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Comparing deliantra/server/common/object.C (file contents):
Revision 1.38 by root, Wed Sep 13 01:09:24 2006 UTC vs.
Revision 1.189 by root, Thu Sep 13 16:23:01 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
37 41
38object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
39object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
51 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,
52 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
53}; 57};
54 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
55/* 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. */
56static int 137static int
57compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
58{ 139{
59 key_value *wants_field; 140 key_value *wants_field;
62 * 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
63 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
64 */ 145 */
65 146
66 /* For each field in wants, */ 147 /* For each field in wants, */
67 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)
68 { 149 {
69 key_value *has_field; 150 key_value *has_field;
70 151
71 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
106 * 187 *
107 * 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
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
110 * 191 *
111 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
112 * 193 *
113 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
114 * check weight 195 * check weight
115 */ 196 */
116
117bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
118{ 198{
119 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
120 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)
121 return 0; 205 return 0;
122 206
123 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
124 return 0;
125
126 /* 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
127 * 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
128 * used to store nrof). 210 * used to store nrof).
129 */ 211 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 223
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 226
145 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
175 (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)
176 return 0; 252 return 0;
177 253
178 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
179 * check all objects in the inventory. 255 * check all objects in the inventory.
180 */ 256 */
183 /* 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 */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0; 261 return 0;
186 262
187 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
189 return 0; 265 return 0;
190 266
191 /* 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
192 * if it is valid. 268 * if it is valid.
193 */ 269 */
202 278
203 /* 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
204 * 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
205 * check? 281 * check?
206 */ 282 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 284 return 0;
209 285
210 switch (ob1->type) 286 switch (ob1->type)
211 { 287 {
212 case SCROLL: 288 case SCROLL:
223 return 0; 299 return 0;
224 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
225 return 0; 301 return 0;
226 } 302 }
227 303
228 //TODO: generate an event or call into perl for additional checks
229 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
230 { 305 {
231 ob1->optimise (); 306 ob1->optimise ();
232 ob2->optimise (); 307 ob2->optimise ();
233 308
234 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
235 return 0; 311 return 0;
236 } 312 }
237 313
238 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
239 return 1; 315 return 1;
240} 316}
248sum_weight (object *op) 324sum_weight (object *op)
249{ 325{
250 long sum; 326 long sum;
251 object *inv; 327 object *inv;
252 328
253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
254 { 330 {
255 if (inv->inv) 331 if (inv->inv)
256 sum_weight (inv); 332 sum_weight (inv);
333
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 } 335 }
259 336
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;
277 op = op->env; 354 op = op->env;
278 return op; 355 return op;
279} 356}
280 357
281/* 358/*
282 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
283 * a better check. We basically keeping traversing up until we can't
284 * or find a player.
285 */
286
287object *
288is_player_inv (object *op)
289{
290 for (; op != NULL && op->type != PLAYER; op = op->env)
291 if (op->env == op)
292 op->env = NULL;
293 return op;
294}
295
296/*
297 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
298 * Some error messages. 360 * Some error messages.
299 * 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.
300 */ 362 */
301 363char *
302void
303dump_object2 (object *op)
304{
305 errmsg[0] = 0;
306 return;
307 //TODO//D#d#
308#if 0
309 char *cp;
310
311/* object *tmp;*/
312
313 if (op->arch != NULL)
314 {
315 strcat (errmsg, "arch ");
316 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
317 strcat (errmsg, "\n");
318 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
319 strcat (errmsg, cp);
320# if 0
321 /* Don't dump player diffs - they are too long, mostly meaningless, and
322 * will overflow the buffer.
323 * Changed so that we don't dump inventory either. This may
324 * also overflow the buffer.
325 */
326 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
327 strcat (errmsg, cp);
328 for (tmp = op->inv; tmp; tmp = tmp->below)
329 dump_object2 (tmp);
330# endif
331 strcat (errmsg, "end\n");
332 }
333 else
334 {
335 strcat (errmsg, "Object ");
336 if (op->name == NULL)
337 strcat (errmsg, "(null)");
338 else
339 strcat (errmsg, op->name);
340 strcat (errmsg, "\n");
341# if 0
342 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
343 strcat (errmsg, cp);
344 for (tmp = op->inv; tmp; tmp = tmp->below)
345 dump_object2 (tmp);
346# endif
347 strcat (errmsg, "end\n");
348 }
349#endif
350}
351
352/*
353 * Dumps an object. Returns output in the static global errmsg array.
