/* 1935/*
2141 * present_arch_in_ob(archetype, object) searches for any objects with 1936 * present_arch_in_ob(archetype, object) searches for any objects with
2142 * a matching archetype in the inventory of the given object. 1937 * a matching archetype in the inventory of the given object.
2143 * The first matching object is returned, or NULL if none. 1938 * The first matching object is returned, or NULL if none.
2144 */ 1939 */
2145
2146object * 1940object *
2147present_arch_in_ob (const archetype *at, const object *op) 1941present_arch_in_ob (const archetype *at, const object *op)
2148{ 1942{
2149 object *
2150 tmp;
2151
2152 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2153 if (tmp->arch == at) 1944 if (tmp->arch == at)
2154 return tmp; 1945 return tmp;
1946
2155 return NULL; 1947 return NULL;
2156} 1948}
2157 1949
2158/* 1950/*
2159 * activate recursively a flag on an object inventory 1951 * activate recursively a flag on an object inventory
2160 */ 1952 */
2161void 1953void
2162flag_inv (object *op, int flag) 1954flag_inv (object *op, int flag)
2163{ 1955{
2164 object *
2165 tmp;
2166
2167 if (op->inv) 1956 if (op->inv)
2168 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1957 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2169 { 1958 {
2170 SET_FLAG (tmp, flag); 1959 SET_FLAG (tmp, flag);
2171 flag_inv (tmp, flag); 1960 flag_inv (tmp, flag);
2172 } 1961 }
2173} /* 1962}
1963
1964/*
2174 * desactivate recursively a flag on an object inventory 1965 * deactivate recursively a flag on an object inventory
2175 */ 1966 */
2176void 1967void
2177unflag_inv (object *op, int flag) 1968unflag_inv (object *op, int flag)
2178{ 1969{
2179 object *
2180 tmp;
2181
2182 if (op->inv) 1970 if (op->inv)
2183 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1971 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2184 { 1972 {
2185 CLEAR_FLAG (tmp, flag); 1973 CLEAR_FLAG (tmp, flag);
2186 unflag_inv (tmp, flag); 1974 unflag_inv (tmp, flag);
2187 } 1975 }
2188}
2189
2190/*
2191 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2192 * all it's inventory (recursively).
2193 * If checksums are used, a player will get set_cheat called for
2194 * him/her-self and all object carried by a call to this function.
2195 */
2196
2197void
2198set_cheat (object *op)
2199{
2200 SET_FLAG (op, FLAG_WAS_WIZ);
2201 flag_inv (op, FLAG_WAS_WIZ);
2202} 1976}
2203 1977
2204/* 1978/*
2205 * find_free_spot(object, map, x, y, start, stop) will search for 1979 * find_free_spot(object, map, x, y, start, stop) will search for
2206 * a spot at the given map and coordinates which will be able to contain 1980 * a spot at the given map and coordinates which will be able to contain
2220 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2221 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2222 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2223 * customized, changed states, etc. 1997 * customized, changed states, etc.
2224 */ 1998 */
2225
2226int 1999int
2227find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2228{ 2001{
2229 int
2230 i,
2231 index = 0, flag;
2232 static int
2233 altern[SIZEOFFREE]; 2002 int altern[SIZEOFFREE];
2003 int index = 0, flag;
2234 2004
2235 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2236 { 2006 {
2237 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
2238 if (!flag) 2008
2009 if (!pos.normalise ())
2010 continue;
2011
2012 mapspace &ms = *pos;
2013
2014 if (ms.flags () & P_IS_ALIVE)
2015 continue;
2016
2017 /* However, often
2018 * ob doesn't have any move type (when used to place exits)
2019 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2020 */
2021 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2022 {
2239 altern[index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
2240 2026
2241 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* Basically, if we find a wall on a space, we cut down the search size.
2242 * In this way, we won't return spaces that are on another side of a wall. 2028 * In this way, we won't return spaces that are on another side of a wall.
