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Comparing deliantra/server/common/object.C (file contents):
Revision 1.31 by root, Mon Sep 11 23:33:27 2006 UTC vs.
Revision 1.182 by root, Mon Aug 20 18:11:02 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 */
628void 643void
629update_ob_speed (object *op) 644object::set_speed (float speed)
630{ 645{
631 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
632
633 /* No reason putting the archetypes objects on the speed list,
634 * since they never really need to be updated.
635 */
636
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 { 647 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0; 649 speed = 0;
644#endif
645 }
646
647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 { 650 }
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
654 return;
655 651
656 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
657 * of the list. */
658 op->active_next = active_objects;
659 653
660 if (op->active_next != NULL) 654 if (has_active_speed ())
661 op->active_next->active_prev = op; 655 activate ();
662
663 active_objects = op;
664 }
665 else 656 else
666 { 657 deactivate ();
667 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects)
669 return;
670
671 if (op->active_prev == NULL)
672 {
673 active_objects = op->active_next;
674
675 if (op->active_next != NULL)
676 op->active_next->active_prev = NULL;
677 }
678 else
679 {
680 op->active_prev->active_next = op->active_next;
681
682 if (op->active_next)
683 op->active_next->active_prev = op->active_prev;
684 }
685
686 op->active_next = NULL;
687 op->active_prev = NULL;
688 }
689} 658}
690 659
691/* This function removes object 'op' from the list of active
692 * objects.
693 * This should only be used for style maps or other such
694 * reference maps where you don't want an object that isn't
695 * in play chewing up cpu time getting processed.
696 * The reverse of this is to call update_ob_speed, which
697 * will do the right thing based on the speed of the object.
698 */
699void
700remove_from_active_list (object *op)
701{
702 /* If not on the active list, nothing needs to be done */
703 if (!op->active_next && !op->active_prev && op != active_objects)
704 return;
705
706 if (op->active_prev == NULL)
707 {
708 active_objects = op->active_next;
709 if (op->active_next != NULL)
710 op->active_next->active_prev = NULL;
711 }
712 else
713 {
714 op->active_prev->active_next = op->active_next;
715 if (op->active_next)
716 op->active_next->active_prev = op->active_prev;
717 }
718 op->active_next = NULL;
719 op->active_prev = NULL;
720}
721
722/* 660/*
723 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
725 * 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
726 * invisible object, etc...) 664 * invisible object, etc...)
727 * 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
728 * 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
729 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
730 * 668 *
731 * 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.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are: 670 * current action are:
737 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
739 * 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
740 * 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.
741 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
742 */ 676 */
743
744void 677void
745update_object (object *op, int action) 678update_object (object *op, int action)
746{ 679{
747 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow;
749
750 if (op == NULL) 680 if (op == NULL)
751 { 681 {
752 /* this should never happen */ 682 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
754 return; 684 return;
755 } 685 }
756 686
757 if (op->env != NULL) 687 if (op->env)
758 { 688 {
759 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
760 * to do in this case. 690 * to do in this case.
761 */ 691 */
762 return; 692 return;
767 */ 697 */
768 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return; 699 return;
770 700
771 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
772 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)
773 { 703 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 705#ifdef MANY_CORES
776 abort (); 706 abort ();
777#endif 707#endif
778 return; 708 return;
779 } 709 }
780 710
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 711 mapspace &m = op->ms ();
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
788 if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
789 { 716 {
717 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
791 update_now = 1;
792
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
794 update_now = 1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
795 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
805 if ((move_on | op->move_on) != move_on) 724 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 725 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 726 || (m.move_slow | op->move_slow) != m.move_slow
810
811 /* 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
812 * to have move_allow right now. 728 * to have move_allow right now.
813 */ 729 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 732 m.flags_ = 0;
817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
819 } 733 }
820 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 736 * that is being removed.
823 */ 737 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 739 m.flags_ = 0;
826 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
828 else 742 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 744
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL) 745 if (op->more)
838 update_object (op->more, action); 746 update_object (op->more, action);
839}
840
841static unordered_vector<object *> mortals;
842static std::vector<object *> freed;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858} 747}
859 748
860object::object () 749object::object ()
861{ 750{
862 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
863 752
864 expmul = 1.0; 753 expmul = 1.0;
865 face = blank_face; 754 face = blank_face;
866 attacked_by_count = -1;
867} 755}
868 756
869object::~object () 757object::~object ()
870{ 758{
759 unlink ();
760
871 free_key_values (this); 761 free_key_values (this);
872} 762}
873 763
764static int object_count;
765
874void object::link () 766void object::link ()
875{ 767{
768 assert (!index);//D
769 uuid = gen_uuid ();
876 count = ++ob_count; 770 count = ++object_count;
877 771
878 prev = 0; 772 refcnt_inc ();
879 next = objects; 773 objects.insert (this);
880
881 if (objects)
882 objects->prev = this;
883
884 objects = this;
885} 774}
886 775
887void object::unlink () 776void object::unlink ()
888{ 777{
889 count = 0;
890
891 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next;
895 prev = 0;
896 }
897
898 if (next) 778 if (!index)
899 { 779 return;
900 next->prev = prev; 780
901 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)
902 } 836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840}
903 841
904 if (this == objects) 842/*
905 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 }
906} 890}
907 891
908object *object::create () 892object *object::create ()
909{ 893{
910 object *
911 op;
912
913 if (freed.empty ())
914 op = new object; 894 object *op = new object;
915 else
916 {
917 // highly annoying, but the only way to get it stable right now
918 op = freed.back ();
919 freed.pop_back ();
920 op->~object ();
921 new ((void *) op) object;
922 }
923
924 op->link (); 895 op->link ();
925 return op; 896 return op;
926} 897}
927 898
928/* 899void
929 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
930 * it from the list of used objects, and puts it on the list of
931 * free objects. The IS_FREED() flag is set in the object.
932 * The object must have been removed by remove_ob() first for
933 * this function to succeed.
934 *
935 * If free_inventory is set, free inventory as well. Else drop items in
936 * inventory to the ground.
937 */
938void object::free (bool free_inventory)
939{ 901{
940 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 ())
941 return; 960 return;
942 961
943 if (!QUERY_FLAG (this, FLAG_REMOVED)) 962 if (destroy_inventory)
944 remove_ob (this); 963 destroy_inv (false);
945 964
946 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 965 if (is_head ())
947 remove_friendly_object (this); 966 if (sound_destroy)
967 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
948 970
949 SET_FLAG (this, FLAG_FREED); 971 attachable::destroy ();
950
951 if (more)
952 {
953 more->free (free_inventory);
954 more = 0;
955 }
956
957 if (inv)
958 {
959 /* Only if the space blocks everything do we not process -
960 * if some form of movement is allowed, let objects
961 * drop on that space.
962 */
963 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
964 {
965 object *op = inv;
966
967 while (op)
968 {
969 object *tmp = op->below;
970 op->free (free_inventory);
971 op = tmp;
972 }
973 }
974 else
975 { /* Put objects in inventory onto this space */
976 object *op = inv;
977
978 while (op)
979 {
980 object *tmp = op->below;
981
982 remove_ob (op);
983
984 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
985 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
986 free_object (op);
987 else
988 {
989 op->x = x;
990 op->y = y;
991 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 }
993
994 op = tmp;
995 }
996 }
997 }
998
999 owner = 0;
1000
1001 /* Remove object from the active list */
1002 speed = 0;
1003 update_ob_speed (this);
1004
1005 unlink ();
1006
1007 mortals.push_back (this);
1008} 972}
1009 973
1010/* 974/*
1011 * sub_weight() recursively (outwards) subtracts a number from the 975 * sub_weight() recursively (outwards) subtracts a number from the
1012 * weight of an object (and what is carried by it's environment(s)). 976 * weight of an object (and what is carried by it's environment(s)).
