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Comparing deliantra/server/common/object.C (file contents):
Revision 1.30 by root, Mon Sep 11 20:28:37 2006 UTC vs.
Revision 1.171 by root, Wed Aug 1 19:15:49 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <skills.h> 33#include <sproto.h>
35#include <loader.h> 34#include <loader.h>
36 35
36#include <bitset>
37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
38 41
39object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
40object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
41 44
42short 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,
43 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
44}; 47};
45short 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,
51int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 57};
55 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 137static int
58compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
59{ 139{
60 key_value *wants_field; 140 key_value *wants_field;
63 * 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
64 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
65 */ 145 */
66 146
67 /* For each field in wants, */ 147 /* For each field in wants, */
68 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)
69 { 149 {
70 key_value *has_field; 150 key_value *has_field;
71 151
72 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
107 * 187 *
108 * 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
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
111 * 191 *
112 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
113 * 193 *
114 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
115 * check weight 195 * check weight
116 */ 196 */
117
118bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
119{ 198{
120 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
121 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)
122 return 0; 205 return 0;
123 206
124 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* 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
128 * 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
129 * used to store nrof). 210 * used to store nrof).
130 */ 211 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 223
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 226
146 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
176 (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)
177 return 0; 252 return 0;
178 253
179 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 255 * check all objects in the inventory.
181 */ 256 */
184 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 261 return 0;
187 262
188 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 265 return 0;
191 266
192 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 268 * if it is valid.
194 */ 269 */
203 278
204 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
206 * check? 281 * check?
207 */ 282 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 284 return 0;
210 285
211 switch (ob1->type) 286 switch (ob1->type)
212 { 287 {
213 case SCROLL: 288 case SCROLL:
224 return 0; 299 return 0;
225 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
226 return 0; 301 return 0;
227 } 302 }
228 303
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
231 { 305 {
232 ob1->optimise (); 306 ob1->optimise ();
233 ob2->optimise (); 307 ob2->optimise ();
234 308
235 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
236 return 0; 311 return 0;
237 } 312 }
238 313
239 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
240 return 1; 315 return 1;
241} 316}
249sum_weight (object *op) 324sum_weight (object *op)
250{ 325{
251 long sum; 326 long sum;
252 object *inv; 327 object *inv;
253 328
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
255 { 330 {
256 if (inv->inv) 331 if (inv->inv)
257 sum_weight (inv); 332 sum_weight (inv);
333
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 335 }
336
260 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
262 if (op->carrying != sum) 340 if (op->carrying != sum)
263 op->carrying = sum; 341 op->carrying = sum;
342
264 return sum; 343 return sum;
265} 344}
266 345
267/** 346/**
268 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
275 op = op->env; 354 op = op->env;
276 return op; 355 return op;
277} 356}
278 357
279/* 358/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 360 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
298 */ 362 */
299 363char *
300void
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 364dump_object (object *op)
356{ 365{
357 if (op == NULL) 366 if (!op)
358 { 367 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 368
366void 369 object_freezer freezer;
367dump_all_objects (void) 370 op->write (freezer);
368{ 371 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 372}
377 373
378/* 374/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
396} 392}
397 393
398/* 394/*
399 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
400 */ 396 */
401
402object * 397object *
403find_object (tag_t i) 398find_object (tag_t i)
404{ 399{
405 object *op; 400 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 401 if (op->count == i)
409 break;
410 return op; 402 return op;
403
404 return 0;
411} 405}
412 406
413/* 407/*
414 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
417 */ 411 */
418
419object * 412object *
420find_object_name (const char *str) 413find_object_name (const char *str)
421{ 414{
422 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
423 object *op; 416 object *op;
424 417
425 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
426 if (&op->name == name) 419 if (op->name == str_)
427 break; 420 break;
428 421
429 return op; 422 return op;
430} 423}
431 424
432void 425void
433free_all_object_data () 426free_all_object_data ()
434{ 427{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 429}
458 430
459/* 431/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 433 * skill and experience objects.
477 owner = owner->owner; 449 owner = owner->owner;
478 450
479 this->owner = owner; 451 this->owner = owner;
480} 452}
481 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
482/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
483 * refcounts and freeing the links. 521 * refcounts and freeing the links.
484 */ 522 */
485static void 523static void
486free_key_values (object *op) 524free_key_values (object *op)
487{ 525{
488 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
489 { 527 {
490 key_value *next = i->next; 528 key_value *next = i->next;
491 delete i; 529 delete i;
492 530
493 i = next; 531 i = next;
494 } 532 }
495 533
496 op->key_values = 0; 534 op->key_values = 0;
497} 535}
498 536
499void object::clear () 537object &
538object::operator =(const object &src)
500{ 539{
501 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
502 542
503 free_key_values (this); 543 *(object_copy *)this = src;
504 544
505 owner = 0; 545 flag [FLAG_FREED] = is_freed;
506 name = 0; 546 flag [FLAG_REMOVED] = is_removed;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/*
552 * copy object first frees everything allocated by the second object,
553 * and then copies the contends of the first object into the second
554 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object
557 * will point at garbage.
558 */
559void
560copy_object (object *op2, object *op)
561{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
564
565 op2->clone (op);
566
567 if (is_freed)
568 SET_FLAG (op, FLAG_FREED);
569 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED);
571
572 if (op2->speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
574 547
575 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
576 if (op2->key_values) 549 if (src.key_values)
577 { 550 {
578 key_value *tail = 0; 551 key_value *tail = 0;
579 key_value *i;
580
581 op->key_values = 0; 552 key_values = 0;
582 553
583 for (i = op2->key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
584 { 555 {
585 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
586 557
587 new_link->next = 0; 558 new_link->next = 0;
588 new_link->key = i->key; 559 new_link->key = i->key;
589 new_link->value = i->value; 560 new_link->value = i->value;
590 561
591 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
592 if (!op->key_values) 563 if (!key_values)
593 { 564 {
594 op->key_values = new_link; 565 key_values = new_link;
595 tail = new_link; 566 tail = new_link;
596 } 567 }
597 else 568 else
598 { 569 {
599 tail->next = new_link; 570 tail->next = new_link;
600 tail = new_link; 571 tail = new_link;
601 } 572 }
602 } 573 }
603 } 574 }
575}
604 576
605 update_ob_speed (op); 577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
613}
614
615object *
616object::clone ()
617{
618 object *neu = create ();
619 copy_to (neu);
620 return neu;
606} 621}
607 622
608/* 623/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 624 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 625 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 626 * be called to update the face variable, _and_ how it looks on the map.
612 */ 627 */
613
614void 628void
615update_turn_face (object *op) 629update_turn_face (object *op)
616{ 630{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 632 return;
633
619 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
621} 636}
622 637
623/* 638/*
624 * Updates the speed of an object. If the speed changes from 0 to another 639 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 640 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 641 * This function needs to be called whenever the speed of an object changes.
627 */ 642 */
628
629void 643void
630update_ob_speed (object *op) 644object::set_speed (float speed)
631{ 645{
632 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
633
634 /* No reason putting the archetypes objects on the speed list,
635 * since they never really need to be updated.
636 */
637
638 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
639 { 647 {
640 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
641#ifdef MANY_CORES
642 abort ();
643#else
644 op->speed = 0; 649 speed = 0;
645#endif
646 }
647 if (arch_init)
648 { 650 }
649 return;
650 }
651 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
652 {
653 /* If already on active list, don't do anything */
654 if (op->active_next || op->active_prev || op == active_objects)
655 return;
656 651
657 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
658 * of the list. */ 653
659 op->active_next = active_objects; 654 if (has_active_speed ())
660 if (op->active_next != NULL) 655 activate ();
661 op->active_next->active_prev = op;
662 active_objects = op;
663 }
664 else 656 else
665 { 657 deactivate ();
666 /* If not on the active list, nothing needs to be done */
667 if (!op->active_next && !op->active_prev && op != active_objects)
668 return;
669
670 if (op->active_prev == NULL)
671 {
672 active_objects = op->active_next;
673 if (op->active_next != NULL)
674 op->active_next->active_prev = NULL;
675 }
676 else
677 {
678 op->active_prev->active_next = op->active_next;
679 if (op->active_next)
680 op->active_next->active_prev = op->active_prev;
681 }
682 op->active_next = NULL;
683 op->active_prev = NULL;
684 }
685} 658}
686 659
687/* This function removes object 'op' from the list of active
688 * objects.
689 * This should only be used for style maps or other such
690 * reference maps where you don't want an object that isn't
691 * in play chewing up cpu time getting processed.
692 * The reverse of this is to call update_ob_speed, which
693 * will do the right thing based on the speed of the object.
694 */
695void
696remove_from_active_list (object *op)
697{
698 /* If not on the active list, nothing needs to be done */
699 if (!op->active_next && !op->active_prev && op != active_objects)
700 return;
701
702 if (op->active_prev == NULL)
703 {
704 active_objects = op->active_next;
705 if (op->active_next != NULL)
706 op->active_next->active_prev = NULL;
707 }
708 else
709 {
710 op->active_prev->active_next = op->active_next;
711 if (op->active_next)
712 op->active_next->active_prev = op->active_prev;
713 }
714 op->active_next = NULL;
715 op->active_prev = NULL;
716}
717
718/* 660/*
719 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
720 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
721 * by invisible objects by whatever is below them (unless it's another 663 * by invisible objects by whatever is below them (unless it's another
722 * invisible object, etc...) 664 * invisible object, etc...)
723 * If the object being updated is beneath a player, the look-window 665 * If the object being updated is beneath a player, the look-window
724 * of that player is updated (this might be a suboptimal way of 666 * of that player is updated (this might be a suboptimal way of
725 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
726 * 668 *
727 * action is a hint of what the caller believes need to be done. 669 * action is a hint of what the caller believes need to be done.
728 * For example, if the only thing that has changed is the face (due to
729 * an animation), we don't need to call update_position until that actually
730 * comes into view of a player. OTOH, many other things, like addition/removal
731 * of walls or living creatures may need us to update the flags now.
732 * current action are: 670 * current action are:
733 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
734 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
735 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 673 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
736 * as that is easier than trying to look at what may have changed. 674 * as that is easier than trying to look at what may have changed.
737 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
738 */ 676 */
739
740void 677void
741update_object (object *op, int action) 678update_object (object *op, int action)
742{ 679{
743 int update_now = 0, flags;
744 MoveType move_on, move_off, move_block, move_slow;
745
746 if (op == NULL) 680 if (op == NULL)
747 { 681 {
748 /* this should never happen */ 682 /* this should never happen */
749 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
750 return; 684 return;
751 } 685 }
752 686
753 if (op->env != NULL) 687 if (op->env)
754 { 688 {
755 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
756 * to do in this case. 690 * to do in this case.
757 */ 691 */
758 return; 692 return;
763 */ 697 */
764 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
765 return; 699 return;
766 700
767 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
768 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
769 { 703 {
770 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
771#ifdef MANY_CORES 705#ifdef MANY_CORES
772 abort (); 706 abort ();
773#endif 707#endif
774 return; 708 return;
775 } 709 }
776 710
777 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 711 mapspace &m = op->ms ();
778 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
779 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
781 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
782 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
783 712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
784 if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
785 { 716 {
717 // this is likely overkill, TODO: revisit (schmorp)
786 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790 update_now = 1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
792 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
796 update_now = 1;
797
798 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
799 update_now = 1;
800
801 if ((move_on | op->move_on) != move_on) 724 || (m.move_on | op->move_on ) != m.move_on
802 update_now = 1;
803
804 if ((move_off | op->move_off) != move_off) 725 || (m.move_off | op->move_off ) != m.move_off
805 update_now = 1; 726 || (m.move_slow | op->move_slow) != m.move_slow
806
807 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
808 * to have move_allow right now. 728 * to have move_allow right now.