2243 * This mostly work, but it cuts down the search size in all directions - 2029 * This mostly work, but it cuts down the search size in all directions -
2244 * if the space being examined only has a wall to the north and empty 2030 * if the space being examined only has a wall to the north and empty
2245 * spaces in all the other directions, this will reduce the search space 2031 * spaces in all the other directions, this will reduce the search space
2246 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2247 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2248 */ 2034 */
2249 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2250 stop = maxfree[i]; 2037 stop = maxfree[i];
2038 continue;
2039 }
2040
2041 /* Note it is intentional that we check ob - the movement type of the
2042 * head of the object should correspond for the entire object.
2043 */
2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2045 continue;
2046
2047 altern [index++] = i;
2251 } 2048 }
2049
2252 if (!index) 2050 if (!index)
2253 return -1; 2051 return -1;
2052
2254 return altern[RANDOM () % index]; 2053 return altern [rndm (index)];
2255} 2054}
2256 2055
2257/* 2056/*
2258 * find_first_free_spot(archetype, mapstruct, x, y) works like 2057 * find_first_free_spot(archetype, maptile, x, y) works like
2259 * find_free_spot(), but it will search max number of squares. 2058 * find_free_spot(), but it will search max number of squares.
2260 * But it will return the first available spot, not a random choice. 2059 * But it will return the first available spot, not a random choice.
2261 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2060 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2262 */ 2061 */
2263
2264int 2062int
2265find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2063find_first_free_spot (const object *ob, maptile *m, int x, int y)
2266{ 2064{
2267 int
2268 i;
2269
2270 for (i = 0; i < SIZEOFFREE; i++) 2065 for (int i = 0; i < SIZEOFFREE; i++)
2271 {
2272 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2066 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2067 return i;
2274 } 2068
2275 return -1; 2069 return -1;
2276} 2070}
2277 2071
2278/* 2072/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2073 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2074 * arr[begin..end-1].
2075 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2076 */
2282static void 2077static void
2283permute (int *arr, int begin, int end) 2078permute (int *arr, int begin, int end)
2284{ 2079{
2285 int 2080 arr += begin;
2286 i,
2287 j,
2288 tmp,
2289 len;
2290
2291 len = end - begin; 2081 end -= begin;
2292 for (i = begin; i < end; i++)
2293 {
2294 j = begin + RANDOM () % len;
2295 2082
2296 tmp = arr[i]; 2083 while (--end)
2297 arr[i] = arr[j]; 2084 swap (arr [end], arr [rndm (end + 1)]);
2298 arr[j] = tmp;
2299 }
2300} 2085}
2301 2086
2302/* new function to make monster searching more efficient, and effective! 2087/* new function to make monster searching more efficient, and effective!
2303 * This basically returns a randomized array (in the passed pointer) of 2088 * This basically returns a randomized array (in the passed pointer) of
2304 * the spaces to find monsters. In this way, it won't always look for 2089 * the spaces to find monsters. In this way, it won't always look for
2307 * the 3x3 area will be searched, just not in a predictable order. 2092 * the 3x3 area will be searched, just not in a predictable order.
2308 */ 2093 */
2309void 2094void
2310get_search_arr (int *search_arr) 2095get_search_arr (int *search_arr)
2311{ 2096{
2312 int 2097 int i;
2313 i;
2314 2098
2315 for (i = 0; i < SIZEOFFREE; i++) 2099 for (i = 0; i < SIZEOFFREE; i++)
2316 {
2317 search_arr[i] = i; 2100 search_arr[i] = i;
2318 }
2319 2101
2320 permute (search_arr, 1, SIZEOFFREE1 + 1); 2102 permute (search_arr, 1, SIZEOFFREE1 + 1);
2321 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2103 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2322 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2104 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2323} 2105}
2332 * Perhaps incorrectly, but I'm making the assumption that exclude 2114 * Perhaps incorrectly, but I'm making the assumption that exclude
2333 * is actually want is going to try and move there. We need this info 2115 * is actually want is going to try and move there. We need this info
2334 * because we have to know what movement the thing looking to move 2116 * because we have to know what movement the thing looking to move
2335 * there is capable of. 2117 * there is capable of.
