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Comparing deliantra/server/common/object.C (file contents):
Revision 1.55 by root, Sun Dec 3 00:41:33 2006 UTC vs.
Revision 1.201 by root, Tue Jan 22 16:22:45 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
34 37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short 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,
42 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
43}; 47};
44short 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,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * 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
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 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)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * 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
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 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)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* 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
204 * 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
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (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)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
258 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
259 { 258 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 259 if (!(ob1->inv && ob2->inv))
266 return 0; 260 return 0; /* inventories differ in length */
261
262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; /* inventory objexts differ */
267 267
268 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 269 * if it is valid.
270 */ 270 */
271 } 271 }
279 279
280 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
282 * check? 282 * check?
283 */ 283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 285 return 0;
286 286
287 switch (ob1->type) 287 switch (ob1->type)
288 { 288 {
289 case SCROLL: 289 case SCROLL:
300 return 0; 300 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 302 return 0;
303 } 303 }
304 304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
307 { 306 {
308 ob1->optimise (); 307 ob1->optimise ();
309 ob2->optimise (); 308 ob2->optimise ();
310 309
311 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
312 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
313 } 322 }
314 323
315 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
316 return 1; 325 return 1;
317} 326}
325sum_weight (object *op) 334sum_weight (object *op)
326{ 335{
327 long sum; 336 long sum;
328 object *inv; 337 object *inv;
329 338
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 340 {
332 if (inv->inv) 341 if (inv->inv)
333 sum_weight (inv); 342 sum_weight (inv);
343
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 345 }
336 346
337 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 364 op = op->env;
355 return op; 365 return op;
356} 366}
357 367
358/* 368/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 370 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
377 */ 372 */
378
379char * 373char *
380dump_object (object *op) 374dump_object (object *op)
381{ 375{
382 if (!op) 376 if (!op)
383 return strdup ("[NULLOBJ]"); 377 return strdup ("[NULLOBJ]");
384 378
385 object_freezer freezer; 379 object_freezer freezer;
386 save_object (freezer, op, 3); 380 op->write (freezer);
387 return freezer.as_string (); 381 return freezer.as_string ();
388} 382}
389 383
390/* 384/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
394 */ 388 */
395
396object * 389object *
397get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
398{ 391{
399 object *tmp, *closest; 392 object *tmp, *closest;
400 int last_dist, i; 393 int last_dist, i;
408} 401}
409 402
410/* 403/*
411 * Returns the object which has the count-variable equal to the argument. 404 * Returns the object which has the count-variable equal to the argument.
412 */ 405 */
413
414object * 406object *
415find_object (tag_t i) 407find_object (tag_t i)
416{ 408{
417 for (object *op = object::first; op; op = op->next) 409 for_all_objects (op)
418 if (op->count == i) 410 if (op->count == i)
419 return op; 411 return op;
420 412
421 return 0; 413 return 0;
422} 414}
423 415
424/* 416/*
425 * Returns the first object which has a name equal to the argument. 417 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 418 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 419 * Enables features like "patch <name-of-other-player> food 999"
428 */ 420 */
429
430object * 421object *
431find_object_name (const char *str) 422find_object_name (const char *str)
432{ 423{
433 shstr_cmp str_ (str); 424 shstr_cmp str_ (str);
434 object *op; 425 object *op;
435 426
436 for (op = object::first; op != NULL; op = op->next) 427 for_all_objects (op)
437 if (op->name == str_) 428 if (op->name == str_)
438 break; 429 break;
439 430
440 return op; 431 return op;
441} 432}
447} 438}
448 439
449/* 440/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
452 */ 444 */
453void 445void
454object::set_owner (object *owner) 446object::set_owner (object *owner)
455{ 447{
448 // allow objects which own objects
456 if (!owner) 449 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 450 while (owner->owner)
467 owner = owner->owner; 451 owner = owner->owner;
452
453 if (flag [FLAG_FREED])
454 {
455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
456 return;
457 }
468 458
469 this->owner = owner; 459 this->owner = owner;
460}
461
462int
463object::slottype () const
464{
465 if (type == SKILL)
466 {
467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
477}
478
479bool
480object::change_weapon (object *ob)
481{
482 if (current_weapon == ob)
483 return true;
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = false;
487
488 current_weapon = ob;
489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
490
491 if (chosen_skill)
492 chosen_skill->flag [FLAG_APPLIED] = true;
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name);
510 return false;
511 }
512
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 }
515 else
516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519 {
520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
524
525 return true;
470} 526}
471 527
472/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 529 * refcounts and freeing the links.
474 */ 530 */
475static void 531static void
476free_key_values (object *op) 532free_key_values (object *op)
477{ 533{
478 for (key_value *i = op->key_values; i != 0;) 534 for (key_value *i = op->key_values; i; )
479 { 535 {
480 key_value *next = i->next; 536 key_value *next = i->next;
481 delete i; 537 delete i;
482 538
483 i = next; 539 i = next;
484 } 540 }
485 541
486 op->key_values = 0; 542 op->key_values = 0;
487} 543}
488 544
489void object::clear () 545object &
546object::operator =(const object &src)
490{ 547{
491 attachable_base::clear (); 548 bool is_freed = flag [FLAG_FREED];
549 bool is_removed = flag [FLAG_REMOVED];
492 550
493 free_key_values (this); 551 *(object_copy *)this = src;
494 552
495 owner = 0; 553 flag [FLAG_FREED] = is_freed;
496 name = 0; 554 flag [FLAG_REMOVED] = is_removed;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548void
549copy_object (object *op2, object *op)
550{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 555
564 /* Copy over key_values, if any. */ 556 /* Copy over key_values, if any. */
565 if (op2->key_values) 557 if (src.key_values)
566 { 558 {
567 key_value *tail = 0; 559 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 560 key_values = 0;
571 561
572 for (i = op2->key_values; i; i = i->next) 562 for (key_value *i = src.key_values; i; i = i->next)
573 { 563 {
574 key_value *new_link = new key_value; 564 key_value *new_link = new key_value;
575 565
576 new_link->next = 0; 566 new_link->next = 0;
577 new_link->key = i->key; 567 new_link->key = i->key;
578 new_link->value = i->value; 568 new_link->value = i->value;
579 569
580 /* Try and be clever here, too. */ 570 /* Try and be clever here, too. */
581 if (!op->key_values) 571 if (!key_values)
582 { 572 {
583 op->key_values = new_link; 573 key_values = new_link;
584 tail = new_link; 574 tail = new_link;
585 } 575 }
586 else 576 else
587 { 577 {
588 tail->next = new_link; 578 tail->next = new_link;
589 tail = new_link; 579 tail = new_link;
590 } 580 }
591 } 581 }
592 } 582 }
583}
593 584
594 update_ob_speed (op); 585/*
586 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second
588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
597
598 if (speed < 0)
599 dst->speed_left -= rndm ();
600
601 dst->set_speed (dst->speed);
602}
603
604void
605object::instantiate ()
606{
607 if (!uuid.seq) // HACK
608 uuid = gen_uuid ();
609
610 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting
614 * values for the body_used info, so when items are created
615 * for it, they can be properly equipped.
616 */
617 for (int i = NUM_BODY_LOCATIONS; i--; )
618 slot[i].used = slot[i].info;
619
620 attachable::instantiate ();
621}
622
623object *
624object::clone ()
625{
626 object *neu = create ();
627 copy_to (neu);
628 return neu;
595} 629}
596 630
597/* 631/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 632 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 633 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 634 * be called to update the face variable, _and_ how it looks on the map.
601 */ 635 */
602
603void 636void
604update_turn_face (object *op) 637update_turn_face (object *op)
605{ 638{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 639 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 640 return;
641
608 SET_ANIMATION (op, op->direction); 642 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 643 update_object (op, UP_OBJ_FACE);
610} 644}
611 645
612/* 646/*
613 * Updates the speed of an object. If the speed changes from 0 to another 647 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 648 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 649 * This function needs to be called whenever the speed of an object changes.
616 */ 650 */
617void 651void
618update_ob_speed (object *op) 652object::set_speed (float speed)
619{ 653{
620 extern int arch_init; 654 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 655 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 656 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 657 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 658 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 659
645 /* process_events() expects us to insert the object at the beginning 660 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 661
649 if (op->active_next != NULL) 662 if (has_active_speed ())
650 op->active_next->active_prev = op; 663 activate ();
651
652 active_objects = op;
653 }
654 else 664 else
655 { 665 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 666}
679 667
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 668/*
712 * update_object() updates the array which represents the map. 669 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 670 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 671 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 672 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 673 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 674 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 675 * updating that window, though, since update_object() is called _often_)
719 * 676 *
720 * action is a hint of what the caller believes need to be done. 677 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 678 * current action are:
726 * UP_OBJ_INSERT: op was inserted 679 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 680 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 681 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 682 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 683 * UP_OBJ_FACE: only the objects face has changed.
731 */ 684 */
732
733void 685void
734update_object (object *op, int action) 686update_object (object *op, int action)
735{ 687{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL) 688 if (op == NULL)
740 { 689 {
741 /* this should never happen */ 690 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 691 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 692 return;
744 } 693 }
745 694
746 if (op->env != NULL) 695 if (op->env)
747 { 696 {
748 /* Animation is currently handled by client, so nothing 697 /* Animation is currently handled by client, so nothing
749 * to do in this case. 698 * to do in this case.
750 */ 699 */
751 return; 700 return;
756 */ 705 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 706 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 707 return;
759 708
760 /* make sure the object is within map boundaries */ 709 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 710 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 711 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 712 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 713#ifdef MANY_CORES
765 abort (); 714 abort ();
766#endif 715#endif
767 return; 716 return;
768 } 717 }
769 718
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 719 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 720
721 if (!(m.flags_ & P_UPTODATE))
722 /* nop */;
777 if (action == UP_OBJ_INSERT) 723 else if (action == UP_OBJ_INSERT)
778 { 724 {
725 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 726 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 727 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 728 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 729 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
730 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 731 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 732 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 733 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 734 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 735 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 736 * to have move_allow right now.
802 */ 737 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 738 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 739 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 740 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 741 }
809 /* if the object is being removed, we can't make intelligent 742 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 743 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 744 * that is being removed.
812 */ 745 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 747 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 748 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 749 /* Nothing to do for that case */ ;
817 else 750 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 751 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 752
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 753 if (op->more)
827 update_object (op->more, action); 754 update_object (op->more, action);
828}
829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852} 755}
853 756
854object::object () 757object::object ()
855{ 758{
856 SET_FLAG (this, FLAG_REMOVED); 759 SET_FLAG (this, FLAG_REMOVED);
859 face = blank_face; 762 face = blank_face;
860} 763}
861 764
862object::~object () 765object::~object ()
863{ 766{
767 unlink ();
768
864 free_key_values (this); 769 free_key_values (this);
865} 770}
866 771
772static int object_count;
773
867void object::link () 774void object::link ()
868{ 775{
869 count = ++ob_count; 776 assert (!index);//D
870 uuid = gen_uuid (); 777 uuid = gen_uuid ();
778 count = ++object_count;
871 779
872 prev = 0; 780 refcnt_inc ();
873 next = object::first; 781 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 782}
880 783
881void object::unlink () 784void object::unlink ()
882{ 785{
883 if (this == object::first) 786 if (!index)
884 object::first = next; 787 return;
885 788
886 /* Remove this object from the list of used objects */ 789 objects.erase (this);
887 if (prev) prev->next = next; 790 refcnt_dec ();
888 if (next) next->prev = prev; 791}
889 792
890 prev = 0; 793void
891 next = 0; 794object::activate ()
795{
796 /* If already on active list, don't do anything */
797 if (active)
798 return;
799
800 if (has_active_speed ())
801 actives.insert (this);
802}
803
804void
805object::activate_recursive ()
806{
807 activate ();
808
809 for (object *op = inv; op; op = op->below)
810 op->activate_recursive ();
811}
812
813/* This function removes object 'op' from the list of active
814 * objects.