809 */ 729 */
810 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
811 update_now = 1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
812 732 m.flags_ = 0;
813 if ((move_slow | op->move_slow) != move_slow)
814 update_now = 1;
815 } 733 }
816 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 736 * that is being removed.
819 */ 737 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 739 m.flags_ = 0;
822 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
824 else 742 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 744
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 745 if (op->more)
834 update_object (op->more, action); 746 update_object (op->more, action);
835}
836
837static unordered_vector<object *> mortals;
838static std::vector<object *> freed;
839
840void object::free_mortals ()
841{
842 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
843 if ((*i)->refcnt)
844 ++i; // further delay freeing
845 else
846 {
847 freed.push_back (*i);//D
848 //delete *i;
849 mortals.erase (i);
850 }
851
852 if (mortals.size())//D
853 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
854} 747}
855 748
856object::object () 749object::object ()
857{ 750{
858 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
859 752
860 expmul = 1.0; 753 expmul = 1.0;
861 face = blank_face; 754 face = blank_face;
862 attacked_by_count = -1;
863} 755}
864 756
865object::~object () 757object::~object ()
866{ 758{
759 unlink ();
760
867 free_key_values (this); 761 free_key_values (this);
868} 762}
869 763
764static int object_count;
765
870void object::link () 766void object::link ()
871{ 767{
768 assert (!index);//D
769 uuid = gen_uuid ();
872 count = ++ob_count; 770 count = ++object_count;
873 771
874 prev = 0; 772 refcnt_inc ();
875 next = objects; 773 objects.insert (this);
876
877 if (objects)
878 objects->prev = this;
879
880 objects = this;
881} 774}
882 775
883void object::unlink () 776void object::unlink ()
884{ 777{
885 count = 0;
886
887 /* Remove this object from the list of used objects */
888 if (prev)
889 {
890 prev->next = next;
891 prev = 0;
892 }
893
894 if (next) 778 if (!index)
895 { 779 return;
896 next->prev = prev; 780
897 next = 0; 781 objects.erase (this);
782 refcnt_dec ();
783}
784
785void
786object::activate ()
787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794}
795
796void
797object::activate_recursive ()
798{
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803}
804
805/* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813void
814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
898 } 836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840}
899 841
900 if (this == objects) 842/*
901 objects = next; 843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846void
847object::destroy_inv (bool drop_to_ground)
848{
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
866 {
867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy ();
871 }
872 }
873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
902} 890}
903 891
904object *object::create () 892object *object::create ()
905{ 893{
906 object *
907 op;
908
909 if (freed.empty ())
910 op = new object; 894 object *op = new object;
911 else
912 {
913 // highly annoying, but the only way to get it stable right now
914 op = freed.back ();
915 freed.pop_back ();
916 op->~object ();
917 new ((void *) op) object;
918 }
919
920 op->link (); 895 op->link ();
921 return op; 896 return op;
922} 897}
923 898
924/* 899void
925 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
926 * it from the list of used objects, and puts it on the list of
927 * free objects. The IS_FREED() flag is set in the object.
928 * The object must have been removed by remove_ob() first for
929 * this function to succeed.
930 *
931 * If free_inventory is set, free inventory as well. Else drop items in
932 * inventory to the ground.
933 */
934void object::free (bool free_inventory)
935{ 901{
936 if (QUERY_FLAG (this, FLAG_FREED)) 902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this);
909
910 if (!flag [FLAG_REMOVED])
911 remove ();
912
913 destroy_inv (true);
914
915 deactivate ();
916 unlink ();
917
918 flag [FLAG_FREED] = 1;
919
920 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map;
937 x = 1;
938 y = 1;
939 }
940
941 if (more)
942 {
943 more->destroy ();
944 more = 0;
945 }
946
947 head = 0;
948
949 // clear those pointers that likely might cause circular references
950 owner = 0;
951 enemy = 0;
952 attacked_by = 0;
953 current_weapon = 0;
954}
955
956void
957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
937 return; 960 return;
938 961
939 if (!QUERY_FLAG (this, FLAG_REMOVED)) 962 if (destroy_inventory)
940 remove_ob (this); 963 destroy_inv (false);
941 964
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 965 play_sound (sound_destroy);
943 remove_friendly_object (this);
944 966
945 SET_FLAG (this, FLAG_FREED); 967 attachable::destroy ();
946
947 if (more)
948 {
949 more->free (free_inventory);
950 more = 0;
951 }
952
953 if (inv)
954 {
955 /* Only if the space blocks everything do we not process -
956 * if some form of movement is allowed, let objects
957 * drop on that space.
958 */
959 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
960 {
961 object *op = inv;
962
963 while (op)
964 {
965 object *tmp = op->below;
966 op->free (free_inventory);
967 op = tmp;
968 }
969 }
970 else
971 { /* Put objects in inventory onto this space */
972 object *op = inv;
973
974 while (op)
975 {
976 object *tmp = op->below;
977
978 remove_ob (op);
979
980 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
981 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
982 free_object (op);
983 else
984 {
985 op->x = x;
986 op->y = y;
987 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
988 }
989
990 op = tmp;
991 }
992 }
993 }
994
995 owner = 0;
996
997 /* Remove object from the active list */
998 speed = 0;
999 update_ob_speed (this);
1000
1001 unlink ();
1002
1003 mortals.push_back (this);
1004} 968}
1005 969
1006/* 970/*
1007 * sub_weight() recursively (outwards) subtracts a number from the 971 * sub_weight() recursively (outwards) subtracts a number from the
1008 * weight of an object (and what is carried by it's environment(s)). 972 * weight of an object (and what is carried by it's environment(s)).
1009 */ 973 */
1010
1011void 974void
1012sub_weight (object *op, signed long weight) 975sub_weight (object *op, signed long weight)
1013{ 976{
1014 while (op != NULL) 977 while (op != NULL)
1015 { 978 {
1016 if (op->type == CONTAINER) 979 if (op->type == CONTAINER)
1017 {
1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 980 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1019 } 981
1020 op->carrying -= weight; 982 op->carrying -= weight;
1021 op = op->env; 983 op = op->env;
1022 } 984 }
1023} 985}
1024 986
1025/* remove_ob(op): 987/* op->remove ():
1026 * This function removes the object op from the linked list of objects 988 * This function removes the object op from the linked list of objects
1027 * which it is currently tied to. When this function is done, the 989 * which it is currently tied to. When this function is done, the
1028 * object will have no environment. If the object previously had an 990 * object will have no environment. If the object previously had an
1029 * environment, the x and y coordinates will be updated to 991 * environment, the x and y coordinates will be updated to
1030 * the previous environment. 992 * the previous environment.
1031 * Beware: This function is called from the editor as well!
1032 */ 993 */
1033
1034void 994void
1035remove_ob (object *op) 995object::do_remove ()
1036{ 996{
997 object *tmp, *last = 0;
1037 object * 998 object *otmp;
1038 tmp, *
1039 last = NULL;
1040 object *
1041 otmp;
1042 999
1043 tag_t
1044 tag;
1045 int
1046 check_walk_off;
1047 mapstruct *
1048 m;
1049
1050 sint16
1051 x,
1052 y;
1053
1054 if (QUERY_FLAG (op, FLAG_REMOVED)) 1000 if (QUERY_FLAG (this, FLAG_REMOVED))
1055 return; 1001 return;
1056 1002
1057 SET_FLAG (op, FLAG_REMOVED); 1003 SET_FLAG (this, FLAG_REMOVED);
1004 INVOKE_OBJECT (REMOVE, this);
1058 1005
1059 if (op->more != NULL) 1006 if (more)
1060 remove_ob (op->more); 1007 more->remove ();
1061 1008
1062 /* 1009 /*
1063 * In this case, the object to be removed is in someones 1010 * In this case, the object to be removed is in someones
1064 * inventory. 1011 * inventory.
1065 */ 1012 */
1066 if (op->env != NULL) 1013 if (env)
1067 { 1014 {
1068 if (op->nrof) 1015 if (nrof)
1069 sub_weight (op->env, op->weight * op->nrof); 1016 sub_weight (env, weight * nrof);
1070 else 1017 else
1071 sub_weight (op->env, op->weight + op->carrying); 1018 sub_weight (env, weight + carrying);
1072 1019
1073 /* NO_FIX_PLAYER is set when a great many changes are being 1020 /* NO_FIX_PLAYER is set when a great many changes are being
1074 * made to players inventory. If set, avoiding the call 1021 * made to players inventory. If set, avoiding the call
1075 * to save cpu time. 1022 * to save cpu time.
1076 */ 1023 */
1077 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1024 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1078 fix_player (otmp); 1025 otmp->update_stats ();
1079 1026
1080 if (op->above != NULL) 1027 if (above)
1081 op->above->below = op->below; 1028 above->below = below;
1082 else 1029 else
1083 op->env->inv = op->below; 1030 env->inv = below;
1084 1031
1085 if (op->below != NULL) 1032 if (below)
1086 op->below->above = op->above; 1033 below->above = above;
1087 1034
1088 /* we set up values so that it could be inserted into 1035 /* we set up values so that it could be inserted into
1089 * the map, but we don't actually do that - it is up 1036 * the map, but we don't actually do that - it is up
1090 * to the caller to decide what we want to do. 1037 * to the caller to decide what we want to do.
1091 */ 1038 */
1092 op->x = op->env->x, op->y = op->env->y; 1039 x = env->x, y = env->y;
1093 op->map = op->env->map; 1040 map = env->map;
1094 op->above = NULL, op->below = NULL; 1041 above = 0, below = 0;
1095 op->env = NULL; 1042 env = 0;
1096 } 1043 }
1097 else if (op->map) 1044 else if (map)
1098 { 1045 {
1099 x = op->x; 1046 if (type == PLAYER)
1100 y = op->y;
1101 m = get_map_from_coord (op->map, &x, &y);
1102
1103 if (!m)
1104 { 1047 {
1105 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1048 // leaving a spot always closes any open container on the ground
1106 op->map->path, op->x, op->y); 1049 if (container && !container->env)
1107 /* in old days, we used to set x and y to 0 and continue. 1050 // this causes spurious floorbox updates, but it ensures
1108 * it seems if we get into this case, something is probablye 1051 // that the CLOSE event is being sent.