2336 */ 2118 */
2337
2338int 2119int
2339find_dir (mapstruct *m, int x, int y, object *exclude) 2120find_dir (maptile *m, int x, int y, object *exclude)
2340{ 2121{
2341 int
2342 i,
2343 max = SIZEOFFREE, mflags; 2122 int i, max = SIZEOFFREE, mflags;
2344 2123
2345 sint16 nx, ny; 2124 sint16 nx, ny;
2346 object * 2125 object *tmp;
2347 tmp; 2126 maptile *mp;
2348 mapstruct *
2349 mp;
2350 2127
2351 MoveType blocked, move_type; 2128 MoveType blocked, move_type;
2352 2129
2353 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2354 { 2131 {
2355 exclude = exclude->head; 2132 exclude = exclude->head;
2356 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2357 } 2134 }
2358 else 2135 else
2366 mp = m; 2143 mp = m;
2367 nx = x + freearr_x[i]; 2144 nx = x + freearr_x[i];
2368 ny = y + freearr_y[i]; 2145 ny = y + freearr_y[i];
2369 2146
2370 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2147 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2148
2371 if (mflags & P_OUT_OF_MAP) 2149 if (mflags & P_OUT_OF_MAP)
2372 {
2373 max = maxfree[i]; 2150 max = maxfree[i];
2374 }
2375 else 2151 else
2376 { 2152 {
2377 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2153 mapspace &ms = mp->at (nx, ny);
2154
2155 blocked = ms.move_block;
2378 2156
2379 if ((move_type & blocked) == move_type) 2157 if ((move_type & blocked) == move_type)
2380 {
2381 max = maxfree[i]; 2158 max = maxfree[i];
2382 }
2383 else if (mflags & P_IS_ALIVE) 2159 else if (mflags & P_IS_ALIVE)
2384 { 2160 {
2385 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2386 { 2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2387 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2388 {
2389 break; 2164 break;
2390 } 2165
2391 }
2392 if (tmp) 2166 if (tmp)
2393 {
2394 return freedir[i]; 2167 return freedir[i];
2395 }
2396 } 2168 }
2397 } 2169 }
2398 } 2170 }
2171
2399 return 0; 2172 return 0;
2400} 2173}
2401 2174
2402/* 2175/*
2403 * distance(object 1, object 2) will return the square of the 2176 * distance(object 1, object 2) will return the square of the
2404 * distance between the two given objects. 2177 * distance between the two given objects.
2405 */ 2178 */
2406
2407int 2179int
2408distance (const object *ob1, const object *ob2) 2180distance (const object *ob1, const object *ob2)
2409{ 2181{
2410 int
2411 i;
2412
2413 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2414 return i;
2415} 2183}
2416 2184
2417/* 2185/*
2418 * find_dir_2(delta-x,delta-y) will return a direction in which 2186 * find_dir_2(delta-x,delta-y) will return a direction in which
2419 * an object which has subtracted the x and y coordinates of another 2187 * an object which has subtracted the x and y coordinates of another
2420 * object, needs to travel toward it. 2188 * object, needs to travel toward it.
2421 */ 2189 */
2422
2423int 2190int
2424find_dir_2 (int x, int y) 2191find_dir_2 (int x, int y)
2425{ 2192{
2426 int 2193 int q;
2427 q;
2428 2194
2429 if (y) 2195 if (y)
2430 q = x * 100 / y; 2196 q = x * 100 / y;
2431 else if (x) 2197 else if (x)
2432 q = -300 * x; 2198 q = -300 * x;
2457 2223
2458 return 3; 2224 return 3;
2459} 2225}
2460 2226
2461/* 2227/*
2462 * absdir(int): Returns a number between 1 and 8, which represent
2463 * the "absolute" direction of a number (it actually takes care of
2464 * "overflow" in previous calculations of a direction).