815 * This should only be used for style maps or other such
816 * reference maps where you don't want an object that isn't
817 * in play chewing up cpu time getting processed.
818 * The reverse of this is to call update_ob_speed, which
819 * will do the right thing based on the speed of the object.
820 */
821void
822object::deactivate ()
823{
824 /* If not on the active list, nothing needs to be done */
825 if (!active)
826 return;
827
828 actives.erase (this);
829}
830
831void
832object::deactivate_recursive ()
833{
834 for (object *op = inv; op; op = op->below)
835 op->deactivate_recursive ();
836
837 deactivate ();
838}
839
840void
841object::set_flag_inv (int flag, int value)
842{
843 for (object *op = inv; op; op = op->below)
844 {
845 op->flag [flag] = value;
846 op->set_flag_inv (flag, value);
847 }
848}
849
850/*
851 * Remove and free all objects in the inventory of the given object.
852 * object.c ?
853 */
854void
855object::destroy_inv (bool drop_to_ground)
856{
857 // need to check first, because the checks below might segfault
858 // as we might be on an invalid mapspace and crossfire code
859 // is too buggy to ensure that the inventory is empty.
860 // corollary: if you create arrows etc. with stuff in tis inventory,
861 // cf will crash below with off-map x and y
862 if (!inv)
863 return;
864
865 /* Only if the space blocks everything do we not process -
866 * if some form of movement is allowed, let objects
867 * drop on that space.
868 */
869 if (!drop_to_ground
870 || !map
871 || map->in_memory != MAP_IN_MEMORY
872 || map->nodrop
873 || ms ().move_block == MOVE_ALL)
874 {
875 while (inv)
876 {
877 inv->destroy_inv (drop_to_ground);
878 inv->destroy ();
879 }
880 }
881 else
882 { /* Put objects in inventory onto this space */
883 while (inv)
884 {
885 object *op = inv;
886
887 if (op->flag [FLAG_STARTEQUIP]
888 || op->flag [FLAG_NO_DROP]
889 || op->type == RUNE
890 || op->type == TRAP
891 || op->flag [FLAG_IS_A_TEMPLATE]
892 || op->flag [FLAG_DESTROY_ON_DEATH])
893 op->destroy ();
894 else
895 map->insert (op, x, y);
896 }
897 }
892} 898}
893 899
894object *object::create () 900object *object::create ()
895{ 901{
896 object *op = new object; 902 object *op = new object;
897 op->link (); 903 op->link ();
898 return op; 904 return op;
899} 905}
900 906
901/* 907void
902 * free_object() frees everything allocated by an object, removes 908object::do_destroy ()
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{ 909{
913 if (QUERY_FLAG (this, FLAG_FREED)) 910 attachable::do_destroy ();
914 return;
915 911
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 912 if (flag [FLAG_IS_LINKED])
913 remove_button_link (this);
914
915 if (flag [FLAG_FRIENDLY])
917 remove_friendly_object (this); 916 remove_friendly_object (this);
918 917
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 918 if (!flag [FLAG_REMOVED])
920 remove_ob (this); 919 remove ();
921 920
922 SET_FLAG (this, FLAG_FREED); 921 destroy_inv (true);
922
923 deactivate ();
924 unlink ();
925
926 flag [FLAG_FREED] = 1;
923 927
924 // hack to ensure that freed objects still have a valid map 928 // hack to ensure that freed objects still have a valid map
925 { 929 {
926 static maptile *freed_map; // freed objects are moved here to avoid crashes 930 static maptile *freed_map; // freed objects are moved here to avoid crashes
927 931
928 if (!freed_map) 932 if (!freed_map)
929 { 933 {
930 freed_map = get_empty_map (3, 3); 934 freed_map = new maptile;
935
931 freed_map->name = "freed objects map"; 936 freed_map->path = "<freed objects map>";
932 allocate_map (freed_map); 937 freed_map->name = "/internal/freed_objects_map";
938 freed_map->width = 3;
939 freed_map->height = 3;
940 freed_map->nodrop = 1;
941
942 freed_map->alloc ();
943 freed_map->in_memory = MAP_IN_MEMORY;
933 } 944 }
934 945
935 map = freed_map; 946 map = freed_map;
936 x = 1; 947 x = 1;
937 y = 1; 948 y = 1;
938 } 949 }
939 950
940 if (more) 951 if (more)
941 { 952 {
942 more->destroy (destroy_inventory); 953 more->destroy ();
943 more = 0; 954 more = 0;
944 } 955 }
945 956
946 if (inv) 957 head = 0;
947 {
948 /* Only if the space blocks everything do we not process -
949 * if some form of movement is allowed, let objects
950 * drop on that space.
951 */
952 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
953 {
954 object *op = inv;
955 958
956 while (op)
957 {
958 object *tmp = op->below;
959 op->destroy (destroy_inventory);
960 op = tmp;
961 }
962 }
963 else
964 { /* Put objects in inventory onto this space */
965 object *op = inv;
966
967 while (op)
968 {
969 object *tmp = op->below;
970
971 remove_ob (op);
972
973 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
974 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
975 free_object (op);
976 else
977 {
978 op->x = x;
979 op->y = y;
980 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
981 }
982
983 op = tmp;
984 }
985 }
986 }
987
988 // clear those pointers that likely might have circular references to us 959 // clear those pointers that likely might cause circular references
989 owner = 0; 960 owner = 0;
990 enemy = 0; 961 enemy = 0;
991 attacked_by = 0; 962 attacked_by = 0;
963 current_weapon = 0;
964}
992 965
993 // only relevant for players(?), but make sure of it anyways 966void
994 contr = 0; 967object::destroy (bool destroy_inventory)
968{
969 if (destroyed ())
970 return;
995 971
996 /* Remove object from the active list */ 972 if (destroy_inventory)
997 speed = 0; 973 destroy_inv (false);
998 update_ob_speed (this);
999 974
1000 unlink (); 975 if (is_head ())
976 if (sound_destroy)
977 play_sound (sound_destroy);
978 else if (flag [FLAG_MONSTER])
979 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1001 980
1002 mortals.push_back (this); 981 attachable::destroy ();
1003} 982}
1004 983
1005/* 984/*
1006 * sub_weight() recursively (outwards) subtracts a number from the 985 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)). 986 * weight of an object (and what is carried by it's environment(s)).
1008 */ 987 */
1009
1010void 988void
1011sub_weight (object *op, signed long weight) 989sub_weight (object *op, signed long weight)
1012{ 990{
1013 while (op != NULL) 991 while (op != NULL)
1014 { 992 {
1018 op->carrying -= weight; 996 op->carrying -= weight;
1019 op = op->env; 997 op = op->env;
1020 } 998 }
1021} 999}
1022 1000
1023/* remove_ob(op): 1001/* op->remove ():
1024 * This function removes the object op from the linked list of objects 1002 * This function removes the object op from the linked list of objects
1025 * which it is currently tied to. When this function is done, the 1003 * which it is currently tied to. When this function is done, the
1026 * object will have no environment. If the object previously had an 1004 * object will have no environment. If the object previously had an
1027 * environment, the x and y coordinates will be updated to 1005 * environment, the x and y coordinates will be updated to
1028 * the previous environment. 1006 * the previous environment.
1029 * Beware: This function is called from the editor as well!
1030 */ 1007 */
1031
1032void 1008void
1033remove_ob (object *op) 1009object::do_remove ()
1034{ 1010{
1035 object *tmp, *last = 0; 1011 object *tmp, *last = 0;
1036 object *otmp; 1012 object *otmp;
1037 1013
1038 int check_walk_off;
1039 maptile *m;
1040
1041 sint16 x, y;
1042
1043 if (QUERY_FLAG (op, FLAG_REMOVED)) 1014 if (QUERY_FLAG (this, FLAG_REMOVED))
1044 return; 1015 return;
1045 1016
1046 SET_FLAG (op, FLAG_REMOVED); 1017 SET_FLAG (this, FLAG_REMOVED);
1018 INVOKE_OBJECT (REMOVE, this);
1047 1019
1048 if (op->more != NULL) 1020 if (more)
1049 remove_ob (op->more); 1021 more->remove ();
1050 1022
1051 /* 1023 /*
1052 * In this case, the object to be removed is in someones 1024 * In this case, the object to be removed is in someones
1053 * inventory. 1025 * inventory.
1054 */ 1026 */
1055 if (op->env != NULL) 1027 if (env)
1056 { 1028 {
1057 if (op->nrof) 1029 if (nrof)
1058 sub_weight (op->env, op->weight * op->nrof); 1030 sub_weight (env, weight * nrof);
1059 else 1031 else
1060 sub_weight (op->env, op->weight + op->carrying); 1032 sub_weight (env, weight + carrying);
1061 1033
1062 /* NO_FIX_PLAYER is set when a great many changes are being 1034 /* NO_FIX_PLAYER is set when a great many changes are being
1063 * made to players inventory. If set, avoiding the call 1035 * made to players inventory. If set, avoiding the call
1064 * to save cpu time. 1036 * to save cpu time.
1065 */ 1037 */
1066 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1038 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1067 fix_player (otmp); 1039 otmp->update_stats ();
1068 1040
1069 if (op->above != NULL) 1041 if (above)
1070 op->above->below = op->below; 1042 above->below = below;
1071 else 1043 else
1072 op->env->inv = op->below; 1044 env->inv = below;
1073 1045
1074 if (op->below != NULL) 1046 if (below)
1075 op->below->above = op->above; 1047 below->above = above;
1076 1048
1077 /* we set up values so that it could be inserted into 1049 /* we set up values so that it could be inserted into
1078 * the map, but we don't actually do that - it is up 1050 * the map, but we don't actually do that - it is up
1079 * to the caller to decide what we want to do. 1051 * to the caller to decide what we want to do.
1080 */ 1052 */
1081 op->x = op->env->x, op->y = op->env->y; 1053 x = env->x, y = env->y;
1082 op->map = op->env->map; 1054 map = env->map;
1083 op->above = NULL, op->below = NULL; 1055 above = 0, below = 0;
1084 op->env = NULL; 1056 env = 0;
1085 } 1057 }
1086 else if (op->map) 1058 else if (map)
1087 { 1059 {
1088 x = op->x; 1060 if (type == PLAYER)
1089 y = op->y;
1090 m = get_map_from_coord (op->map, &x, &y);
1091
1092 if (!m)
1093 {
1094 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1095 op->map->path, op->x, op->y);
1096 /* in old days, we used to set x and y to 0 and continue.
1097 * it seems if we get into this case, something is probablye
1098 * screwed up and should be fixed.
1099 */
1100 abort ();
1101 } 1061 {
1062 // leaving a spot always closes any open container on the ground
1063 if (container && !container->env)
1064 // this causes spurious floorbox updates, but it ensures
1065 // that the CLOSE event is being sent.