1109 * screwed up and should be fixed. 1052 close_container ();
1110 */ 1053
1111 abort (); 1054 --map->players;
1055 map->touch ();
1112 } 1056 }
1113 1057
1114 if (op->map != m) 1058 map->dirty = true;
1115 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1059 mapspace &ms = this->ms ();
1116 op->map->path, m->path, op->x, op->y, x, y);
1117
1118 /* Re did the following section of code - it looks like it had
1119 * lots of logic for things we no longer care about
1120 */
1121 1060
1122 /* link the object above us */ 1061 /* link the object above us */
1123 if (op->above) 1062 if (above)
1124 op->above->below = op->below; 1063 above->below = below;
1125 else 1064 else
1126 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1065 ms.top = below; /* we were top, set new top */
1127 1066
1128 /* Relink the object below us, if there is one */ 1067 /* Relink the object below us, if there is one */
1129 if (op->below) 1068 if (below)
1130 op->below->above = op->above; 1069 below->above = above;
1131 else 1070 else
1132 { 1071 {
1133 /* Nothing below, which means we need to relink map object for this space 1072 /* Nothing below, which means we need to relink map object for this space
1134 * use translated coordinates in case some oddness with map tiling is 1073 * use translated coordinates in case some oddness with map tiling is
1135 * evident 1074 * evident
1136 */ 1075 */
1137 if (GET_MAP_OB (m, x, y) != op) 1076 if (GET_MAP_OB (map, x, y) != this)
1138 {
1139 dump_object (op);
1140 LOG (llevError,
1141 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1077 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 ());
1142 dump_object (GET_MAP_OB (m, x, y));
1143 LOG (llevError, "%s\n", errmsg);
1144 }
1145 1078
1146 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1079 ms.bot = above; /* goes on above it. */
1147 } 1080 }
1148 1081
1149 op->above = 0; 1082 above = 0;
1150 op->below = 0; 1083 below = 0;
1151 1084
1152 if (op->map->in_memory == MAP_SAVING) 1085 if (map->in_memory == MAP_SAVING)
1153 return; 1086 return;
1154 1087
1155 tag = op->count; 1088 int check_walk_off = !flag [FLAG_NO_APPLY];
1156 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1157 1089
1158 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1090 for (tmp = ms.bot; tmp; tmp = tmp->above)
1159 { 1091 {
1160 /* No point updating the players look faces if he is the object 1092 /* No point updating the players look faces if he is the object
1161 * being removed. 1093 * being removed.
1162 */ 1094 */
1163 1095
1164 if (tmp->type == PLAYER && tmp != op) 1096 if (tmp->type == PLAYER && tmp != this)
1165 { 1097 {
1166 /* If a container that the player is currently using somehow gets 1098 /* If a container that the player is currently using somehow gets
1167 * removed (most likely destroyed), update the player view 1099 * removed (most likely destroyed), update the player view
1168 * appropriately. 1100 * appropriately.
1169 */ 1101 */
1170 if (tmp->container == op) 1102 if (tmp->container == this)
1171 { 1103 {
1172 CLEAR_FLAG (op, FLAG_APPLIED); 1104 flag [FLAG_APPLIED] = 0;
1173 tmp->container = NULL; 1105 tmp->container = 0;
1174 } 1106 }
1175 1107
1176 tmp->contr->socket.update_look = 1; 1108 if (tmp->contr->ns)
1109 tmp->contr->ns->floorbox_update ();
1177 } 1110 }
1178 1111
1179 /* See if player moving off should effect something */ 1112 /* See if object moving off should effect something */
1180 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1113 if (check_walk_off
1114 && ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1181 { 1116 {
1182 move_apply (tmp, op, NULL); 1117 move_apply (tmp, this, 0);
1183 1118
1184 if (was_destroyed (op, tag)) 1119 if (destroyed ())
1185 {
1186 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1187 }
1188 } 1121 }
1189
1190 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1191
1192 if (tmp->above == tmp)
1193 tmp->above = NULL;
1194 1122
1195 last = tmp; 1123 last = tmp;
1196 } 1124 }
1197 1125
1198 /* last == NULL of there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1199 if (last == NULL) 1128 if (!last)
1200 { 1129 map->at (x, y).flags_ = 0;
1201 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1202 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1203 * those out anyways, and if there are any flags set right now, they won't
1204 * be correct anyways.
1205 */
1206 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1207 update_position (op->map, op->x, op->y);
1208 }
1209 else 1130 else
1210 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1211 1132
1212 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1213 update_all_los (op->map, op->x, op->y); 1134 update_all_los (map, x, y);
1214 } 1135 }
1215} 1136}
1216 1137
1217/* 1138/*
1218 * merge_ob(op,top): 1139 * merge_ob(op,top):
1220 * This function goes through all objects below and including top, and 1141 * This function goes through all objects below and including top, and
1221 * merges op to the first matching object. 1142 * merges op to the first matching object.
1222 * If top is NULL, it is calculated. 1143 * If top is NULL, it is calculated.
1223 * Returns pointer to object if it succeded in the merge, otherwise NULL 1144 * Returns pointer to object if it succeded in the merge, otherwise NULL
1224 */ 1145 */
1225
1226object * 1146object *
1227merge_ob (object *op, object *top) 1147merge_ob (object *op, object *top)
1228{ 1148{
1229 if (!op->nrof) 1149 if (!op->nrof)
1230 return 0; 1150 return 0;
1231 1151
1232 if (top == NULL) 1152 if (top)
1233 for (top = op; top != NULL && top->above != NULL; top = top->above); 1153 for (top = op; top && top->above; top = top->above)
1154 ;
1234 1155
1235 for (; top != NULL; top = top->below) 1156 for (; top; top = top->below)
1236 { 1157 {
1237 if (top == op) 1158 if (top == op)
1238 continue; 1159 continue;
1239 if (CAN_MERGE (op, top)) 1160
1161 if (object::can_merge (op, top))
1240 { 1162 {
1241 top->nrof += op->nrof; 1163 top->nrof += op->nrof;
1242 1164
1243/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1244 op->weight = 0; /* Don't want any adjustements now */ 1166 op->weight = 0; /* Don't want any adjustements now */
1245 remove_ob (op); 1167 op->destroy ();
1246 free_object (op);
1247 return top; 1168 return top;
1248 } 1169 }
1249 } 1170 }
1250 1171
1251 return NULL; 1172 return 0;
1252} 1173}
1253 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1254/* 1198/*
1255 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1256 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1257 */ 1201 */
1258object * 1202object *
1259insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1260{ 1204{
1261 object *tmp;
1262
1263 if (op->head)
1264 op = op->head;
1265
1266 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1267 { 1206 {
1268 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1269 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1270 } 1209 }
1271 1210
1272 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1273} 1212}
1274 1213
1290 * Return value: 1229 * Return value:
1291 * new object if 'op' was merged with other object 1230 * new object if 'op' was merged with other object
1292 * NULL if 'op' was destroyed 1231 * NULL if 'op' was destroyed
1293 * just 'op' otherwise 1232 * just 'op' otherwise
1294 */ 1233 */
1295
1296object * 1234object *
1297insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1298{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1299 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1300 sint16 x, y;
1301 1240
1302 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1303 {
1304 LOG (llevError, "Trying to insert freed object!\n");
1305 return NULL;
1306 }
1307 1242
1308 if (m == NULL) 1243#if 0
1309 { 1244 if (!m->active != !op->active)
1310 dump_object (op); 1245 if (m->active)
1311 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1246 op->activate_recursive ();
1312 return op; 1247 else
1313 } 1248 op->deactivate_recursive ();
1249#endif
1314 1250
1315 if (out_of_map (m, op->x, op->y)) 1251 if (out_of_map (m, op->x, op->y))
1316 { 1252 {
1317 dump_object (op);
1318 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1319#ifdef MANY_CORES 1254#ifdef MANY_CORES
1320 /* Better to catch this here, as otherwise the next use of this object 1255 /* Better to catch this here, as otherwise the next use of this object
1321 * is likely to cause a crash. Better to find out where it is getting 1256 * is likely to cause a crash. Better to find out where it is getting
1322 * improperly inserted. 1257 * improperly inserted.
1323 */ 1258 */
1324 abort (); 1259 abort ();
1325#endif 1260#endif
1326 return op; 1261 return op;
1327 } 1262 }
1328 1263
1329 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1264 if (object *more = op->more)
1330 { 1265 if (!insert_ob_in_map (more, m, originator, flag))
1331 dump_object (op);
1332 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1333 return op; 1266 return 0;
1334 }
1335
1336 if (op->more != NULL)
1337 {
1338 /* The part may be on a different map. */
1339
1340 object *more = op->more;
1341
1342 /* We really need the caller to normalize coordinates - if
1343 * we set the map, that doesn't work if the location is within
1344 * a map and this is straddling an edge. So only if coordinate
1345 * is clear wrong do we normalize it.
1346 */
1347 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1348 more->map = get_map_from_coord (m, &more->x, &more->y);
1349 else if (!more->map)
1350 {
1351 /* For backwards compatibility - when not dealing with tiled maps,
1352 * more->map should always point to the parent.
1353 */
1354 more->map = m;
1355 }
1356
1357 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1358 {
1359 if (!op->head)
1360 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1361
1362 return NULL;
1363 }
1364 }
1365 1267
1366 CLEAR_FLAG (op, FLAG_REMOVED); 1268 CLEAR_FLAG (op, FLAG_REMOVED);
1367 1269
1368 /* Ideally, the caller figures this out. However, it complicates a lot 1270 /* Ideally, the caller figures this out. However, it complicates a lot
1369 * of areas of callers (eg, anything that uses find_free_spot would now 1271 * of areas of callers (eg, anything that uses find_free_spot would now
1370 * need extra work 1272 * need extra work
1371 */ 1273 */
1372 op->map = get_map_from_coord (m, &op->x, &op->y); 1274 if (!xy_normalise (m, op->x, op->y))
1373 x = op->x; 1275 return 0;
1374 y = op->y; 1276
1277 op->map = m;
1278 mapspace &ms = op->ms ();
1375 1279
1376 /* this has to be done after we translate the coordinates. 1280 /* this has to be done after we translate the coordinates.
1377 */ 1281 */
1378 if (op->nrof && !(flag & INS_NO_MERGE)) 1282 if (op->nrof && !(flag & INS_NO_MERGE))
1379 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1380 if (CAN_MERGE (op, tmp)) 1284 if (object::can_merge (op, tmp))
1381 { 1285 {
1382 op->nrof += tmp->nrof; 1286 op->nrof += tmp->nrof;
1383 remove_ob (tmp); 1287 tmp->destroy ();
1384 free_object (tmp);
1385 } 1288 }
1386 1289
1387 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1290 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1388 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1291 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1389 1292
1402 op->below = originator->below; 1305 op->below = originator->below;
1403 1306
1404 if (op->below) 1307 if (op->below)
1405 op->below->above = op; 1308 op->below->above = op;
1406 else 1309 else
1407 SET_MAP_OB (op->map, op->x, op->y, op); 1310 ms.bot = op;
1408 1311
1409 /* since *below* originator, no need to update top */ 1312 /* since *below* originator, no need to update top */
1410 originator->below = op; 1313 originator->below = op;
1411 } 1314 }
1412 else 1315 else
1413 { 1316 {
1317 top = ms.bot;
1318
1414 /* If there are other objects, then */ 1319 /* If there are other objects, then */
1415 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1320 if ((!(flag & INS_MAP_LOAD)) && top)
1416 { 1321 {
1417 object *last = NULL; 1322 object *last = 0;
1418 1323
1419 /* 1324 /*
1420 * If there are multiple objects on this space, we do some trickier handling. 1325 * If there are multiple objects on this space, we do some trickier handling.
1421 * We've already dealt with merging if appropriate. 1326 * We've already dealt with merging if appropriate.