2465 */
2466
2467int
2468absdir (int d)
2469{
2470 while (d < 1)
2471 d += 8;
2472 while (d > 8)
2473 d -= 8;
2474 return d;
2475}
2476
2477/*
2478 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2228 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2479 * between two directions (which are expected to be absolute (see absdir()) 2229 * between two directions (which are expected to be absolute (see absdir())
2480 */ 2230 */
2481
2482int 2231int
2483dirdiff (int dir1, int dir2) 2232dirdiff (int dir1, int dir2)
2484{ 2233{
2485 int 2234 int d;
2486 d;
2487 2235
2488 d = abs (dir1 - dir2); 2236 d = abs (dir1 - dir2);
2489 if (d > 4) 2237 if (d > 4)
2490 d = 8 - d; 2238 d = 8 - d;
2239
2491 return d; 2240 return d;
2492} 2241}
2493 2242
2494/* peterm: 2243/* peterm:
2495 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2244 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2498 * This basically means that if direction is 15, then it could either go 2247 * This basically means that if direction is 15, then it could either go
2499 * direction 4, 14, or 16 to get back to where we are. 2248 * direction 4, 14, or 16 to get back to where we are.
2500 * Moved from spell_util.c to object.c with the other related direction 2249 * Moved from spell_util.c to object.c with the other related direction
2501 * functions. 2250 * functions.
2502 */ 2251 */
2503
2504int
2505 reduction_dir[SIZEOFFREE][3] = { 2252int reduction_dir[SIZEOFFREE][3] = {
2506 {0, 0, 0}, /* 0 */ 2253 {0, 0, 0}, /* 0 */
2507 {0, 0, 0}, /* 1 */ 2254 {0, 0, 0}, /* 1 */
2508 {0, 0, 0}, /* 2 */ 2255 {0, 0, 0}, /* 2 */
2509 {0, 0, 0}, /* 3 */ 2256 {0, 0, 0}, /* 3 */
2510 {0, 0, 0}, /* 4 */ 2257 {0, 0, 0}, /* 4 */
2558 * find a path to that monster that we found. If not, 2305 * find a path to that monster that we found. If not,
2559 * we don't bother going toward it. Returns 1 if we 2306 * we don't bother going toward it. Returns 1 if we
2560 * can see a direct way to get it 2307 * can see a direct way to get it
2561 * Modified to be map tile aware -.MSW 2308 * Modified to be map tile aware -.MSW
2562 */ 2309 */
2563
2564
2565int 2310int
2566can_see_monsterP (mapstruct *m, int x, int y, int dir) 2311can_see_monsterP (maptile *m, int x, int y, int dir)
2567{ 2312{
2568 sint16 dx, dy; 2313 sint16 dx, dy;
2569 int
2570 mflags; 2314 int mflags;
2571 2315
2572 if (dir < 0) 2316 if (dir < 0)
2573 return 0; /* exit condition: invalid direction */ 2317 return 0; /* exit condition: invalid direction */
2574 2318
2575 dx = x + freearr_x[dir]; 2319 dx = x + freearr_x[dir];
2588 return 0; 2332 return 0;
2589 2333
2590 /* yes, can see. */ 2334 /* yes, can see. */
2591 if (dir < 9) 2335 if (dir < 9)
2592 return 1; 2336 return 1;
2337
2593 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2338 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2594 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2339 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2340 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2595} 2341}
2596
2597
2598 2342
2599/* 2343/*
2600 * can_pick(picker, item): finds out if an object is possible to be 2344 * can_pick(picker, item): finds out if an object is possible to be
2601 * picked up by the picker. Returnes 1 if it can be 2345 * picked up by the picker. Returnes 1 if it can be
2602 * picked up, otherwise 0. 2346 * picked up, otherwise 0.
2604 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2348 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2605 * core dumps if they do. 2349 * core dumps if they do.