1013 */ 977 */
1014
1015void 978void
1016sub_weight (object *op, signed long weight) 979sub_weight (object *op, signed long weight)
1017{ 980{
1018 while (op != NULL) 981 while (op != NULL)
1019 { 982 {
1020 if (op->type == CONTAINER) 983 if (op->type == CONTAINER)
1021 {
1022 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 984 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1023 } 985
1024 op->carrying -= weight; 986 op->carrying -= weight;
1025 op = op->env; 987 op = op->env;
1026 } 988 }
1027} 989}
1028 990
1029/* remove_ob(op): 991/* op->remove ():
1030 * This function removes the object op from the linked list of objects 992 * This function removes the object op from the linked list of objects
1031 * which it is currently tied to. When this function is done, the 993 * which it is currently tied to. When this function is done, the
1032 * object will have no environment. If the object previously had an 994 * object will have no environment. If the object previously had an
1033 * environment, the x and y coordinates will be updated to 995 * environment, the x and y coordinates will be updated to
1034 * the previous environment. 996 * the previous environment.
1035 * Beware: This function is called from the editor as well!
1036 */ 997 */
1037
1038void 998void
1039remove_ob (object *op) 999object::do_remove ()
1040{ 1000{
1001 object *tmp, *last = 0;
1041 object * 1002 object *otmp;
1042 tmp, *
1043 last = NULL;
1044 object *
1045 otmp;
1046 1003
1047 tag_t
1048 tag;
1049 int
1050 check_walk_off;
1051 mapstruct *
1052 m;
1053
1054 sint16
1055 x,
1056 y;
1057
1058 if (QUERY_FLAG (op, FLAG_REMOVED)) 1004 if (QUERY_FLAG (this, FLAG_REMOVED))
1059 return; 1005 return;
1060 1006
1061 SET_FLAG (op, FLAG_REMOVED); 1007 SET_FLAG (this, FLAG_REMOVED);
1008 INVOKE_OBJECT (REMOVE, this);
1062 1009
1063 if (op->more != NULL) 1010 if (more)
1064 remove_ob (op->more); 1011 more->remove ();
1065 1012
1066 /* 1013 /*
1067 * In this case, the object to be removed is in someones 1014 * In this case, the object to be removed is in someones
1068 * inventory. 1015 * inventory.
1069 */ 1016 */
1070 if (op->env != NULL) 1017 if (env)
1071 { 1018 {
1072 if (op->nrof) 1019 if (nrof)
1073 sub_weight (op->env, op->weight * op->nrof); 1020 sub_weight (env, weight * nrof);
1074 else 1021 else
1075 sub_weight (op->env, op->weight + op->carrying); 1022 sub_weight (env, weight + carrying);
1076 1023
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1024 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 1025 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1026 * to save cpu time.
1080 */ 1027 */
1081 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1082 fix_player (otmp); 1029 otmp->update_stats ();
1083 1030
1084 if (op->above != NULL) 1031 if (above)
1085 op->above->below = op->below; 1032 above->below = below;
1086 else 1033 else
1087 op->env->inv = op->below; 1034 env->inv = below;
1088 1035
1089 if (op->below != NULL) 1036 if (below)
1090 op->below->above = op->above; 1037 below->above = above;
1091 1038
1092 /* we set up values so that it could be inserted into 1039 /* we set up values so that it could be inserted into
1093 * the map, but we don't actually do that - it is up 1040 * the map, but we don't actually do that - it is up
1094 * to the caller to decide what we want to do. 1041 * to the caller to decide what we want to do.
1095 */ 1042 */
1096 op->x = op->env->x, op->y = op->env->y; 1043 x = env->x, y = env->y;
1097 op->map = op->env->map; 1044 map = env->map;
1098 op->above = NULL, op->below = NULL; 1045 above = 0, below = 0;
1099 op->env = NULL; 1046 env = 0;
1100 } 1047 }
1101 else if (op->map) 1048 else if (map)
1102 { 1049 {
1103 x = op->x; 1050 if (type == PLAYER)
1104 y = op->y;
1105 m = get_map_from_coord (op->map, &x, &y);
1106
1107 if (!m)
1108 { 1051 {
1109 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1052 // leaving a spot always closes any open container on the ground
1110 op->map->path, op->x, op->y); 1053 if (container && !container->env)
1111 /* in old days, we used to set x and y to 0 and continue. 1054 // this causes spurious floorbox updates, but it ensures
1112 * it seems if we get into this case, something is probablye 1055 // that the CLOSE event is being sent.
1113 * screwed up and should be fixed. 1056 close_container ();
1114 */ 1057
1115 abort (); 1058 --map->players;
1059 map->touch ();
1116 } 1060 }
1117 1061
1118 if (op->map != m) 1062 map->dirty = true;
1119 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1063 mapspace &ms = this->ms ();
1120 op->map->path, m->path, op->x, op->y, x, y);
1121
1122 /* Re did the following section of code - it looks like it had
1123 * lots of logic for things we no longer care about
1124 */
1125 1064
1126 /* link the object above us */ 1065 /* link the object above us */
1127 if (op->above) 1066 if (above)
1128 op->above->below = op->below; 1067 above->below = below;
1129 else 1068 else
1130 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1069 ms.top = below; /* we were top, set new top */
1131 1070
1132 /* Relink the object below us, if there is one */ 1071 /* Relink the object below us, if there is one */
1133 if (op->below) 1072 if (below)
1134 op->below->above = op->above; 1073 below->above = above;
1135 else 1074 else
1136 { 1075 {
1137 /* Nothing below, which means we need to relink map object for this space 1076 /* Nothing below, which means we need to relink map object for this space
1138 * use translated coordinates in case some oddness with map tiling is 1077 * use translated coordinates in case some oddness with map tiling is
1139 * evident 1078 * evident
1140 */ 1079 */
1141 if (GET_MAP_OB (m, x, y) != op) 1080 if (GET_MAP_OB (map, x, y) != this)
1142 {
1143 dump_object (op);
1144 LOG (llevError,
1145 "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); 1081 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 ());
1146 dump_object (GET_MAP_OB (m, x, y));
1147 LOG (llevError, "%s\n", errmsg);
1148 }
1149 1082
1150 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1083 ms.bot = above; /* goes on above it. */
1151 } 1084 }
1152 1085
1153 op->above = 0; 1086 above = 0;
1154 op->below = 0; 1087 below = 0;
1155 1088
1156 if (op->map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1157 return; 1090 return;
1158 1091
1159 tag = op->count; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1160 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1161 1093
1162 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1163 { 1107 {
1164 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1165 * being removed. 1109 * being removed.
1166 */ 1110 */
1167 1111
1168 if (tmp->type == PLAYER && tmp != op) 1112 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1169 { 1116 {
1170 /* If a container that the player is currently using somehow gets 1117 move_apply (tmp, this, 0);
1171 * removed (most likely destroyed), update the player view
1172 * appropriately.
1173 */
1174 if (tmp->container == op)
1175 {
1176 CLEAR_FLAG (op, FLAG_APPLIED);
1177 tmp->container = NULL;
1178 }
1179 1118
1180 tmp->contr->socket.update_look = 1; 1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1181 } 1121 }
1182
1183 /* See if player moving off should effect something */
1184 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1185 {
1186 move_apply (tmp, op, NULL);
1187
1188 if (was_destroyed (op, tag))
1189 {
1190 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1191 }
1192 }
1193
1194 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1195
1196 if (tmp->above == tmp)
1197 tmp->above = NULL;
1198 1122
1199 last = tmp; 1123 last = tmp;
1200 } 1124 }
1201 1125
1202 /* 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?
1203 if (last == NULL) 1128 if (!last)
1204 { 1129 map->at (x, y).flags_ = 0;
1205 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1206 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1207 * those out anyways, and if there are any flags set right now, they won't
1208 * be correct anyways.
1209 */
1210 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1211 update_position (op->map, op->x, op->y);
1212 }
1213 else 1130 else
1214 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1215 1132
1216 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1217 update_all_los (op->map, op->x, op->y); 1134 update_all_los (map, x, y);
1218 } 1135 }
1219} 1136}
1220 1137
1221/* 1138/*
1222 * merge_ob(op,top): 1139 * merge_ob(op,top):
1224 * This function goes through all objects below and including top, and 1141 * This function goes through all objects below and including top, and
1225 * merges op to the first matching object. 1142 * merges op to the first matching object.
