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Comparing deliantra/server/common/object.C (file contents):
Revision 1.32 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.168 by root, Thu Jul 26 00:27:07 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 *op;
911
912 if (freed.empty ())
913 op = new object; 894 object *op = new object;
914 else
915 {
916 // highly annoying, but the only way to get it stable right now
917 op = freed.back ();
918 freed.pop_back ();
919 op->~object ();
920 new ((void *) op) object;
921 }
922
923 op->link (); 895 op->link ();
924 return op; 896 return op;
925} 897}
926 898
927/* 899void
928 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
929 * it from the list of used objects, and puts it on the list of
930 * free objects. The IS_FREED() flag is set in the object.
931 * The object must have been removed by remove_ob() first for
932 * this function to succeed.
933 *
934 * If free_inventory is set, free inventory as well. Else drop items in
935 * inventory to the ground.
936 */
937void object::free (bool free_inventory)
938{ 901{
939 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 ())
940 return; 960 return;
941 961
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 962 if (destroy_inventory)
943 remove_friendly_object (this); 963 destroy_inv (false);
944 964
945 if (!QUERY_FLAG (this, FLAG_REMOVED)) 965 attachable::destroy ();
946 remove_ob (this);
947
948 SET_FLAG (this, FLAG_FREED);
949
950 if (more)
951 {
952 more->free (free_inventory);
953 more = 0;
954 }
955
956 if (inv)
957 {
958 /* Only if the space blocks everything do we not process -
959 * if some form of movement is allowed, let objects
960 * drop on that space.
961 */
962 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
963 {
964 object *op = inv;
965
966 while (op)
967 {
968 object *tmp = op->below;
969 op->free (free_inventory);
970 op = tmp;
971 }
972 }
973 else
974 { /* Put objects in inventory onto this space */
975 object *op = inv;
976
977 while (op)
978 {
979 object *tmp = op->below;
980
981 remove_ob (op);
982
983 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
984 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
985 free_object (op);
986 else
987 {
988 op->x = x;
989 op->y = y;
990 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
991 }
992
993 op = tmp;
994 }
995 }
996 }
997
998 owner = 0;
999
1000 /* Remove object from the active list */
1001 speed = 0;
1002 update_ob_speed (this);
1003
1004 unlink ();
1005
1006 mortals.push_back (this);
1007} 966}
1008 967
1009/* 968/*
1010 * sub_weight() recursively (outwards) subtracts a number from the 969 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)). 970 * weight of an object (and what is carried by it's environment(s)).
1012 */ 971 */
1013
1014void 972void
1015sub_weight (object *op, signed long weight) 973sub_weight (object *op, signed long weight)
1016{ 974{
1017 while (op != NULL) 975 while (op != NULL)
1018 { 976 {
1019 if (op->type == CONTAINER) 977 if (op->type == CONTAINER)
1020 {
1021 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 978 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1022 } 979
1023 op->carrying -= weight; 980 op->carrying -= weight;
1024 op = op->env; 981 op = op->env;
1025 } 982 }
1026} 983}
1027 984
1028/* remove_ob(op): 985/* op->remove ():
1029 * This function removes the object op from the linked list of objects 986 * This function removes the object op from the linked list of objects
1030 * which it is currently tied to. When this function is done, the 987 * which it is currently tied to. When this function is done, the
1031 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
1032 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
1033 * the previous environment. 990 * the previous environment.
1034 * Beware: This function is called from the editor as well!
1035 */ 991 */
1036
1037void 992void
1038remove_ob (object *op) 993object::do_remove ()
1039{ 994{
995 object *tmp, *last = 0;
1040 object * 996 object *otmp;
1041 tmp, *
1042 last = NULL;
1043 object *
1044 otmp;
1045 997
1046 tag_t
1047 tag;
1048 int
1049 check_walk_off;
1050 mapstruct *
1051 m;
1052
1053 sint16
1054 x,
1055 y;
1056
1057 if (QUERY_FLAG (op, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
1058 return; 999 return;
1059 1000
1060 SET_FLAG (op, FLAG_REMOVED); 1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this);
1061 1003
1062 if (op->more != NULL) 1004 if (more)
1063 remove_ob (op->more); 1005 more->remove ();
1064 1006
1065 /* 1007 /*
1066 * In this case, the object to be removed is in someones 1008 * In this case, the object to be removed is in someones
1067 * inventory. 1009 * inventory.
1068 */ 1010 */
1069 if (op->env != NULL) 1011 if (env)
1070 { 1012 {
1071 if (op->nrof) 1013 if (nrof)
1072 sub_weight (op->env, op->weight * op->nrof); 1014 sub_weight (env, weight * nrof);
1073 else 1015 else
1074 sub_weight (op->env, op->weight + op->carrying); 1016 sub_weight (env, weight + carrying);
1075 1017
1076 /* NO_FIX_PLAYER is set when a great many changes are being 1018 /* NO_FIX_PLAYER is set when a great many changes are being
1077 * made to players inventory. If set, avoiding the call 1019 * made to players inventory. If set, avoiding the call
1078 * to save cpu time. 1020 * to save cpu time.
1079 */ 1021 */
1080 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1022 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1081 fix_player (otmp); 1023 otmp->update_stats ();
1082 1024
1083 if (op->above != NULL) 1025 if (above)
1084 op->above->below = op->below; 1026 above->below = below;
1085 else 1027 else
1086 op->env->inv = op->below; 1028 env->inv = below;
1087 1029
1088 if (op->below != NULL) 1030 if (below)
1089 op->below->above = op->above; 1031 below->above = above;
1090 1032
1091 /* we set up values so that it could be inserted into 1033 /* we set up values so that it could be inserted into
1092 * the map, but we don't actually do that - it is up 1034 * the map, but we don't actually do that - it is up
1093 * to the caller to decide what we want to do. 1035 * to the caller to decide what we want to do.
1094 */ 1036 */
1095 op->x = op->env->x, op->y = op->env->y; 1037 x = env->x, y = env->y;
1096 op->map = op->env->map; 1038 map = env->map;
1097 op->above = NULL, op->below = NULL; 1039 above = 0, below = 0;
1098 op->env = NULL; 1040 env = 0;
1099 } 1041 }
1100 else if (op->map) 1042 else if (map)
1101 { 1043 {
1102 x = op->x; 1044 if (type == PLAYER)
1103 y = op->y;
1104 m = get_map_from_coord (op->map, &x, &y);
1105
1106 if (!m)
1107 { 1045 {
1108 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1046 // leaving a spot always closes any open container on the ground
1109 op->map->path, op->x, op->y); 1047 if (container && !container->env)
1110 /* in old days, we used to set x and y to 0 and continue. 1048 // this causes spurious floorbox updates, but it ensures
1111 * it seems if we get into this case, something is probablye 1049 // that the CLOSE event is being sent.
1112 * screwed up and should be fixed. 1050 close_container ();
1113 */ 1051
1114 abort (); 1052 --map->players;
1053 map->touch ();
1115 } 1054 }
1116 1055
1117 if (op->map != m) 1056 map->dirty = true;
1118 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1057 mapspace &ms = this->ms ();
1119 op->map->path, m->path, op->x, op->y, x, y);
1120
1121 /* Re did the following section of code - it looks like it had
1122 * lots of logic for things we no longer care about
1123 */
1124 1058
1125 /* link the object above us */ 1059 /* link the object above us */
1126 if (op->above) 1060 if (above)
1127 op->above->below = op->below; 1061 above->below = below;
1128 else 1062 else
1129 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
1130 1064
1131 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
1132 if (op->below) 1066 if (below)
1133 op->below->above = op->above; 1067 below->above = above;
1134 else 1068 else
1135 { 1069 {
1136 /* Nothing below, which means we need to relink map object for this space 1070 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is 1071 * use translated coordinates in case some oddness with map tiling is
1138 * evident 1072 * evident
1139 */ 1073 */
1140 if (GET_MAP_OB (m, x, y) != op) 1074 if (GET_MAP_OB (map, x, y) != this)
1141 {
1142 dump_object (op);
1143 LOG (llevError,
1144 "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); 1075 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 ());
1145 dump_object (GET_MAP_OB (m, x, y));
1146 LOG (llevError, "%s\n", errmsg);
1147 }
1148 1076
1149 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
1150 } 1078 }
1151 1079
1152 op->above = 0; 1080 above = 0;
1153 op->below = 0; 1081 below = 0;
1154 1082
1155 if (op->map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
1156 return; 1084 return;
1157 1085
1158 tag = op->count; 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1159 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1160 1087
1161 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1162 { 1089 {
1163 /* No point updating the players look faces if he is the object 1090 /* No point updating the players look faces if he is the object
1164 * being removed. 1091 * being removed.
1165 */ 1092 */
1166 1093
1167 if (tmp->type == PLAYER && tmp != op) 1094 if (tmp->type == PLAYER && tmp != this)
1168 { 1095 {
1169 /* If a container that the player is currently using somehow gets 1096 /* If a container that the player is currently using somehow gets
1170 * removed (most likely destroyed), update the player view 1097 * removed (most likely destroyed), update the player view
1171 * appropriately. 1098 * appropriately.