1422 * Generally, we want to put the new object on top. But if 1327 * Generally, we want to put the new object on top. But if
1426 * once we get to them. This reduces the need to traverse over all of 1331 * once we get to them. This reduces the need to traverse over all of
1427 * them when adding another one - this saves quite a bit of cpu time 1332 * them when adding another one - this saves quite a bit of cpu time
1428 * when lots of spells are cast in one area. Currently, it is presumed 1333 * when lots of spells are cast in one area. Currently, it is presumed
1429 * that flying non pickable objects are spell objects. 1334 * that flying non pickable objects are spell objects.
1430 */ 1335 */
1431 1336 for (top = ms.bot; top; top = top->above)
1432 while (top != NULL)
1433 { 1337 {
1434 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1338 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1435 floor = top; 1339 floor = top;
1436 1340
1437 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1440 top = top->below; 1344 top = top->below;
1441 break; 1345 break;
1442 } 1346 }
1443 1347
1444 last = top; 1348 last = top;
1445 top = top->above;
1446 } 1349 }
1447 1350
1448 /* Don't want top to be NULL, so set it to the last valid object */ 1351 /* Don't want top to be NULL, so set it to the last valid object */
1449 top = last; 1352 top = last;
1450 1353
1452 * looks like instead of lots of conditions here. 1355 * looks like instead of lots of conditions here.
1453 * makes things faster, and effectively the same result. 1356 * makes things faster, and effectively the same result.
1454 */ 1357 */
1455 1358
1456 /* Have object 'fall below' other objects that block view. 1359 /* Have object 'fall below' other objects that block view.
1457 * Unless those objects are exits, type 66 1360 * Unless those objects are exits.
1458 * If INS_ON_TOP is used, don't do this processing 1361 * If INS_ON_TOP is used, don't do this processing
1459 * Need to find the object that in fact blocks view, otherwise 1362 * Need to find the object that in fact blocks view, otherwise
1460 * stacking is a bit odd. 1363 * stacking is a bit odd.
1461 */ 1364 */
1462 if (!(flag & INS_ON_TOP) && 1365 if (!(flag & INS_ON_TOP)
1463 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1366 && ms.flags () & P_BLOCKSVIEW
1367 && (op->face && !faces [op->face].visibility))
1464 { 1368 {
1465 for (last = top; last != floor; last = last->below) 1369 for (last = top; last != floor; last = last->below)
1466 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1467 break; 1371 break;
1372
1468 /* Check to see if we found the object that blocks view, 1373 /* Check to see if we found the object that blocks view,
1469 * and make sure we have a below pointer for it so that 1374 * and make sure we have a below pointer for it so that
1470 * we can get inserted below this one, which requires we 1375 * we can get inserted below this one, which requires we
1471 * set top to the object below us. 1376 * set top to the object below us.
1472 */ 1377 */
1473 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1474 top = last->below; 1379 top = last->below;
1475 } 1380 }
1476 } /* If objects on this space */ 1381 } /* If objects on this space */
1477
1478 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1479 top = GET_MAP_TOP (op->map, op->x, op->y); 1383 top = ms.top;
1480 1384
1481 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1482 top = floor; 1386 top = floor;
1483 1387
1484 /* Top is the object that our object (op) is going to get inserted above. 1388 /* Top is the object that our object (op) is going to get inserted above.
1485 */ 1389 */
1486 1390
1487 /* First object on this space */ 1391 /* First object on this space */
1488 if (!top) 1392 if (!top)
1489 { 1393 {
1490 op->above = GET_MAP_OB (op->map, op->x, op->y); 1394 op->above = ms.bot;
1491 1395
1492 if (op->above) 1396 if (op->above)
1493 op->above->below = op; 1397 op->above->below = op;
1494 1398
1495 op->below = NULL; 1399 op->below = 0;
1496 SET_MAP_OB (op->map, op->x, op->y, op); 1400 ms.bot = op;
1497 } 1401 }
1498 else 1402 else
1499 { /* get inserted into the stack above top */ 1403 { /* get inserted into the stack above top */
1500 op->above = top->above; 1404 op->above = top->above;
1501 1405
1504 1408
1505 op->below = top; 1409 op->below = top;
1506 top->above = op; 1410 top->above = op;
1507 } 1411 }
1508 1412
1509 if (op->above == NULL) 1413 if (!op->above)
1510 SET_MAP_TOP (op->map, op->x, op->y, op); 1414 ms.top = op;
1511 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1512 1416
1513 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1418 {
1514 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1420 ++op->map->players;
1421 op->map->touch ();
1422 }
1423
1424 op->map->dirty = true;
1515 1425
1516 /* If we have a floor, we know the player, if any, will be above 1426 /* If we have a floor, we know the player, if any, will be above
1517 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1518 */ 1428 */
1519 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1520 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 if (object *pl = ms.player ())
1521 if (tmp->type == PLAYER) 1431 if (pl->contr->ns)
1522 tmp->contr->socket.update_look = 1; 1432 pl->contr->ns->floorbox_update ();
1523 1433
1524 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1525 * visible to others on this map. But update_all_los is really 1435 * visible to others on this map. But update_all_los is really
1526 * an inefficient way to do this, as it means los for all players 1436 * an inefficient way to do this, as it means los for all players
1527 * on the map will get recalculated. The players could very well 1437 * on the map will get recalculated. The players could very well
1528 * be far away from this change and not affected in any way - 1438 * be far away from this change and not affected in any way -
1529 * this should get redone to only look for players within range, 1439 * this should get redone to only look for players within range,
1530 * or just updating the P_NEED_UPDATE for spaces within this area 1440 * or just updating the P_UPTODATE for spaces within this area
1531 * of effect may be sufficient. 1441 * of effect may be sufficient.
1532 */ 1442 */
1533 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1443 if (op->map->darkness && (op->glow_radius != 0))
1534 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1535 1445
1536 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1446 /* updates flags (blocked, alive, no magic, etc) for this map space */
1537 update_object (op, UP_OBJ_INSERT); 1447 update_object (op, UP_OBJ_INSERT);
1538 1448
1449 INVOKE_OBJECT (INSERT, op);
1450
1539 /* Don't know if moving this to the end will break anything. However, 1451 /* Don't know if moving this to the end will break anything. However,
1540 * we want to have update_look set above before calling this. 1452 * we want to have floorbox_update called before calling this.
1541 * 1453 *
1542 * check_move_on() must be after this because code called from 1454 * check_move_on() must be after this because code called from
1543 * check_move_on() depends on correct map flags (so functions like 1455 * check_move_on() depends on correct map flags (so functions like
1544 * blocked() and wall() work properly), and these flags are updated by 1456 * blocked() and wall() work properly), and these flags are updated by
1545 * update_object(). 1457 * update_object().
1546 */ 1458 */
1547 1459
1548 /* if this is not the head or flag has been passed, don't check walk on status */ 1460 /* if this is not the head or flag has been passed, don't check walk on status */
1549 if (!(flag & INS_NO_WALK_ON) && !op->head) 1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1550 { 1462 {
1551 if (check_move_on (op, originator)) 1463 if (check_move_on (op, originator))
1552 return NULL; 1464 return 0;
1553 1465
1554 /* If we are a multi part object, lets work our way through the check 1466 /* If we are a multi part object, lets work our way through the check
1555 * walk on's. 1467 * walk on's.
1556 */ 1468 */
1557 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op->more; tmp; tmp = tmp->more)
1558 if (check_move_on (tmp, originator)) 1470 if (check_move_on (tmp, originator))
1559 return NULL; 1471 return 0;
1560 } 1472 }
1561 1473
1562 return op; 1474 return op;
1563} 1475}
1564 1476
1565/* this function inserts an object in the map, but if it 1477/* this function inserts an object in the map, but if it
1566 * finds an object of its own type, it'll remove that one first. 1478 * finds an object of its own type, it'll remove that one first.
1567 * op is the object to insert it under: supplies x and the map. 1479 * op is the object to insert it under: supplies x and the map.
1568 */ 1480 */
1569void 1481void
1570replace_insert_ob_in_map (const char *arch_string, object *op) 1482replace_insert_ob_in_map (const char *arch_string, object *op)
1571{ 1483{
1572 object * 1484 object *tmp, *tmp1;
1573 tmp;
1574 object *
1575 tmp1;
1576 1485
1577 /* first search for itself and remove any old instances */ 1486 /* first search for itself and remove any old instances */
1578 1487
1579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1488 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1580 {
1581 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1582 { 1490 tmp->destroy ();
1583 remove_ob (tmp);
1584 free_object (tmp);
1585 }
1586 }
1587 1491
1588 tmp1 = arch_to_object (find_archetype (arch_string)); 1492 tmp1 = arch_to_object (archetype::find (arch_string));
1589 1493
1590 tmp1->x = op->x; 1494 tmp1->x = op->x;
1591 tmp1->y = op->y; 1495 tmp1->y = op->y;
1592 insert_ob_in_map (tmp1, op->map, op, 0); 1496 insert_ob_in_map (tmp1, op->map, op, 0);
1497}
1498
1499object *
1500object::insert_at (object *where, object *originator, int flags)
1501{
1502 return where->map->insert (this, where->x, where->y, originator, flags);
1593} 1503}
1594 1504
1595/* 1505/*
1596 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1597 * is returned contains nr objects, and the remaining parts contains 1507 * is returned contains nr objects, and the remaining parts contains
1598 * the rest (or is removed and freed if that number is 0). 1508 * the rest (or is removed and freed if that number is 0).
1599 * On failure, NULL is returned, and the reason put into the 1509 * On failure, NULL is returned, and the reason put into the
1600 * global static errmsg array. 1510 * global static errmsg array.
1601 */ 1511 */
1602
1603object * 1512object *
1604get_split_ob (object *orig_ob, uint32 nr) 1513get_split_ob (object *orig_ob, uint32 nr)
1605{ 1514{
1606 object * 1515 object *newob;
1607 newob;
1608 int
1609 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1610 1517
1611 if (orig_ob->nrof < nr) 1518 if (orig_ob->nrof < nr)
1612 { 1519 {
1613 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1520 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1614 return NULL; 1521 return NULL;
1615 } 1522 }
1616 1523
1617 newob = object_create_clone (orig_ob); 1524 newob = object_create_clone (orig_ob);
1618 1525
1619 if ((orig_ob->nrof -= nr) < 1) 1526 if ((orig_ob->nrof -= nr) < 1)
1620 { 1527 orig_ob->destroy (1);
1621 if (!is_removed)
1622 remove_ob (orig_ob);
1623 free_object2 (orig_ob, 1);
1624 }
1625 else if (!is_removed) 1528 else if (!is_removed)
1626 { 1529 {
1627 if (orig_ob->env != NULL) 1530 if (orig_ob->env != NULL)
1628 sub_weight (orig_ob->env, orig_ob->weight * nr); 1531 sub_weight (orig_ob->env, orig_ob->weight * nr);
1629 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1532 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1644 * the amount of an object. If the amount reaches 0, the object 1547 * the amount of an object. If the amount reaches 0, the object
1645 * is subsequently removed and freed. 1548 * is subsequently removed and freed.