1226 * If top is NULL, it is calculated. 1143 * If top is NULL, it is calculated.
1227 * 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
1228 */ 1145 */
1229
1230object * 1146object *
1231merge_ob (object *op, object *top) 1147merge_ob (object *op, object *top)
1232{ 1148{
1233 if (!op->nrof) 1149 if (!op->nrof)
1234 return 0; 1150 return 0;
1235 1151
1236 if (top == NULL) 1152 if (top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1153 for (top = op; top && top->above; top = top->above)
1154 ;
1238 1155
1239 for (; top != NULL; top = top->below) 1156 for (; top; top = top->below)
1240 { 1157 {
1241 if (top == op) 1158 if (top == op)
1242 continue; 1159 continue;
1243 if (CAN_MERGE (op, top)) 1160
1161 if (object::can_merge (op, top))
1244 { 1162 {
1245 top->nrof += op->nrof; 1163 top->nrof += op->nrof;
1246 1164
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1248 op->weight = 0; /* Don't want any adjustements now */ 1166 op->weight = 0; /* Don't want any adjustements now */
1249 remove_ob (op); 1167 op->destroy ();
1250 free_object (op);
1251 return top; 1168 return top;
1252 } 1169 }
1253 } 1170 }
1254 1171
1255 return NULL; 1172 return 0;
1256} 1173}
1257 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
1258/* 1198/*
1259 * 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
1260 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1261 */ 1201 */
1262object * 1202object *
1263insert_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)
1264{ 1204{
1265 object *tmp;
1266
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1206 {
1272 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1273 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1274 } 1209 }
1275 1210
1276 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1277} 1212}
1278 1213
1294 * Return value: 1229 * Return value:
1295 * new object if 'op' was merged with other object 1230 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1231 * NULL if 'op' was destroyed
1297 * just 'op' otherwise 1232 * just 'op' otherwise
1298 */ 1233 */
1299
1300object * 1234object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1303 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1304 sint16 x, y;
1305 1240
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1307 {
1308 LOG (llevError, "Trying to insert freed object!\n");
1309 return NULL;
1310 }
1311
1312 if (m == NULL)
1313 {
1314 dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1316 return op;
1317 }
1318 1242
1319 if (out_of_map (m, op->x, op->y)) 1243 if (out_of_map (m, op->x, op->y))
1320 { 1244 {
1321 dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1245 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1323#ifdef MANY_CORES 1246#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object 1247 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting 1248 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted. 1249 * improperly inserted.
1327 */ 1250 */
1328 abort (); 1251 abort ();
1329#endif 1252#endif
1330 return op; 1253 return op;
1331 } 1254 }
1332 1255
1333 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1256 if (object *more = op->more)
1334 { 1257 if (!insert_ob_in_map (more, m, originator, flag))
1335 dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1337 return op; 1258 return 0;
1338 }
1339
1340 if (op->more != NULL)
1341 {
1342 /* The part may be on a different map. */
1343
1344 object *more = op->more;
1345
1346 /* We really need the caller to normalize coordinates - if
1347 * we set the map, that doesn't work if the location is within
1348 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it.
1350 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map)
1354 {
1355 /* For backwards compatibility - when not dealing with tiled maps,
1356 * more->map should always point to the parent.
1357 */
1358 more->map = m;
1359 }
1360
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 {
1363 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365
1366 return NULL;
1367 }
1368 }
1369 1259
1370 CLEAR_FLAG (op, FLAG_REMOVED); 1260 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1261
1372 /* Ideally, the caller figures this out. However, it complicates a lot 1262 /* Ideally, the caller figures this out. However, it complicates a lot
1373 * of areas of callers (eg, anything that uses find_free_spot would now 1263 * of areas of callers (eg, anything that uses find_free_spot would now
1374 * need extra work 1264 * need extra work
1375 */ 1265 */
1376 op->map = get_map_from_coord (m, &op->x, &op->y); 1266 if (!xy_normalise (m, op->x, op->y))
1377 x = op->x; 1267 return 0;
1378 y = op->y; 1268
1269 op->map = m;
1270 mapspace &ms = op->ms ();
1379 1271
1380 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1381 */ 1273 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1274 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1276 if (object::can_merge (op, tmp))
1385 { 1277 {
1386 op->nrof += tmp->nrof; 1278 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1279 tmp->destroy ();
1388 free_object (tmp);
1389 } 1280 }
1390 1281
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1282 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1283 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 1284
1406 op->below = originator->below; 1297 op->below = originator->below;
1407 1298
1408 if (op->below) 1299 if (op->below)
1409 op->below->above = op; 1300 op->below->above = op;
1410 else 1301 else
1411 SET_MAP_OB (op->map, op->x, op->y, op); 1302 ms.bot = op;
1412 1303
1413 /* since *below* originator, no need to update top */ 1304 /* since *below* originator, no need to update top */
1414 originator->below = op; 1305 originator->below = op;
1415 } 1306 }
1416 else 1307 else
1417 { 1308 {
1309 top = ms.bot;
1310
1418 /* If there are other objects, then */ 1311 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1312 if ((!(flag & INS_MAP_LOAD)) && top)
1420 { 1313 {
1421 object *last = NULL; 1314 object *last = 0;
1422 1315
1423 /* 1316 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1317 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1318 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1319 * Generally, we want to put the new object on top. But if
1430 * once we get to them. This reduces the need to traverse over all of 1323 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time 1324 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed 1325 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1326 * that flying non pickable objects are spell objects.
1434 */ 1327 */
1435 1328 for (top = ms.bot; top; top = top->above)
1436 while (top != NULL)
1437 { 1329 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1330 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439 floor = top; 1331 floor = top;
1440 1332
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1333 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1444 top = top->below; 1336 top = top->below;
1445 break; 1337 break;
1446 } 1338 }
1447 1339
1448 last = top; 1340 last = top;
1449 top = top->above;
1450 } 1341 }
1451 1342
1452 /* Don't want top to be NULL, so set it to the last valid object */ 1343 /* Don't want top to be NULL, so set it to the last valid object */
1453 top = last; 1344 top = last;
1454 1345
1456 * looks like instead of lots of conditions here. 1347 * looks like instead of lots of conditions here.
1457 * makes things faster, and effectively the same result. 1348 * makes things faster, and effectively the same result.
1458 */ 1349 */
1459 1350
1460 /* Have object 'fall below' other objects that block view. 1351 /* Have object 'fall below' other objects that block view.
1461 * Unless those objects are exits, type 66 1352 * Unless those objects are exits.
1462 * If INS_ON_TOP is used, don't do this processing 1353 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1354 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1355 * stacking is a bit odd.
1465 */ 1356 */
1466 if (!(flag & INS_ON_TOP) && 1357 if (!(flag & INS_ON_TOP)
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1358 && ms.flags () & P_BLOCKSVIEW
1359 && (op->face && !faces [op->face].visibility))
1468 { 1360 {
1469 for (last = top; last != floor; last = last->below) 1361 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break; 1363 break;
1364
1472 /* Check to see if we found the object that blocks view, 1365 /* Check to see if we found the object that blocks view,
1473 * and make sure we have a below pointer for it so that 1366 * and make sure we have a below pointer for it so that
1474 * we can get inserted below this one, which requires we 1367 * we can get inserted below this one, which requires we
1475 * set top to the object below us. 1368 * set top to the object below us.
1476 */ 1369 */
1477 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1478 top = last->below; 1371 top = last->below;
1479 } 1372 }
1480 } /* If objects on this space */ 1373 } /* If objects on this space */
1481
1482 if (flag & INS_MAP_LOAD) 1374 if (flag & INS_MAP_LOAD)
1483 top = GET_MAP_TOP (op->map, op->x, op->y); 1375 top = ms.top;
1484 1376
1485 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1486 top = floor; 1378 top = floor;
1487 1379
1488 /* Top is the object that our object (op) is going to get inserted above. 1380 /* Top is the object that our object (op) is going to get inserted above.