1172 */ 1099 */
1173 if (tmp->container == op) 1100 if (tmp->container == this)
1174 { 1101 {
1175 CLEAR_FLAG (op, FLAG_APPLIED); 1102 flag [FLAG_APPLIED] = 0;
1176 tmp->container = NULL; 1103 tmp->container = 0;
1177 } 1104 }
1178 1105
1179 tmp->contr->socket.update_look = 1; 1106 if (tmp->contr->ns)
1107 tmp->contr->ns->floorbox_update ();
1180 } 1108 }
1181 1109
1182 /* See if player moving off should effect something */ 1110 /* See if object moving off should effect something */
1183 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1111 if (check_walk_off
1112 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1184 { 1114 {
1185 move_apply (tmp, op, NULL); 1115 move_apply (tmp, this, 0);
1186 1116
1187 if (was_destroyed (op, tag)) 1117 if (destroyed ())
1188 {
1189 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1190 }
1191 } 1119 }
1192
1193 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1194
1195 if (tmp->above == tmp)
1196 tmp->above = NULL;
1197 1120
1198 last = tmp; 1121 last = tmp;
1199 } 1122 }
1200 1123
1201 /* last == NULL of there are no objects on this space */ 1124 /* last == NULL if there are no objects on this space */
1125 //TODO: this makes little sense, why only update the topmost object?
1202 if (last == NULL) 1126 if (!last)
1203 { 1127 map->at (x, y).flags_ = 0;
1204 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1205 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1206 * those out anyways, and if there are any flags set right now, they won't
1207 * be correct anyways.
1208 */
1209 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1210 update_position (op->map, op->x, op->y);
1211 }
1212 else 1128 else
1213 update_object (last, UP_OBJ_REMOVE); 1129 update_object (last, UP_OBJ_REMOVE);
1214 1130
1215 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1131 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1216 update_all_los (op->map, op->x, op->y); 1132 update_all_los (map, x, y);
1217 } 1133 }
1218} 1134}
1219 1135
1220/* 1136/*
1221 * merge_ob(op,top): 1137 * merge_ob(op,top):
1223 * This function goes through all objects below and including top, and 1139 * This function goes through all objects below and including top, and
1224 * merges op to the first matching object. 1140 * merges op to the first matching object.
1225 * If top is NULL, it is calculated. 1141 * If top is NULL, it is calculated.
1226 * Returns pointer to object if it succeded in the merge, otherwise NULL 1142 * Returns pointer to object if it succeded in the merge, otherwise NULL
1227 */ 1143 */
1228
1229object * 1144object *
1230merge_ob (object *op, object *top) 1145merge_ob (object *op, object *top)
1231{ 1146{
1232 if (!op->nrof) 1147 if (!op->nrof)
1233 return 0; 1148 return 0;
1234 1149
1235 if (top == NULL) 1150 if (top)
1236 for (top = op; top != NULL && top->above != NULL; top = top->above); 1151 for (top = op; top && top->above; top = top->above)
1152 ;
1237 1153
1238 for (; top != NULL; top = top->below) 1154 for (; top; top = top->below)
1239 { 1155 {
1240 if (top == op) 1156 if (top == op)
1241 continue; 1157 continue;
1242 if (CAN_MERGE (op, top)) 1158
1159 if (object::can_merge (op, top))
1243 { 1160 {
1244 top->nrof += op->nrof; 1161 top->nrof += op->nrof;
1245 1162
1246/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1163/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1247 op->weight = 0; /* Don't want any adjustements now */ 1164 op->weight = 0; /* Don't want any adjustements now */
1248 remove_ob (op); 1165 op->destroy ();
1249 free_object (op);
1250 return top; 1166 return top;
1251 } 1167 }
1252 } 1168 }
1253 1169
1254 return NULL; 1170 return 0;
1255} 1171}
1256 1172
1173void
1174object::expand_tail ()
1175{
1176 if (more)
1177 return;
1178
1179 object *prev = this;
1180
1181 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1182 {
1183 object *op = arch_to_object (at);
1184
1185 op->name = name;
1186 op->name_pl = name_pl;
1187 op->title = title;
1188
1189 op->head = this;
1190 prev->more = op;
1191
1192 prev = op;
1193 }
1194}
1195
1257/* 1196/*
1258 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1197 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1259 * job preparing multi-part monsters 1198 * job preparing multi-part monsters.
1260 */ 1199 */
1261object * 1200object *
1262insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1201insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1263{ 1202{
1264 object *tmp;
1265
1266 if (op->head)
1267 op = op->head;
1268
1269 for (tmp = op; tmp; tmp = tmp->more) 1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1270 { 1204 {
1271 tmp->x = x + tmp->arch->clone.x; 1205 tmp->x = x + tmp->arch->x;
1272 tmp->y = y + tmp->arch->clone.y; 1206 tmp->y = y + tmp->arch->y;
1273 } 1207 }
1274 1208
1275 return insert_ob_in_map (op, m, originator, flag); 1209 return insert_ob_in_map (op, m, originator, flag);
1276} 1210}
1277 1211
1293 * Return value: 1227 * Return value:
1294 * new object if 'op' was merged with other object 1228 * new object if 'op' was merged with other object
1295 * NULL if 'op' was destroyed 1229 * NULL if 'op' was destroyed
1296 * just 'op' otherwise 1230 * just 'op' otherwise
1297 */ 1231 */
1298
1299object * 1232object *
1300insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1233insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301{ 1234{
1235 assert (!op->flag [FLAG_FREED]);
1236
1302 object *tmp, *top, *floor = NULL; 1237 object *top, *floor = NULL;
1303 sint16 x, y;
1304 1238
1305 if (QUERY_FLAG (op, FLAG_FREED)) 1239 op->remove ();
1306 {
1307 LOG (llevError, "Trying to insert freed object!\n");
1308 return NULL;
1309 }
1310 1240
1311 if (m == NULL) 1241#if 0
1312 { 1242 if (!m->active != !op->active)
1313 dump_object (op); 1243 if (m->active)
1314 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1244 op->activate_recursive ();
1315 return op; 1245 else
1316 } 1246 op->deactivate_recursive ();
1247#endif
1317 1248
1318 if (out_of_map (m, op->x, op->y)) 1249 if (out_of_map (m, op->x, op->y))
1319 { 1250 {
1320 dump_object (op);
1321 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1322#ifdef MANY_CORES 1252#ifdef MANY_CORES
1323 /* Better to catch this here, as otherwise the next use of this object 1253 /* Better to catch this here, as otherwise the next use of this object
1324 * is likely to cause a crash. Better to find out where it is getting 1254 * is likely to cause a crash. Better to find out where it is getting
1325 * improperly inserted. 1255 * improperly inserted.
1326 */ 1256 */
1327 abort (); 1257 abort ();
1328#endif 1258#endif
1329 return op; 1259 return op;
1330 } 1260 }
1331 1261
1332 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1262 if (object *more = op->more)
1333 { 1263 if (!insert_ob_in_map (more, m, originator, flag))
1334 dump_object (op);
1335 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1336 return op; 1264 return 0;
1337 }
1338
1339 if (op->more != NULL)
1340 {
1341 /* The part may be on a different map. */
1342
1343 object *more = op->more;
1344
1345 /* We really need the caller to normalize coordinates - if
1346 * we set the map, that doesn't work if the location is within
1347 * a map and this is straddling an edge. So only if coordinate
1348 * is clear wrong do we normalize it.
1349 */
1350 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1351 more->map = get_map_from_coord (m, &more->x, &more->y);
1352 else if (!more->map)
1353 {
1354 /* For backwards compatibility - when not dealing with tiled maps,
1355 * more->map should always point to the parent.
1356 */
1357 more->map = m;
1358 }
1359
1360 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1361 {
1362 if (!op->head)
1363 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1364
1365 return NULL;
1366 }
1367 }
1368 1265
1369 CLEAR_FLAG (op, FLAG_REMOVED); 1266 CLEAR_FLAG (op, FLAG_REMOVED);
1370 1267
1371 /* Ideally, the caller figures this out. However, it complicates a lot 1268 /* Ideally, the caller figures this out. However, it complicates a lot
1372 * of areas of callers (eg, anything that uses find_free_spot would now 1269 * of areas of callers (eg, anything that uses find_free_spot would now
1373 * need extra work 1270 * need extra work
1374 */ 1271 */
1375 op->map = get_map_from_coord (m, &op->x, &op->y); 1272 if (!xy_normalise (m, op->x, op->y))
1376 x = op->x; 1273 return 0;
1377 y = op->y; 1274
1275 op->map = m;
1276 mapspace &ms = op->ms ();
1378 1277
1379 /* this has to be done after we translate the coordinates. 1278 /* this has to be done after we translate the coordinates.
1380 */ 1279 */
1381 if (op->nrof && !(flag & INS_NO_MERGE)) 1280 if (op->nrof && !(flag & INS_NO_MERGE))
1382 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1383 if (CAN_MERGE (op, tmp)) 1282 if (object::can_merge (op, tmp))
1384 { 1283 {
1385 op->nrof += tmp->nrof; 1284 op->nrof += tmp->nrof;
1386 remove_ob (tmp); 1285 tmp->destroy ();
1387 free_object (tmp);
1388 } 1286 }
1389 1287
1390 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1288 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1391 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1289 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1392 1290
1405 op->below = originator->below; 1303 op->below = originator->below;
1406 1304
1407 if (op->below) 1305 if (op->below)
1408 op->below->above = op; 1306 op->below->above = op;
1409 else 1307 else
1410 SET_MAP_OB (op->map, op->x, op->y, op); 1308 ms.bot = op;
1411 1309
1412 /* since *below* originator, no need to update top */ 1310 /* since *below* originator, no need to update top */
1413 originator->below = op; 1311 originator->below = op;
1414 } 1312 }
1415 else 1313 else
1416 { 1314 {
1315 top = ms.bot;
1316
1417 /* If there are other objects, then */ 1317 /* If there are other objects, then */
1418 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1318 if ((!(flag & INS_MAP_LOAD)) && top)
1419 { 1319 {
1420 object *last = NULL; 1320 object *last = 0;
1421 1321
1422 /* 1322 /*
1423 * If there are multiple objects on this space, we do some trickier handling. 1323 * If there are multiple objects on this space, we do some trickier handling.