1066 close_container ();
1102 1067
1103 if (op->map != m) 1068 --map->players;
1104 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1069 map->touch ();
1105 op->map->path, m->path, op->x, op->y, x, y);
1106
1107 /* Re did the following section of code - it looks like it had
1108 * lots of logic for things we no longer care about
1109 */ 1070 }
1071
1072 map->dirty = true;
1073 mapspace &ms = this->ms ();
1110 1074
1111 /* link the object above us */ 1075 /* link the object above us */
1112 if (op->above) 1076 if (above)
1113 op->above->below = op->below; 1077 above->below = below;
1114 else 1078 else
1115 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1079 ms.top = below; /* we were top, set new top */
1116 1080
1117 /* Relink the object below us, if there is one */ 1081 /* Relink the object below us, if there is one */
1118 if (op->below) 1082 if (below)
1119 op->below->above = op->above; 1083 below->above = above;
1120 else 1084 else
1121 { 1085 {
1122 /* Nothing below, which means we need to relink map object for this space 1086 /* Nothing below, which means we need to relink map object for this space
1123 * use translated coordinates in case some oddness with map tiling is 1087 * use translated coordinates in case some oddness with map tiling is
1124 * evident 1088 * evident
1125 */ 1089 */
1126 if (GET_MAP_OB (m, x, y) != op) 1090 if (GET_MAP_OB (map, x, y) != this)
1127 {
1128 char *dump = dump_object (op);
1129 LOG (llevError,
1130 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1091 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 ());
1131 free (dump); 1092
1132 dump = dump_object (GET_MAP_OB (m, x, y)); 1093 ms.bot = above; /* goes on above it. */
1133 LOG (llevError, "%s\n", dump);
1134 free (dump);
1135 } 1094 }
1136 1095
1137 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1138 }
1139
1140 op->above = 0; 1096 above = 0;
1141 op->below = 0; 1097 below = 0;
1142 1098
1143 if (op->map->in_memory == MAP_SAVING) 1099 if (map->in_memory == MAP_SAVING)
1144 return; 1100 return;
1145 1101
1146 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1102 int check_walk_off = !flag [FLAG_NO_APPLY];
1147 1103
1148 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1104 if (object *pl = ms.player ())
1105 {
1106 if (pl->container == this)
1107 /* If a container that the player is currently using somehow gets
1108 * removed (most likely destroyed), update the player view
1109 * appropriately.
1110 */
1111 pl->close_container ();
1112
1113 pl->contr->ns->floorbox_update ();
1114 }
1115
1116 for (tmp = ms.bot; tmp; tmp = tmp->above)
1149 { 1117 {
1150 /* No point updating the players look faces if he is the object 1118 /* No point updating the players look faces if he is the object
1151 * being removed. 1119 * being removed.
1152 */ 1120 */
1153 1121
1154 if (tmp->type == PLAYER && tmp != op) 1122 /* See if object moving off should effect something */
1123 if (check_walk_off
1124 && ((move_type & tmp->move_off)
1125 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1155 { 1126 {
1156 /* If a container that the player is currently using somehow gets
1157 * removed (most likely destroyed), update the player view
1158 * appropriately.
1159 */
1160 if (tmp->container == op)
1161 {
1162 CLEAR_FLAG (op, FLAG_APPLIED);
1163 tmp->container = NULL;
1164 }
1165
1166 tmp->contr->socket.update_look = 1;
1167 }
1168
1169 /* See if player moving off should effect something */
1170 if (check_walk_off
1171 && ((op->move_type & tmp->move_off)
1172 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1173 {
1174 move_apply (tmp, op, NULL); 1127 move_apply (tmp, this, 0);
1175 1128
1176 if (op->destroyed ()) 1129 if (destroyed ())
1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1130 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1178 } 1131 }
1179 1132
1180 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1181
1182 if (tmp->above == tmp)
1183 tmp->above = NULL;
1184
1185 last = tmp; 1133 last = tmp;
1186 } 1134 }
1187 1135
1188 /* last == NULL of there are no objects on this space */ 1136 /* last == NULL if there are no objects on this space */
1137 //TODO: this makes little sense, why only update the topmost object?
1189 if (last == NULL) 1138 if (!last)
1190 { 1139 map->at (x, y).flags_ = 0;
1191 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1192 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1193 * those out anyways, and if there are any flags set right now, they won't
1194 * be correct anyways.
1195 */
1196 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1197 update_position (op->map, op->x, op->y);
1198 }
1199 else 1140 else
1200 update_object (last, UP_OBJ_REMOVE); 1141 update_object (last, UP_OBJ_REMOVE);
1201 1142
1202 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1143 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1203 update_all_los (op->map, op->x, op->y); 1144 update_all_los (map, x, y);
1204 } 1145 }
1205} 1146}
1206 1147
1207/* 1148/*
1208 * merge_ob(op,top): 1149 * merge_ob(op,top):
1216merge_ob (object *op, object *top) 1157merge_ob (object *op, object *top)
1217{ 1158{
1218 if (!op->nrof) 1159 if (!op->nrof)
1219 return 0; 1160 return 0;
1220 1161
1221 if (top == NULL) 1162 if (!top)
1222 for (top = op; top != NULL && top->above != NULL; top = top->above); 1163 for (top = op; top && top->above; top = top->above)
1164 ;
1223 1165
1224 for (; top != NULL; top = top->below) 1166 for (; top; top = top->below)
1225 { 1167 {
1226 if (top == op) 1168 if (top == op)
1227 continue; 1169 continue;
1228 if (CAN_MERGE (op, top)) 1170
1171 if (object::can_merge (op, top))
1229 { 1172 {
1230 top->nrof += op->nrof; 1173 top->nrof += op->nrof;
1231 1174
1232/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1175/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1233 op->weight = 0; /* Don't want any adjustements now */ 1176 op->weight = 0; /* Don't want any adjustements now */
1234 remove_ob (op); 1177 op->destroy ();
1235 free_object (op);
1236 return top; 1178 return top;
1237 } 1179 }
1238 } 1180 }
1239 1181
1240 return 0; 1182 return 0;
1241} 1183}
1242 1184
1185void
1186object::expand_tail ()
1187{
1188 if (more)
1189 return;
1190
1191 object *prev = this;
1192
1193 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1194 {
1195 object *op = arch_to_object (at);
1196
1197 op->name = name;
1198 op->name_pl = name_pl;
1199 op->title = title;
1200
1201 op->head = this;
1202 prev->more = op;
1203
1204 prev = op;
1205 }
1206}
1207
1243/* 1208/*
1244 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1209 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1245 * job preparing multi-part monsters 1210 * job preparing multi-part monsters.
1246 */ 1211 */
1247object * 1212object *
1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1213insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1249{ 1214{
1250 object *tmp;
1251
1252 if (op->head)
1253 op = op->head;
1254
1255 for (tmp = op; tmp; tmp = tmp->more) 1215 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1256 { 1216 {
1257 tmp->x = x + tmp->arch->clone.x; 1217 tmp->x = x + tmp->arch->x;
1258 tmp->y = y + tmp->arch->clone.y; 1218 tmp->y = y + tmp->arch->y;
1259 } 1219 }
1260 1220
1261 return insert_ob_in_map (op, m, originator, flag); 1221 return insert_ob_in_map (op, m, originator, flag);
1262} 1222}
1263 1223
1279 * Return value: 1239 * Return value:
1280 * new object if 'op' was merged with other object 1240 * new object if 'op' was merged with other object
1281 * NULL if 'op' was destroyed 1241 * NULL if 'op' was destroyed
1282 * just 'op' otherwise 1242 * just 'op' otherwise
1283 */ 1243 */
1284
1285object * 1244object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1245insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1246{
1247 assert (!op->flag [FLAG_FREED]);
1248
1288 object *tmp, *top, *floor = NULL; 1249 object *top, *floor = NULL;
1289 sint16 x, y;
1290 1250
1291 if (QUERY_FLAG (op, FLAG_FREED)) 1251 op->remove ();
1292 {
1293 LOG (llevError, "Trying to insert freed object!\n");
1294 return NULL;
1295 }
1296
1297 if (m == NULL)
1298 {
1299 char *dump = dump_object (op);
1300 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1301 free (dump);
1302 return op;
1303 }
1304
1305 if (out_of_map (m, op->x, op->y))
1306 {
1307 char *dump = dump_object (op);
1308 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1309#ifdef MANY_CORES
1310 /* Better to catch this here, as otherwise the next use of this object
1311 * is likely to cause a crash. Better to find out where it is getting
1312 * improperly inserted.
1313 */
1314 abort ();
1315#endif
1316 free (dump);
1317 return op;
1318 }
1319
1320 if (!QUERY_FLAG (op, FLAG_REMOVED))
1321 {
1322 char *dump = dump_object (op);
1323 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1324 free (dump);
1325 return op;
1326 }
1327
1328 if (op->more != NULL)
1329 {
1330 /* The part may be on a different map. */
1331
1332 object *more = op->more;
1333
1334 /* We really need the caller to normalize coordinates - if
1335 * we set the map, that doesn't work if the location is within
1336 * a map and this is straddling an edge. So only if coordinate
1337 * is clear wrong do we normalize it.
1338 */
1339 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1340 more->map = get_map_from_coord (m, &more->x, &more->y);
1341 else if (!more->map)
1342 {
1343 /* For backwards compatibility - when not dealing with tiled maps,
1344 * more->map should always point to the parent.
1345 */
1346 more->map = m;
1347 }
1348
1349 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1350 {
1351 if (!op->head)
1352 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1353
1354 return NULL;
1355 }
1356 }
1357
1358 CLEAR_FLAG (op, FLAG_REMOVED);
1359 1252
1360 /* Ideally, the caller figures this out. However, it complicates a lot 1253 /* Ideally, the caller figures this out. However, it complicates a lot
1361 * of areas of callers (eg, anything that uses find_free_spot would now 1254 * of areas of callers (eg, anything that uses find_free_spot would now
1362 * need extra work 1255 * need extra work
1363 */ 1256 */
1364 op->map = get_map_from_coord (m, &op->x, &op->y); 1257 if (!xy_normalise (m, op->x, op->y))
1365 x = op->x; 1258 {
1366 y = op->y; 1259 op->destroy ();
1260 return 0;
1261 }
1262
1263 if (object *more = op->more)
1264 if (!insert_ob_in_map (more, m, originator, flag))
1265 return 0;
1266
1267 CLEAR_FLAG (op, FLAG_REMOVED);
1268
1269 op->map = m;
1270 mapspace &ms = op->ms ();
1367 1271
1368 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1369 */ 1273 */
1370 if (op->nrof && !(flag & INS_NO_MERGE)) 1274 if (op->nrof && !(flag & INS_NO_MERGE))
1371 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1372 if (CAN_MERGE (op, tmp)) 1276 if (object::can_merge (op, tmp))
1373 { 1277 {
1374 op->nrof += tmp->nrof; 1278 op->nrof += tmp->nrof;
1375 remove_ob (tmp); 1279 tmp->destroy ();
1376 free_object (tmp);
1377 } 1280 }
1378 1281
1379 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1282 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1380 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1283 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1381 1284
1394 op->below = originator->below; 1297 op->below = originator->below;
1395 1298
1396 if (op->below) 1299 if (op->below)
1397 op->below->above = op; 1300 op->below->above = op;
1398 else 1301 else
1399 SET_MAP_OB (op->map, op->x, op->y, op); 1302 ms.bot = op;
1400 1303
1401 /* since *below* originator, no need to update top */ 1304 /* since *below* originator, no need to update top */
1402 originator->below = op; 1305 originator->below = op;
1403 } 1306 }
1404 else 1307 else
1405 { 1308 {
1309 top = ms.bot;
1310
1406 /* If there are other objects, then */ 1311 /* If there are other objects, then */
1407 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1312 if (top)
1408 { 1313 {
1409 object *last = NULL; 1314 object *last = 0;
1410 1315
1411 /* 1316 /*
1412 * If there are multiple objects on this space, we do some trickier handling. 1317 * If there are multiple objects on this space, we do some trickier handling.