1489 */ 1381 */
1490 1382
1491 /* First object on this space */ 1383 /* First object on this space */
1492 if (!top) 1384 if (!top)
1493 { 1385 {
1494 op->above = GET_MAP_OB (op->map, op->x, op->y); 1386 op->above = ms.bot;
1495 1387
1496 if (op->above) 1388 if (op->above)
1497 op->above->below = op; 1389 op->above->below = op;
1498 1390
1499 op->below = NULL; 1391 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1392 ms.bot = op;
1501 } 1393 }
1502 else 1394 else
1503 { /* get inserted into the stack above top */ 1395 { /* get inserted into the stack above top */
1504 op->above = top->above; 1396 op->above = top->above;
1505 1397
1508 1400
1509 op->below = top; 1401 op->below = top;
1510 top->above = op; 1402 top->above = op;
1511 } 1403 }
1512 1404
1513 if (op->above == NULL) 1405 if (!op->above)
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1406 ms.top = op;
1515 } /* else not INS_BELOW_ORIGINATOR */ 1407 } /* else not INS_BELOW_ORIGINATOR */
1516 1408
1517 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1410 {
1518 op->contr->do_los = 1; 1411 op->contr->do_los = 1;
1412 ++op->map->players;
1413 op->map->touch ();
1414 }
1519 1415
1520 /* If we have a floor, we know the player, if any, will be above 1416 op->map->dirty = true;
1521 * it, so save a few ticks and start from there. 1417
1522 */
1523 if (!(flag & INS_MAP_LOAD)) 1418 if (!(flag & INS_MAP_LOAD))
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1419 if (object *pl = ms.player ())
1525 if (tmp->type == PLAYER) 1420 pl->contr->ns->floorbox_update ();
1526 tmp->contr->socket.update_look = 1;
1527 1421
1528 /* If this object glows, it may affect lighting conditions that are 1422 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1423 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1424 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1425 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1426 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1427 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1428 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1429 * of effect may be sufficient.
1536 */ 1430 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1431 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y); 1432 update_all_los (op->map, op->x, op->y);
1539 1433
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1434 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1435 update_object (op, UP_OBJ_INSERT);
1542 1436
1437 INVOKE_OBJECT (INSERT, op);
1438
1543 /* Don't know if moving this to the end will break anything. However, 1439 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1440 * we want to have floorbox_update called before calling this.
1545 * 1441 *
1546 * check_move_on() must be after this because code called from 1442 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1443 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1444 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1445 * update_object().
1550 */ 1446 */
1551 1447
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1448 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1449 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1554 { 1450 {
1555 if (check_move_on (op, originator)) 1451 if (check_move_on (op, originator))
1556 return NULL; 1452 return 0;
1557 1453
1558 /* If we are a multi part object, lets work our way through the check 1454 /* If we are a multi part object, lets work our way through the check
1559 * walk on's. 1455 * walk on's.
1560 */ 1456 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1457 for (object *tmp = op->more; tmp; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1458 if (check_move_on (tmp, originator))
1563 return NULL; 1459 return 0;
1564 } 1460 }
1565 1461
1566 return op; 1462 return op;
1567} 1463}
1568 1464
1569/* this function inserts an object in the map, but if it 1465/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1466 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1467 * op is the object to insert it under: supplies x and the map.
1572 */ 1468 */
1573void 1469void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1470replace_insert_ob_in_map (const char *arch_string, object *op)
1575{ 1471{
1576 object * 1472 object *tmp, *tmp1;
1577 tmp;
1578 object *
1579 tmp1;
1580 1473
1581 /* first search for itself and remove any old instances */ 1474 /* first search for itself and remove any old instances */
1582 1475
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1476 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1477 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1586 { 1478 tmp->destroy ();
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1479
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1480 tmp1 = arch_to_object (archetype::find (arch_string));
1593 1481
1594 tmp1->x = op->x; 1482 tmp1->x = op->x;
1595 tmp1->y = op->y; 1483 tmp1->y = op->y;
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1484 insert_ob_in_map (tmp1, op->map, op, 0);
1485}
1486
1487object *
1488object::insert_at (object *where, object *originator, int flags)
1489{
1490 return where->map->insert (this, where->x, where->y, originator, flags);
1597} 1491}
1598 1492
1599/* 1493/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1494 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains 1495 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0). 1496 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the 1497 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array. 1498 * global static errmsg array.
1605 */ 1499 */
1606
1607object * 1500object *
1608get_split_ob (object *orig_ob, uint32 nr) 1501get_split_ob (object *orig_ob, uint32 nr)
1609{ 1502{
1610 object * 1503 object *newob;
1611 newob;
1612 int
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1504 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1614 1505
1615 if (orig_ob->nrof < nr) 1506 if (orig_ob->nrof < nr)
1616 { 1507 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1508 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL; 1509 return NULL;
1619 } 1510 }
1620 1511
1621 newob = object_create_clone (orig_ob); 1512 newob = object_create_clone (orig_ob);
1622 1513
1623 if ((orig_ob->nrof -= nr) < 1) 1514 if ((orig_ob->nrof -= nr) < 1)
1624 { 1515 orig_ob->destroy (1);
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed) 1516 else if (!is_removed)
1630 { 1517 {
1631 if (orig_ob->env != NULL) 1518 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr); 1519 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1520 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1648 * the amount of an object. If the amount reaches 0, the object 1535 * the amount of an object. If the amount reaches 0, the object
1649 * is subsequently removed and freed. 1536 * is subsequently removed and freed.
1650 * 1537 *
1651 * Return value: 'op' if something is left, NULL if the amount reached 0 1538 * Return value: 'op' if something is left, NULL if the amount reached 0
1652 */ 1539 */
1653
1654object * 1540object *
1655decrease_ob_nr (object *op, uint32 i) 1541decrease_ob_nr (object *op, uint32 i)
1656{ 1542{
1657 object *tmp; 1543 object *tmp;
1658 player *pl;
1659 1544
1660 if (i == 0) /* objects with op->nrof require this check */ 1545 if (i == 0) /* objects with op->nrof require this check */
1661 return op; 1546 return op;
1662 1547
1663 if (i > op->nrof) 1548 if (i > op->nrof)
1664 i = op->nrof; 1549 i = op->nrof;
1665 1550
1666 if (QUERY_FLAG (op, FLAG_REMOVED)) 1551 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i; 1552 op->nrof -= i;
1668 else if (op->env != NULL) 1553 else if (op->env)
1669 { 1554 {
1670 /* is this object in the players inventory, or sub container 1555 /* is this object in the players inventory, or sub container
1671 * therein? 1556 * therein?
1672 */ 1557 */
1673 tmp = is_player_inv (op->env); 1558 tmp = op->in_player ();
1674 /* nope. Is this a container the player has opened? 1559 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player. 1560 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly 1561 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map, 1562 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player. 1563 * and then searching the map for a player.