2606 * 2350 *
2607 * Add a check so we can't pick up invisible objects (0.93.8) 2351 * Add a check so we can't pick up invisible objects (0.93.8)
2608 */ 2352 */
2609
2610int 2353int
2611can_pick (const object *who, const object *item) 2354can_pick (const object *who, const object *item)
2612{ 2355{
2613 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2356 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2614 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2357 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2615 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2358 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2616} 2359}
2617 2360
2618
2619/* 2361/*
2620 * create clone from object to another 2362 * create clone from object to another
2621 */ 2363 */
2622object * 2364object *
2623object_create_clone (object *asrc) 2365object_create_clone (object *asrc)
2624{ 2366{
2625 object *
2626 dst = NULL, *tmp, *src, *part, *prev, *item; 2367 object *dst = 0, *tmp, *src, *prev, *item;
2627 2368
2628 if (!asrc) 2369 if (!asrc)
2629 return NULL; 2370 return 0;
2630 src = asrc; 2371
2631 if (src->head)
2632 src = src->head; 2372 src = asrc->head_ ();
2633 2373
2634 prev = NULL; 2374 prev = 0;
2635 for (part = src; part; part = part->more) 2375 for (object *part = src; part; part = part->more)
2636 { 2376 {
2637 tmp = get_object (); 2377 tmp = part->clone ();
2638 copy_object (part, tmp);
2639 tmp->x -= src->x; 2378 tmp->x -= src->x;
2640 tmp->y -= src->y; 2379 tmp->y -= src->y;
2380
2641 if (!part->head) 2381 if (!part->head)
2642 { 2382 {
2643 dst = tmp; 2383 dst = tmp;
2644 tmp->head = NULL; 2384 tmp->head = 0;
2645 } 2385 }
2646 else 2386 else
2647 {
2648 tmp->head = dst; 2387 tmp->head = dst;
2649 } 2388
2650 tmp->more = NULL; 2389 tmp->more = 0;
2390
2651 if (prev) 2391 if (prev)
2652 prev->more = tmp; 2392 prev->more = tmp;
2393
2653 prev = tmp; 2394 prev = tmp;
2654 } 2395 }
2655 2396
2656 /*** copy inventory ***/
2657 for (item = src->inv; item; item = item->below) 2397 for (item = src->inv; item; item = item->below)
2658 {
2659 (void) insert_ob_in_ob (object_create_clone (item), dst); 2398 insert_ob_in_ob (object_create_clone (item), dst);
2660 }
2661 2399
2662 return dst; 2400 return dst;
2663}
2664
2665/* return true if the object was destroyed, 0 otherwise */
2666int
2667was_destroyed (const object *op, tag_t old_tag)
2668{
2669 /* checking for FLAG_FREED isn't necessary, but makes this function more
2670 * robust */
2671 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2672}
2673
2674/* GROS - Creates an object using a string representing its content. */
2675
2676/* Basically, we save the content of the string to a temp file, then call */
2677
2678/* load_object on it. I admit it is a highly inefficient way to make things, */
2679
2680/* but it was simple to make and allows reusing the load_object function. */
2681
2682/* Remember not to use load_object_str in a time-critical situation. */
2683
2684/* Also remember that multiparts objects are not supported for now. */
2685
2686object *
2687load_object_str (const char *obstr)
2688{
2689 object *
2690 op;
2691 char
2692 filename[MAX_BUF];
2693
2694 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2695
2696 FILE *
2697 tempfile = fopen (filename, "w");
2698
2699 if (tempfile == NULL)
2700 {
2701 LOG (llevError, "Error - Unable to access load object temp file\n");
2702 return NULL;
2703 }
2704
2705 fprintf (tempfile, obstr);
2706 fclose (tempfile);
2707
2708 op = get_object ();
2709
2710 object_thawer thawer (filename);
2711
2712 if (thawer)
2713 load_object (thawer, op, 0);
2714
2715 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2716 CLEAR_FLAG (op, FLAG_REMOVED);
2717
2718 return op;
2719} 2401}
2720 2402
2721/* This returns the first object in who's inventory that 2403/* This returns the first object in who's inventory that
2722 * has the same type and subtype match. 2404 * has the same type and subtype match.