1413 * We've already dealt with merging if appropriate. 1318 * We've already dealt with merging if appropriate.
1414 * Generally, we want to put the new object on top. But if 1319 * Generally, we want to put the new object on top. But if
1418 * once we get to them. This reduces the need to traverse over all of 1323 * once we get to them. This reduces the need to traverse over all of
1419 * them when adding another one - this saves quite a bit of cpu time 1324 * them when adding another one - this saves quite a bit of cpu time
1420 * when lots of spells are cast in one area. Currently, it is presumed 1325 * when lots of spells are cast in one area. Currently, it is presumed
1421 * that flying non pickable objects are spell objects. 1326 * that flying non pickable objects are spell objects.
1422 */ 1327 */
1423 1328 for (top = ms.bot; top; top = top->above)
1424 while (top != NULL)
1425 { 1329 {
1426 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1330 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1427 floor = top; 1331 floor = top;
1428 1332
1429 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1333 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1432 top = top->below; 1336 top = top->below;
1433 break; 1337 break;
1434 } 1338 }
1435 1339
1436 last = top; 1340 last = top;
1437 top = top->above;
1438 } 1341 }
1439 1342
1440 /* Don't want top to be NULL, so set it to the last valid object */ 1343 /* Don't want top to be NULL, so set it to the last valid object */
1441 top = last; 1344 top = last;
1442 1345
1444 * looks like instead of lots of conditions here. 1347 * looks like instead of lots of conditions here.
1445 * makes things faster, and effectively the same result. 1348 * makes things faster, and effectively the same result.
1446 */ 1349 */
1447 1350
1448 /* Have object 'fall below' other objects that block view. 1351 /* Have object 'fall below' other objects that block view.
1449 * Unless those objects are exits, type 66 1352 * Unless those objects are exits.
1450 * If INS_ON_TOP is used, don't do this processing 1353 * If INS_ON_TOP is used, don't do this processing
1451 * Need to find the object that in fact blocks view, otherwise 1354 * Need to find the object that in fact blocks view, otherwise
1452 * stacking is a bit odd. 1355 * stacking is a bit odd.
1453 */ 1356 */
1454 if (!(flag & INS_ON_TOP) && 1357 if (!(flag & INS_ON_TOP)
1455 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1358 && ms.flags () & P_BLOCKSVIEW
1359 && (op->face && !faces [op->face].visibility))
1456 { 1360 {
1457 for (last = top; last != floor; last = last->below) 1361 for (last = top; last != floor; last = last->below)
1458 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1459 break; 1363 break;
1364
1460 /* Check to see if we found the object that blocks view, 1365 /* Check to see if we found the object that blocks view,
1461 * and make sure we have a below pointer for it so that 1366 * and make sure we have a below pointer for it so that
1462 * we can get inserted below this one, which requires we 1367 * we can get inserted below this one, which requires we
1463 * set top to the object below us. 1368 * set top to the object below us.
1464 */ 1369 */
1465 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1466 top = last->below; 1371 top = last->below;
1467 } 1372 }
1468 } /* If objects on this space */ 1373 } /* If objects on this space */
1469 1374
1470 if (flag & INS_MAP_LOAD)
1471 top = GET_MAP_TOP (op->map, op->x, op->y);
1472
1473 if (flag & INS_ABOVE_FLOOR_ONLY) 1375 if (flag & INS_ABOVE_FLOOR_ONLY)
1474 top = floor; 1376 top = floor;
1475 1377
1476 /* Top is the object that our object (op) is going to get inserted above. 1378 /* Top is the object that our object (op) is going to get inserted above.
1477 */ 1379 */
1478 1380
1479 /* First object on this space */ 1381 /* First object on this space */
1480 if (!top) 1382 if (!top)
1481 { 1383 {
1482 op->above = GET_MAP_OB (op->map, op->x, op->y); 1384 op->above = ms.bot;
1483 1385
1484 if (op->above) 1386 if (op->above)
1485 op->above->below = op; 1387 op->above->below = op;
1486 1388
1487 op->below = NULL; 1389 op->below = 0;
1488 SET_MAP_OB (op->map, op->x, op->y, op); 1390 ms.bot = op;
1489 } 1391 }
1490 else 1392 else
1491 { /* get inserted into the stack above top */ 1393 { /* get inserted into the stack above top */
1492 op->above = top->above; 1394 op->above = top->above;
1493 1395
1496 1398
1497 op->below = top; 1399 op->below = top;
1498 top->above = op; 1400 top->above = op;
1499 } 1401 }
1500 1402
1501 if (op->above == NULL) 1403 if (!op->above)
1502 SET_MAP_TOP (op->map, op->x, op->y, op); 1404 ms.top = op;
1503 } /* else not INS_BELOW_ORIGINATOR */ 1405 } /* else not INS_BELOW_ORIGINATOR */
1504 1406
1505 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1408 {
1506 op->contr->do_los = 1; 1409 op->contr->do_los = 1;
1410 ++op->map->players;
1411 op->map->touch ();
1412 }
1507 1413
1508 /* If we have a floor, we know the player, if any, will be above 1414 op->map->dirty = true;
1509 * it, so save a few ticks and start from there. 1415
1510 */ 1416 if (object *pl = ms.player ())
1511 if (!(flag & INS_MAP_LOAD)) 1417 pl->contr->ns->floorbox_update ();
1512 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1513 if (tmp->type == PLAYER)
1514 tmp->contr->socket.update_look = 1;
1515 1418
1516 /* If this object glows, it may affect lighting conditions that are 1419 /* If this object glows, it may affect lighting conditions that are
1517 * visible to others on this map. But update_all_los is really 1420 * visible to others on this map. But update_all_los is really
1518 * an inefficient way to do this, as it means los for all players 1421 * an inefficient way to do this, as it means los for all players
1519 * on the map will get recalculated. The players could very well 1422 * on the map will get recalculated. The players could very well
1520 * be far away from this change and not affected in any way - 1423 * be far away from this change and not affected in any way -
1521 * this should get redone to only look for players within range, 1424 * this should get redone to only look for players within range,
1522 * or just updating the P_NEED_UPDATE for spaces within this area 1425 * or just updating the P_UPTODATE for spaces within this area
1523 * of effect may be sufficient. 1426 * of effect may be sufficient.
1524 */ 1427 */
1525 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1428 if (op->map->darkness && (op->glow_radius != 0))
1526 update_all_los (op->map, op->x, op->y); 1429 update_all_los (op->map, op->x, op->y);
1527 1430
1528 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1431 /* updates flags (blocked, alive, no magic, etc) for this map space */
1529 update_object (op, UP_OBJ_INSERT); 1432 update_object (op, UP_OBJ_INSERT);
1530 1433
1434 INVOKE_OBJECT (INSERT, op);
1435
1531 /* Don't know if moving this to the end will break anything. However, 1436 /* Don't know if moving this to the end will break anything. However,
1532 * we want to have update_look set above before calling this. 1437 * we want to have floorbox_update called before calling this.
1533 * 1438 *
1534 * check_move_on() must be after this because code called from 1439 * check_move_on() must be after this because code called from
1535 * check_move_on() depends on correct map flags (so functions like 1440 * check_move_on() depends on correct map flags (so functions like
1536 * blocked() and wall() work properly), and these flags are updated by 1441 * blocked() and wall() work properly), and these flags are updated by
1537 * update_object(). 1442 * update_object().
1538 */ 1443 */
1539 1444
1540 /* if this is not the head or flag has been passed, don't check walk on status */ 1445 /* if this is not the head or flag has been passed, don't check walk on status */
1541 if (!(flag & INS_NO_WALK_ON) && !op->head) 1446 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1542 { 1447 {
1543 if (check_move_on (op, originator)) 1448 if (check_move_on (op, originator))
1544 return NULL; 1449 return 0;
1545 1450
1546 /* If we are a multi part object, lets work our way through the check 1451 /* If we are a multi part object, lets work our way through the check
1547 * walk on's. 1452 * walk on's.
1548 */ 1453 */
1549 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1454 for (object *tmp = op->more; tmp; tmp = tmp->more)
1550 if (check_move_on (tmp, originator)) 1455 if (check_move_on (tmp, originator))
1551 return NULL; 1456 return 0;
1552 } 1457 }
1553 1458
1554 return op; 1459 return op;
1555} 1460}
1556 1461
1557/* this function inserts an object in the map, but if it 1462/* this function inserts an object in the map, but if it
1558 * finds an object of its own type, it'll remove that one first. 1463 * finds an object of its own type, it'll remove that one first.
1559 * op is the object to insert it under: supplies x and the map. 1464 * op is the object to insert it under: supplies x and the map.
1560 */ 1465 */
1561void 1466void
1562replace_insert_ob_in_map (const char *arch_string, object *op) 1467replace_insert_ob_in_map (const char *arch_string, object *op)
1563{ 1468{
1564 object * 1469 object *tmp, *tmp1;
1565 tmp;
1566 object *
1567 tmp1;
1568 1470
1569 /* first search for itself and remove any old instances */ 1471 /* first search for itself and remove any old instances */
1570 1472
1571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1473 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1572 {
1573 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1474 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1574 { 1475 tmp->destroy ();
1575 remove_ob (tmp);
1576 free_object (tmp);
1577 }
1578 }
1579 1476
1580 tmp1 = arch_to_object (archetype::find (arch_string)); 1477 tmp1 = arch_to_object (archetype::find (arch_string));
1581 1478
1582 tmp1->x = op->x; 1479 tmp1->x = op->x;
1583 tmp1->y = op->y; 1480 tmp1->y = op->y;
1584 insert_ob_in_map (tmp1, op->map, op, 0); 1481 insert_ob_in_map (tmp1, op->map, op, 0);
1482}
1483
1484object *
1485object::insert_at (object *where, object *originator, int flags)
1486{
1487 return where->map->insert (this, where->x, where->y, originator, flags);
1585} 1488}
1586 1489
1587/* 1490/*
1588 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1491 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1589 * is returned contains nr objects, and the remaining parts contains 1492 * is returned contains nr objects, and the remaining parts contains
1590 * the rest (or is removed and freed if that number is 0). 1493 * the rest (or is removed and freed if that number is 0).
1591 * On failure, NULL is returned, and the reason put into the 1494 * On failure, NULL is returned, and the reason put into the
1592 * global static errmsg array. 1495 * global static errmsg array.