1679 */ 1564 */
1680 if (!tmp) 1565 if (!tmp)
1681 { 1566 for_all_players (pl)
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env) 1567 if (pl->ob->container == op->env)
1568 {
1569 tmp = pl->ob;
1684 break; 1570 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 } 1571 }
1690 1572
1691 if (i < op->nrof) 1573 if (i < op->nrof)
1692 { 1574 {
1693 sub_weight (op->env, op->weight * i); 1575 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i; 1576 op->nrof -= i;
1695 if (tmp) 1577 if (tmp)
1696 {
1697 esrv_send_item (tmp, op); 1578 esrv_send_item (tmp, op);
1698 }
1699 } 1579 }
1700 else 1580 else
1701 { 1581 {
1702 remove_ob (op); 1582 op->remove ();
1703 op->nrof = 0; 1583 op->nrof = 0;
1704 if (tmp) 1584 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count); 1585 esrv_del_item (tmp->contr, op->count);
1707 }
1708 } 1586 }
1709 } 1587 }
1710 else 1588 else
1711 { 1589 {
1712 object *above = op->above; 1590 object *above = op->above;
1713 1591
1714 if (i < op->nrof) 1592 if (i < op->nrof)
1715 op->nrof -= i; 1593 op->nrof -= i;
1716 else 1594 else
1717 { 1595 {
1718 remove_ob (op); 1596 op->remove ();
1719 op->nrof = 0; 1597 op->nrof = 0;
1720 } 1598 }
1721 1599
1722 /* Since we just removed op, op->above is null */ 1600 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above) 1601 for (tmp = above; tmp; tmp = tmp->above)
1724 if (tmp->type == PLAYER) 1602 if (tmp->type == PLAYER)
1725 { 1603 {
1726 if (op->nrof) 1604 if (op->nrof)
1727 esrv_send_item (tmp, op); 1605 esrv_send_item (tmp, op);
1728 else 1606 else
1732 1610
1733 if (op->nrof) 1611 if (op->nrof)
1734 return op; 1612 return op;
1735 else 1613 else
1736 { 1614 {
1737 free_object (op); 1615 op->destroy ();
1738 return NULL; 1616 return 0;
1739 } 1617 }
1740} 1618}
1741 1619
1742/* 1620/*
1743 * add_weight(object, weight) adds the specified weight to an object, 1621 * add_weight(object, weight) adds the specified weight to an object,
1744 * and also updates how much the environment(s) is/are carrying. 1622 * and also updates how much the environment(s) is/are carrying.
1745 */ 1623 */
1746
1747void 1624void
1748add_weight (object *op, signed long weight) 1625add_weight (object *op, signed long weight)
1749{ 1626{
1750 while (op != NULL) 1627 while (op != NULL)
1751 { 1628 {
1755 op->carrying += weight; 1632 op->carrying += weight;
1756 op = op->env; 1633 op = op->env;
1757 } 1634 }
1758} 1635}
1759 1636
1637object *
1638insert_ob_in_ob (object *op, object *where)
1639{
1640 if (!where)
1641 {
1642 char *dump = dump_object (op);
1643 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1644 free (dump);
1645 return op;
1646 }
1647
1648 if (where->head_ () != where)
1649 {
1650 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1651 where = where->head;
1652 }
1653
1654 return where->insert (op);
1655}
1656
1760/* 1657/*
1761 * insert_ob_in_ob(op,environment): 1658 * env->insert (op)
1762 * This function inserts the object op in the linked list 1659 * This function inserts the object op in the linked list
1763 * inside the object environment. 1660 * inside the object environment.
1764 * 1661 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1662 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1663 * be != op, if items are merged. -Tero
1772 */ 1664 */
1773
1774object * 1665object *
1775insert_ob_in_ob (object *op, object *where) 1666object::insert (object *op)
1776{ 1667{
1777 object *
1778 tmp, *
1779 otmp;
1780
1781 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1668 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 { 1669 op->remove ();
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800 1670
1801 if (op->more) 1671 if (op->more)
1802 { 1672 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1674 return op;
1805 } 1675 }
1806 1676
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1678 CLEAR_FLAG (op, FLAG_REMOVED);
1679
1809 if (op->nrof) 1680 if (op->nrof)
1810 { 1681 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1682 for (object *tmp = inv; tmp; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1683 if (object::can_merge (tmp, op))
1813 { 1684 {
1814 /* return the original object and remove inserted object 1685 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1686 (client needs the original object) */
1816 tmp->nrof += op->nrof; 1687 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1688 /* Weight handling gets pretty funky. Since we are adding to
1818 * tmp->nrof, we need to increase the weight. 1689 * tmp->nrof, we need to increase the weight.
1819 */ 1690 */
1820 add_weight (where, op->weight * op->nrof); 1691 add_weight (this, op->weight * op->nrof);
1821 SET_FLAG (op, FLAG_REMOVED); 1692 SET_FLAG (op, FLAG_REMOVED);
1822 free_object (op); /* free the inserted object */ 1693 op->destroy (); /* free the inserted object */
1823 op = tmp; 1694 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1695 op->remove (); /* and fix old object's links */
1825 CLEAR_FLAG (op, FLAG_REMOVED); 1696 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break; 1697 break;
1827 } 1698 }
1828 1699
1829 /* I assume combined objects have no inventory 1700 /* I assume combined objects have no inventory
1830 * We add the weight - this object could have just been removed 1701 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract 1702 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do 1703 * the weight, so we need to add it in again, since we actually do
1833 * the linking below 1704 * the linking below
1834 */ 1705 */
1835 add_weight (where, op->weight * op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1836 } 1707 }
1837 else 1708 else
1838 add_weight (where, (op->weight + op->carrying)); 1709 add_weight (this, (op->weight + op->carrying));
1839 1710
1840 otmp = is_player_inv (where); 1711 if (object *otmp = this->in_player ())
1841 if (otmp && otmp->contr != NULL)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1712 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp); 1713 otmp->update_stats ();
1845 }
1846 1714
1715 op->owner = 0; // its his/hers now. period.
1847 op->map = NULL; 1716 op->map = 0;
1848 op->env = where; 1717 op->env = this;
1849 op->above = NULL; 1718 op->above = 0;
1850 op->below = NULL; 1719 op->below = 0;
1851 op->x = 0, op->y = 0; 1720 op->x = op->y = 0;
1852 1721
1853 /* reset the light list and los of the players on the map */ 1722 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1723 if (op->glow_radius && map)
1855 { 1724 {
1856#ifdef DEBUG_LIGHTS 1725#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1726 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */ 1727#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map)) 1728 if (map->darkness)
1860 update_all_los (where->map, where->x, where->y); 1729 update_all_los (map, x, y);
1861 } 1730 }
1862 1731
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1732 /* Client has no idea of ordering so lets not bother ordering it here.
1864 * It sure simplifies this function... 1733 * It sure simplifies this function...
1865 */ 1734 */
1866 if (where->inv == NULL) 1735 if (!inv)
1867 where->inv = op; 1736 inv = op;
1868 else 1737 else
1869 { 1738 {
1870 op->below = where->inv; 1739 op->below = inv;
1871 op->below->above = op; 1740 op->below->above = op;
1872 where->inv = op; 1741 inv = op;
1873 } 1742 }
1743
1744 INVOKE_OBJECT (INSERT, this);
1745
1874 return op; 1746 return op;
1875} 1747}
1876 1748
1877/* 1749/*
1878 * Checks if any objects has a move_type that matches objects 1750 * Checks if any objects has a move_type that matches objects
1892 * 1764 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1765 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects 1766 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1767 * on top.
1896 */ 1768 */
1897
1898int 1769int
1899check_move_on (object *op, object *originator) 1770check_move_on (object *op, object *originator)
1900{ 1771{
1901 object * 1772 object *tmp;
1902 tmp; 1773 maptile *m = op->map;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y; 1774 int x = op->x, y = op->y;
1909 1775
1910 MoveType 1776 MoveType move_on, move_slow, move_block;
1911 move_on,
1912 move_slow,
1913 move_block;
1914 1777
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1778 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1779 return 0;
1917
1918 tag = op->count;
1919 1780
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1781 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1782 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1783 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923 1784
1939 1800
1940 /* The objects have to be checked from top to bottom. 1801 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1802 * Hence, we first go to the top:
1942 */ 1803 */
1943 1804
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1805 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1945 { 1806 {
1946 /* Trim the search when we find the first other spell effect 1807 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects, 1808 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them. 1809 * we don't need to check all of them.
1949 */ 1810 */
1967 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1828 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1968 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1829 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1969 { 1830 {
1970 1831
1971 float 1832 float
1972 diff = tmp->move_slow_penalty * FABS (op->speed); 1833 diff = tmp->move_slow_penalty * fabs (op->speed);
1973 1834
1974 if (op->type == PLAYER) 1835 if (op->type == PLAYER)
1975 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1836 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1976 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1837 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1977 diff /= 4.0; 1838 diff /= 4.0;
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1847 {
1987 move_apply (tmp, op, originator); 1848 move_apply (tmp, op, originator);
1988 1849
1989 if (was_destroyed (op, tag)) 1850 if (op->destroyed ())
1990 return 1; 1851 return 1;
1991 1852
1992 /* what the person/creature stepped onto has moved the object 1853 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1854 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1855 * have a feeling strange problems would result.