354 */
355
356void
357dump_object (object *op) 364dump_object (object *op)
358{ 365{
359 if (op == NULL) 366 if (!op)
360 { 367 return strdup ("[NULLOBJ]");
361 strcpy (errmsg, "[NULL pointer]");
362 return;
363 }
364 errmsg[0] = '\0';
365 dump_object2 (op);
366}
367 368
368void 369 object_freezer freezer;
369dump_all_objects (void) 370 op->write (freezer);
370{ 371 return freezer.as_string ();
371 object *op;
372
373 for (op = objects; op != NULL; op = op->next)
374 {
375 dump_object (op);
376 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
377 }
378} 372}
379 373
380/* 374/*
381 * 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
382 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
383 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
384 */ 378 */
385
386object * 379object *
387get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
388{ 381{
389 object *tmp, *closest; 382 object *tmp, *closest;
390 int last_dist, i; 383 int last_dist, i;
398} 391}
399 392
400/* 393/*
401 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
402 */ 395 */
403
404object * 396object *
405find_object (tag_t i) 397find_object (tag_t i)
406{ 398{
407 object *op; 399 for_all_objects (op)
408
409 for (op = objects; op != NULL; op = op->next)
410 if (op->count == i) 400 if (op->count == i)
411 break;
412 return op; 401 return op;
402
403 return 0;
413} 404}
414 405
415/* 406/*
416 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
417 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
418 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
419 */ 410 */
420
421object * 411object *
422find_object_name (const char *str) 412find_object_name (const char *str)
423{ 413{
424 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
425 object *op; 415 object *op;
426 416
427 for (op = objects; op != NULL; op = op->next) 417 for_all_objects (op)
428 if (op->name == str_) 418 if (op->name == str_)
429 break; 419 break;
430 420
431 return op; 421 return op;
432} 422}
436{ 426{
437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
438} 428}
439 429
440/* 430/*
441 * Returns the object which this object marks as being the owner.
442 * A id-scheme is used to avoid pointing to objects which have been
443 * freed and are now reused. If this is detected, the owner is
444 * set to NULL, and NULL is returned.
445 * Changed 2004-02-12 - if the player is setting at the play again
446 * prompt, he is removed, and we don't want to treat him as an owner of
447 * anything, so check removed flag. I don't expect that this should break
448 * anything - once an object is removed, it is basically dead anyways.
449 */
450object *
451object::get_owner ()
452{
453 if (!owner
454 || QUERY_FLAG (owner, FLAG_FREED)
455 || QUERY_FLAG (owner, FLAG_REMOVED))
456 owner = 0;
457
458 return owner;
459}
460
461/*
462 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
463 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
464 */ 434 */
465void 435void
466object::set_owner (object *owner) 436object::set_owner (object *owner)
467{ 437{
438 // allow objects which own objects
468 if (!owner) 439 if (owner)
469 return;
470
471 /* next line added to allow objects which own objects */
472 /* Add a check for ownercounts in here, as I got into an endless loop
473 * with the fireball owning a poison cloud which then owned the
474 * fireball. I believe that was caused by one of the objects getting
475 * freed and then another object replacing it. Since the ownercounts
476 * didn't match, this check is valid and I believe that cause is valid.
477 */
478 while (owner->owner) 440 while (owner->owner)
479 owner = owner->owner; 441 owner = owner->owner;
480 442
481 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
482} 510}
483 511
484/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
485 * refcounts and freeing the links. 513 * refcounts and freeing the links.
486 */ 514 */
487static void 515static void
488free_key_values (object *op) 516free_key_values (object *op)
489{ 517{
490 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
491 { 519 {
492 key_value *next = i->next; 520 key_value *next = i->next;
493 delete i; 521 delete i;
494 522
495 i = next; 523 i = next;
496 } 524 }
497 525
498 op->key_values = 0; 526 op->key_values = 0;
499} 527}
500 528
501void object::clear () 529object &
530object::operator =(const object &src)
502{ 531{
503 attachable_base::clear (); 532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
504 534
505 free_key_values (this); 535 *(object_copy *)this = src;
506 536
507 owner = 0; 537 flag [FLAG_FREED] = is_freed;
508 name = 0; 538 flag [FLAG_REMOVED] = is_removed;
509 name_pl = 0;
510 title = 0;
511 race = 0;
512 slaying = 0;
513 skill = 0;
514 msg = 0;
515 lore = 0;
516 custom_name = 0;
517 materialname = 0;
518 contr = 0;
519 below = 0;
520 above = 0;
521 inv = 0;
522 container = 0;
523 env = 0;
524 more = 0;
525 head = 0;
526 map = 0;
527 active_next = 0;
528 active_prev = 0;
529
530 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
531
532 SET_FLAG (this, FLAG_REMOVED);
533
534 /* What is not cleared is next, prev, and count */
535
536 expmul = 1.0;
537 face = blank_face;
538 attacked_by_count = -1;
539
540 if (settings.casting_time)
541 casting_time = -1;
542}
543
544void object::clone (object *destination)
545{
546 *(object_copy *)destination = *this;
547 *(object_pod *)destination = *this;
548
549 if (self || cb)
550 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
551}
552
553/*
554 * copy object first frees everything allocated by the second object,
555 * and then copies the contends of the first object into the second
556 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object
559 * will point at garbage.