1424 * We've already dealt with merging if appropriate. 1324 * We've already dealt with merging if appropriate.
1425 * Generally, we want to put the new object on top. But if 1325 * Generally, we want to put the new object on top. But if
1429 * once we get to them. This reduces the need to traverse over all of 1329 * once we get to them. This reduces the need to traverse over all of
1430 * them when adding another one - this saves quite a bit of cpu time 1330 * them when adding another one - this saves quite a bit of cpu time
1431 * when lots of spells are cast in one area. Currently, it is presumed 1331 * when lots of spells are cast in one area. Currently, it is presumed
1432 * that flying non pickable objects are spell objects. 1332 * that flying non pickable objects are spell objects.
1433 */ 1333 */
1434 1334 for (top = ms.bot; top; top = top->above)
1435 while (top != NULL)
1436 { 1335 {
1437 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1336 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1438 floor = top; 1337 floor = top;
1439 1338
1440 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1339 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1443 top = top->below; 1342 top = top->below;
1444 break; 1343 break;
1445 } 1344 }
1446 1345
1447 last = top; 1346 last = top;
1448 top = top->above;
1449 } 1347 }
1450 1348
1451 /* Don't want top to be NULL, so set it to the last valid object */ 1349 /* Don't want top to be NULL, so set it to the last valid object */
1452 top = last; 1350 top = last;
1453 1351
1455 * looks like instead of lots of conditions here. 1353 * looks like instead of lots of conditions here.
1456 * makes things faster, and effectively the same result. 1354 * makes things faster, and effectively the same result.
1457 */ 1355 */
1458 1356
1459 /* Have object 'fall below' other objects that block view. 1357 /* Have object 'fall below' other objects that block view.
1460 * Unless those objects are exits, type 66 1358 * Unless those objects are exits.
1461 * If INS_ON_TOP is used, don't do this processing 1359 * If INS_ON_TOP is used, don't do this processing
1462 * Need to find the object that in fact blocks view, otherwise 1360 * Need to find the object that in fact blocks view, otherwise
1463 * stacking is a bit odd. 1361 * stacking is a bit odd.
1464 */ 1362 */
1465 if (!(flag & INS_ON_TOP) && 1363 if (!(flag & INS_ON_TOP)
1466 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1364 && ms.flags () & P_BLOCKSVIEW
1365 && (op->face && !faces [op->face].visibility))
1467 { 1366 {
1468 for (last = top; last != floor; last = last->below) 1367 for (last = top; last != floor; last = last->below)
1469 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1368 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1470 break; 1369 break;
1370
1471 /* Check to see if we found the object that blocks view, 1371 /* Check to see if we found the object that blocks view,
1472 * and make sure we have a below pointer for it so that 1372 * and make sure we have a below pointer for it so that
1473 * we can get inserted below this one, which requires we 1373 * we can get inserted below this one, which requires we
1474 * set top to the object below us. 1374 * set top to the object below us.
1475 */ 1375 */
1476 if (last && last->below && last != floor) 1376 if (last && last->below && last != floor)
1477 top = last->below; 1377 top = last->below;
1478 } 1378 }
1479 } /* If objects on this space */ 1379 } /* If objects on this space */
1480
1481 if (flag & INS_MAP_LOAD) 1380 if (flag & INS_MAP_LOAD)
1482 top = GET_MAP_TOP (op->map, op->x, op->y); 1381 top = ms.top;
1483 1382
1484 if (flag & INS_ABOVE_FLOOR_ONLY) 1383 if (flag & INS_ABOVE_FLOOR_ONLY)
1485 top = floor; 1384 top = floor;
1486 1385
1487 /* Top is the object that our object (op) is going to get inserted above. 1386 /* Top is the object that our object (op) is going to get inserted above.
1488 */ 1387 */
1489 1388
1490 /* First object on this space */ 1389 /* First object on this space */
1491 if (!top) 1390 if (!top)
1492 { 1391 {
1493 op->above = GET_MAP_OB (op->map, op->x, op->y); 1392 op->above = ms.bot;
1494 1393
1495 if (op->above) 1394 if (op->above)
1496 op->above->below = op; 1395 op->above->below = op;
1497 1396
1498 op->below = NULL; 1397 op->below = 0;
1499 SET_MAP_OB (op->map, op->x, op->y, op); 1398 ms.bot = op;
1500 } 1399 }
1501 else 1400 else
1502 { /* get inserted into the stack above top */ 1401 { /* get inserted into the stack above top */
1503 op->above = top->above; 1402 op->above = top->above;
1504 1403
1507 1406
1508 op->below = top; 1407 op->below = top;
1509 top->above = op; 1408 top->above = op;
1510 } 1409 }
1511 1410
1512 if (op->above == NULL) 1411 if (!op->above)
1513 SET_MAP_TOP (op->map, op->x, op->y, op); 1412 ms.top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1413 } /* else not INS_BELOW_ORIGINATOR */
1515 1414
1516 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1416 {
1517 op->contr->do_los = 1; 1417 op->contr->do_los = 1;
1418 ++op->map->players;
1419 op->map->touch ();
1420 }
1421
1422 op->map->dirty = true;
1518 1423
1519 /* If we have a floor, we know the player, if any, will be above 1424 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there. 1425 * it, so save a few ticks and start from there.
1521 */ 1426 */
1522 if (!(flag & INS_MAP_LOAD)) 1427 if (!(flag & INS_MAP_LOAD))
1523 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1428 if (object *pl = ms.player ())
1524 if (tmp->type == PLAYER) 1429 if (pl->contr->ns)
1525 tmp->contr->socket.update_look = 1; 1430 pl->contr->ns->floorbox_update ();
1526 1431
1527 /* If this object glows, it may affect lighting conditions that are 1432 /* If this object glows, it may affect lighting conditions that are
1528 * visible to others on this map. But update_all_los is really 1433 * visible to others on this map. But update_all_los is really
1529 * an inefficient way to do this, as it means los for all players 1434 * an inefficient way to do this, as it means los for all players
1530 * on the map will get recalculated. The players could very well 1435 * on the map will get recalculated. The players could very well
1531 * be far away from this change and not affected in any way - 1436 * be far away from this change and not affected in any way -
1532 * this should get redone to only look for players within range, 1437 * this should get redone to only look for players within range,
1533 * or just updating the P_NEED_UPDATE for spaces within this area 1438 * or just updating the P_UPTODATE for spaces within this area
1534 * of effect may be sufficient. 1439 * of effect may be sufficient.
1535 */ 1440 */
1536 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1441 if (op->map->darkness && (op->glow_radius != 0))
1537 update_all_los (op->map, op->x, op->y); 1442 update_all_los (op->map, op->x, op->y);
1538 1443
1539 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1444 /* updates flags (blocked, alive, no magic, etc) for this map space */
1540 update_object (op, UP_OBJ_INSERT); 1445 update_object (op, UP_OBJ_INSERT);
1541 1446
1447 INVOKE_OBJECT (INSERT, op);
1448
1542 /* Don't know if moving this to the end will break anything. However, 1449 /* Don't know if moving this to the end will break anything. However,
1543 * we want to have update_look set above before calling this. 1450 * we want to have floorbox_update called before calling this.
1544 * 1451 *
1545 * check_move_on() must be after this because code called from 1452 * check_move_on() must be after this because code called from
1546 * check_move_on() depends on correct map flags (so functions like 1453 * check_move_on() depends on correct map flags (so functions like
1547 * blocked() and wall() work properly), and these flags are updated by 1454 * blocked() and wall() work properly), and these flags are updated by
1548 * update_object(). 1455 * update_object().
1549 */ 1456 */
1550 1457
1551 /* if this is not the head or flag has been passed, don't check walk on status */ 1458 /* if this is not the head or flag has been passed, don't check walk on status */
1552 if (!(flag & INS_NO_WALK_ON) && !op->head) 1459 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1553 { 1460 {
1554 if (check_move_on (op, originator)) 1461 if (check_move_on (op, originator))
1555 return NULL; 1462 return 0;
1556 1463
1557 /* If we are a multi part object, lets work our way through the check 1464 /* If we are a multi part object, lets work our way through the check
1558 * walk on's. 1465 * walk on's.
1559 */ 1466 */
1560 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1467 for (object *tmp = op->more; tmp; tmp = tmp->more)
1561 if (check_move_on (tmp, originator)) 1468 if (check_move_on (tmp, originator))
1562 return NULL; 1469 return 0;
1563 } 1470 }
1564 1471
1565 return op; 1472 return op;
1566} 1473}
1567 1474
1568/* this function inserts an object in the map, but if it 1475/* this function inserts an object in the map, but if it
1569 * finds an object of its own type, it'll remove that one first. 1476 * finds an object of its own type, it'll remove that one first.
1570 * op is the object to insert it under: supplies x and the map. 1477 * op is the object to insert it under: supplies x and the map.
1571 */ 1478 */
1572void 1479void
1573replace_insert_ob_in_map (const char *arch_string, object *op) 1480replace_insert_ob_in_map (const char *arch_string, object *op)
1574{ 1481{
1575 object * 1482 object *tmp, *tmp1;
1576 tmp;
1577 object *
1578 tmp1;
1579 1483
1580 /* first search for itself and remove any old instances */ 1484 /* first search for itself and remove any old instances */
1581 1485
1582 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1486 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1583 {
1584 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1487 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1585 { 1488 tmp->destroy ();
1586 remove_ob (tmp);
1587 free_object (tmp);
1588 }
1589 }
1590 1489
1591 tmp1 = arch_to_object (find_archetype (arch_string)); 1490 tmp1 = arch_to_object (archetype::find (arch_string));
1592 1491
1593 tmp1->x = op->x; 1492 tmp1->x = op->x;
1594 tmp1->y = op->y; 1493 tmp1->y = op->y;
1595 insert_ob_in_map (tmp1, op->map, op, 0); 1494 insert_ob_in_map (tmp1, op->map, op, 0);
1495}
1496
1497object *
1498object::insert_at (object *where, object *originator, int flags)
1499{
1500 return where->map->insert (this, where->x, where->y, originator, flags);
1596} 1501}
1597 1502
1598/* 1503/*
1599 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1600 * is returned contains nr objects, and the remaining parts contains 1505 * is returned contains nr objects, and the remaining parts contains
1601 * the rest (or is removed and freed if that number is 0). 1506 * the rest (or is removed and freed if that number is 0).