1593 */ 1496 */
1594
1595object * 1497object *
1596get_split_ob (object *orig_ob, uint32 nr) 1498get_split_ob (object *orig_ob, uint32 nr)
1597{ 1499{
1598 object * 1500 object *newob;
1599 newob;
1600 int
1601 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1501 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1602 1502
1603 if (orig_ob->nrof < nr) 1503 if (orig_ob->nrof < nr)
1604 { 1504 {
1605 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1505 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1606 return NULL; 1506 return NULL;
1607 } 1507 }
1608 1508
1609 newob = object_create_clone (orig_ob); 1509 newob = object_create_clone (orig_ob);
1610 1510
1611 if ((orig_ob->nrof -= nr) < 1) 1511 if ((orig_ob->nrof -= nr) < 1)
1612 { 1512 orig_ob->destroy (1);
1613 if (!is_removed)
1614 remove_ob (orig_ob);
1615 free_object2 (orig_ob, 1);
1616 }
1617 else if (!is_removed) 1513 else if (!is_removed)
1618 { 1514 {
1619 if (orig_ob->env != NULL) 1515 if (orig_ob->env != NULL)
1620 sub_weight (orig_ob->env, orig_ob->weight * nr); 1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1621 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1517 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1636 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1637 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1638 * 1534 *
1639 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1640 */ 1536 */
1641
1642object * 1537object *
1643decrease_ob_nr (object *op, uint32 i) 1538decrease_ob_nr (object *op, uint32 i)
1644{ 1539{
1645 object *tmp; 1540 object *tmp;
1646 player *pl;
1647 1541
1648 if (i == 0) /* objects with op->nrof require this check */ 1542 if (i == 0) /* objects with op->nrof require this check */
1649 return op; 1543 return op;
1650 1544
1651 if (i > op->nrof) 1545 if (i > op->nrof)
1652 i = op->nrof; 1546 i = op->nrof;
1653 1547
1654 if (QUERY_FLAG (op, FLAG_REMOVED)) 1548 if (QUERY_FLAG (op, FLAG_REMOVED))
1655 op->nrof -= i; 1549 op->nrof -= i;
1656 else if (op->env != NULL) 1550 else if (op->env)
1657 { 1551 {
1658 /* is this object in the players inventory, or sub container 1552 /* is this object in the players inventory, or sub container
1659 * therein? 1553 * therein?
1660 */ 1554 */
1661 tmp = is_player_inv (op->env); 1555 tmp = op->in_player ();
1662 /* nope. Is this a container the player has opened? 1556 /* nope. Is this a container the player has opened?
1663 * If so, set tmp to that player. 1557 * If so, set tmp to that player.
1664 * IMO, searching through all the players will mostly 1558 * IMO, searching through all the players will mostly
1665 * likely be quicker than following op->env to the map, 1559 * likely be quicker than following op->env to the map,
1666 * and then searching the map for a player. 1560 * and then searching the map for a player.
1667 */ 1561 */
1668 if (!tmp) 1562 if (!tmp)
1669 { 1563 for_all_players (pl)
1670 for (pl = first_player; pl; pl = pl->next)
1671 if (pl->ob->container == op->env) 1564 if (pl->ob->container == op->env)
1565 {
1566 tmp = pl->ob;
1672 break; 1567 break;
1673 if (pl)
1674 tmp = pl->ob;
1675 else
1676 tmp = NULL;
1677 } 1568 }
1678 1569
1679 if (i < op->nrof) 1570 if (i < op->nrof)
1680 { 1571 {
1681 sub_weight (op->env, op->weight * i); 1572 sub_weight (op->env, op->weight * i);
1682 op->nrof -= i; 1573 op->nrof -= i;
1683 if (tmp) 1574 if (tmp)
1684 {
1685 esrv_send_item (tmp, op); 1575 esrv_send_item (tmp, op);
1686 }
1687 } 1576 }
1688 else 1577 else
1689 { 1578 {
1690 remove_ob (op); 1579 op->remove ();
1691 op->nrof = 0; 1580 op->nrof = 0;
1692 if (tmp) 1581 if (tmp)
1693 {
1694 esrv_del_item (tmp->contr, op->count); 1582 esrv_del_item (tmp->contr, op->count);
1695 }
1696 } 1583 }
1697 } 1584 }
1698 else 1585 else
1699 { 1586 {
1700 object *above = op->above; 1587 object *above = op->above;
1701 1588
1702 if (i < op->nrof) 1589 if (i < op->nrof)
1703 op->nrof -= i; 1590 op->nrof -= i;
1704 else 1591 else
1705 { 1592 {
1706 remove_ob (op); 1593 op->remove ();
1707 op->nrof = 0; 1594 op->nrof = 0;
1708 } 1595 }
1709 1596
1710 /* Since we just removed op, op->above is null */ 1597 /* Since we just removed op, op->above is null */
1711 for (tmp = above; tmp != NULL; tmp = tmp->above) 1598 for (tmp = above; tmp; tmp = tmp->above)
1712 if (tmp->type == PLAYER) 1599 if (tmp->type == PLAYER)
1713 { 1600 {
1714 if (op->nrof) 1601 if (op->nrof)
1715 esrv_send_item (tmp, op); 1602 esrv_send_item (tmp, op);
1716 else 1603 else
1720 1607
1721 if (op->nrof) 1608 if (op->nrof)
1722 return op; 1609 return op;
1723 else 1610 else
1724 { 1611 {
1725 free_object (op); 1612 op->destroy ();
1726 return NULL; 1613 return 0;
1727 } 1614 }
1728} 1615}
1729 1616
1730/* 1617/*
1731 * add_weight(object, weight) adds the specified weight to an object, 1618 * add_weight(object, weight) adds the specified weight to an object,
1732 * and also updates how much the environment(s) is/are carrying. 1619 * and also updates how much the environment(s) is/are carrying.
1733 */ 1620 */
1734
1735void 1621void
1736add_weight (object *op, signed long weight) 1622add_weight (object *op, signed long weight)
1737{ 1623{
1738 while (op != NULL) 1624 while (op != NULL)
1739 { 1625 {
1743 op->carrying += weight; 1629 op->carrying += weight;
1744 op = op->env; 1630 op = op->env;
1745 } 1631 }
1746} 1632}
1747 1633
1748/*
1749 * insert_ob_in_ob(op,environment):
1750 * This function inserts the object op in the linked list
1751 * inside the object environment.
1752 *
1753 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1754 * the inventory at the last position or next to other objects of the same
1755 * type.
1756 * Frank: Now sorted by type, archetype and magic!
1757 *
1758 * The function returns now pointer to inserted item, and return value can
1759 * be != op, if items are merged. -Tero
1760 */
1761
1762object * 1634object *
1763insert_ob_in_ob (object *op, object *where) 1635insert_ob_in_ob (object *op, object *where)
1764{ 1636{
1765 object * 1637 if (!where)
1766 tmp, *
1767 otmp;
1768
1769 if (!QUERY_FLAG (op, FLAG_REMOVED))
1770 {
1771 char *dump = dump_object (op);
1772 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1773 free (dump);
1774 return op;
1775 }
1776
1777 if (where == NULL)
1778 { 1638 {
1779 char *dump = dump_object (op); 1639 char *dump = dump_object (op);
1780 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1640 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1781 free (dump); 1641 free (dump);
1782 return op; 1642 return op;
1783 } 1643 }
1784 1644
1785 if (where->head) 1645 if (where->head_ () != where)
1786 { 1646 {
1787 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1647 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1788 where = where->head; 1648 where = where->head;
1789 } 1649 }
1650
1651 return where->insert (op);
1652}
1653
1654/*
1655 * env->insert (op)
1656 * This function inserts the object op in the linked list
1657 * inside the object environment.
1658 *
1659 * The function returns now pointer to inserted item, and return value can
1660 * be != op, if items are merged. -Tero
1661 */
1662object *
1663object::insert (object *op)
1664{
1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1666 op->remove ();
1790 1667
1791 if (op->more) 1668 if (op->more)
1792 { 1669 {
1793 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1670 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1794 return op; 1671 return op;
1795 } 1672 }
1796 1673
1797 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1798 CLEAR_FLAG (op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676
1799 if (op->nrof) 1677 if (op->nrof)
1800 { 1678 {
1801 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1679 for (object *tmp = inv; tmp; tmp = tmp->below)
1802 if (CAN_MERGE (tmp, op)) 1680 if (object::can_merge (tmp, op))
1803 { 1681 {
1804 /* return the original object and remove inserted object 1682 /* return the original object and remove inserted object
1805 (client needs the original object) */ 1683 (client needs the original object) */
1806 tmp->nrof += op->nrof; 1684 tmp->nrof += op->nrof;
1807 /* Weight handling gets pretty funky. Since we are adding to 1685 /* Weight handling gets pretty funky. Since we are adding to
1808 * tmp->nrof, we need to increase the weight. 1686 * tmp->nrof, we need to increase the weight.
1809 */ 1687 */
1810 add_weight (where, op->weight * op->nrof); 1688 add_weight (this, op->weight * op->nrof);
1811 SET_FLAG (op, FLAG_REMOVED); 1689 SET_FLAG (op, FLAG_REMOVED);
1812 free_object (op); /* free the inserted object */ 1690 op->destroy (); /* free the inserted object */
1813 op = tmp; 1691 op = tmp;
1814 remove_ob (op); /* and fix old object's links */ 1692 op->remove (); /* and fix old object's links */
1815 CLEAR_FLAG (op, FLAG_REMOVED); 1693 CLEAR_FLAG (op, FLAG_REMOVED);
1816 break; 1694 break;
1817 } 1695 }
1818 1696
1819 /* I assume combined objects have no inventory 1697 /* I assume combined objects have no inventory
1820 * We add the weight - this object could have just been removed 1698 * We add the weight - this object could have just been removed
1821 * (if it was possible to merge). calling remove_ob will subtract 1699 * (if it was possible to merge). calling remove_ob will subtract
1822 * the weight, so we need to add it in again, since we actually do 1700 * the weight, so we need to add it in again, since we actually do
1823 * the linking below 1701 * the linking below
1824 */ 1702 */
1825 add_weight (where, op->weight * op->nrof); 1703 add_weight (this, op->weight * op->nrof);
1826 } 1704 }
1827 else 1705 else
1828 add_weight (where, (op->weight + op->carrying)); 1706 add_weight (this, (op->weight + op->carrying));
1829 1707
1830 otmp = is_player_inv (where); 1708 if (object *otmp = this->in_player ())
1831 if (otmp && otmp->contr != NULL)
1832 {
1833 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1834 fix_player (otmp); 1710 otmp->update_stats ();
1835 }
1836 1711
1712 op->owner = 0; // its his/hers now. period.
1837 op->map = NULL; 1713 op->map = 0;
1838 op->env = where; 1714 op->env = this;
1839 op->above = NULL; 1715 op->above = 0;
1840 op->below = NULL; 1716 op->below = 0;
1841 op->x = 0, op->y = 0; 1717 op->x = op->y = 0;
1842 1718
1843 /* reset the light list and los of the players on the map */ 1719 /* reset the light list and los of the players on the map */
1844 if ((op->glow_radius != 0) && where->map) 1720 if (op->glow_radius && map)
1845 { 1721 {
1846#ifdef DEBUG_LIGHTS 1722#ifdef DEBUG_LIGHTS
1847 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1848#endif /* DEBUG_LIGHTS */ 1724#endif /* DEBUG_LIGHTS */
1849 if (MAP_DARKNESS (where->map)) 1725 if (map->darkness)
1850 update_all_los (where->map, where->x, where->y); 1726 update_all_los (map, x, y);
1851 } 1727 }
1852 1728
1853 /* Client has no idea of ordering so lets not bother ordering it here. 1729 /* Client has no idea of ordering so lets not bother ordering it here.
1854 * It sure simplifies this function... 1730 * It sure simplifies this function...