560 */
561void
562copy_object (object *op2, object *op)
563{
564 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
565 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
566
567 op2->clone (op);
568
569 if (is_freed)
570 SET_FLAG (op, FLAG_FREED);
571 if (is_removed)
572 SET_FLAG (op, FLAG_REMOVED);
573
574 if (op2->speed < 0)
575 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
576 539
577 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
578 if (op2->key_values) 541 if (src.key_values)
579 { 542 {
580 key_value *tail = 0; 543 key_value *tail = 0;
581 key_value *i;
582
583 op->key_values = 0; 544 key_values = 0;
584 545
585 for (i = op2->key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
586 { 547 {
587 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
588 549
589 new_link->next = 0; 550 new_link->next = 0;
590 new_link->key = i->key; 551 new_link->key = i->key;
591 new_link->value = i->value; 552 new_link->value = i->value;
592 553
593 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
594 if (!op->key_values) 555 if (!key_values)
595 { 556 {
596 op->key_values = new_link; 557 key_values = new_link;
597 tail = new_link; 558 tail = new_link;
598 } 559 }
599 else 560 else
600 { 561 {
601 tail->next = new_link; 562 tail->next = new_link;
602 tail = new_link; 563 tail = new_link;
603 } 564 }
604 } 565 }
605 } 566 }
567}
606 568
607 update_ob_speed (op); 569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
584
585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
605}
606
607object *
608object::clone ()
609{
610 object *neu = create ();
611 copy_to (neu);
612 return neu;
608} 613}
609 614
610/* 615/*
611 * If an object with the IS_TURNABLE() flag needs to be turned due 616 * If an object with the IS_TURNABLE() flag needs to be turned due
612 * to the closest player being on the other side, this function can 617 * to the closest player being on the other side, this function can
613 * be called to update the face variable, _and_ how it looks on the map. 618 * be called to update the face variable, _and_ how it looks on the map.
614 */ 619 */
615
616void 620void
617update_turn_face (object *op) 621update_turn_face (object *op)
618{ 622{
619 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
620 return; 624 return;
625
621 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
622 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
623} 628}
624 629
625/* 630/*
626 * Updates the speed of an object. If the speed changes from 0 to another 631 * Updates the speed of an object. If the speed changes from 0 to another
627 * value, or vice versa, then add/remove the object from the active list. 632 * value, or vice versa, then add/remove the object from the active list.
628 * This function needs to be called whenever the speed of an object changes. 633 * This function needs to be called whenever the speed of an object changes.
629 */ 634 */
630void 635void
631update_ob_speed (object *op) 636object::set_speed (float speed)
632{ 637{
633 extern int arch_init; 638 if (flag [FLAG_FREED] && speed)
634
635 /* No reason putting the archetypes objects on the speed list,
636 * since they never really need to be updated.
637 */
638
639 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
640 { 639 {
641 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
642#ifdef MANY_CORES
643 abort ();
644#else
645 op->speed = 0; 641 speed = 0;
646#endif
647 }
648
649 if (arch_init)
650 return;
651
652 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
653 { 642 }
654 /* If already on active list, don't do anything */
655 if (op->active_next || op->active_prev || op == active_objects)
656 return;
657 643
658 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
659 * of the list. */
660 op->active_next = active_objects;
661 645
662 if (op->active_next != NULL) 646 if (has_active_speed ())
663 op->active_next->active_prev = op; 647 activate ();
664
665 active_objects = op;
666 }
667 else 648 else
668 { 649 deactivate ();
669 /* If not on the active list, nothing needs to be done */
670 if (!op->active_next && !op->active_prev && op != active_objects)
671 return;
672
673 if (op->active_prev == NULL)
674 {
675 active_objects = op->active_next;
676
677 if (op->active_next != NULL)
678 op->active_next->active_prev = NULL;
679 }
680 else
681 {
682 op->active_prev->active_next = op->active_next;
683
684 if (op->active_next)
685 op->active_next->active_prev = op->active_prev;
686 }
687
688 op->active_next = NULL;
689 op->active_prev = NULL;
690 }
691} 650}
692 651
693/* This function removes object 'op' from the list of active
694 * objects.