1602 * On failure, NULL is returned, and the reason put into the 1507 * On failure, NULL is returned, and the reason put into the
1603 * global static errmsg array. 1508 * global static errmsg array.
1604 */ 1509 */
1605
1606object * 1510object *
1607get_split_ob (object *orig_ob, uint32 nr) 1511get_split_ob (object *orig_ob, uint32 nr)
1608{ 1512{
1609 object * 1513 object *newob;
1610 newob;
1611 int
1612 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1514 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1515
1614 if (orig_ob->nrof < nr) 1516 if (orig_ob->nrof < nr)
1615 { 1517 {
1616 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1518 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL; 1519 return NULL;
1618 } 1520 }
1619 1521
1620 newob = object_create_clone (orig_ob); 1522 newob = object_create_clone (orig_ob);
1621 1523
1622 if ((orig_ob->nrof -= nr) < 1) 1524 if ((orig_ob->nrof -= nr) < 1)
1623 { 1525 orig_ob->destroy (1);
1624 if (!is_removed)
1625 remove_ob (orig_ob);
1626 free_object2 (orig_ob, 1);
1627 }
1628 else if (!is_removed) 1526 else if (!is_removed)
1629 { 1527 {
1630 if (orig_ob->env != NULL) 1528 if (orig_ob->env != NULL)
1631 sub_weight (orig_ob->env, orig_ob->weight * nr); 1529 sub_weight (orig_ob->env, orig_ob->weight * nr);
1632 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1530 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1647 * the amount of an object. If the amount reaches 0, the object 1545 * the amount of an object. If the amount reaches 0, the object
1648 * is subsequently removed and freed. 1546 * is subsequently removed and freed.
1649 * 1547 *
1650 * Return value: 'op' if something is left, NULL if the amount reached 0 1548 * Return value: 'op' if something is left, NULL if the amount reached 0
1651 */ 1549 */
1652
1653object * 1550object *
1654decrease_ob_nr (object *op, uint32 i) 1551decrease_ob_nr (object *op, uint32 i)
1655{ 1552{
1656 object *tmp; 1553 object *tmp;
1657 player *pl;
1658 1554
1659 if (i == 0) /* objects with op->nrof require this check */ 1555 if (i == 0) /* objects with op->nrof require this check */
1660 return op; 1556 return op;
1661 1557
1662 if (i > op->nrof) 1558 if (i > op->nrof)
1663 i = op->nrof; 1559 i = op->nrof;
1664 1560
1665 if (QUERY_FLAG (op, FLAG_REMOVED)) 1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1666 op->nrof -= i; 1562 op->nrof -= i;
1667 else if (op->env != NULL) 1563 else if (op->env)
1668 { 1564 {
1669 /* is this object in the players inventory, or sub container 1565 /* is this object in the players inventory, or sub container
1670 * therein? 1566 * therein?
1671 */ 1567 */
1672 tmp = is_player_inv (op->env); 1568 tmp = op->in_player ();
1673 /* nope. Is this a container the player has opened? 1569 /* nope. Is this a container the player has opened?
1674 * If so, set tmp to that player. 1570 * If so, set tmp to that player.
1675 * IMO, searching through all the players will mostly 1571 * IMO, searching through all the players will mostly
1676 * likely be quicker than following op->env to the map, 1572 * likely be quicker than following op->env to the map,
1677 * and then searching the map for a player. 1573 * and then searching the map for a player.
1678 */ 1574 */
1679 if (!tmp) 1575 if (!tmp)
1680 { 1576 for_all_players (pl)
1681 for (pl = first_player; pl; pl = pl->next)
1682 if (pl->ob->container == op->env) 1577 if (pl->ob->container == op->env)
1578 {
1579 tmp = pl->ob;
1683 break; 1580 break;
1684 if (pl)
1685 tmp = pl->ob;
1686 else
1687 tmp = NULL;
1688 } 1581 }
1689 1582
1690 if (i < op->nrof) 1583 if (i < op->nrof)
1691 { 1584 {
1692 sub_weight (op->env, op->weight * i); 1585 sub_weight (op->env, op->weight * i);
1693 op->nrof -= i; 1586 op->nrof -= i;
1694 if (tmp) 1587 if (tmp)
1695 {
1696 esrv_send_item (tmp, op); 1588 esrv_send_item (tmp, op);
1697 }
1698 } 1589 }
1699 else 1590 else
1700 { 1591 {
1701 remove_ob (op); 1592 op->remove ();
1702 op->nrof = 0; 1593 op->nrof = 0;
1703 if (tmp) 1594 if (tmp)
1704 {
1705 esrv_del_item (tmp->contr, op->count); 1595 esrv_del_item (tmp->contr, op->count);
1706 }
1707 } 1596 }
1708 } 1597 }
1709 else 1598 else
1710 { 1599 {
1711 object *above = op->above; 1600 object *above = op->above;
1712 1601
1713 if (i < op->nrof) 1602 if (i < op->nrof)
1714 op->nrof -= i; 1603 op->nrof -= i;
1715 else 1604 else
1716 { 1605 {
1717 remove_ob (op); 1606 op->remove ();
1718 op->nrof = 0; 1607 op->nrof = 0;
1719 } 1608 }
1720 1609
1721 /* Since we just removed op, op->above is null */ 1610 /* Since we just removed op, op->above is null */
1722 for (tmp = above; tmp != NULL; tmp = tmp->above) 1611 for (tmp = above; tmp; tmp = tmp->above)
1723 if (tmp->type == PLAYER) 1612 if (tmp->type == PLAYER)
1724 { 1613 {
1725 if (op->nrof) 1614 if (op->nrof)
1726 esrv_send_item (tmp, op); 1615 esrv_send_item (tmp, op);
1727 else 1616 else
1731 1620
1732 if (op->nrof) 1621 if (op->nrof)
1733 return op; 1622 return op;
1734 else 1623 else
1735 { 1624 {
1736 free_object (op); 1625 op->destroy ();
1737 return NULL; 1626 return 0;
1738 } 1627 }
1739} 1628}
1740 1629
1741/* 1630/*
1742 * add_weight(object, weight) adds the specified weight to an object, 1631 * add_weight(object, weight) adds the specified weight to an object,
1743 * and also updates how much the environment(s) is/are carrying. 1632 * and also updates how much the environment(s) is/are carrying.
1744 */ 1633 */
1745
1746void 1634void
1747add_weight (object *op, signed long weight) 1635add_weight (object *op, signed long weight)
1748{ 1636{
1749 while (op != NULL) 1637 while (op != NULL)
1750 { 1638 {
1754 op->carrying += weight; 1642 op->carrying += weight;
1755 op = op->env; 1643 op = op->env;
1756 } 1644 }
1757} 1645}
1758 1646
1647object *
1648insert_ob_in_ob (object *op, object *where)
1649{
1650 if (!where)
1651 {
1652 char *dump = dump_object (op);
1653 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1654 free (dump);
1655 return op;
1656 }
1657
1658 if (where->head_ () != where)
1659 {
1660 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1661 where = where->head;
1662 }
1663
1664 return where->insert (op);
1665}
1666
1759/* 1667/*
1760 * insert_ob_in_ob(op,environment): 1668 * env->insert (op)
1761 * This function inserts the object op in the linked list 1669 * This function inserts the object op in the linked list
1762 * inside the object environment. 1670 * inside the object environment.
1763 * 1671 *
1764 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1765 * the inventory at the last position or next to other objects of the same
1766 * type.
1767 * Frank: Now sorted by type, archetype and magic!
1768 *
1769 * The function returns now pointer to inserted item, and return value can 1672 * The function returns now pointer to inserted item, and return value can
1770 * be != op, if items are merged. -Tero 1673 * be != op, if items are merged. -Tero
1771 */ 1674 */
1772
1773object * 1675object *
1774insert_ob_in_ob (object *op, object *where) 1676object::insert (object *op)
1775{ 1677{
1776 object * 1678 object *tmp, *otmp;
1777 tmp, *
1778 otmp;
1779 1679
1780 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1680 if (!QUERY_FLAG (op, FLAG_REMOVED))
1781 { 1681 op->remove ();
1782 dump_object (op);
1783 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1784 return op;
1785 }
1786
1787 if (where == NULL)
1788 {
1789 dump_object (op);
1790 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1791 return op;
1792 }
1793
1794 if (where->head)
1795 {
1796 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1797 where = where->head;
1798 }
1799 1682
1800 if (op->more) 1683 if (op->more)
1801 { 1684 {
1802 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1685 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1803 return op; 1686 return op;
1805 1688
1806 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1689 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1807 CLEAR_FLAG (op, FLAG_REMOVED); 1690 CLEAR_FLAG (op, FLAG_REMOVED);
1808 if (op->nrof) 1691 if (op->nrof)
1809 { 1692 {
1810 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1693 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1811 if (CAN_MERGE (tmp, op)) 1694 if (object::can_merge (tmp, op))
1812 { 1695 {
1813 /* return the original object and remove inserted object 1696 /* return the original object and remove inserted object
1814 (client needs the original object) */ 1697 (client needs the original object) */
1815 tmp->nrof += op->nrof; 1698 tmp->nrof += op->nrof;
1816 /* Weight handling gets pretty funky. Since we are adding to 1699 /* Weight handling gets pretty funky. Since we are adding to
1817 * tmp->nrof, we need to increase the weight. 1700 * tmp->nrof, we need to increase the weight.