2723 * returns NULL if no match. 2405 * returns NULL if no match.
2724 */ 2406 */
2725object * 2407object *
2726find_obj_by_type_subtype (const object *who, int type, int subtype) 2408find_obj_by_type_subtype (const object *who, int type, int subtype)
2727{ 2409{
2728 object *
2729 tmp;
2730
2731 for (tmp = who->inv; tmp; tmp = tmp->below) 2410 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2732 if (tmp->type == type && tmp->subtype == subtype) 2411 if (tmp->type == type && tmp->subtype == subtype)
2733 return tmp; 2412 return tmp;
2734 2413
2735 return NULL; 2414 return 0;
2736} 2415}
2737 2416
2738/* If ob has a field named key, return the link from the list, 2417/* If ob has a field named key, return the link from the list,
2739 * otherwise return NULL. 2418 * otherwise return NULL.
2740 * 2419 *
2742 * do the desired thing. 2421 * do the desired thing.
2743 */ 2422 */
2744key_value * 2423key_value *
2745get_ob_key_link (const object *ob, const char *key) 2424get_ob_key_link (const object *ob, const char *key)
2746{ 2425{
2747 key_value *
2748 link;
2749
2750 for (link = ob->key_values; link != NULL; link = link->next) 2426 for (key_value *link = ob->key_values; link; link = link->next)
2751 {
2752 if (link->key == key) 2427 if (link->key == key)
2753 {
2754 return link; 2428 return link;
2755 }
2756 }
2757 2429
2758 return NULL; 2430 return 0;
2759} 2431}
2760 2432
2761/* 2433/*
2762 * Returns the value of op has an extra_field for key, or NULL. 2434 * Returns the value of op has an extra_field for key, or NULL.
2763 * 2435 *
2788 if (link->key == canonical_key) 2460 if (link->key == canonical_key)
2789 return link->value; 2461 return link->value;
2790 2462
2791 return 0; 2463 return 0;
2792} 2464}
2793
2794 2465
2795/* 2466/*
2796 * Updates the canonical_key in op to value. 2467 * Updates the canonical_key in op to value.
2797 * 2468 *
2798 * canonical_key is a shared string (value doesn't have to be). 2469 * canonical_key is a shared string (value doesn't have to be).
2803 * Returns TRUE on success. 2474 * Returns TRUE on success.
2804 */ 2475 */
2805int 2476int
2806set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2477set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2807{ 2478{
2808 key_value *
2809 field = NULL, *last = NULL; 2479 key_value *field = NULL, *last = NULL;
2810 2480
2811 for (field = op->key_values; field != NULL; field = field->next) 2481 for (field = op->key_values; field != NULL; field = field->next)
2812 { 2482 {
2813 if (field->key != canonical_key) 2483 if (field->key != canonical_key)
2814 { 2484 {
2823 /* Basically, if the archetype has this key set, 2493 /* Basically, if the archetype has this key set,
2824 * we need to store the null value so when we save 2494 * we need to store the null value so when we save
2825 * it, we save the empty value so that when we load, 2495 * it, we save the empty value so that when we load,
2826 * we get this value back again. 2496 * we get this value back again.