2004/* 1865/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1866 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1867 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
2008 */ 1869 */
2009
2010object * 1870object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1871present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1872{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1873 if (!m || out_of_map (m, x, y))
2017 { 1874 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1875 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1876 return NULL;
2020 } 1877 }
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1878
1879 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2022 if (tmp->arch == at) 1880 if (tmp->arch == at)
2023 return tmp; 1881 return tmp;
1882
2024 return NULL; 1883 return NULL;
2025} 1884}
2026 1885
2027/* 1886/*
2028 * present(type, map, x, y) searches for any objects with 1887 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1888 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2031 */ 1890 */
2032
2033object * 1891object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1892present (unsigned char type, maptile *m, int x, int y)
2035{ 1893{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1894 if (out_of_map (m, x, y))
2040 { 1895 {
2041 LOG (llevError, "Present called outside map.\n"); 1896 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1897 return NULL;
2043 } 1898 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1899
1900 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->type == type) 1901 if (tmp->type == type)
2046 return tmp; 1902 return tmp;
1903
2047 return NULL; 1904 return NULL;
2048} 1905}
2049 1906
2050/* 1907/*
2051 * present_in_ob(type, object) searches for any objects with 1908 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1909 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1910 * The first matching object is returned, or NULL if none.
2054 */ 1911 */
2055
2056object * 1912object *
2057present_in_ob (unsigned char type, const object *op) 1913present_in_ob (unsigned char type, const object *op)
2058{ 1914{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1916 if (tmp->type == type)
2064 return tmp; 1917 return tmp;
1918
2065 return NULL; 1919 return NULL;
2066} 1920}
2067 1921
2068/* 1922/*
2069 * present_in_ob (type, str, object) searches for any objects with 1923 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1931 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1932 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1933 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1934 * to be unique.
2081 */ 1935 */
2082
2083object * 1936object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1937present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1938{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1939 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1940 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1941 return tmp;
2093 } 1942
2094 return NULL; 1943 return 0;
2095} 1944}
2096 1945
2097/* 1946/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1947 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1948 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1949 * The first matching object is returned, or NULL if none.
2101 */ 1950 */
2102
2103object * 1951object *
2104present_arch_in_ob (const archetype *at, const object *op) 1952present_arch_in_ob (const archetype *at, const object *op)
2105{ 1953{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1954 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 if (tmp->arch == at) 1955 if (tmp->arch == at)
2111 return tmp; 1956 return tmp;
1957
2112 return NULL; 1958 return NULL;
2113} 1959}
2114 1960
2115/* 1961/*
2116 * activate recursively a flag on an object inventory 1962 * activate recursively a flag on an object inventory
2117 */ 1963 */
2118void 1964void
2119flag_inv (object *op, int flag) 1965flag_inv (object *op, int flag)
2120{ 1966{
2121 object *
2122 tmp;
2123
2124 if (op->inv) 1967 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1968 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2126 { 1969 {
2127 SET_FLAG (tmp, flag); 1970 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag); 1971 flag_inv (tmp, flag);
2129 } 1972 }
2130} /* 1973}
1974
1975/*
2131 * desactivate recursively a flag on an object inventory 1976 * deactivate recursively a flag on an object inventory
2132 */ 1977 */
2133void 1978void
2134unflag_inv (object *op, int flag) 1979unflag_inv (object *op, int flag)
2135{ 1980{
2136 object *
2137 tmp;
2138
2139 if (op->inv) 1981 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1982 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 { 1983 {
2142 CLEAR_FLAG (tmp, flag); 1984 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag); 1985 unflag_inv (tmp, flag);
2144 } 1986 }
2145}
2146
2147/*
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function.
2152 */
2153
2154void
2155set_cheat (object *op)
2156{
2157 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ);
2159} 1987}
2160 1988
2161/* 1989/*
2162 * find_free_spot(object, map, x, y, start, stop) will search for 1990 * find_free_spot(object, map, x, y, start, stop) will search for
2163 * a spot at the given map and coordinates which will be able to contain 1991 * a spot at the given map and coordinates which will be able to contain
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 2008 * customized, changed states, etc.
2181 */ 2009 */
2182
2183int 2010int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 2012{
2186 int
2187 i,
2188 index = 0, flag; 2013 int index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2191 2015
2192 for (i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2193 { 2017 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2195 if (!flag) 2019 if (!flag)
2196 altern[index++] = i; 2020 altern [index++] = i;
2197 2021
2198 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2205 */ 2029 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2207 stop = maxfree[i]; 2031 stop = maxfree[i];
2208 } 2032 }
2033
2209 if (!index) 2034 if (!index)
2210 return -1; 2035 return -1;
2036
2211 return altern[RANDOM () % index]; 2037 return altern [rndm (index)];
2212} 2038}
2213 2039
2214/* 2040/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 2043 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 2045 */
2220
2221int 2046int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2047find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2048{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2049 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2051 return i;
2231 } 2052
2232 return -1; 2053 return -1;
2233} 2054}
2234 2055
2235/* 2056/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2060 */
2239static void 2061static void
2240permute (int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2241{ 2063{
2242 int 2064 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2065 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2066
2253 tmp = arr[i]; 2067 while (--end)
2254 arr[i] = arr[j]; 2068 swap (arr [end], arr [rndm (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2069}
2258 2070
2259/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2072 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2073 * the spaces to find monsters. In this way, it won't always look for
2264 * the 3x3 area will be searched, just not in a predictable order. 2076 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2077 */
2266void 2078void
2267get_search_arr (int *search_arr) 2079get_search_arr (int *search_arr)
2268{ 2080{
2269 int 2081 int i;
2270 i;
2271 2082
2272 for (i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2084 search_arr[i] = i;
2275 }
2276 2085
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2089}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2099 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2100 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2101 * there is capable of.
2293 */ 2102 */
2294
2295int 2103int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2104find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2105{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2301 2107
2302 sint16 nx, ny; 2108 sint16 nx, ny;
2303 object * 2109 object *tmp;
2304 tmp; 2110 maptile *mp;
2305 mapstruct *
2306 mp;
2307 2111
2308 MoveType blocked, move_type; 2112 MoveType blocked, move_type;
2309 2113
2310 if (exclude && exclude->head) 2114 if (exclude && exclude->head_ () != exclude)
2311 { 2115 {
2312 exclude = exclude->head; 2116 exclude = exclude->head;
2313 move_type = exclude->move_type; 2117 move_type = exclude->move_type;
2314 } 2118 }
2315 else 2119 else
2323 mp = m; 2127 mp = m;
2324 nx = x + freearr_x[i]; 2128 nx = x + freearr_x[i];
2325 ny = y + freearr_y[i]; 2129 ny = y + freearr_y[i];
2326 2130
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2328 if (mflags & P_OUT_OF_MAP) 2133 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2134 max = maxfree[i];
2331 }
2332 else 2135 else
2333 { 2136 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2335 2140
2336 if ((move_type & blocked) == move_type) 2141 if ((move_type & blocked) == move_type)
2337 {
2338 max = maxfree[i]; 2142 max = maxfree[i];
2339 }
2340 else if (mflags & P_IS_ALIVE) 2143 else if (mflags & P_IS_ALIVE)
2341 { 2144 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2343 { 2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2147 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2345 {
2346 break; 2148 break;
2347 } 2149
2348 }
2349 if (tmp) 2150 if (tmp)
2350 {
2351 return freedir[i]; 2151 return freedir[i];
2352 }
2353 } 2152 }
2354 } 2153 }
2355 } 2154 }
2155
2356 return 0; 2156 return 0;
2357} 2157}
2358 2158
2359/* 2159/*
2360 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2161 * distance between the two given objects.