1855 */ 1731 */
1856 if (where->inv == NULL) 1732 if (!inv)
1857 where->inv = op; 1733 inv = op;
1858 else 1734 else
1859 { 1735 {
1860 op->below = where->inv; 1736 op->below = inv;
1861 op->below->above = op; 1737 op->below->above = op;
1862 where->inv = op; 1738 inv = op;
1863 } 1739 }
1740
1741 INVOKE_OBJECT (INSERT, this);
1742
1864 return op; 1743 return op;
1865} 1744}
1866 1745
1867/* 1746/*
1868 * Checks if any objects has a move_type that matches objects 1747 * Checks if any objects has a move_type that matches objects
1882 * 1761 *
1883 * MSW 2001-07-08: Check all objects on space, not just those below 1762 * MSW 2001-07-08: Check all objects on space, not just those below
1884 * object being inserted. insert_ob_in_map may not put new objects 1763 * object being inserted. insert_ob_in_map may not put new objects
1885 * on top. 1764 * on top.
1886 */ 1765 */
1887
1888int 1766int
1889check_move_on (object *op, object *originator) 1767check_move_on (object *op, object *originator)
1890{ 1768{
1891 object *tmp; 1769 object *tmp;
1892 maptile *m = op->map; 1770 maptile *m = op->map;
1919 1797
1920 /* The objects have to be checked from top to bottom. 1798 /* The objects have to be checked from top to bottom.
1921 * Hence, we first go to the top: 1799 * Hence, we first go to the top:
1922 */ 1800 */
1923 1801
1924 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1802 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1925 { 1803 {
1926 /* Trim the search when we find the first other spell effect 1804 /* Trim the search when we find the first other spell effect
1927 * this helps performance so that if a space has 50 spell objects, 1805 * this helps performance so that if a space has 50 spell objects,
1928 * we don't need to check all of them. 1806 * we don't need to check all of them.
1929 */ 1807 */
1947 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1948 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1949 { 1827 {
1950 1828
1951 float 1829 float
1952 diff = tmp->move_slow_penalty * FABS (op->speed); 1830 diff = tmp->move_slow_penalty * fabs (op->speed);
1953 1831
1954 if (op->type == PLAYER) 1832 if (op->type == PLAYER)
1955 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1833 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1956 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1834 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1957 diff /= 4.0; 1835 diff /= 4.0;
1984/* 1862/*
1985 * present_arch(arch, map, x, y) searches for any objects with 1863 * present_arch(arch, map, x, y) searches for any objects with
1986 * a matching archetype at the given map and coordinates. 1864 * a matching archetype at the given map and coordinates.
1987 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1988 */ 1866 */
1989
1990object * 1867object *
1991present_arch (const archetype *at, maptile *m, int x, int y) 1868present_arch (const archetype *at, maptile *m, int x, int y)
1992{ 1869{
1993 object *
1994 tmp;
1995
1996 if (m == NULL || out_of_map (m, x, y)) 1870 if (!m || out_of_map (m, x, y))
1997 { 1871 {
1998 LOG (llevError, "Present_arch called outside map.\n"); 1872 LOG (llevError, "Present_arch called outside map.\n");
1999 return NULL; 1873 return NULL;
2000 } 1874 }
2001 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1875
1876 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2002 if (tmp->arch == at) 1877 if (tmp->arch == at)
2003 return tmp; 1878 return tmp;
1879
2004 return NULL; 1880 return NULL;
2005} 1881}
2006 1882
2007/* 1883/*
2008 * present(type, map, x, y) searches for any objects with 1884 * present(type, map, x, y) searches for any objects with
2009 * a matching type variable at the given map and coordinates. 1885 * a matching type variable at the given map and coordinates.
2010 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
2011 */ 1887 */
2012
2013object * 1888object *
2014present (unsigned char type, maptile *m, int x, int y) 1889present (unsigned char type, maptile *m, int x, int y)
2015{ 1890{
2016 object *
2017 tmp;
2018
2019 if (out_of_map (m, x, y)) 1891 if (out_of_map (m, x, y))
2020 { 1892 {
2021 LOG (llevError, "Present called outside map.\n"); 1893 LOG (llevError, "Present called outside map.\n");
2022 return NULL; 1894 return NULL;
2023 } 1895 }
2024 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1896
1897 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2025 if (tmp->type == type) 1898 if (tmp->type == type)
2026 return tmp; 1899 return tmp;
1900
2027 return NULL; 1901 return NULL;
2028} 1902}
2029 1903
2030/* 1904/*
2031 * present_in_ob(type, object) searches for any objects with 1905 * present_in_ob(type, object) searches for any objects with
2032 * a matching type variable in the inventory of the given object. 1906 * a matching type variable in the inventory of the given object.
2033 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
2034 */ 1908 */
2035
2036object * 1909object *
2037present_in_ob (unsigned char type, const object *op) 1910present_in_ob (unsigned char type, const object *op)
2038{ 1911{
2039 object *
2040 tmp;
2041
2042 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2043 if (tmp->type == type) 1913 if (tmp->type == type)
2044 return tmp; 1914 return tmp;
1915
2045 return NULL; 1916 return NULL;
2046} 1917}
2047 1918
2048/* 1919/*
2049 * present_in_ob (type, str, object) searches for any objects with 1920 * present_in_ob (type, str, object) searches for any objects with
2057 * str is the string to match against. Note that we match against 1928 * str is the string to match against. Note that we match against
2058 * the object name, not the archetype name. this is so that the 1929 * the object name, not the archetype name. this is so that the
2059 * spell code can use one object type (force), but change it's name 1930 * spell code can use one object type (force), but change it's name
2060 * to be unique. 1931 * to be unique.
2061 */ 1932 */
2062
2063object * 1933object *
2064present_in_ob_by_name (int type, const char *str, const object *op) 1934present_in_ob_by_name (int type, const char *str, const object *op)
2065{ 1935{
2066 object *
2067 tmp;
2068
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1936 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2070 {
2071 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1937 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2072 return tmp; 1938 return tmp;
2073 } 1939
2074 return NULL; 1940 return 0;
2075} 1941}
2076 1942
2077/* 1943/*
2078 * present_arch_in_ob(archetype, object) searches for any objects with 1944 * present_arch_in_ob(archetype, object) searches for any objects with
2079 * a matching archetype in the inventory of the given object. 1945 * a matching archetype in the inventory of the given object.
2080 * The first matching object is returned, or NULL if none. 1946 * The first matching object is returned, or NULL if none.
2081 */ 1947 */
2082
2083object * 1948object *
2084present_arch_in_ob (const archetype *at, const object *op) 1949present_arch_in_ob (const archetype *at, const object *op)
2085{ 1950{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 if (tmp->arch == at) 1952 if (tmp->arch == at)
2091 return tmp; 1953 return tmp;
1954
2092 return NULL; 1955 return NULL;
2093} 1956}
2094 1957
2095/* 1958/*
2096 * activate recursively a flag on an object inventory 1959 * activate recursively a flag on an object inventory
2097 */ 1960 */
2098void 1961void
2099flag_inv (object *op, int flag) 1962flag_inv (object *op, int flag)
2100{ 1963{
2101 object *
2102 tmp;
2103
2104 if (op->inv)
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2106 { 1965 {
2107 SET_FLAG (tmp, flag); 1966 SET_FLAG (tmp, flag);
2108 flag_inv (tmp, flag); 1967 flag_inv (tmp, flag);
2109 } 1968 }
2110} /* 1969}
1970
1971/*
2111 * desactivate recursively a flag on an object inventory 1972 * deactivate recursively a flag on an object inventory
2112 */ 1973 */
2113void 1974void
2114unflag_inv (object *op, int flag) 1975unflag_inv (object *op, int flag)
2115{ 1976{
2116 object *
2117 tmp;
2118
2119 if (op->inv)
2120 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2121 { 1978 {
2122 CLEAR_FLAG (tmp, flag); 1979 CLEAR_FLAG (tmp, flag);
2123 unflag_inv (tmp, flag); 1980 unflag_inv (tmp, flag);
2124 } 1981 }
2125}
2126
2127/*
2128 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2129 * all it's inventory (recursively).
2130 * If checksums are used, a player will get set_cheat called for
2131 * him/her-self and all object carried by a call to this function.
2132 */
2133
2134void
2135set_cheat (object *op)
2136{
2137 SET_FLAG (op, FLAG_WAS_WIZ);
2138 flag_inv (op, FLAG_WAS_WIZ);
2139} 1982}
2140 1983
2141/* 1984/*
2142 * find_free_spot(object, map, x, y, start, stop) will search for 1985 * find_free_spot(object, map, x, y, start, stop) will search for
2143 * a spot at the given map and coordinates which will be able to contain 1986 * a spot at the given map and coordinates which will be able to contain
2145 * to search (see the freearr_x/y[] definition). 1988 * to search (see the freearr_x/y[] definition).
2146 * It returns a random choice among the alternatives found. 1989 * It returns a random choice among the alternatives found.
2147 * start and stop are where to start relative to the free_arr array (1,9 1990 * start and stop are where to start relative to the free_arr array (1,9
2148 * does all 4 immediate directions). This returns the index into the 1991 * does all 4 immediate directions). This returns the index into the
2149 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1992 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2150 * Note - this only checks to see if there is space for the head of the
2151 * object - if it is a multispace object, this should be called for all
2152 * pieces.
2153 * Note2: This function does correctly handle tiled maps, but does not 1993 * Note: This function does correctly handle tiled maps, but does not
2154 * inform the caller. However, insert_ob_in_map will update as 1994 * inform the caller. However, insert_ob_in_map will update as
2155 * necessary, so the caller shouldn't need to do any special work. 1995 * necessary, so the caller shouldn't need to do any special work.
2156 * Note - updated to take an object instead of archetype - this is necessary 1996 * Note - updated to take an object instead of archetype - this is necessary
2157 * because arch_blocked (now ob_blocked) needs to know the movement type 1997 * because arch_blocked (now ob_blocked) needs to know the movement type
2158 * to know if the space in question will block the object. We can't use 1998 * to know if the space in question will block the object. We can't use
2159 * the archetype because that isn't correct if the monster has been 1999 * the archetype because that isn't correct if the monster has been
2160 * customized, changed states, etc. 2000 * customized, changed states, etc.
2161 */ 2001 */
2162
2163int 2002int
2164find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2165{ 2004{
2166 int
2167 i,
2168 index = 0, flag;
2169 static int
2170 altern[SIZEOFFREE]; 2005 int altern[SIZEOFFREE];
2006 int index = 0, flag;
2171 2007
2172 for (i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
2173 { 2009 {
2174 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 mapxy pos (m, x, y); pos.move (i);
2175 if (!flag) 2011
2012 if (!pos.normalise ())
2013 continue;
2014
2015 mapspace &ms = *pos;
2016
2017 if (ms.flags () & P_IS_ALIVE)
2018 continue;
2019
2020 /* However, often
2021 * ob doesn't have any move type (when used to place exits)
2022 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2023 */
2024 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2025 {
2176 altern[index++] = i; 2026 altern [index++] = i;
2027 continue;
2028 }
2177 2029
2178 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* Basically, if we find a wall on a space, we cut down the search size.
2179 * In this way, we won't return spaces that are on another side of a wall. 2031 * In this way, we won't return spaces that are on another side of a wall.
2180 * This mostly work, but it cuts down the search size in all directions - 2032 * This mostly work, but it cuts down the search size in all directions -
2181 * if the space being examined only has a wall to the north and empty 2033 * if the space being examined only has a wall to the north and empty
2182 * spaces in all the other directions, this will reduce the search space 2034 * spaces in all the other directions, this will reduce the search space
2183 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
2184 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2185 */ 2037 */
2186 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2038 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039 {
2187 stop = maxfree[i]; 2040 stop = maxfree[i];
2041 continue;
2042 }
2043
2044 /* Note it is intentional that we check ob - the movement type of the
2045 * head of the object should correspond for the entire object.