1818 */ 1701 */
1819 add_weight (where, op->weight * op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1820 SET_FLAG (op, FLAG_REMOVED); 1703 SET_FLAG (op, FLAG_REMOVED);
1821 free_object (op); /* free the inserted object */ 1704 op->destroy (); /* free the inserted object */
1822 op = tmp; 1705 op = tmp;
1823 remove_ob (op); /* and fix old object's links */ 1706 op->remove (); /* and fix old object's links */
1824 CLEAR_FLAG (op, FLAG_REMOVED); 1707 CLEAR_FLAG (op, FLAG_REMOVED);
1825 break; 1708 break;
1826 } 1709 }
1827 1710
1828 /* I assume combined objects have no inventory 1711 /* I assume combined objects have no inventory
1829 * We add the weight - this object could have just been removed 1712 * We add the weight - this object could have just been removed
1830 * (if it was possible to merge). calling remove_ob will subtract 1713 * (if it was possible to merge). calling remove_ob will subtract
1831 * the weight, so we need to add it in again, since we actually do 1714 * the weight, so we need to add it in again, since we actually do
1832 * the linking below 1715 * the linking below
1833 */ 1716 */
1834 add_weight (where, op->weight * op->nrof); 1717 add_weight (this, op->weight * op->nrof);
1835 } 1718 }
1836 else 1719 else
1837 add_weight (where, (op->weight + op->carrying)); 1720 add_weight (this, (op->weight + op->carrying));
1838 1721
1839 otmp = is_player_inv (where); 1722 otmp = this->in_player ();
1840 if (otmp && otmp->contr != NULL) 1723 if (otmp && otmp->contr)
1841 {
1842 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1724 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1843 fix_player (otmp); 1725 otmp->update_stats ();
1844 }
1845 1726
1846 op->map = NULL; 1727 op->map = 0;
1847 op->env = where; 1728 op->env = this;
1848 op->above = NULL; 1729 op->above = 0;
1849 op->below = NULL; 1730 op->below = 0;
1850 op->x = 0, op->y = 0; 1731 op->x = 0, op->y = 0;
1851 1732
1852 /* reset the light list and los of the players on the map */ 1733 /* reset the light list and los of the players on the map */
1853 if ((op->glow_radius != 0) && where->map) 1734 if ((op->glow_radius != 0) && map)
1854 { 1735 {
1855#ifdef DEBUG_LIGHTS 1736#ifdef DEBUG_LIGHTS
1856 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1737 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1857#endif /* DEBUG_LIGHTS */ 1738#endif /* DEBUG_LIGHTS */
1858 if (MAP_DARKNESS (where->map)) 1739 if (map->darkness)
1859 update_all_los (where->map, where->x, where->y); 1740 update_all_los (map, x, y);
1860 } 1741 }
1861 1742
1862 /* Client has no idea of ordering so lets not bother ordering it here. 1743 /* Client has no idea of ordering so lets not bother ordering it here.
1863 * It sure simplifies this function... 1744 * It sure simplifies this function...
1864 */ 1745 */
1865 if (where->inv == NULL) 1746 if (!inv)
1866 where->inv = op; 1747 inv = op;
1867 else 1748 else
1868 { 1749 {
1869 op->below = where->inv; 1750 op->below = inv;
1870 op->below->above = op; 1751 op->below->above = op;
1871 where->inv = op; 1752 inv = op;
1872 } 1753 }
1754
1755 INVOKE_OBJECT (INSERT, this);
1756
1873 return op; 1757 return op;
1874} 1758}
1875 1759
1876/* 1760/*
1877 * Checks if any objects has a move_type that matches objects 1761 * Checks if any objects has a move_type that matches objects
1891 * 1775 *
1892 * MSW 2001-07-08: Check all objects on space, not just those below 1776 * MSW 2001-07-08: Check all objects on space, not just those below
1893 * object being inserted. insert_ob_in_map may not put new objects 1777 * object being inserted. insert_ob_in_map may not put new objects
1894 * on top. 1778 * on top.
1895 */ 1779 */
1896
1897int 1780int
1898check_move_on (object *op, object *originator) 1781check_move_on (object *op, object *originator)
1899{ 1782{
1900 object * 1783 object *tmp;
1901 tmp; 1784 maptile *m = op->map;
1902 tag_t
1903 tag;
1904 mapstruct *
1905 m = op->map;
1906 int
1907 x = op->x, y = op->y; 1785 int x = op->x, y = op->y;
1908 1786
1909 MoveType 1787 MoveType move_on, move_slow, move_block;
1910 move_on,
1911 move_slow,
1912 move_block;
1913 1788
1914 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1789 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1915 return 0; 1790 return 0;
1916
1917 tag = op->count;
1918 1791
1919 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1792 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1920 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1793 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1921 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1794 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1922 1795
1938 1811
1939 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1940 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1941 */ 1814 */
1942 1815
1943 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1816 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1944 { 1817 {
1945 /* Trim the search when we find the first other spell effect 1818 /* Trim the search when we find the first other spell effect
1946 * this helps performance so that if a space has 50 spell objects, 1819 * this helps performance so that if a space has 50 spell objects,
1947 * we don't need to check all of them. 1820 * we don't need to check all of them.
1948 */ 1821 */
1966 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1839 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1967 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1840 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1968 { 1841 {
1969 1842
1970 float 1843 float
1971 diff = tmp->move_slow_penalty * FABS (op->speed); 1844 diff = tmp->move_slow_penalty * fabs (op->speed);
1972 1845
1973 if (op->type == PLAYER) 1846 if (op->type == PLAYER)
1974 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1847 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1975 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1848 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1976 diff /= 4.0; 1849 diff /= 4.0;
1983 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1984 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1985 { 1858 {
1986 move_apply (tmp, op, originator); 1859 move_apply (tmp, op, originator);
1987 1860
1988 if (was_destroyed (op, tag)) 1861 if (op->destroyed ())
1989 return 1; 1862 return 1;
1990 1863
1991 /* what the person/creature stepped onto has moved the object 1864 /* what the person/creature stepped onto has moved the object
1992 * someplace new. Don't process any further - if we did, 1865 * someplace new. Don't process any further - if we did,
1993 * have a feeling strange problems would result. 1866 * have a feeling strange problems would result.
2003/* 1876/*
2004 * present_arch(arch, map, x, y) searches for any objects with 1877 * present_arch(arch, map, x, y) searches for any objects with
2005 * a matching archetype at the given map and coordinates. 1878 * a matching archetype at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
2007 */ 1880 */
2008
2009object * 1881object *
2010present_arch (const archetype *at, mapstruct *m, int x, int y) 1882present_arch (const archetype *at, maptile *m, int x, int y)
2011{ 1883{
2012 object *
2013 tmp;
2014
2015 if (m == NULL || out_of_map (m, x, y)) 1884 if (!m || out_of_map (m, x, y))
2016 { 1885 {
2017 LOG (llevError, "Present_arch called outside map.\n"); 1886 LOG (llevError, "Present_arch called outside map.\n");
2018 return NULL; 1887 return NULL;
2019 } 1888 }
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1889
1890 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2021 if (tmp->arch == at) 1891 if (tmp->arch == at)
2022 return tmp; 1892 return tmp;
1893
2023 return NULL; 1894 return NULL;
2024} 1895}
2025 1896
2026/* 1897/*
2027 * present(type, map, x, y) searches for any objects with 1898 * present(type, map, x, y) searches for any objects with
2028 * a matching type variable at the given map and coordinates. 1899 * a matching type variable at the given map and coordinates.
2029 * The first matching object is returned, or NULL if none. 1900 * The first matching object is returned, or NULL if none.
2030 */ 1901 */
2031
2032object * 1902object *
2033present (unsigned char type, mapstruct *m, int x, int y) 1903present (unsigned char type, maptile *m, int x, int y)
2034{ 1904{
2035 object *
2036 tmp;
2037
2038 if (out_of_map (m, x, y)) 1905 if (out_of_map (m, x, y))
2039 { 1906 {
2040 LOG (llevError, "Present called outside map.\n"); 1907 LOG (llevError, "Present called outside map.\n");
2041 return NULL; 1908 return NULL;
2042 } 1909 }
2043 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1910
1911 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2044 if (tmp->type == type) 1912 if (tmp->type == type)
2045 return tmp; 1913 return tmp;
1914
2046 return NULL; 1915 return NULL;
2047} 1916}
2048 1917
2049/* 1918/*
2050 * present_in_ob(type, object) searches for any objects with 1919 * present_in_ob(type, object) searches for any objects with
2051 * a matching type variable in the inventory of the given object. 1920 * a matching type variable in the inventory of the given object.
2052 * The first matching object is returned, or NULL if none. 1921 * The first matching object is returned, or NULL if none.
2053 */ 1922 */
2054
2055object * 1923object *
2056present_in_ob (unsigned char type, const object *op) 1924present_in_ob (unsigned char type, const object *op)
2057{ 1925{
2058 object *
2059 tmp;
2060
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 if (tmp->type == type) 1927 if (tmp->type == type)
2063 return tmp; 1928 return tmp;
1929
2064 return NULL; 1930 return NULL;
2065} 1931}
2066 1932
2067/* 1933/*
2068 * present_in_ob (type, str, object) searches for any objects with 1934 * present_in_ob (type, str, object) searches for any objects with
2076 * str is the string to match against. Note that we match against 1942 * str is the string to match against. Note that we match against
2077 * the object name, not the archetype name. this is so that the 1943 * the object name, not the archetype name. this is so that the
2078 * spell code can use one object type (force), but change it's name 1944 * spell code can use one object type (force), but change it's name
2079 * to be unique. 1945 * to be unique.