2827 */ 2497 */
2828 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2498 if (get_ob_key_link (op->arch, canonical_key))
2829 field->value = 0; 2499 field->value = 0;
2830 else 2500 else
2831 { 2501 {
2832 if (last) 2502 if (last)
2833 last->next = field->next; 2503 last->next = field->next;
2842 /* IF we get here, key doesn't exist */ 2512 /* IF we get here, key doesn't exist */
2843 2513
2844 /* No field, we'll have to add it. */ 2514 /* No field, we'll have to add it. */
2845 2515
2846 if (!add_key) 2516 if (!add_key)
2847 {
2848 return FALSE; 2517 return FALSE;
2849 } 2518
2850 /* There isn't any good reason to store a null 2519 /* There isn't any good reason to store a null
2851 * value in the key/value list. If the archetype has 2520 * value in the key/value list. If the archetype has
2852 * this key, then we should also have it, so shouldn't 2521 * this key, then we should also have it, so shouldn't
2853 * be here. If user wants to store empty strings, 2522 * be here. If user wants to store empty strings,
2854 * should pass in "" 2523 * should pass in ""
2903 } 2572 }
2904 else 2573 else
2905 item = item->env; 2574 item = item->env;
2906} 2575}
2907 2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2908// return a suitable string describing an objetc in enough detail to find it 2605// return a suitable string describing an object in enough detail to find it
2909const char * 2606const char *
2910object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2911{ 2608{
2609 char flagdesc[512];
2912 char info2[256 * 3]; 2610 char info2[256 * 4];
2913 char *p = info; 2611 char *p = info;
2914 2612
2915 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2916 count, 2614 count, uuid.seq,
2917 &name, 2615 &name,
2918 title ? " " : "", 2616 title ? "\",title:\"" : "",
2919 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2920 2619
2921 if (env) 2620 if (!this->flag[FLAG_REMOVED] && env)
2922 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2923 2622
2924 if (map) 2623 if (map)
2925 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2926 2625
2927 return info; 2626 return info;
2928} 2627}
2929 2628
2930const char * 2629const char *
2931object::debug_desc () const 2630object::debug_desc () const
2932{ 2631{
2933 static char info[256 * 3]; 2632 static char info[3][256 * 4];
2633 static int info_idx;
2634
2934 return debug_desc (info); 2635 return debug_desc (info [++info_idx % 3]);
2935} 2636}
2936 2637
2638struct region *
2639object::region () const
2640{
2641 return map ? map->region (x, y)
2642 : region::default_region ();
2643}
2644
2645const materialtype_t *
2646object::dominant_material () const
2647{
2648 if (materialtype_t *mt = name_to_material (materialname))
2649 return mt;
2650
2651 return name_to_material (shstr_unknown);
2652}
2653
2654void
2655object::open_container (object *new_container)
2656{
2657 if (container == new_container)
2658 return;
2659
2660 if (object *old_container = container)
2661 {
2662 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2663 return;
2664
2665#if 0
2666 // remove the "Close old_container" object.
2667 if (object *closer = old_container->inv)
2668 if (closer->type == CLOSE_CON)
2669 closer->destroy ();
2670#endif
2671
2672 old_container->flag [FLAG_APPLIED] = 0;
2673 container = 0;
2674
2675 esrv_update_item (UPD_FLAGS, this, old_container);
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2677 play_sound (sound_find ("chest_close"));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
2703 play_sound (sound_find ("chest_open"));
2704 }
2705}
2706
2707object *
2708object::force_find (const shstr name)
2709{
2710 /* cycle through his inventory to look for the MARK we want to
2711 * place
2712 */
2713 for (object *tmp = inv; tmp; tmp = tmp->below)
2714 if (tmp->type == FORCE && tmp->slaying == name)
2715 return splay (tmp);
2716
2717 return 0;
2718}
2719
2720void
2721object::force_add (const shstr name, int duration)
2722{
2723 if (object *force = force_find (name))
2724 force->destroy ();
2725
2726 object *force = get_archetype (FORCE_NAME);
2727
2728 force->slaying = name;
2729 force->stats.food = 1;
2730 force->speed_left = -1.f;
2731
2732 force->set_speed (duration ? 1.f / duration : 0.f);
2733 force->flag [FLAG_IS_USED_UP] = true;
2734 force->flag [FLAG_APPLIED] = true;
2735
2736 insert (force);
2737}
2738
2739void
2740object::play_sound (faceidx sound) const
2741{
2742 if (!sound)
2743 return;
2744
2745 if (flag [FLAG_REMOVED])
2746 return;
2747
2748 if (env)
2749 {
2750 if (object *pl = in_player ())
2751 pl->contr->play_sound (sound);
2752 }
2753 else
2754 map->play_sound (sound, x, y);
2755}
2756

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