1646 * 1549 *
1647 * Return value: 'op' if something is left, NULL if the amount reached 0 1550 * Return value: 'op' if something is left, NULL if the amount reached 0
1648 */ 1551 */
1649
1650object * 1552object *
1651decrease_ob_nr (object *op, uint32 i) 1553decrease_ob_nr (object *op, uint32 i)
1652{ 1554{
1653 object *tmp; 1555 object *tmp;
1654 player *pl;
1655 1556
1656 if (i == 0) /* objects with op->nrof require this check */ 1557 if (i == 0) /* objects with op->nrof require this check */
1657 return op; 1558 return op;
1658 1559
1659 if (i > op->nrof) 1560 if (i > op->nrof)
1660 i = op->nrof; 1561 i = op->nrof;
1661 1562
1662 if (QUERY_FLAG (op, FLAG_REMOVED)) 1563 if (QUERY_FLAG (op, FLAG_REMOVED))
1663 op->nrof -= i; 1564 op->nrof -= i;
1664 else if (op->env != NULL) 1565 else if (op->env)
1665 { 1566 {
1666 /* is this object in the players inventory, or sub container 1567 /* is this object in the players inventory, or sub container
1667 * therein? 1568 * therein?
1668 */ 1569 */
1669 tmp = is_player_inv (op->env); 1570 tmp = op->in_player ();
1670 /* nope. Is this a container the player has opened? 1571 /* nope. Is this a container the player has opened?
1671 * If so, set tmp to that player. 1572 * If so, set tmp to that player.
1672 * IMO, searching through all the players will mostly 1573 * IMO, searching through all the players will mostly
1673 * likely be quicker than following op->env to the map, 1574 * likely be quicker than following op->env to the map,
1674 * and then searching the map for a player. 1575 * and then searching the map for a player.
1675 */ 1576 */
1676 if (!tmp) 1577 if (!tmp)
1677 { 1578 for_all_players (pl)
1678 for (pl = first_player; pl; pl = pl->next)
1679 if (pl->ob->container == op->env) 1579 if (pl->ob->container == op->env)
1580 {
1581 tmp = pl->ob;
1680 break; 1582 break;
1681 if (pl)
1682 tmp = pl->ob;
1683 else
1684 tmp = NULL;
1685 } 1583 }
1686 1584
1687 if (i < op->nrof) 1585 if (i < op->nrof)
1688 { 1586 {
1689 sub_weight (op->env, op->weight * i); 1587 sub_weight (op->env, op->weight * i);
1690 op->nrof -= i; 1588 op->nrof -= i;
1691 if (tmp) 1589 if (tmp)
1692 {
1693 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1694 }
1695 } 1591 }
1696 else 1592 else
1697 { 1593 {
1698 remove_ob (op); 1594 op->remove ();
1699 op->nrof = 0; 1595 op->nrof = 0;
1700 if (tmp) 1596 if (tmp)
1701 {
1702 esrv_del_item (tmp->contr, op->count); 1597 esrv_del_item (tmp->contr, op->count);
1703 }
1704 } 1598 }
1705 } 1599 }
1706 else 1600 else
1707 { 1601 {
1708 object *above = op->above; 1602 object *above = op->above;
1709 1603
1710 if (i < op->nrof) 1604 if (i < op->nrof)
1711 op->nrof -= i; 1605 op->nrof -= i;
1712 else 1606 else
1713 { 1607 {
1714 remove_ob (op); 1608 op->remove ();
1715 op->nrof = 0; 1609 op->nrof = 0;
1716 } 1610 }
1717 1611
1718 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1719 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1720 if (tmp->type == PLAYER) 1614 if (tmp->type == PLAYER)
1721 { 1615 {
1722 if (op->nrof) 1616 if (op->nrof)
1723 esrv_send_item (tmp, op); 1617 esrv_send_item (tmp, op);
1724 else 1618 else
1728 1622
1729 if (op->nrof) 1623 if (op->nrof)
1730 return op; 1624 return op;
1731 else 1625 else
1732 { 1626 {
1733 free_object (op); 1627 op->destroy ();
1734 return NULL; 1628 return 0;
1735 } 1629 }
1736} 1630}
1737 1631
1738/* 1632/*
1739 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1740 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1741 */ 1635 */
1742
1743void 1636void
1744add_weight (object *op, signed long weight) 1637add_weight (object *op, signed long weight)
1745{ 1638{
1746 while (op != NULL) 1639 while (op != NULL)
1747 { 1640 {
1751 op->carrying += weight; 1644 op->carrying += weight;
1752 op = op->env; 1645 op = op->env;
1753 } 1646 }
1754} 1647}
1755 1648
1649object *
1650insert_ob_in_ob (object *op, object *where)
1651{
1652 if (!where)
1653 {
1654 char *dump = dump_object (op);
1655 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1656 free (dump);
1657 return op;
1658 }
1659
1660 if (where->head_ () != where)
1661 {
1662 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1663 where = where->head;
1664 }
1665
1666 return where->insert (op);
1667}
1668
1756/* 1669/*
1757 * insert_ob_in_ob(op,environment): 1670 * env->insert (op)
1758 * This function inserts the object op in the linked list 1671 * This function inserts the object op in the linked list
1759 * inside the object environment. 1672 * inside the object environment.
1760 * 1673 *
1761 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1762 * the inventory at the last position or next to other objects of the same
1763 * type.
1764 * Frank: Now sorted by type, archetype and magic!
1765 *
1766 * The function returns now pointer to inserted item, and return value can 1674 * The function returns now pointer to inserted item, and return value can
1767 * be != op, if items are merged. -Tero 1675 * be != op, if items are merged. -Tero
1768 */ 1676 */
1769
1770object * 1677object *
1771insert_ob_in_ob (object *op, object *where) 1678object::insert (object *op)
1772{ 1679{
1773 object * 1680 object *tmp, *otmp;
1774 tmp, *
1775 otmp;
1776 1681
1777 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1682 if (!QUERY_FLAG (op, FLAG_REMOVED))
1778 { 1683 op->remove ();
1779 dump_object (op);
1780 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1781 return op;
1782 }
1783
1784 if (where == NULL)
1785 {
1786 dump_object (op);
1787 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1788 return op;
1789 }
1790
1791 if (where->head)
1792 {
1793 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1794 where = where->head;
1795 }
1796 1684
1797 if (op->more) 1685 if (op->more)
1798 { 1686 {
1799 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1687 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1800 return op; 1688 return op;
1802 1690
1803 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1691 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1804 CLEAR_FLAG (op, FLAG_REMOVED); 1692 CLEAR_FLAG (op, FLAG_REMOVED);
1805 if (op->nrof) 1693 if (op->nrof)
1806 { 1694 {
1807 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1695 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1808 if (CAN_MERGE (tmp, op)) 1696 if (object::can_merge (tmp, op))
1809 { 1697 {
1810 /* return the original object and remove inserted object 1698 /* return the original object and remove inserted object
1811 (client needs the original object) */ 1699 (client needs the original object) */
1812 tmp->nrof += op->nrof; 1700 tmp->nrof += op->nrof;
1813 /* Weight handling gets pretty funky. Since we are adding to 1701 /* Weight handling gets pretty funky. Since we are adding to
1814 * tmp->nrof, we need to increase the weight. 1702 * tmp->nrof, we need to increase the weight.
1815 */ 1703 */
1816 add_weight (where, op->weight * op->nrof); 1704 add_weight (this, op->weight * op->nrof);
1817 SET_FLAG (op, FLAG_REMOVED); 1705 SET_FLAG (op, FLAG_REMOVED);
1818 free_object (op); /* free the inserted object */ 1706 op->destroy (); /* free the inserted object */
1819 op = tmp; 1707 op = tmp;
1820 remove_ob (op); /* and fix old object's links */ 1708 op->remove (); /* and fix old object's links */
1821 CLEAR_FLAG (op, FLAG_REMOVED); 1709 CLEAR_FLAG (op, FLAG_REMOVED);
1822 break; 1710 break;
1823 } 1711 }
1824 1712
1825 /* I assume combined objects have no inventory 1713 /* I assume combined objects have no inventory
1826 * We add the weight - this object could have just been removed 1714 * We add the weight - this object could have just been removed
1827 * (if it was possible to merge). calling remove_ob will subtract 1715 * (if it was possible to merge). calling remove_ob will subtract
1828 * the weight, so we need to add it in again, since we actually do 1716 * the weight, so we need to add it in again, since we actually do
1829 * the linking below 1717 * the linking below
1830 */ 1718 */
1831 add_weight (where, op->weight * op->nrof); 1719 add_weight (this, op->weight * op->nrof);
1832 } 1720 }
1833 else 1721 else
1834 add_weight (where, (op->weight + op->carrying)); 1722 add_weight (this, (op->weight + op->carrying));
1835 1723
1836 otmp = is_player_inv (where); 1724 otmp = this->in_player ();
1837 if (otmp && otmp->contr != NULL) 1725 if (otmp && otmp->contr)
1838 {
1839 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1726 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1840 fix_player (otmp); 1727 otmp->update_stats ();
1841 }
1842 1728
1843 op->map = NULL; 1729 op->map = 0;
1844 op->env = where; 1730 op->env = this;
1845 op->above = NULL; 1731 op->above = 0;
1846 op->below = NULL; 1732 op->below = 0;
1847 op->x = 0, op->y = 0; 1733 op->x = 0, op->y = 0;
1848 1734
1849 /* reset the light list and los of the players on the map */ 1735 /* reset the light list and los of the players on the map */
1850 if ((op->glow_radius != 0) && where->map) 1736 if ((op->glow_radius != 0) && map)
1851 { 1737 {
1852#ifdef DEBUG_LIGHTS 1738#ifdef DEBUG_LIGHTS
1853 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1739 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1854#endif /* DEBUG_LIGHTS */ 1740#endif /* DEBUG_LIGHTS */
1855 if (MAP_DARKNESS (where->map)) 1741 if (map->darkness)
1856 update_all_los (where->map, where->x, where->y); 1742 update_all_los (map, x, y);
1857 } 1743 }
1858 1744
1859 /* Client has no idea of ordering so lets not bother ordering it here. 1745 /* Client has no idea of ordering so lets not bother ordering it here.
1860 * It sure simplifies this function... 1746 * It sure simplifies this function...
1861 */ 1747 */
1862 if (where->inv == NULL) 1748 if (!inv)
1863 where->inv = op; 1749 inv = op;
1864 else 1750 else
1865 { 1751 {
1866 op->below = where->inv; 1752 op->below = inv;
1867 op->below->above = op; 1753 op->below->above = op;
1868 where->inv = op; 1754 inv = op;
1869 } 1755 }
1756
1757 INVOKE_OBJECT (INSERT, this);
1758
1870 return op; 1759 return op;
1871} 1760}
1872 1761
1873/* 1762/*
1874 * Checks if any objects has a move_type that matches objects 1763 * Checks if any objects has a move_type that matches objects
1888 * 1777 *
1889 * MSW 2001-07-08: Check all objects on space, not just those below 1778 * MSW 2001-07-08: Check all objects on space, not just those below
1890 * object being inserted. insert_ob_in_map may not put new objects 1779 * object being inserted. insert_ob_in_map may not put new objects
1891 * on top. 1780 * on top.