2080 */ 1946 */
2081
2082object * 1947object *
2083present_in_ob_by_name (int type, const char *str, const object *op) 1948present_in_ob_by_name (int type, const char *str, const object *op)
2084{ 1949{
2085 object *
2086 tmp;
2087
2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1950 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2089 {
2090 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1951 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2091 return tmp; 1952 return tmp;
2092 } 1953
2093 return NULL; 1954 return 0;
2094} 1955}
2095 1956
2096/* 1957/*
2097 * present_arch_in_ob(archetype, object) searches for any objects with 1958 * present_arch_in_ob(archetype, object) searches for any objects with
2098 * a matching archetype in the inventory of the given object. 1959 * a matching archetype in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1960 * The first matching object is returned, or NULL if none.
2100 */ 1961 */
2101
2102object * 1962object *
2103present_arch_in_ob (const archetype *at, const object *op) 1963present_arch_in_ob (const archetype *at, const object *op)
2104{ 1964{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->arch == at) 1966 if (tmp->arch == at)
2110 return tmp; 1967 return tmp;
1968
2111 return NULL; 1969 return NULL;
2112} 1970}
2113 1971
2114/* 1972/*
2115 * activate recursively a flag on an object inventory 1973 * activate recursively a flag on an object inventory
2116 */ 1974 */
2117void 1975void
2118flag_inv (object *op, int flag) 1976flag_inv (object *op, int flag)
2119{ 1977{
2120 object *
2121 tmp;
2122
2123 if (op->inv) 1978 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1979 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 { 1980 {
2126 SET_FLAG (tmp, flag); 1981 SET_FLAG (tmp, flag);
2127 flag_inv (tmp, flag); 1982 flag_inv (tmp, flag);
2128 } 1983 }
2129} /* 1984}
1985
1986/*
2130 * desactivate recursively a flag on an object inventory 1987 * deactivate recursively a flag on an object inventory
2131 */ 1988 */
2132void 1989void
2133unflag_inv (object *op, int flag) 1990unflag_inv (object *op, int flag)
2134{ 1991{
2135 object *
2136 tmp;
2137
2138 if (op->inv) 1992 if (op->inv)
2139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2140 { 1994 {
2141 CLEAR_FLAG (tmp, flag); 1995 CLEAR_FLAG (tmp, flag);
2142 unflag_inv (tmp, flag); 1996 unflag_inv (tmp, flag);
2143 } 1997 }
2144}
2145
2146/*
2147 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2148 * all it's inventory (recursively).
2149 * If checksums are used, a player will get set_cheat called for
2150 * him/her-self and all object carried by a call to this function.
2151 */
2152
2153void
2154set_cheat (object *op)
2155{
2156 SET_FLAG (op, FLAG_WAS_WIZ);
2157 flag_inv (op, FLAG_WAS_WIZ);
2158} 1998}
2159 1999
2160/* 2000/*
2161 * find_free_spot(object, map, x, y, start, stop) will search for 2001 * find_free_spot(object, map, x, y, start, stop) will search for
2162 * a spot at the given map and coordinates which will be able to contain 2002 * a spot at the given map and coordinates which will be able to contain
2176 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
2177 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
2178 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
2179 * customized, changed states, etc. 2019 * customized, changed states, etc.
2180 */ 2020 */
2181
2182int 2021int
2183find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2184{ 2023{
2185 int
2186 i,
2187 index = 0, flag; 2024 int index = 0, flag;
2188 static int
2189 altern[SIZEOFFREE]; 2025 int altern[SIZEOFFREE];
2190 2026
2191 for (i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
2192 { 2028 {
2193 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2029 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2194 if (!flag) 2030 if (!flag)
2195 altern[index++] = i; 2031 altern [index++] = i;
2196 2032
2197 /* Basically, if we find a wall on a space, we cut down the search size. 2033 /* Basically, if we find a wall on a space, we cut down the search size.
2198 * In this way, we won't return spaces that are on another side of a wall. 2034 * In this way, we won't return spaces that are on another side of a wall.
2199 * This mostly work, but it cuts down the search size in all directions - 2035 * This mostly work, but it cuts down the search size in all directions -
2200 * if the space being examined only has a wall to the north and empty 2036 * if the space being examined only has a wall to the north and empty
2201 * spaces in all the other directions, this will reduce the search space 2037 * spaces in all the other directions, this will reduce the search space
2202 * to only the spaces immediately surrounding the target area, and 2038 * to only the spaces immediately surrounding the target area, and
2203 * won't look 2 spaces south of the target space. 2039 * won't look 2 spaces south of the target space.
2204 */ 2040 */
2205 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2041 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2206 stop = maxfree[i]; 2042 stop = maxfree[i];
2207 } 2043 }
2044
2208 if (!index) 2045 if (!index)
2209 return -1; 2046 return -1;
2047
2210 return altern[RANDOM () % index]; 2048 return altern [rndm (index)];
2211} 2049}
2212 2050
2213/* 2051/*
2214 * find_first_free_spot(archetype, mapstruct, x, y) works like 2052 * find_first_free_spot(archetype, maptile, x, y) works like
2215 * find_free_spot(), but it will search max number of squares. 2053 * find_free_spot(), but it will search max number of squares.
2216 * But it will return the first available spot, not a random choice. 2054 * But it will return the first available spot, not a random choice.
2217 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2055 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2218 */ 2056 */
2219
2220int 2057int
2221find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2058find_first_free_spot (const object *ob, maptile *m, int x, int y)
2222{ 2059{
2223 int
2224 i;
2225
2226 for (i = 0; i < SIZEOFFREE; i++) 2060 for (int i = 0; i < SIZEOFFREE; i++)
2227 {
2228 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2061 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2229 return i; 2062 return i;
2230 } 2063
2231 return -1; 2064 return -1;
2232} 2065}
2233 2066
2234/* 2067/*
2235 * The function permute(arr, begin, end) randomly reorders the array 2068 * The function permute(arr, begin, end) randomly reorders the array
2236 * arr[begin..end-1]. 2069 * arr[begin..end-1].
2070 * now uses a fisher-yates shuffle, old permute was broken
2237 */ 2071 */
2238static void 2072static void
2239permute (int *arr, int begin, int end) 2073permute (int *arr, int begin, int end)
2240{ 2074{
2241 int 2075 arr += begin;
2242 i,
2243 j,
2244 tmp,
2245 len;
2246
2247 len = end - begin; 2076 end -= begin;
2248 for (i = begin; i < end; i++)
2249 {
2250 j = begin + RANDOM () % len;
2251 2077
2252 tmp = arr[i]; 2078 while (--end)
2253 arr[i] = arr[j]; 2079 swap (arr [end], arr [rndm (end + 1)]);
2254 arr[j] = tmp;
2255 }
2256} 2080}
2257 2081
2258/* new function to make monster searching more efficient, and effective! 2082/* new function to make monster searching more efficient, and effective!
2259 * This basically returns a randomized array (in the passed pointer) of 2083 * This basically returns a randomized array (in the passed pointer) of
2260 * the spaces to find monsters. In this way, it won't always look for 2084 * the spaces to find monsters. In this way, it won't always look for
2263 * the 3x3 area will be searched, just not in a predictable order. 2087 * the 3x3 area will be searched, just not in a predictable order.
2264 */ 2088 */
2265void 2089void
2266get_search_arr (int *search_arr) 2090get_search_arr (int *search_arr)
2267{ 2091{
2268 int 2092 int i;
2269 i;
2270 2093
2271 for (i = 0; i < SIZEOFFREE; i++) 2094 for (i = 0; i < SIZEOFFREE; i++)
2272 {
2273 search_arr[i] = i; 2095 search_arr[i] = i;
2274 }
2275 2096
2276 permute (search_arr, 1, SIZEOFFREE1 + 1); 2097 permute (search_arr, 1, SIZEOFFREE1 + 1);
2277 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2098 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2278 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2099 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2279} 2100}
2288 * Perhaps incorrectly, but I'm making the assumption that exclude 2109 * Perhaps incorrectly, but I'm making the assumption that exclude
2289 * is actually want is going to try and move there. We need this info 2110 * is actually want is going to try and move there. We need this info
2290 * because we have to know what movement the thing looking to move 2111 * because we have to know what movement the thing looking to move
2291 * there is capable of. 2112 * there is capable of.