2046 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue;
2049
2050 if (ob->blocked (m, pos.x, pos.y))
2051 continue;
2052
2053 altern [index++] = i;
2188 } 2054 }
2055
2189 if (!index) 2056 if (!index)
2190 return -1; 2057 return -1;
2058
2191 return altern[RANDOM () % index]; 2059 return altern [rndm (index)];
2192} 2060}
2193 2061
2194/* 2062/*
2195 * find_first_free_spot(archetype, maptile, x, y) works like 2063 * find_first_free_spot(archetype, maptile, x, y) works like
2196 * find_free_spot(), but it will search max number of squares. 2064 * find_free_spot(), but it will search max number of squares.
2197 * But it will return the first available spot, not a random choice. 2065 * But it will return the first available spot, not a random choice.
2198 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2066 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2199 */ 2067 */
2200
2201int 2068int
2202find_first_free_spot (const object *ob, maptile *m, int x, int y) 2069find_first_free_spot (const object *ob, maptile *m, int x, int y)
2203{ 2070{
2204 int
2205 i;
2206
2207 for (i = 0; i < SIZEOFFREE; i++) 2071 for (int i = 0; i < SIZEOFFREE; i++)
2208 {
2209 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2072 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2210 return i; 2073 return i;
2211 } 2074
2212 return -1; 2075 return -1;
2213} 2076}
2214 2077
2215/* 2078/*
2216 * The function permute(arr, begin, end) randomly reorders the array 2079 * The function permute(arr, begin, end) randomly reorders the array
2217 * arr[begin..end-1]. 2080 * arr[begin..end-1].
2081 * now uses a fisher-yates shuffle, old permute was broken
2218 */ 2082 */
2219static void 2083static void
2220permute (int *arr, int begin, int end) 2084permute (int *arr, int begin, int end)
2221{ 2085{
2222 int 2086 arr += begin;
2223 i,
2224 j,
2225 tmp,
2226 len;
2227
2228 len = end - begin; 2087 end -= begin;
2229 for (i = begin; i < end; i++)
2230 {
2231 j = begin + RANDOM () % len;
2232 2088
2233 tmp = arr[i]; 2089 while (--end)
2234 arr[i] = arr[j]; 2090 swap (arr [end], arr [rndm (end + 1)]);
2235 arr[j] = tmp;
2236 }
2237} 2091}
2238 2092
2239/* new function to make monster searching more efficient, and effective! 2093/* new function to make monster searching more efficient, and effective!
2240 * This basically returns a randomized array (in the passed pointer) of 2094 * This basically returns a randomized array (in the passed pointer) of
2241 * the spaces to find monsters. In this way, it won't always look for 2095 * the spaces to find monsters. In this way, it won't always look for
2244 * the 3x3 area will be searched, just not in a predictable order. 2098 * the 3x3 area will be searched, just not in a predictable order.
2245 */ 2099 */
2246void 2100void
2247get_search_arr (int *search_arr) 2101get_search_arr (int *search_arr)
2248{ 2102{
2249 int 2103 int i;
2250 i;
2251 2104
2252 for (i = 0; i < SIZEOFFREE; i++) 2105 for (i = 0; i < SIZEOFFREE; i++)
2253 {
2254 search_arr[i] = i; 2106 search_arr[i] = i;
2255 }
2256 2107
2257 permute (search_arr, 1, SIZEOFFREE1 + 1); 2108 permute (search_arr, 1, SIZEOFFREE1 + 1);
2258 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2259 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2260} 2111}
2269 * Perhaps incorrectly, but I'm making the assumption that exclude 2120 * Perhaps incorrectly, but I'm making the assumption that exclude
2270 * is actually want is going to try and move there. We need this info 2121 * is actually want is going to try and move there. We need this info
2271 * because we have to know what movement the thing looking to move 2122 * because we have to know what movement the thing looking to move
2272 * there is capable of. 2123 * there is capable of.
2273 */ 2124 */
2274
2275int 2125int
2276find_dir (maptile *m, int x, int y, object *exclude) 2126find_dir (maptile *m, int x, int y, object *exclude)
2277{ 2127{
2278 int
2279 i,
2280 max = SIZEOFFREE, mflags; 2128 int i, max = SIZEOFFREE, mflags;
2281 2129
2282 sint16 nx, ny; 2130 sint16 nx, ny;
2283 object * 2131 object *tmp;
2284 tmp;
2285 maptile * 2132 maptile *mp;
2286 mp;
2287 2133
2288 MoveType blocked, move_type; 2134 MoveType blocked, move_type;
2289 2135
2290 if (exclude && exclude->head) 2136 if (exclude && exclude->head_ () != exclude)
2291 { 2137 {
2292 exclude = exclude->head; 2138 exclude = exclude->head;
2293 move_type = exclude->move_type; 2139 move_type = exclude->move_type;
2294 } 2140 }
2295 else 2141 else
2303 mp = m; 2149 mp = m;
2304 nx = x + freearr_x[i]; 2150 nx = x + freearr_x[i];
2305 ny = y + freearr_y[i]; 2151 ny = y + freearr_y[i];
2306 2152
2307 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2153 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2154
2308 if (mflags & P_OUT_OF_MAP) 2155 if (mflags & P_OUT_OF_MAP)
2309 {
2310 max = maxfree[i]; 2156 max = maxfree[i];
2311 }
2312 else 2157 else
2313 { 2158 {
2314 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2159 mapspace &ms = mp->at (nx, ny);
2160
2161 blocked = ms.move_block;
2315 2162
2316 if ((move_type & blocked) == move_type) 2163 if ((move_type & blocked) == move_type)
2317 {
2318 max = maxfree[i]; 2164 max = maxfree[i];
2319 }
2320 else if (mflags & P_IS_ALIVE) 2165 else if (mflags & P_IS_ALIVE)
2321 { 2166 {
2322 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2167 for (tmp = ms.bot; tmp; tmp = tmp->above)
2323 { 2168 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2324 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2325 {
2326 break; 2170 break;
2327 } 2171
2328 }
2329 if (tmp) 2172 if (tmp)
2330 {
2331 return freedir[i]; 2173 return freedir[i];
2332 }
2333 } 2174 }
2334 } 2175 }
2335 } 2176 }
2177
2336 return 0; 2178 return 0;
2337} 2179}
2338 2180
2339/* 2181/*
2340 * distance(object 1, object 2) will return the square of the 2182 * distance(object 1, object 2) will return the square of the
2341 * distance between the two given objects. 2183 * distance between the two given objects.
2342 */ 2184 */
2343
2344int 2185int
2345distance (const object *ob1, const object *ob2) 2186distance (const object *ob1, const object *ob2)
2346{ 2187{
2347 int
2348 i;
2349
2350 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2351 return i;
2352} 2189}
2353 2190
2354/* 2191/*
2355 * find_dir_2(delta-x,delta-y) will return a direction in which 2192 * find_dir_2(delta-x,delta-y) will return a direction in which
2356 * an object which has subtracted the x and y coordinates of another 2193 * an object which has subtracted the x and y coordinates of another
2357 * object, needs to travel toward it. 2194 * object, needs to travel toward it.
2358 */ 2195 */
2359
2360int 2196int
2361find_dir_2 (int x, int y) 2197find_dir_2 (int x, int y)
2362{ 2198{
2363 int 2199 int q;
2364 q;
2365 2200
2366 if (y) 2201 if (y)
2367 q = x * 100 / y; 2202 q = x * 100 / y;
2368 else if (x) 2203 else if (x)
2369 q = -300 * x; 2204 q = -300 * x;
2394 2229
2395 return 3; 2230 return 3;
2396} 2231}
2397 2232
2398/* 2233/*
2399 * absdir(int): Returns a number between 1 and 8, which represent
2400 * the "absolute" direction of a number (it actually takes care of
2401 * "overflow" in previous calculations of a direction).
2402 */
2403
2404int
2405absdir (int d)
2406{
2407 while (d < 1)
2408 d += 8;
2409 while (d > 8)
2410 d -= 8;
2411 return d;
2412}
2413
2414/*
2415 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2416 * between two directions (which are expected to be absolute (see absdir()) 2235 * between two directions (which are expected to be absolute (see absdir())
2417 */ 2236 */
2418
2419int 2237int
2420dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2421{ 2239{
2422 int 2240 int d;
2423 d;
2424 2241
2425 d = abs (dir1 - dir2); 2242 d = abs (dir1 - dir2);
2426 if (d > 4) 2243 if (d > 4)
2427 d = 8 - d; 2244 d = 8 - d;
2245
2428 return d; 2246 return d;
2429} 2247}
2430 2248
2431/* peterm: 2249/* peterm:
2432 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2435 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2436 * direction 4, 14, or 16 to get back to where we are. 2254 * direction 4, 14, or 16 to get back to where we are.
2437 * Moved from spell_util.c to object.c with the other related direction 2255 * Moved from spell_util.c to object.c with the other related direction
2438 * functions. 2256 * functions.
2439 */ 2257 */
2440
2441int
2442 reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2443 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2444 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2445 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2446 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2447 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2495 * find a path to that monster that we found. If not, 2311 * find a path to that monster that we found. If not,
2496 * we don't bother going toward it. Returns 1 if we 2312 * we don't bother going toward it. Returns 1 if we
2497 * can see a direct way to get it 2313 * can see a direct way to get it
2498 * Modified to be map tile aware -.MSW 2314 * Modified to be map tile aware -.MSW
2499 */ 2315 */
2500
2501
2502int 2316int
2503can_see_monsterP (maptile *m, int x, int y, int dir) 2317can_see_monsterP (maptile *m, int x, int y, int dir)
2504{ 2318{
2505 sint16 dx, dy; 2319 sint16 dx, dy;
2506 int
2507 mflags; 2320 int mflags;
2508 2321
2509 if (dir < 0) 2322 if (dir < 0)
2510 return 0; /* exit condition: invalid direction */ 2323 return 0; /* exit condition: invalid direction */
2511 2324
2512 dx = x + freearr_x[dir]; 2325 dx = x + freearr_x[dir];
2525 return 0; 2338 return 0;
2526 2339
2527 /* yes, can see. */ 2340 /* yes, can see. */
2528 if (dir < 9) 2341 if (dir < 9)
2529 return 1; 2342 return 1;
2343
2530 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2531 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2345 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2346 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2532} 2347}
2533
2534
2535 2348
2536/* 2349/*
2537 * can_pick(picker, item): finds out if an object is possible to be 2350 * can_pick(picker, item): finds out if an object is possible to be
2538 * picked up by the picker. Returnes 1 if it can be 2351 * picked up by the picker. Returnes 1 if it can be
2539 * picked up, otherwise 0. 2352 * picked up, otherwise 0.
2541 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2542 * core dumps if they do. 2355 * core dumps if they do.