1892 */ 1781 */
1893
1894int 1782int
1895check_move_on (object *op, object *originator) 1783check_move_on (object *op, object *originator)
1896{ 1784{
1897 object * 1785 object *tmp;
1898 tmp; 1786 maptile *m = op->map;
1899 tag_t
1900 tag;
1901 mapstruct *
1902 m = op->map;
1903 int
1904 x = op->x, y = op->y; 1787 int x = op->x, y = op->y;
1905 1788
1906 MoveType 1789 MoveType move_on, move_slow, move_block;
1907 move_on,
1908 move_slow,
1909 move_block;
1910 1790
1911 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1791 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1912 return 0; 1792 return 0;
1913
1914 tag = op->count;
1915 1793
1916 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1794 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1917 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1795 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1918 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1796 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1919 1797
1935 1813
1936 /* The objects have to be checked from top to bottom. 1814 /* The objects have to be checked from top to bottom.
1937 * Hence, we first go to the top: 1815 * Hence, we first go to the top:
1938 */ 1816 */
1939 1817
1940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1818 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1941 { 1819 {
1942 /* Trim the search when we find the first other spell effect 1820 /* Trim the search when we find the first other spell effect
1943 * this helps performance so that if a space has 50 spell objects, 1821 * this helps performance so that if a space has 50 spell objects,
1944 * we don't need to check all of them. 1822 * we don't need to check all of them.
1945 */ 1823 */
1963 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1964 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1965 { 1843 {
1966 1844
1967 float 1845 float
1968 diff = tmp->move_slow_penalty * FABS (op->speed); 1846 diff = tmp->move_slow_penalty * fabs (op->speed);
1969 1847
1970 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
1971 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1849 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1972 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1850 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1973 diff /= 4.0; 1851 diff /= 4.0;
1980 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1858 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1981 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1859 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1982 { 1860 {
1983 move_apply (tmp, op, originator); 1861 move_apply (tmp, op, originator);
1984 1862
1985 if (was_destroyed (op, tag)) 1863 if (op->destroyed ())
1986 return 1; 1864 return 1;
1987 1865
1988 /* what the person/creature stepped onto has moved the object 1866 /* what the person/creature stepped onto has moved the object
1989 * someplace new. Don't process any further - if we did, 1867 * someplace new. Don't process any further - if we did,
1990 * have a feeling strange problems would result. 1868 * have a feeling strange problems would result.
2000/* 1878/*
2001 * present_arch(arch, map, x, y) searches for any objects with 1879 * present_arch(arch, map, x, y) searches for any objects with
2002 * a matching archetype at the given map and coordinates. 1880 * a matching archetype at the given map and coordinates.
2003 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
2004 */ 1882 */
2005
2006object * 1883object *
2007present_arch (const archetype *at, mapstruct *m, int x, int y) 1884present_arch (const archetype *at, maptile *m, int x, int y)
2008{ 1885{
2009 object *
2010 tmp;
2011
2012 if (m == NULL || out_of_map (m, x, y)) 1886 if (!m || out_of_map (m, x, y))
2013 { 1887 {
2014 LOG (llevError, "Present_arch called outside map.\n"); 1888 LOG (llevError, "Present_arch called outside map.\n");
2015 return NULL; 1889 return NULL;
2016 } 1890 }
2017 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2018 if (tmp->arch == at) 1893 if (tmp->arch == at)
2019 return tmp; 1894 return tmp;
1895
2020 return NULL; 1896 return NULL;
2021} 1897}
2022 1898
2023/* 1899/*
2024 * present(type, map, x, y) searches for any objects with 1900 * present(type, map, x, y) searches for any objects with
2025 * a matching type variable at the given map and coordinates. 1901 * a matching type variable at the given map and coordinates.
2026 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
2027 */ 1903 */
2028
2029object * 1904object *
2030present (unsigned char type, mapstruct *m, int x, int y) 1905present (unsigned char type, maptile *m, int x, int y)
2031{ 1906{
2032 object *
2033 tmp;
2034
2035 if (out_of_map (m, x, y)) 1907 if (out_of_map (m, x, y))
2036 { 1908 {
2037 LOG (llevError, "Present called outside map.\n"); 1909 LOG (llevError, "Present called outside map.\n");
2038 return NULL; 1910 return NULL;
2039 } 1911 }
2040 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1912
1913 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2041 if (tmp->type == type) 1914 if (tmp->type == type)
2042 return tmp; 1915 return tmp;
1916
2043 return NULL; 1917 return NULL;
2044} 1918}
2045 1919
2046/* 1920/*
2047 * present_in_ob(type, object) searches for any objects with 1921 * present_in_ob(type, object) searches for any objects with
2048 * a matching type variable in the inventory of the given object. 1922 * a matching type variable in the inventory of the given object.
2049 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
2050 */ 1924 */
2051
2052object * 1925object *
2053present_in_ob (unsigned char type, const object *op) 1926present_in_ob (unsigned char type, const object *op)
2054{ 1927{
2055 object *
2056 tmp;
2057
2058 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2059 if (tmp->type == type) 1929 if (tmp->type == type)
2060 return tmp; 1930 return tmp;
1931
2061 return NULL; 1932 return NULL;
2062} 1933}
2063 1934
2064/* 1935/*
2065 * present_in_ob (type, str, object) searches for any objects with 1936 * present_in_ob (type, str, object) searches for any objects with
2073 * str is the string to match against. Note that we match against 1944 * str is the string to match against. Note that we match against
2074 * the object name, not the archetype name. this is so that the 1945 * the object name, not the archetype name. this is so that the
2075 * spell code can use one object type (force), but change it's name 1946 * spell code can use one object type (force), but change it's name
2076 * to be unique. 1947 * to be unique.
2077 */ 1948 */
2078
2079object * 1949object *
2080present_in_ob_by_name (int type, const char *str, const object *op) 1950present_in_ob_by_name (int type, const char *str, const object *op)
2081{ 1951{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1952 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2086 {
2087 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1953 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2088 return tmp; 1954 return tmp;
2089 } 1955
2090 return NULL; 1956 return 0;
2091} 1957}
2092 1958
2093/* 1959/*
2094 * present_arch_in_ob(archetype, object) searches for any objects with 1960 * present_arch_in_ob(archetype, object) searches for any objects with
2095 * a matching archetype in the inventory of the given object. 1961 * a matching archetype in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1962 * The first matching object is returned, or NULL if none.
2097 */ 1963 */
2098
2099object * 1964object *
2100present_arch_in_ob (const archetype *at, const object *op) 1965present_arch_in_ob (const archetype *at, const object *op)
2101{ 1966{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->arch == at) 1968 if (tmp->arch == at)
2107 return tmp; 1969 return tmp;
1970
2108 return NULL; 1971 return NULL;
2109} 1972}
2110 1973
2111/* 1974/*
2112 * activate recursively a flag on an object inventory 1975 * activate recursively a flag on an object inventory
2113 */ 1976 */
2114void 1977void
2115flag_inv (object *op, int flag) 1978flag_inv (object *op, int flag)
2116{ 1979{
2117 object *
2118 tmp;
2119
2120 if (op->inv) 1980 if (op->inv)
2121 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2122 { 1982 {
2123 SET_FLAG (tmp, flag); 1983 SET_FLAG (tmp, flag);
2124 flag_inv (tmp, flag); 1984 flag_inv (tmp, flag);
2125 } 1985 }
2126} /* 1986}
1987
1988/*
2127 * desactivate recursively a flag on an object inventory 1989 * deactivate recursively a flag on an object inventory
2128 */ 1990 */
2129void 1991void
2130unflag_inv (object *op, int flag) 1992unflag_inv (object *op, int flag)
2131{ 1993{
2132 object *
2133 tmp;
2134
2135 if (op->inv) 1994 if (op->inv)
2136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2137 { 1996 {
2138 CLEAR_FLAG (tmp, flag); 1997 CLEAR_FLAG (tmp, flag);
2139 unflag_inv (tmp, flag); 1998 unflag_inv (tmp, flag);
2140 } 1999 }
2141}
2142
2143/*
2144 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2145 * all it's inventory (recursively).
2146 * If checksums are used, a player will get set_cheat called for
2147 * him/her-self and all object carried by a call to this function.
2148 */
2149
2150void
2151set_cheat (object *op)
2152{
2153 SET_FLAG (op, FLAG_WAS_WIZ);
2154 flag_inv (op, FLAG_WAS_WIZ);
2155} 2000}
2156 2001
2157/* 2002/*
2158 * find_free_spot(object, map, x, y, start, stop) will search for 2003 * find_free_spot(object, map, x, y, start, stop) will search for
2159 * a spot at the given map and coordinates which will be able to contain 2004 * a spot at the given map and coordinates which will be able to contain
2173 * because arch_blocked (now ob_blocked) needs to know the movement type 2018 * because arch_blocked (now ob_blocked) needs to know the movement type
2174 * to know if the space in question will block the object. We can't use 2019 * to know if the space in question will block the object. We can't use
2175 * the archetype because that isn't correct if the monster has been 2020 * the archetype because that isn't correct if the monster has been
2176 * customized, changed states, etc. 2021 * customized, changed states, etc.
2177 */ 2022 */
2178
2179int 2023int
2180find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2024find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2181{ 2025{
2182 int
2183 i,
2184 index = 0, flag; 2026 int index = 0, flag;
2185 static int
2186 altern[SIZEOFFREE]; 2027 int altern[SIZEOFFREE];
2187 2028
2188 for (i = start; i < stop; i++) 2029 for (int i = start; i < stop; i++)
2189 { 2030 {
2190 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2031 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2191 if (!flag) 2032 if (!flag)
2192 altern[index++] = i; 2033 altern [index++] = i;
2193 2034
2194 /* Basically, if we find a wall on a space, we cut down the search size. 2035 /* Basically, if we find a wall on a space, we cut down the search size.
2195 * In this way, we won't return spaces that are on another side of a wall. 2036 * In this way, we won't return spaces that are on another side of a wall.
2196 * This mostly work, but it cuts down the search size in all directions - 2037 * This mostly work, but it cuts down the search size in all directions -
2197 * if the space being examined only has a wall to the north and empty 2038 * if the space being examined only has a wall to the north and empty
2198 * spaces in all the other directions, this will reduce the search space 2039 * spaces in all the other directions, this will reduce the search space
2199 * to only the spaces immediately surrounding the target area, and 2040 * to only the spaces immediately surrounding the target area, and
2200 * won't look 2 spaces south of the target space. 2041 * won't look 2 spaces south of the target space.
2201 */ 2042 */
2202 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2043 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2203 stop = maxfree[i]; 2044 stop = maxfree[i];
2204 } 2045 }
2046
2205 if (!index) 2047 if (!index)
2206 return -1; 2048 return -1;
2049
2207 return altern[RANDOM () % index]; 2050 return altern [rndm (index)];
2208} 2051}
2209 2052
2210/* 2053/*
2211 * find_first_free_spot(archetype, mapstruct, x, y) works like 2054 * find_first_free_spot(archetype, maptile, x, y) works like
2212 * find_free_spot(), but it will search max number of squares. 2055 * find_free_spot(), but it will search max number of squares.
2213 * But it will return the first available spot, not a random choice. 2056 * But it will return the first available spot, not a random choice.