2292 */ 2113 */
2293
2294int 2114int
2295find_dir (mapstruct *m, int x, int y, object *exclude) 2115find_dir (maptile *m, int x, int y, object *exclude)
2296{ 2116{
2297 int
2298 i,
2299 max = SIZEOFFREE, mflags; 2117 int i, max = SIZEOFFREE, mflags;
2300 2118
2301 sint16 nx, ny; 2119 sint16 nx, ny;
2302 object * 2120 object *tmp;
2303 tmp; 2121 maptile *mp;
2304 mapstruct *
2305 mp;
2306 2122
2307 MoveType blocked, move_type; 2123 MoveType blocked, move_type;
2308 2124
2309 if (exclude && exclude->head) 2125 if (exclude && exclude->head_ () != exclude)
2310 { 2126 {
2311 exclude = exclude->head; 2127 exclude = exclude->head;
2312 move_type = exclude->move_type; 2128 move_type = exclude->move_type;
2313 } 2129 }
2314 else 2130 else
2322 mp = m; 2138 mp = m;
2323 nx = x + freearr_x[i]; 2139 nx = x + freearr_x[i];
2324 ny = y + freearr_y[i]; 2140 ny = y + freearr_y[i];
2325 2141
2326 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2142 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2143
2327 if (mflags & P_OUT_OF_MAP) 2144 if (mflags & P_OUT_OF_MAP)
2328 {
2329 max = maxfree[i]; 2145 max = maxfree[i];
2330 }
2331 else 2146 else
2332 { 2147 {
2333 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2148 mapspace &ms = mp->at (nx, ny);
2149
2150 blocked = ms.move_block;
2334 2151
2335 if ((move_type & blocked) == move_type) 2152 if ((move_type & blocked) == move_type)
2336 {
2337 max = maxfree[i]; 2153 max = maxfree[i];
2338 }
2339 else if (mflags & P_IS_ALIVE) 2154 else if (mflags & P_IS_ALIVE)
2340 { 2155 {
2341 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2156 for (tmp = ms.bot; tmp; tmp = tmp->above)
2342 { 2157 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2343 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2344 {
2345 break; 2159 break;
2346 } 2160
2347 }
2348 if (tmp) 2161 if (tmp)
2349 {
2350 return freedir[i]; 2162 return freedir[i];
2351 }
2352 } 2163 }
2353 } 2164 }
2354 } 2165 }
2166
2355 return 0; 2167 return 0;
2356} 2168}
2357 2169
2358/* 2170/*
2359 * distance(object 1, object 2) will return the square of the 2171 * distance(object 1, object 2) will return the square of the
2360 * distance between the two given objects. 2172 * distance between the two given objects.
2361 */ 2173 */
2362
2363int 2174int
2364distance (const object *ob1, const object *ob2) 2175distance (const object *ob1, const object *ob2)
2365{ 2176{
2366 int
2367 i;
2368
2369 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2177 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2370 return i;
2371} 2178}
2372 2179
2373/* 2180/*
2374 * find_dir_2(delta-x,delta-y) will return a direction in which 2181 * find_dir_2(delta-x,delta-y) will return a direction in which
2375 * an object which has subtracted the x and y coordinates of another 2182 * an object which has subtracted the x and y coordinates of another
2376 * object, needs to travel toward it. 2183 * object, needs to travel toward it.
2377 */ 2184 */
2378
2379int 2185int
2380find_dir_2 (int x, int y) 2186find_dir_2 (int x, int y)
2381{ 2187{
2382 int 2188 int q;
2383 q;
2384 2189
2385 if (y) 2190 if (y)
2386 q = x * 100 / y; 2191 q = x * 100 / y;
2387 else if (x) 2192 else if (x)
2388 q = -300 * x; 2193 q = -300 * x;
2413 2218
2414 return 3; 2219 return 3;
2415} 2220}
2416 2221
2417/* 2222/*
2418 * absdir(int): Returns a number between 1 and 8, which represent
2419 * the "absolute" direction of a number (it actually takes care of
2420 * "overflow" in previous calculations of a direction).
2421 */
2422
2423int
2424absdir (int d)
2425{
2426 while (d < 1)
2427 d += 8;
2428 while (d > 8)
2429 d -= 8;
2430 return d;
2431}
2432
2433/*
2434 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2435 * between two directions (which are expected to be absolute (see absdir()) 2224 * between two directions (which are expected to be absolute (see absdir())
2436 */ 2225 */
2437
2438int 2226int
2439dirdiff (int dir1, int dir2) 2227dirdiff (int dir1, int dir2)
2440{ 2228{
2441 int 2229 int d;
2442 d;
2443 2230
2444 d = abs (dir1 - dir2); 2231 d = abs (dir1 - dir2);
2445 if (d > 4) 2232 if (d > 4)
2446 d = 8 - d; 2233 d = 8 - d;
2234
2447 return d; 2235 return d;
2448} 2236}
2449 2237
2450/* peterm: 2238/* peterm:
2451 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2239 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2454 * This basically means that if direction is 15, then it could either go 2242 * This basically means that if direction is 15, then it could either go
2455 * direction 4, 14, or 16 to get back to where we are. 2243 * direction 4, 14, or 16 to get back to where we are.
2456 * Moved from spell_util.c to object.c with the other related direction 2244 * Moved from spell_util.c to object.c with the other related direction
2457 * functions. 2245 * functions.
2458 */ 2246 */
2459
2460int
2461 reduction_dir[SIZEOFFREE][3] = { 2247int reduction_dir[SIZEOFFREE][3] = {
2462 {0, 0, 0}, /* 0 */ 2248 {0, 0, 0}, /* 0 */
2463 {0, 0, 0}, /* 1 */ 2249 {0, 0, 0}, /* 1 */
2464 {0, 0, 0}, /* 2 */ 2250 {0, 0, 0}, /* 2 */
2465 {0, 0, 0}, /* 3 */ 2251 {0, 0, 0}, /* 3 */
2466 {0, 0, 0}, /* 4 */ 2252 {0, 0, 0}, /* 4 */
2514 * find a path to that monster that we found. If not, 2300 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2301 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2302 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2303 * Modified to be map tile aware -.MSW
2518 */ 2304 */
2519
2520
2521int 2305int
2522can_see_monsterP (mapstruct *m, int x, int y, int dir) 2306can_see_monsterP (maptile *m, int x, int y, int dir)
2523{ 2307{
2524 sint16 dx, dy; 2308 sint16 dx, dy;
2525 int
2526 mflags; 2309 int mflags;
2527 2310
2528 if (dir < 0) 2311 if (dir < 0)
2529 return 0; /* exit condition: invalid direction */ 2312 return 0; /* exit condition: invalid direction */
2530 2313
2531 dx = x + freearr_x[dir]; 2314 dx = x + freearr_x[dir];
2544 return 0; 2327 return 0;
2545 2328
2546 /* yes, can see. */ 2329 /* yes, can see. */
2547 if (dir < 9) 2330 if (dir < 9)
2548 return 1; 2331 return 1;
2332
2549 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2333 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2550 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2334 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2335 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2551} 2336}
2552
2553
2554 2337
2555/* 2338/*
2556 * can_pick(picker, item): finds out if an object is possible to be 2339 * can_pick(picker, item): finds out if an object is possible to be
2557 * picked up by the picker. Returnes 1 if it can be 2340 * picked up by the picker. Returnes 1 if it can be
2558 * picked up, otherwise 0. 2341 * picked up, otherwise 0.
2569 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2352 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2570 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2353 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2571 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2354 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2572} 2355}
2573 2356
2574
2575/* 2357/*
2576 * create clone from object to another 2358 * create clone from object to another
2577 */ 2359 */
2578object * 2360object *
2579object_create_clone (object *asrc) 2361object_create_clone (object *asrc)
2580{ 2362{
2581 object *
2582 dst = NULL, *tmp, *src, *part, *prev, *item; 2363 object *dst = 0, *tmp, *src, *prev, *item;
2583 2364
2584 if (!asrc) 2365 if (!asrc)
2585 return NULL; 2366 return 0;
2586 src = asrc; 2367
2587 if (src->head)
2588 src = src->head; 2368 src = asrc->head_ ();
2589 2369
2590 prev = NULL; 2370 prev = 0;
2591 for (part = src; part; part = part->more) 2371 for (object *part = src; part; part = part->more)
2592 { 2372 {
2593 tmp = get_object (); 2373 tmp = part->clone ();
2594 copy_object (part, tmp);
2595 tmp->x -= src->x; 2374 tmp->x -= src->x;
2596 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2597 if (!part->head) 2377 if (!part->head)
2598 { 2378 {
2599 dst = tmp; 2379 dst = tmp;
2600 tmp->head = NULL; 2380 tmp->head = 0;
2601 } 2381 }
2602 else 2382 else
2603 {
2604 tmp->head = dst; 2383 tmp->head = dst;
2605 } 2384
2606 tmp->more = NULL; 2385 tmp->more = 0;
2386
2607 if (prev) 2387 if (prev)
2608 prev->more = tmp; 2388 prev->more = tmp;
2389
2609 prev = tmp; 2390 prev = tmp;
2610 } 2391 }
2611 2392
2612 /*** copy inventory ***/
2613 for (item = src->inv; item; item = item->below) 2393 for (item = src->inv; item; item = item->below)
2614 {
2615 (void) insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2616 }
2617 2395
2618 return dst; 2396 return dst;
2619}
2620
2621/* return true if the object was destroyed, 0 otherwise */
2622int
2623was_destroyed (const object *op, tag_t old_tag)
2624{
2625 /* checking for FLAG_FREED isn't necessary, but makes this function more
2626 * robust */
2627 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2628}
2629
2630/* GROS - Creates an object using a string representing its content. */
2631
2632/* Basically, we save the content of the string to a temp file, then call */
2633
2634/* load_object on it. I admit it is a highly inefficient way to make things, */
2635
2636/* but it was simple to make and allows reusing the load_object function. */
2637
2638/* Remember not to use load_object_str in a time-critical situation. */
2639
2640/* Also remember that multiparts objects are not supported for now. */
2641
2642object *
2643load_object_str (const char *obstr)
2644{
2645 object *
2646 op;
2647 char
2648 filename[MAX_BUF];
2649
2650 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2651
2652 FILE *
2653 tempfile = fopen (filename, "w");
2654
2655 if (tempfile == NULL)
2656 {
2657 LOG (llevError, "Error - Unable to access load object temp file\n");
2658 return NULL;
2659 };
2660 fprintf (tempfile, obstr);
2661 fclose (tempfile);
2662
2663 op = get_object ();
2664
2665 object_thawer thawer (filename);
2666
2667 if (thawer)
2668 load_object (thawer, op, 0);
2669
2670 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2671 CLEAR_FLAG (op, FLAG_REMOVED);
2672
2673 return op;
2674} 2397}
2675 2398
2676/* This returns the first object in who's inventory that 2399/* This returns the first object in who's inventory that
2677 * has the same type and subtype match. 2400 * has the same type and subtype match.