2543 * 2356 *
2544 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2545 */ 2358 */
2546
2547int 2359int
2548can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2549{ 2361{
2550 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2551 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2552 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2553} 2365}
2554 2366
2555
2556/* 2367/*
2557 * create clone from object to another 2368 * create clone from object to another
2558 */ 2369 */
2559object * 2370object *
2560object_create_clone (object *asrc) 2371object_create_clone (object *asrc)
2561{ 2372{
2562 object *
2563 dst = NULL, *tmp, *src, *part, *prev, *item; 2373 object *dst = 0, *tmp, *src, *prev, *item;
2564 2374
2565 if (!asrc) 2375 if (!asrc)
2566 return NULL; 2376 return 0;
2567 src = asrc; 2377
2568 if (src->head)
2569 src = src->head; 2378 src = asrc->head_ ();
2570 2379
2571 prev = NULL; 2380 prev = 0;
2572 for (part = src; part; part = part->more) 2381 for (object *part = src; part; part = part->more)
2573 { 2382 {
2574 tmp = get_object (); 2383 tmp = part->clone ();
2575 copy_object (part, tmp);
2576 tmp->x -= src->x; 2384 tmp->x -= src->x;
2577 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2578 if (!part->head) 2387 if (!part->head)
2579 { 2388 {
2580 dst = tmp; 2389 dst = tmp;
2581 tmp->head = NULL; 2390 tmp->head = 0;
2582 } 2391 }
2583 else 2392 else
2584 {
2585 tmp->head = dst; 2393 tmp->head = dst;
2586 } 2394
2587 tmp->more = NULL; 2395 tmp->more = 0;
2396
2588 if (prev) 2397 if (prev)
2589 prev->more = tmp; 2398 prev->more = tmp;
2399
2590 prev = tmp; 2400 prev = tmp;
2591 } 2401 }
2592 2402
2593 for (item = src->inv; item; item = item->below) 2403 for (item = src->inv; item; item = item->below)
2594 insert_ob_in_ob (object_create_clone (item), dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2595 2405
2596 return dst; 2406 return dst;
2597}
2598
2599/* GROS - Creates an object using a string representing its content. */
2600/* Basically, we save the content of the string to a temp file, then call */
2601/* load_object on it. I admit it is a highly inefficient way to make things, */
2602/* but it was simple to make and allows reusing the load_object function. */
2603/* Remember not to use load_object_str in a time-critical situation. */
2604/* Also remember that multiparts objects are not supported for now. */
2605
2606object *
2607load_object_str (const char *obstr)
2608{
2609 object *op;
2610 char filename[MAX_BUF];
2611
2612 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2613
2614 FILE *tempfile = fopen (filename, "w");
2615
2616 if (tempfile == NULL)
2617 {
2618 LOG (llevError, "Error - Unable to access load object temp file\n");
2619 return NULL;
2620 }
2621
2622 fprintf (tempfile, obstr);
2623 fclose (tempfile);
2624
2625 op = get_object ();
2626
2627 object_thawer thawer (filename);
2628
2629 if (thawer)
2630 load_object (thawer, op, 0);
2631
2632 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2633 CLEAR_FLAG (op, FLAG_REMOVED);
2634
2635 return op;
2636} 2407}
2637 2408
2638/* This returns the first object in who's inventory that 2409/* This returns the first object in who's inventory that
2639 * has the same type and subtype match. 2410 * has the same type and subtype match.
2640 * returns NULL if no match. 2411 * returns NULL if no match.
2641 */ 2412 */
2642object * 2413object *
2643find_obj_by_type_subtype (const object *who, int type, int subtype) 2414find_obj_by_type_subtype (const object *who, int type, int subtype)
2644{ 2415{
2645 object *tmp;
2646
2647 for (tmp = who->inv; tmp; tmp = tmp->below) 2416 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2648 if (tmp->type == type && tmp->subtype == subtype) 2417 if (tmp->type == type && tmp->subtype == subtype)
2649 return tmp; 2418 return tmp;
2650 2419
2651 return NULL; 2420 return 0;
2652} 2421}
2653 2422
2654/* If ob has a field named key, return the link from the list, 2423/* If ob has a field named key, return the link from the list,
2655 * otherwise return NULL. 2424 * otherwise return NULL.
2656 * 2425 *
2658 * do the desired thing. 2427 * do the desired thing.
2659 */ 2428 */
2660key_value * 2429key_value *
2661get_ob_key_link (const object *ob, const char *key) 2430get_ob_key_link (const object *ob, const char *key)
2662{ 2431{
2663 key_value *link;
2664
2665 for (link = ob->key_values; link != NULL; link = link->next) 2432 for (key_value *link = ob->key_values; link; link = link->next)
2666 if (link->key == key) 2433 if (link->key == key)
2667 return link; 2434 return link;
2668 2435
2669 return NULL; 2436 return 0;
2670} 2437}
2671 2438
2672/* 2439/*
2673 * Returns the value of op has an extra_field for key, or NULL. 2440 * Returns the value of op has an extra_field for key, or NULL.
2674 * 2441 *
2699 if (link->key == canonical_key) 2466 if (link->key == canonical_key)
2700 return link->value; 2467 return link->value;
2701 2468
2702 return 0; 2469 return 0;
2703} 2470}
2704
2705 2471
2706/* 2472/*
2707 * Updates the canonical_key in op to value. 2473 * Updates the canonical_key in op to value.
2708 * 2474 *
2709 * canonical_key is a shared string (value doesn't have to be). 2475 * canonical_key is a shared string (value doesn't have to be).
2714 * Returns TRUE on success. 2480 * Returns TRUE on success.
2715 */ 2481 */
2716int 2482int
2717set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2483set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2718{ 2484{
2719 key_value *
2720 field = NULL, *last = NULL; 2485 key_value *field = NULL, *last = NULL;
2721 2486
2722 for (field = op->key_values; field != NULL; field = field->next) 2487 for (field = op->key_values; field != NULL; field = field->next)
2723 { 2488 {
2724 if (field->key != canonical_key) 2489 if (field->key != canonical_key)
2725 { 2490 {
2734 /* Basically, if the archetype has this key set, 2499 /* Basically, if the archetype has this key set,
2735 * we need to store the null value so when we save 2500 * we need to store the null value so when we save
2736 * it, we save the empty value so that when we load, 2501 * it, we save the empty value so that when we load,
2737 * we get this value back again. 2502 * we get this value back again.
2738 */ 2503 */
2739 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2504 if (get_ob_key_link (op->arch, canonical_key))
2740 field->value = 0; 2505 field->value = 0;
2741 else 2506 else
2742 { 2507 {
2743 if (last) 2508 if (last)
2744 last->next = field->next; 2509 last->next = field->next;
2753 /* IF we get here, key doesn't exist */ 2518 /* IF we get here, key doesn't exist */
2754 2519
2755 /* No field, we'll have to add it. */ 2520 /* No field, we'll have to add it. */
2756 2521
2757 if (!add_key) 2522 if (!add_key)
2758 {
2759 return FALSE; 2523 return FALSE;
2760 } 2524
2761 /* There isn't any good reason to store a null 2525 /* There isn't any good reason to store a null
2762 * value in the key/value list. If the archetype has 2526 * value in the key/value list. If the archetype has
2763 * this key, then we should also have it, so shouldn't 2527 * this key, then we should also have it, so shouldn't
2764 * be here. If user wants to store empty strings, 2528 * be here. If user wants to store empty strings,
2765 * should pass in "" 2529 * should pass in ""
2814 } 2578 }
2815 else 2579 else
2816 item = item->env; 2580 item = item->env;
2817} 2581}
2818 2582
2583const char *
2584object::flag_desc (char *desc, int len) const
2585{
2586 char *p = desc;
2587 bool first = true;
2588
2589 *p = 0;
2590
2591 for (int i = 0; i < NUM_FLAGS; i++)
2592 {
2593 if (len <= 10) // magic constant!
2594 {
2595 snprintf (p, len, ",...");
2596 break;
2597 }
2598
2599 if (flag [i])
2600 {
2601 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2602 len -= cnt;
2603 p += cnt;
2604 first = false;
2605 }
2606 }
2607
2608 return desc;
2609}
2610
2819// return a suitable string describing an objetc in enough detail to find it 2611// return a suitable string describing an object in enough detail to find it
2820const char * 2612const char *
2821object::debug_desc (char *info) const 2613object::debug_desc (char *info) const
2822{ 2614{
2615 char flagdesc[512];
2823 char info2[256 * 3]; 2616 char info2[256 * 4];
2824 char *p = info; 2617 char *p = info;
2825 2618
2826 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2619 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2827 count, 2620 count, uuid.seq,
2828 &name, 2621 &name,
2829 title ? " " : "", 2622 title ? "\",title:\"" : "",
2830 title ? (const char *)title : ""); 2623 title ? (const char *)title : "",
2624 flag_desc (flagdesc, 512), type);
2831 2625
2832 if (env) 2626 if (!this->flag[FLAG_REMOVED] && env)
2833 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2627 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2834 2628
2835 if (map) 2629 if (map)
2836 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2630 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2837 2631
2838 return info; 2632 return info;
2839} 2633}
2840 2634
2841const char * 2635const char *
2842object::debug_desc () const 2636object::debug_desc () const
2843{ 2637{
2844 static char info[256 * 3]; 2638 static char info[3][256 * 4];
2639 static int info_idx;
2640
2845 return debug_desc (info); 2641 return debug_desc (info [++info_idx % 3]);
2846} 2642}
2847 2643
2644struct region *
2645object::region () const
2646{
2647 return map ? map->region (x, y)
2648 : region::default_region ();
2649}
2650
2651const materialtype_t *
2652object::dominant_material () const
2653{
2654 if (materialtype_t *mt = name_to_material (materialname))
2655 return mt;
2656
2657 return name_to_material (shstr_unknown);
2658}
2659
2660void
2661object::open_container (object *new_container)
2662{
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671#if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676#endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 play_sound (sound_find ("chest_close"));
2684 }
2685
2686 if (new_container)
2687 {
2688 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2689 return;
2690
2691 // TODO: this does not seem to serve any purpose anymore?
2692#if 0
2693 // insert the "Close Container" object.
2694 if (archetype *closer = new_container->other_arch)
2695 {
2696 object *closer = arch_to_object (new_container->other_arch);
2697 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2698 new_container->insert (closer);
2699 }
2700#endif
2701
2702 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2703
2704 new_container->flag [FLAG_APPLIED] = 1;
2705 container = new_container;
2706
2707 esrv_update_item (UPD_FLAGS, this, new_container);
2708 esrv_send_inventory (this, new_container);
2709 play_sound (sound_find ("chest_open"));
2710 }
2711}
2712
2713object *
2714object::force_find (const shstr name)
2715{
2716 /* cycle through his inventory to look for the MARK we want to
2717 * place
2718 */
2719 for (object *tmp = inv; tmp; tmp = tmp->below)
2720 if (tmp->type == FORCE && tmp->slaying == name)
2721 return splay (tmp);
2722
2723 return 0;
2724}
2725
2726void
2727object::force_add (const shstr name, int duration)
2728{
2729 if (object *force = force_find (name))
2730 force->destroy ();
2731
2732 object *force = get_archetype (FORCE_NAME);
2733
2734 force->slaying = name;
2735 force->stats.food = 1;
2736 force->speed_left = -1.f;
2737
2738 force->set_speed (duration ? 1.f / duration : 0.f);
2739 force->flag [FLAG_IS_USED_UP] = true;
2740 force->flag [FLAG_APPLIED] = true;
2741
2742 insert (force);
2743}
2744
2745void
2746object::play_sound (faceidx sound) const
2747{
2748 if (!sound)
2749 return;
2750
2751 if (flag [FLAG_REMOVED])
2752 return;
2753
2754 if (env)
2755 {
2756 if (object *pl = in_player ())
2757 pl->contr->play_sound (sound);
2758 }
2759 else
2760 map->play_sound (sound, x, y);
2761}
2762

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