2214 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2057 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2215 */ 2058 */
2216
2217int 2059int
2218find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2060find_first_free_spot (const object *ob, maptile *m, int x, int y)
2219{ 2061{
2220 int
2221 i;
2222
2223 for (i = 0; i < SIZEOFFREE; i++) 2062 for (int i = 0; i < SIZEOFFREE; i++)
2224 {
2225 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2226 return i; 2064 return i;
2227 } 2065
2228 return -1; 2066 return -1;
2229} 2067}
2230 2068
2231/* 2069/*
2232 * The function permute(arr, begin, end) randomly reorders the array 2070 * The function permute(arr, begin, end) randomly reorders the array
2233 * arr[begin..end-1]. 2071 * arr[begin..end-1].
2072 * now uses a fisher-yates shuffle, old permute was broken
2234 */ 2073 */
2235static void 2074static void
2236permute (int *arr, int begin, int end) 2075permute (int *arr, int begin, int end)
2237{ 2076{
2238 int 2077 arr += begin;
2239 i,
2240 j,
2241 tmp,
2242 len;
2243
2244 len = end - begin; 2078 end -= begin;
2245 for (i = begin; i < end; i++)
2246 {
2247 j = begin + RANDOM () % len;
2248 2079
2249 tmp = arr[i]; 2080 while (--end)
2250 arr[i] = arr[j]; 2081 swap (arr [end], arr [rndm (end + 1)]);
2251 arr[j] = tmp;
2252 }
2253} 2082}
2254 2083
2255/* new function to make monster searching more efficient, and effective! 2084/* new function to make monster searching more efficient, and effective!
2256 * This basically returns a randomized array (in the passed pointer) of 2085 * This basically returns a randomized array (in the passed pointer) of
2257 * the spaces to find monsters. In this way, it won't always look for 2086 * the spaces to find monsters. In this way, it won't always look for
2260 * the 3x3 area will be searched, just not in a predictable order. 2089 * the 3x3 area will be searched, just not in a predictable order.
2261 */ 2090 */
2262void 2091void
2263get_search_arr (int *search_arr) 2092get_search_arr (int *search_arr)
2264{ 2093{
2265 int 2094 int i;
2266 i;
2267 2095
2268 for (i = 0; i < SIZEOFFREE; i++) 2096 for (i = 0; i < SIZEOFFREE; i++)
2269 {
2270 search_arr[i] = i; 2097 search_arr[i] = i;
2271 }
2272 2098
2273 permute (search_arr, 1, SIZEOFFREE1 + 1); 2099 permute (search_arr, 1, SIZEOFFREE1 + 1);
2274 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2100 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2275 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2101 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2276} 2102}
2285 * Perhaps incorrectly, but I'm making the assumption that exclude 2111 * Perhaps incorrectly, but I'm making the assumption that exclude
2286 * is actually want is going to try and move there. We need this info 2112 * is actually want is going to try and move there. We need this info
2287 * because we have to know what movement the thing looking to move 2113 * because we have to know what movement the thing looking to move
2288 * there is capable of. 2114 * there is capable of.
2289 */ 2115 */
2290
2291int 2116int
2292find_dir (mapstruct *m, int x, int y, object *exclude) 2117find_dir (maptile *m, int x, int y, object *exclude)
2293{ 2118{
2294 int
2295 i,
2296 max = SIZEOFFREE, mflags; 2119 int i, max = SIZEOFFREE, mflags;
2297 2120
2298 sint16 nx, ny; 2121 sint16 nx, ny;
2299 object * 2122 object *tmp;
2300 tmp; 2123 maptile *mp;
2301 mapstruct *
2302 mp;
2303 2124
2304 MoveType blocked, move_type; 2125 MoveType blocked, move_type;
2305 2126
2306 if (exclude && exclude->head) 2127 if (exclude && exclude->head_ () != exclude)
2307 { 2128 {
2308 exclude = exclude->head; 2129 exclude = exclude->head;
2309 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2310 } 2131 }
2311 else 2132 else
2319 mp = m; 2140 mp = m;
2320 nx = x + freearr_x[i]; 2141 nx = x + freearr_x[i];
2321 ny = y + freearr_y[i]; 2142 ny = y + freearr_y[i];
2322 2143
2323 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2144 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2145
2324 if (mflags & P_OUT_OF_MAP) 2146 if (mflags & P_OUT_OF_MAP)
2325 {
2326 max = maxfree[i]; 2147 max = maxfree[i];
2327 }
2328 else 2148 else
2329 { 2149 {
2330 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2150 mapspace &ms = mp->at (nx, ny);
2151
2152 blocked = ms.move_block;
2331 2153
2332 if ((move_type & blocked) == move_type) 2154 if ((move_type & blocked) == move_type)
2333 {
2334 max = maxfree[i]; 2155 max = maxfree[i];
2335 }
2336 else if (mflags & P_IS_ALIVE) 2156 else if (mflags & P_IS_ALIVE)
2337 { 2157 {
2338 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2158 for (tmp = ms.bot; tmp; tmp = tmp->above)
2339 { 2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2340 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2341 {
2342 break; 2161 break;
2343 } 2162
2344 }
2345 if (tmp) 2163 if (tmp)
2346 {
2347 return freedir[i]; 2164 return freedir[i];
2348 }
2349 } 2165 }
2350 } 2166 }
2351 } 2167 }
2168
2352 return 0; 2169 return 0;
2353} 2170}
2354 2171
2355/* 2172/*
2356 * distance(object 1, object 2) will return the square of the 2173 * distance(object 1, object 2) will return the square of the
2357 * distance between the two given objects. 2174 * distance between the two given objects.
2358 */ 2175 */
2359
2360int 2176int
2361distance (const object *ob1, const object *ob2) 2177distance (const object *ob1, const object *ob2)
2362{ 2178{
2363 int
2364 i;
2365
2366 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2179 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2367 return i;
2368} 2180}
2369 2181
2370/* 2182/*
2371 * find_dir_2(delta-x,delta-y) will return a direction in which 2183 * find_dir_2(delta-x,delta-y) will return a direction in which
2372 * an object which has subtracted the x and y coordinates of another 2184 * an object which has subtracted the x and y coordinates of another
2373 * object, needs to travel toward it. 2185 * object, needs to travel toward it.
2374 */ 2186 */
2375
2376int 2187int
2377find_dir_2 (int x, int y) 2188find_dir_2 (int x, int y)
2378{ 2189{
2379 int 2190 int q;
2380 q;
2381 2191
2382 if (y) 2192 if (y)
2383 q = x * 100 / y; 2193 q = x * 100 / y;
2384 else if (x) 2194 else if (x)
2385 q = -300 * x; 2195 q = -300 * x;
2410 2220
2411 return 3; 2221 return 3;
2412} 2222}
2413 2223
2414/* 2224/*
2415 * absdir(int): Returns a number between 1 and 8, which represent
2416 * the "absolute" direction of a number (it actually takes care of
2417 * "overflow" in previous calculations of a direction).
2418 */
2419
2420int
2421absdir (int d)
2422{
2423 while (d < 1)
2424 d += 8;
2425 while (d > 8)
2426 d -= 8;
2427 return d;
2428}
2429
2430/*
2431 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2225 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2432 * between two directions (which are expected to be absolute (see absdir()) 2226 * between two directions (which are expected to be absolute (see absdir())
2433 */ 2227 */
2434
2435int 2228int
2436dirdiff (int dir1, int dir2) 2229dirdiff (int dir1, int dir2)
2437{ 2230{
2438 int 2231 int d;
2439 d;
2440 2232
2441 d = abs (dir1 - dir2); 2233 d = abs (dir1 - dir2);
2442 if (d > 4) 2234 if (d > 4)
2443 d = 8 - d; 2235 d = 8 - d;
2236
2444 return d; 2237 return d;
2445} 2238}
2446 2239
2447/* peterm: 2240/* peterm:
2448 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2241 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2451 * This basically means that if direction is 15, then it could either go 2244 * This basically means that if direction is 15, then it could either go
2452 * direction 4, 14, or 16 to get back to where we are. 2245 * direction 4, 14, or 16 to get back to where we are.
2453 * Moved from spell_util.c to object.c with the other related direction 2246 * Moved from spell_util.c to object.c with the other related direction
2454 * functions. 2247 * functions.
2455 */ 2248 */
2456
2457int
2458 reduction_dir[SIZEOFFREE][3] = { 2249int reduction_dir[SIZEOFFREE][3] = {
2459 {0, 0, 0}, /* 0 */ 2250 {0, 0, 0}, /* 0 */
2460 {0, 0, 0}, /* 1 */ 2251 {0, 0, 0}, /* 1 */
2461 {0, 0, 0}, /* 2 */ 2252 {0, 0, 0}, /* 2 */
2462 {0, 0, 0}, /* 3 */ 2253 {0, 0, 0}, /* 3 */
2463 {0, 0, 0}, /* 4 */ 2254 {0, 0, 0}, /* 4 */
2511 * find a path to that monster that we found. If not, 2302 * find a path to that monster that we found. If not,
2512 * we don't bother going toward it. Returns 1 if we 2303 * we don't bother going toward it. Returns 1 if we
2513 * can see a direct way to get it 2304 * can see a direct way to get it
2514 * Modified to be map tile aware -.MSW 2305 * Modified to be map tile aware -.MSW
2515 */ 2306 */
2516
2517
2518int 2307int
2519can_see_monsterP (mapstruct *m, int x, int y, int dir) 2308can_see_monsterP (maptile *m, int x, int y, int dir)
2520{ 2309{
2521 sint16 dx, dy; 2310 sint16 dx, dy;
2522 int
2523 mflags; 2311 int mflags;
2524 2312
2525 if (dir < 0) 2313 if (dir < 0)
2526 return 0; /* exit condition: invalid direction */ 2314 return 0; /* exit condition: invalid direction */
2527 2315
2528 dx = x + freearr_x[dir]; 2316 dx = x + freearr_x[dir];
2541 return 0; 2329 return 0;
2542 2330
2543 /* yes, can see. */ 2331 /* yes, can see. */
2544 if (dir < 9) 2332 if (dir < 9)
2545 return 1; 2333 return 1;
2334
2546 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2335 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2547 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2337 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2548} 2338}
2549
2550
2551 2339
2552/* 2340/*
2553 * can_pick(picker, item): finds out if an object is possible to be 2341 * can_pick(picker, item): finds out if an object is possible to be
2554 * picked up by the picker. Returnes 1 if it can be 2342 * picked up by the picker. Returnes 1 if it can be
2555 * picked up, otherwise 0. 2343 * picked up, otherwise 0.