2678 * returns NULL if no match. 2401 * returns NULL if no match.
2679 */ 2402 */
2680object * 2403object *
2681find_obj_by_type_subtype (const object *who, int type, int subtype) 2404find_obj_by_type_subtype (const object *who, int type, int subtype)
2682{ 2405{
2683 object *
2684 tmp;
2685
2686 for (tmp = who->inv; tmp; tmp = tmp->below) 2406 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2687 if (tmp->type == type && tmp->subtype == subtype) 2407 if (tmp->type == type && tmp->subtype == subtype)
2688 return tmp; 2408 return tmp;
2689 2409
2690 return NULL; 2410 return 0;
2691} 2411}
2692 2412
2693/* If ob has a field named key, return the link from the list, 2413/* If ob has a field named key, return the link from the list,
2694 * otherwise return NULL. 2414 * otherwise return NULL.
2695 * 2415 *
2697 * do the desired thing. 2417 * do the desired thing.
2698 */ 2418 */
2699key_value * 2419key_value *
2700get_ob_key_link (const object *ob, const char *key) 2420get_ob_key_link (const object *ob, const char *key)
2701{ 2421{
2702 key_value *
2703 link;
2704
2705 for (link = ob->key_values; link != NULL; link = link->next) 2422 for (key_value *link = ob->key_values; link; link = link->next)
2706 {
2707 if (link->key == key) 2423 if (link->key == key)
2708 {
2709 return link; 2424 return link;
2710 }
2711 }
2712 2425
2713 return NULL; 2426 return 0;
2714} 2427}
2715 2428
2716/* 2429/*
2717 * Returns the value of op has an extra_field for key, or NULL. 2430 * Returns the value of op has an extra_field for key, or NULL.
2718 * 2431 *
2721 * The returned string is shared. 2434 * The returned string is shared.
2722 */ 2435 */
2723const char * 2436const char *
2724get_ob_key_value (const object *op, const char *const key) 2437get_ob_key_value (const object *op, const char *const key)
2725{ 2438{
2726 key_value * 2439 key_value *link;
2727 link; 2440 shstr_cmp canonical_key (key);
2728 const char *
2729 canonical_key;
2730 2441
2731 canonical_key = shstr::find (key);
2732
2733 if (canonical_key == NULL) 2442 if (!canonical_key)
2734 { 2443 {
2735 /* 1. There being a field named key on any object 2444 /* 1. There being a field named key on any object
2736 * implies there'd be a shared string to find. 2445 * implies there'd be a shared string to find.
2737 * 2. Since there isn't, no object has this field. 2446 * 2. Since there isn't, no object has this field.
2738 * 3. Therefore, *this* object doesn't have this field. 2447 * 3. Therefore, *this* object doesn't have this field.
2739 */ 2448 */
2740 return NULL; 2449 return 0;
2741 } 2450 }
2742 2451
2743 /* This is copied from get_ob_key_link() above - 2452 /* This is copied from get_ob_key_link() above -
2744 * only 4 lines, and saves the function call overhead. 2453 * only 4 lines, and saves the function call overhead.
2745 */ 2454 */
2746 for (link = op->key_values; link != NULL; link = link->next) 2455 for (link = op->key_values; link; link = link->next)
2747 {
2748 if (link->key == canonical_key) 2456 if (link->key == canonical_key)
2749 {
2750 return link->value; 2457 return link->value;
2751 } 2458
2752 }
2753 return NULL; 2459 return 0;
2754} 2460}
2755
2756 2461
2757/* 2462/*
2758 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2759 * 2464 *
2760 * canonical_key is a shared string (value doesn't have to be). 2465 * canonical_key is a shared string (value doesn't have to be).
2765 * Returns TRUE on success. 2470 * Returns TRUE on success.
2766 */ 2471 */
2767int 2472int
2768set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2769{ 2474{
2770 key_value *
2771 field = NULL, *last = NULL; 2475 key_value *field = NULL, *last = NULL;
2772 2476
2773 for (field = op->key_values; field != NULL; field = field->next) 2477 for (field = op->key_values; field != NULL; field = field->next)
2774 { 2478 {
2775 if (field->key != canonical_key) 2479 if (field->key != canonical_key)
2776 { 2480 {
2785 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2786 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2787 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2788 * we get this value back again. 2492 * we get this value back again.
2789 */ 2493 */
2790 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (op->arch, canonical_key))
2791 field->value = 0; 2495 field->value = 0;
2792 else 2496 else
2793 { 2497 {
2794 if (last) 2498 if (last)
2795 last->next = field->next; 2499 last->next = field->next;
2804 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2805 2509
2806 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2807 2511
2808 if (!add_key) 2512 if (!add_key)
2809 {
2810 return FALSE; 2513 return FALSE;
2811 } 2514
2812 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2813 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2814 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2815 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2816 * should pass in "" 2519 * should pass in ""
2844 shstr key_ (key); 2547 shstr key_ (key);
2845 2548
2846 return set_ob_key_value_s (op, key_, value, add_key); 2549 return set_ob_key_value_s (op, key_, value, add_key);
2847} 2550}
2848 2551
2552object::depth_iterator::depth_iterator (object *container)
2553: iterator_base (container)
2554{
2555 while (item->inv)
2556 item = item->inv;
2557}
2558
2849void 2559void
2850object::deep_iterator::next () 2560object::depth_iterator::next ()
2851{ 2561{
2852 if (item->inv)
2853 item = item->inv;
2854 else if (item->below) 2562 if (item->below)
2563 {
2855 item = item->below; 2564 item = item->below;
2565
2566 while (item->inv)
2567 item = item->inv;
2568 }
2856 else 2569 else
2857 item = item->env->below; 2570 item = item->env;
2858} 2571}
2572
2573const char *
2574object::flag_desc (char *desc, int len) const
2575{
2576 char *p = desc;
2577 bool first = true;
2578
2579 *p = 0;
2580
2581 for (int i = 0; i < NUM_FLAGS; i++)
2582 {
2583 if (len <= 10) // magic constant!
2584 {
2585 snprintf (p, len, ",...");
2586 break;
2587 }
2588
2589 if (flag [i])
2590 {
2591 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2592 len -= cnt;
2593 p += cnt;
2594 first = false;
2595 }
2596 }
2597
2598 return desc;
2599}
2600
2601// return a suitable string describing an object in enough detail to find it
2602const char *
2603object::debug_desc (char *info) const
2604{
2605 char flagdesc[512];
2606 char info2[256 * 4];
2607 char *p = info;
2608
2609 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2610 count, uuid.seq,
2611 &name,
2612 title ? "\",title:\"" : "",
2613 title ? (const char *)title : "",
2614 flag_desc (flagdesc, 512), type);
2615
2616 if (env)
2617 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2618
2619 if (map)
2620 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2621
2622 return info;
2623}
2624
2625const char *
2626object::debug_desc () const
2627{
2628 static char info[3][256 * 4];
2629 static int info_idx;
2630
2631 return debug_desc (info [++info_idx % 3]);
2632}
2633
2634struct region *
2635object::region () const
2636{
2637 return map ? map->region (x, y)
2638 : region::default_region ();
2639}
2640
2641const materialtype_t *
2642object::dominant_material () const
2643{
2644 if (materialtype_t *mt = name_to_material (materialname))
2645 return mt;
2646
2647 return name_to_material (shstr_unknown);
2648}
2649
2650void
2651object::open_container (object *new_container)
2652{
2653 if (container == new_container)
2654 return;
2655
2656 if (object *old_container = container)
2657 {
2658 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2659 return;
2660
2661#if 0
2662 // remove the "Close old_container" object.
2663 if (object *closer = old_container->inv)
2664 if (closer->type == CLOSE_CON)
2665 closer->destroy ();
2666#endif
2667
2668 old_container->flag [FLAG_APPLIED] = 0;
2669 container = 0;
2670
2671 esrv_update_item (UPD_FLAGS, this, old_container);
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2673 }
2674
2675 if (new_container)
2676 {
2677 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2678 return;
2679
2680 // TODO: this does not seem to serve any purpose anymore?
2681#if 0
2682 // insert the "Close Container" object.
2683 if (archetype *closer = new_container->other_arch)
2684 {
2685 object *closer = arch_to_object (new_container->other_arch);
2686 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2687 new_container->insert (closer);
2688 }
2689#endif
2690
2691 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2692
2693 new_container->flag [FLAG_APPLIED] = 1;
2694 container = new_container;
2695
2696 esrv_update_item (UPD_FLAGS, this, new_container);
2697 esrv_send_inventory (this, new_container);
2698 }
2699}
2700
2701object *
2702object::force_find (const shstr name)
2703{
2704 /* cycle through his inventory to look for the MARK we want to
2705 * place
2706 */
2707 for (object *tmp = inv; tmp; tmp = tmp->below)
2708 if (tmp->type == FORCE && tmp->slaying == name)
2709 return splay (tmp);
2710
2711 return 0;
2712}
2713
2714void
2715object::force_add (const shstr name, int duration)
2716{
2717 if (object *force = force_find (name))
2718 force->destroy ();
2719
2720 object *force = get_archetype (FORCE_NAME);
2721
2722 force->slaying = name;
2723 force->stats.food = 1;
2724 force->speed_left = -1.f;
2725
2726 force->set_speed (duration ? 1.f / duration : 0.f);
2727 force->flag [FLAG_IS_USED_UP] = true;
2728 force->flag [FLAG_APPLIED] = true;
2729
2730 insert (force);
2731}
2732
2733void
2734object::play_sound (faceidx sound) const
2735{
2736 if (map)
2737 map->play_sound (sound, x, y);
2738}

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