2362 */ 2162 */
2363
2364int 2163int
2365distance (const object *ob1, const object *ob2) 2164distance (const object *ob1, const object *ob2)
2366{ 2165{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2166 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2167}
2373 2168
2374/* 2169/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2170 * find_dir_2(delta-x,delta-y) will return a direction in which
2376 * an object which has subtracted the x and y coordinates of another 2171 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2378 */ 2173 */
2379
2380int 2174int
2381find_dir_2 (int x, int y) 2175find_dir_2 (int x, int y)
2382{ 2176{
2383 int 2177 int q;
2384 q;
2385 2178
2386 if (y) 2179 if (y)
2387 q = x * 100 / y; 2180 q = x * 100 / y;
2388 else if (x) 2181 else if (x)
2389 q = -300 * x; 2182 q = -300 * x;
2414 2207
2415 return 3; 2208 return 3;
2416} 2209}
2417 2210
2418/* 2211/*
2419 * absdir(int): Returns a number between 1 and 8, which represent
2420 * the "absolute" direction of a number (it actually takes care of
2421 * "overflow" in previous calculations of a direction).
2422 */
2423
2424int
2425absdir (int d)
2426{
2427 while (d < 1)
2428 d += 8;
2429 while (d > 8)
2430 d -= 8;
2431 return d;
2432}
2433
2434/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2212 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 * between two directions (which are expected to be absolute (see absdir()) 2213 * between two directions (which are expected to be absolute (see absdir())
2437 */ 2214 */
2438
2439int 2215int
2440dirdiff (int dir1, int dir2) 2216dirdiff (int dir1, int dir2)
2441{ 2217{
2442 int 2218 int d;
2443 d;
2444 2219
2445 d = abs (dir1 - dir2); 2220 d = abs (dir1 - dir2);
2446 if (d > 4) 2221 if (d > 4)
2447 d = 8 - d; 2222 d = 8 - d;
2223
2448 return d; 2224 return d;
2449} 2225}
2450 2226
2451/* peterm: 2227/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2228 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * This basically means that if direction is 15, then it could either go 2231 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2232 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2233 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2234 * functions.
2459 */ 2235 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2236int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2237 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2238 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2239 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2240 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2241 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2289 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2290 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2291 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2292 * Modified to be map tile aware -.MSW
2519 */ 2293 */
2520
2521
2522int 2294int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2295can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2296{
2525 sint16 dx, dy; 2297 sint16 dx, dy;
2526 int
2527 mflags; 2298 int mflags;
2528 2299
2529 if (dir < 0) 2300 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2301 return 0; /* exit condition: invalid direction */
2531 2302
2532 dx = x + freearr_x[dir]; 2303 dx = x + freearr_x[dir];
2545 return 0; 2316 return 0;
2546 2317
2547 /* yes, can see. */ 2318 /* yes, can see. */
2548 if (dir < 9) 2319 if (dir < 9)
2549 return 1; 2320 return 1;
2321
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2322 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2323 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2324 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2325}
2553
2554
2555 2326
2556/* 2327/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2328 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2329 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2330 * picked up, otherwise 0.
2561 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2332 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2562 * core dumps if they do. 2333 * core dumps if they do.
2563 * 2334 *
2564 * Add a check so we can't pick up invisible objects (0.93.8) 2335 * Add a check so we can't pick up invisible objects (0.93.8)
2565 */ 2336 */
2566
2567int 2337int
2568can_pick (const object *who, const object *item) 2338can_pick (const object *who, const object *item)
2569{ 2339{
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573} 2343}
2574 2344
2575
2576/* 2345/*
2577 * create clone from object to another 2346 * create clone from object to another
2578 */ 2347 */
2579object * 2348object *
2580object_create_clone (object *asrc) 2349object_create_clone (object *asrc)
2581{ 2350{
2582 object *
2583 dst = NULL, *tmp, *src, *part, *prev, *item; 2351 object *dst = 0, *tmp, *src, *prev, *item;
2584 2352
2585 if (!asrc) 2353 if (!asrc)
2586 return NULL; 2354 return 0;
2587 src = asrc; 2355
2588 if (src->head)
2589 src = src->head; 2356 src = asrc->head_ ();
2590 2357
2591 prev = NULL; 2358 prev = 0;
2592 for (part = src; part; part = part->more) 2359 for (object *part = src; part; part = part->more)
2593 { 2360 {
2594 tmp = get_object (); 2361 tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x; 2362 tmp->x -= src->x;
2597 tmp->y -= src->y; 2363 tmp->y -= src->y;
2364
2598 if (!part->head) 2365 if (!part->head)
2599 { 2366 {
2600 dst = tmp; 2367 dst = tmp;
2601 tmp->head = NULL; 2368 tmp->head = 0;
2602 } 2369 }
2603 else 2370 else
2604 {
2605 tmp->head = dst; 2371 tmp->head = dst;
2606 } 2372
2607 tmp->more = NULL; 2373 tmp->more = 0;
2374
2608 if (prev) 2375 if (prev)
2609 prev->more = tmp; 2376 prev->more = tmp;
2377
2610 prev = tmp; 2378 prev = tmp;
2611 } 2379 }
2612 2380
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2381 for (item = src->inv; item; item = item->below)
2615 {
2616 (void) insert_ob_in_ob (object_create_clone (item), dst); 2382 insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2383
2619 return dst; 2384 return dst;
2620}
2621
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */
2642
2643object *
2644load_object_str (const char *obstr)
2645{
2646 object *
2647 op;
2648 char
2649 filename[MAX_BUF];
2650
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652
2653 FILE *
2654 tempfile = fopen (filename, "w");
2655
2656 if (tempfile == NULL)
2657 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL;
2660 };
2661 fprintf (tempfile, obstr);
2662 fclose (tempfile);
2663
2664 op = get_object ();
2665
2666 object_thawer thawer (filename);
2667
2668 if (thawer)
2669 load_object (thawer, op, 0);
2670
2671 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2672 CLEAR_FLAG (op, FLAG_REMOVED);
2673
2674 return op;
2675} 2385}
2676 2386
2677/* This returns the first object in who's inventory that 2387/* This returns the first object in who's inventory that
2678 * has the same type and subtype match. 2388 * has the same type and subtype match.
2679 * returns NULL if no match. 2389 * returns NULL if no match.
2680 */ 2390 */
2681object * 2391object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2392find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2393{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2394 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2395 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2396 return tmp;
2690 2397
2691 return NULL; 2398 return 0;
2692} 2399}
2693 2400
2694/* If ob has a field named key, return the link from the list, 2401/* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL. 2402 * otherwise return NULL.
2696 * 2403 *
2698 * do the desired thing. 2405 * do the desired thing.
2699 */ 2406 */
2700key_value * 2407key_value *
2701get_ob_key_link (const object *ob, const char *key) 2408get_ob_key_link (const object *ob, const char *key)
2702{ 2409{
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2410 for (key_value *link = ob->key_values; link; link = link->next)
2707 {
2708 if (link->key == key) 2411 if (link->key == key)
2709 {
2710 return link; 2412 return link;
2711 }
2712 }
2713 2413
2714 return NULL; 2414 return 0;
2715} 2415}
2716 2416
2717/* 2417/*
2718 * Returns the value of op has an extra_field for key, or NULL. 2418 * Returns the value of op has an extra_field for key, or NULL.
2719 * 2419 *
2722 * The returned string is shared. 2422 * The returned string is shared.
2723 */ 2423 */
2724const char * 2424const char *
2725get_ob_key_value (const object *op, const char *const key) 2425get_ob_key_value (const object *op, const char *const key)
2726{ 2426{
2727 key_value * 2427 key_value *link;
2728 link; 2428 shstr_cmp canonical_key (key);
2729 const char *
2730 canonical_key;
2731 2429
2732 canonical_key = shstr::find (key);
2733
2734 if (canonical_key == NULL) 2430 if (!canonical_key)
2735 { 2431 {
2736 /* 1. There being a field named key on any object 2432 /* 1. There being a field named key on any object
2737 * implies there'd be a shared string to find. 2433 * implies there'd be a shared string to find.
2738 * 2. Since there isn't, no object has this field. 2434 * 2. Since there isn't, no object has this field.