2566 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2567 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2568 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2569} 2357}
2570 2358
2571
2572/* 2359/*
2573 * create clone from object to another 2360 * create clone from object to another
2574 */ 2361 */
2575object * 2362object *
2576object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2577{ 2364{
2578 object *
2579 dst = NULL, *tmp, *src, *part, *prev, *item; 2365 object *dst = 0, *tmp, *src, *prev, *item;
2580 2366
2581 if (!asrc) 2367 if (!asrc)
2582 return NULL; 2368 return 0;
2583 src = asrc; 2369
2584 if (src->head)
2585 src = src->head; 2370 src = asrc->head_ ();
2586 2371
2587 prev = NULL; 2372 prev = 0;
2588 for (part = src; part; part = part->more) 2373 for (object *part = src; part; part = part->more)
2589 { 2374 {
2590 tmp = get_object (); 2375 tmp = part->clone ();
2591 copy_object (part, tmp);
2592 tmp->x -= src->x; 2376 tmp->x -= src->x;
2593 tmp->y -= src->y; 2377 tmp->y -= src->y;
2378
2594 if (!part->head) 2379 if (!part->head)
2595 { 2380 {
2596 dst = tmp; 2381 dst = tmp;
2597 tmp->head = NULL; 2382 tmp->head = 0;
2598 } 2383 }
2599 else 2384 else
2600 {
2601 tmp->head = dst; 2385 tmp->head = dst;
2602 } 2386
2603 tmp->more = NULL; 2387 tmp->more = 0;
2388
2604 if (prev) 2389 if (prev)
2605 prev->more = tmp; 2390 prev->more = tmp;
2391
2606 prev = tmp; 2392 prev = tmp;
2607 } 2393 }
2608 2394
2609 /*** copy inventory ***/
2610 for (item = src->inv; item; item = item->below) 2395 for (item = src->inv; item; item = item->below)
2611 {
2612 (void) insert_ob_in_ob (object_create_clone (item), dst); 2396 insert_ob_in_ob (object_create_clone (item), dst);
2613 }
2614 2397
2615 return dst; 2398 return dst;
2616}
2617
2618/* return true if the object was destroyed, 0 otherwise */
2619int
2620was_destroyed (const object *op, tag_t old_tag)
2621{
2622 /* checking for FLAG_FREED isn't necessary, but makes this function more
2623 * robust */
2624 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2625}
2626
2627/* GROS - Creates an object using a string representing its content. */
2628
2629/* Basically, we save the content of the string to a temp file, then call */
2630
2631/* load_object on it. I admit it is a highly inefficient way to make things, */
2632
2633/* but it was simple to make and allows reusing the load_object function. */
2634
2635/* Remember not to use load_object_str in a time-critical situation. */
2636
2637/* Also remember that multiparts objects are not supported for now. */
2638
2639object *
2640load_object_str (const char *obstr)
2641{
2642 object *
2643 op;
2644 char
2645 filename[MAX_BUF];
2646
2647 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2648
2649 FILE *
2650 tempfile = fopen (filename, "w");
2651
2652 if (tempfile == NULL)
2653 {
2654 LOG (llevError, "Error - Unable to access load object temp file\n");
2655 return NULL;
2656 };
2657 fprintf (tempfile, obstr);
2658 fclose (tempfile);
2659
2660 op = get_object ();
2661
2662 object_thawer thawer (filename);
2663
2664 if (thawer)
2665 load_object (thawer, op, 0);
2666
2667 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2668 CLEAR_FLAG (op, FLAG_REMOVED);
2669
2670 return op;
2671} 2399}
2672 2400
2673/* This returns the first object in who's inventory that 2401/* This returns the first object in who's inventory that
2674 * has the same type and subtype match. 2402 * has the same type and subtype match.
2675 * returns NULL if no match. 2403 * returns NULL if no match.
2676 */ 2404 */
2677object * 2405object *
2678find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2679{ 2407{
2680 object *
2681 tmp;
2682
2683 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2684 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2685 return tmp; 2410 return tmp;
2686 2411
2687 return NULL; 2412 return 0;
2688} 2413}
2689 2414
2690/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2691 * otherwise return NULL. 2416 * otherwise return NULL.
2692 * 2417 *
2694 * do the desired thing. 2419 * do the desired thing.
2695 */ 2420 */
2696key_value * 2421key_value *
2697get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2698{ 2423{
2699 key_value *
2700 link;
2701
2702 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2703 {
2704 if (link->key == key) 2425 if (link->key == key)
2705 {
2706 return link; 2426 return link;
2707 }
2708 }
2709 2427
2710 return NULL; 2428 return 0;
2711} 2429}
2712 2430
2713/* 2431/*
2714 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2715 * 2433 *
2718 * The returned string is shared. 2436 * The returned string is shared.
2719 */ 2437 */
2720const char * 2438const char *
2721get_ob_key_value (const object *op, const char *const key) 2439get_ob_key_value (const object *op, const char *const key)
2722{ 2440{
2723 key_value * 2441 key_value *link;
2724 link; 2442 shstr_cmp canonical_key (key);
2725 const char *
2726 canonical_key;
2727 2443
2728 canonical_key = shstr::find (key);
2729
2730 if (canonical_key == NULL) 2444 if (!canonical_key)
2731 { 2445 {
2732 /* 1. There being a field named key on any object 2446 /* 1. There being a field named key on any object
2733 * implies there'd be a shared string to find. 2447 * implies there'd be a shared string to find.
2734 * 2. Since there isn't, no object has this field. 2448 * 2. Since there isn't, no object has this field.
2735 * 3. Therefore, *this* object doesn't have this field. 2449 * 3. Therefore, *this* object doesn't have this field.
2736 */ 2450 */
2737 return NULL; 2451 return 0;
2738 } 2452 }
2739 2453
2740 /* This is copied from get_ob_key_link() above - 2454 /* This is copied from get_ob_key_link() above -
2741 * only 4 lines, and saves the function call overhead. 2455 * only 4 lines, and saves the function call overhead.
2742 */ 2456 */
2743 for (link = op->key_values; link != NULL; link = link->next) 2457 for (link = op->key_values; link; link = link->next)
2744 {
2745 if (link->key == canonical_key) 2458 if (link->key == canonical_key)
2746 {
2747 return link->value; 2459 return link->value;
2748 } 2460
2749 }
2750 return NULL; 2461 return 0;
2751} 2462}
2752
2753 2463
2754/* 2464/*
2755 * Updates the canonical_key in op to value. 2465 * Updates the canonical_key in op to value.
2756 * 2466 *
2757 * canonical_key is a shared string (value doesn't have to be). 2467 * canonical_key is a shared string (value doesn't have to be).
2762 * Returns TRUE on success. 2472 * Returns TRUE on success.
2763 */ 2473 */
2764int 2474int
2765set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2766{ 2476{
2767 key_value *
2768 field = NULL, *last = NULL; 2477 key_value *field = NULL, *last = NULL;
2769 2478
2770 for (field = op->key_values; field != NULL; field = field->next) 2479 for (field = op->key_values; field != NULL; field = field->next)
2771 { 2480 {
2772 if (field->key != canonical_key) 2481 if (field->key != canonical_key)
2773 { 2482 {
2782 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2783 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2784 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2785 * we get this value back again. 2494 * we get this value back again.
2786 */ 2495 */
2787 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (op->arch, canonical_key))
2788 field->value = 0; 2497 field->value = 0;
2789 else 2498 else
2790 { 2499 {
2791 if (last) 2500 if (last)
2792 last->next = field->next; 2501 last->next = field->next;
2801 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2802 2511
2803 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2804 2513
2805 if (!add_key) 2514 if (!add_key)
2806 {
2807 return FALSE; 2515 return FALSE;
2808 } 2516
2809 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2810 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2811 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2812 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2813 * should pass in "" 2521 * should pass in ""
2840{ 2548{
2841 shstr key_ (key); 2549 shstr key_ (key);
2842 2550
2843 return set_ob_key_value_s (op, key_, value, add_key); 2551 return set_ob_key_value_s (op, key_, value, add_key);
2844} 2552}
2553
2554object::depth_iterator::depth_iterator (object *container)
2555: iterator_base (container)
2556{
2557 while (item->inv)
2558 item = item->inv;
2559}
2560
2561void
2562object::depth_iterator::next ()
2563{
2564 if (item->below)
2565 {
2566 item = item->below;
2567
2568 while (item->inv)
2569 item = item->inv;
2570 }
2571 else
2572 item = item->env;
2573}
2574
2575const char *
2576object::flag_desc (char *desc, int len) const
2577{
2578 char *p = desc;
2579 bool first = true;
2580
2581 *p = 0;
2582
2583 for (int i = 0; i < NUM_FLAGS; i++)
2584 {
2585 if (len <= 10) // magic constant!
2586 {
2587 snprintf (p, len, ",...");
2588 break;
2589 }
2590
2591 if (flag [i])
2592 {
2593 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2594 len -= cnt;
2595 p += cnt;
2596 first = false;
2597 }
2598 }
2599
2600 return desc;
2601}
2602
2603// return a suitable string describing an object in enough detail to find it
2604const char *
2605object::debug_desc (char *info) const
2606{
2607 char flagdesc[512];
2608 char info2[256 * 4];
2609 char *p = info;
2610
2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2612 count, uuid.seq,
2613 &name,
2614 title ? "\",title:\"" : "",
2615 title ? (const char *)title : "",
2616 flag_desc (flagdesc, 512), type);
2617
2618 if (env)
2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2620
2621 if (map)
2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2623
2624 return info;
2625}
2626
2627const char *
2628object::debug_desc () const
2629{
2630 static char info[3][256 * 4];
2631 static int info_idx;
2632
2633 return debug_desc (info [++info_idx % 3]);
2634}
2635
2636struct region *
2637object::region () const
2638{
2639 return map ? map->region (x, y)
2640 : region::default_region ();
2641}
2642
2643const materialtype_t *
2644object::dominant_material () const
2645{
2646 if (materialtype_t *mt = name_to_material (materialname))
2647 return mt;
2648
2649 return name_to_material (shstr_unknown);
2650}
2651
2652void
2653object::open_container (object *new_container)
2654{
2655 if (container == new_container)
2656 return;
2657
2658 if (object *old_container = container)
2659 {
2660 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2661 return;
2662
2663#if 0
2664 // remove the "Close old_container" object.
2665 if (object *closer = old_container->inv)
2666 if (closer->type == CLOSE_CON)
2667 closer->destroy ();
2668#endif
2669
2670 old_container->flag [FLAG_APPLIED] = 0;
2671 container = 0;
2672
2673 esrv_update_item (UPD_FLAGS, this, old_container);
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2675 }
2676
2677 if (new_container)
2678 {
2679 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2680 return;
2681
2682 // TODO: this does not seem to serve any purpose anymore?
2683#if 0
2684 // insert the "Close Container" object.
2685 if (archetype *closer = new_container->other_arch)
2686 {
2687 object *closer = arch_to_object (new_container->other_arch);
2688 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2689 new_container->insert (closer);
2690 }
2691#endif
2692
2693 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2694
2695 new_container->flag [FLAG_APPLIED] = 1;
2696 container = new_container;
2697
2698 esrv_update_item (UPD_FLAGS, this, new_container);
2699 esrv_send_inventory (this, new_container);
2700 }
2701}
2702
2703object *
2704object::force_find (const shstr name)
2705{
2706 /* cycle through his inventory to look for the MARK we want to
2707 * place
2708 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2710 if (tmp->type == FORCE && tmp->slaying == name)
2711 return splay (tmp);
2712
2713 return 0;
2714}
2715
2716void
2717object::force_add (const shstr name, int duration)
2718{
2719 if (object *force = force_find (name))
2720 force->destroy ();
2721
2722 object *force = get_archetype (FORCE_NAME);
2723
2724 force->slaying = name;
2725 force->stats.food = 1;
2726 force->speed_left = -1.f;
2727
2728 force->set_speed (duration ? 1.f / duration : 0.f);
2729 force->flag [FLAG_IS_USED_UP] = true;
2730 force->flag [FLAG_APPLIED] = true;
2731
2732 insert (force);
2733}
2734

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