2739 * 3. Therefore, *this* object doesn't have this field. 2435 * 3. Therefore, *this* object doesn't have this field.
2740 */ 2436 */
2741 return NULL; 2437 return 0;
2742 } 2438 }
2743 2439
2744 /* This is copied from get_ob_key_link() above - 2440 /* This is copied from get_ob_key_link() above -
2745 * only 4 lines, and saves the function call overhead. 2441 * only 4 lines, and saves the function call overhead.
2746 */ 2442 */
2747 for (link = op->key_values; link != NULL; link = link->next) 2443 for (link = op->key_values; link; link = link->next)
2748 {
2749 if (link->key == canonical_key) 2444 if (link->key == canonical_key)
2750 {
2751 return link->value; 2445 return link->value;
2752 } 2446
2753 }
2754 return NULL; 2447 return 0;
2755} 2448}
2756
2757 2449
2758/* 2450/*
2759 * Updates the canonical_key in op to value. 2451 * Updates the canonical_key in op to value.
2760 * 2452 *
2761 * canonical_key is a shared string (value doesn't have to be). 2453 * canonical_key is a shared string (value doesn't have to be).
2766 * Returns TRUE on success. 2458 * Returns TRUE on success.
2767 */ 2459 */
2768int 2460int
2769set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2461set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2770{ 2462{
2771 key_value *
2772 field = NULL, *last = NULL; 2463 key_value *field = NULL, *last = NULL;
2773 2464
2774 for (field = op->key_values; field != NULL; field = field->next) 2465 for (field = op->key_values; field != NULL; field = field->next)
2775 { 2466 {
2776 if (field->key != canonical_key) 2467 if (field->key != canonical_key)
2777 { 2468 {
2786 /* Basically, if the archetype has this key set, 2477 /* Basically, if the archetype has this key set,
2787 * we need to store the null value so when we save 2478 * we need to store the null value so when we save
2788 * it, we save the empty value so that when we load, 2479 * it, we save the empty value so that when we load,
2789 * we get this value back again. 2480 * we get this value back again.
2790 */ 2481 */
2791 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2482 if (get_ob_key_link (op->arch, canonical_key))
2792 field->value = 0; 2483 field->value = 0;
2793 else 2484 else
2794 { 2485 {
2795 if (last) 2486 if (last)
2796 last->next = field->next; 2487 last->next = field->next;
2805 /* IF we get here, key doesn't exist */ 2496 /* IF we get here, key doesn't exist */
2806 2497
2807 /* No field, we'll have to add it. */ 2498 /* No field, we'll have to add it. */
2808 2499
2809 if (!add_key) 2500 if (!add_key)
2810 {
2811 return FALSE; 2501 return FALSE;
2812 } 2502
2813 /* There isn't any good reason to store a null 2503 /* There isn't any good reason to store a null
2814 * value in the key/value list. If the archetype has 2504 * value in the key/value list. If the archetype has
2815 * this key, then we should also have it, so shouldn't 2505 * this key, then we should also have it, so shouldn't
2816 * be here. If user wants to store empty strings, 2506 * be here. If user wants to store empty strings,
2817 * should pass in "" 2507 * should pass in ""
2845 shstr key_ (key); 2535 shstr key_ (key);
2846 2536
2847 return set_ob_key_value_s (op, key_, value, add_key); 2537 return set_ob_key_value_s (op, key_, value, add_key);
2848} 2538}
2849 2539
2540object::depth_iterator::depth_iterator (object *container)
2541: iterator_base (container)
2542{
2543 while (item->inv)
2544 item = item->inv;
2545}
2546
2850void 2547void
2851object::deep_iterator::next () 2548object::depth_iterator::next ()
2852{ 2549{
2853 if (item->inv)
2854 item = item->inv;
2855 else if (item->below) 2550 if (item->below)
2551 {
2856 item = item->below; 2552 item = item->below;
2553
2554 while (item->inv)
2555 item = item->inv;
2556 }
2857 else 2557 else
2858 item = item->env->below; 2558 item = item->env;
2859} 2559}
2560
2561const char *
2562object::flag_desc (char *desc, int len) const
2563{
2564 char *p = desc;
2565 bool first = true;
2566
2567 *p = 0;
2568
2569 for (int i = 0; i < NUM_FLAGS; i++)
2570 {
2571 if (len <= 10) // magic constant!
2572 {
2573 snprintf (p, len, ",...");
2574 break;
2575 }
2576
2577 if (flag [i])
2578 {
2579 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2580 len -= cnt;
2581 p += cnt;
2582 first = false;
2583 }
2584 }
2585
2586 return desc;
2587}
2588
2589// return a suitable string describing an object in enough detail to find it
2590const char *
2591object::debug_desc (char *info) const
2592{
2593 char flagdesc[512];
2594 char info2[256 * 4];
2595 char *p = info;
2596
2597 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2598 count, uuid.seq,
2599 &name,
2600 title ? "\",title:\"" : "",
2601 title ? (const char *)title : "",
2602 flag_desc (flagdesc, 512), type);
2603
2604 if (!this->flag[FLAG_REMOVED] && env)
2605 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2606
2607 if (map)
2608 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2609
2610 return info;
2611}
2612
2613const char *
2614object::debug_desc () const
2615{
2616 static char info[3][256 * 4];
2617 static int info_idx;
2618
2619 return debug_desc (info [++info_idx % 3]);
2620}
2621
2622struct region *
2623object::region () const
2624{
2625 return map ? map->region (x, y)
2626 : region::default_region ();
2627}
2628
2629const materialtype_t *
2630object::dominant_material () const
2631{
2632 if (materialtype_t *mt = name_to_material (materialname))
2633 return mt;
2634
2635 return name_to_material (shstr_unknown);
2636}
2637
2638void
2639object::open_container (object *new_container)
2640{
2641 if (container == new_container)
2642 return;
2643
2644 if (object *old_container = container)
2645 {
2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2647 return;
2648
2649#if 0
2650 // remove the "Close old_container" object.
2651 if (object *closer = old_container->inv)
2652 if (closer->type == CLOSE_CON)
2653 closer->destroy ();
2654#endif
2655
2656 old_container->flag [FLAG_APPLIED] = 0;
2657 container = 0;
2658
2659 esrv_update_item (UPD_FLAGS, this, old_container);
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2661 play_sound (sound_find ("chest_close"));
2662 }
2663
2664 if (new_container)
2665 {
2666 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2667 return;
2668
2669 // TODO: this does not seem to serve any purpose anymore?
2670#if 0
2671 // insert the "Close Container" object.
2672 if (archetype *closer = new_container->other_arch)
2673 {
2674 object *closer = arch_to_object (new_container->other_arch);
2675 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2676 new_container->insert (closer);
2677 }
2678#endif
2679
2680 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2681
2682 new_container->flag [FLAG_APPLIED] = 1;
2683 container = new_container;
2684
2685 esrv_update_item (UPD_FLAGS, this, new_container);
2686 esrv_send_inventory (this, new_container);
2687 play_sound (sound_find ("chest_open"));
2688 }
2689}
2690
2691object *
2692object::force_find (const shstr name)
2693{
2694 /* cycle through his inventory to look for the MARK we want to
2695 * place
2696 */
2697 for (object *tmp = inv; tmp; tmp = tmp->below)
2698 if (tmp->type == FORCE && tmp->slaying == name)
2699 return splay (tmp);
2700
2701 return 0;
2702}
2703
2704void
2705object::force_add (const shstr name, int duration)
2706{
2707 if (object *force = force_find (name))
2708 force->destroy ();
2709
2710 object *force = get_archetype (FORCE_NAME);
2711
2712 force->slaying = name;
2713 force->stats.food = 1;
2714 force->speed_left = -1.f;
2715
2716 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true;
2719
2720 insert (force);
2721}
2722
2723void
2724object::play_sound (faceidx sound) const
2725{
2726 if (!sound)
2727 return;
2728
2729 if (flag [FLAG_REMOVED])
2730 return;
2731
2732 if (env)
2733 {
2734 if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736 }
2737 else
2738 map->play_sound (sound, x, y);
2739}
2740

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