695 * This should only be used for style maps or other such
696 * reference maps where you don't want an object that isn't
697 * in play chewing up cpu time getting processed.
698 * The reverse of this is to call update_ob_speed, which
699 * will do the right thing based on the speed of the object.
700 */
701void
702remove_from_active_list (object *op)
703{
704 /* If not on the active list, nothing needs to be done */
705 if (!op->active_next && !op->active_prev && op != active_objects)
706 return;
707
708 if (op->active_prev == NULL)
709 {
710 active_objects = op->active_next;
711 if (op->active_next != NULL)
712 op->active_next->active_prev = NULL;
713 }
714 else
715 {
716 op->active_prev->active_next = op->active_next;
717 if (op->active_next)
718 op->active_next->active_prev = op->active_prev;
719 }
720 op->active_next = NULL;
721 op->active_prev = NULL;
722}
723
724/* 652/*
725 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
726 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
727 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
728 * invisible object, etc...) 656 * invisible object, etc...)
729 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
730 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
731 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
732 * 660 *
733 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
734 * For example, if the only thing that has changed is the face (due to
735 * an animation), we don't need to call update_position until that actually
736 * comes into view of a player. OTOH, many other things, like addition/removal
737 * of walls or living creatures may need us to update the flags now.
738 * current action are: 662 * current action are:
739 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
740 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
742 * as that is easier than trying to look at what may have changed. 666 * as that is easier than trying to look at what may have changed.
743 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
744 */ 668 */
745
746void 669void
747update_object (object *op, int action) 670update_object (object *op, int action)
748{ 671{
749 int update_now = 0, flags;
750 MoveType move_on, move_off, move_block, move_slow;
751
752 if (op == NULL) 672 if (op == NULL)
753 { 673 {
754 /* this should never happen */ 674 /* this should never happen */
755 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
756 return; 676 return;
757 } 677 }
758 678
759 if (op->env != NULL) 679 if (op->env)
760 { 680 {
761 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
762 * to do in this case. 682 * to do in this case.
763 */ 683 */
764 return; 684 return;
769 */ 689 */
770 if (!op->map || op->map->in_memory == MAP_SAVING) 690 if (!op->map || op->map->in_memory == MAP_SAVING)
771 return; 691 return;
772 692
773 /* make sure the object is within map boundaries */ 693 /* make sure the object is within map boundaries */
774 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
775 { 695 {
776 LOG (llevError, "update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
777#ifdef MANY_CORES 697#ifdef MANY_CORES
778 abort (); 698 abort ();
779#endif 699#endif
780 return; 700 return;
781 } 701 }
782 702
783 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 703 mapspace &m = op->ms ();
784 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
785 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
786 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
787 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
788 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
789 704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
790 if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
791 { 708 {
709 // this is likely overkill, TODO: revisit (schmorp)
792 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
793 update_now = 1;
794
795 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
796 update_now = 1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
797 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
798 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
799 update_now = 1;
800
801 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
802 update_now = 1;
803
804 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
805 update_now = 1;
806
807 if ((move_on | op->move_on) != move_on) 716 || (m.move_on | op->move_on ) != m.move_on
808 update_now = 1;
809
810 if ((move_off | op->move_off) != move_off) 717 || (m.move_off | op->move_off ) != m.move_off
811 update_now = 1; 718 || (m.move_slow | op->move_slow) != m.move_slow
812
813 /* This isn't perfect, but I don't expect a lot of objects to 719 /* This isn't perfect, but I don't expect a lot of objects to
814 * to have move_allow right now. 720 * to have move_allow right now.
815 */ 721 */
816 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
817 update_now = 1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
818 724 m.flags_ = 0;
819 if ((move_slow | op->move_slow) != move_slow)
820 update_now = 1;
821 } 725 }
822 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
823 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
824 * that is being removed. 728 * that is being removed.
825 */ 729 */
826 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
827 update_now = 1; 731 m.flags_ = 0;
828 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
829 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
830 else 734 else
831 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
832 736
833 if (update_now)
834 {
835 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
836 update_position (op->map, op->x, op->y);
837 }
838
839 if (op->more != NULL) 737 if (op->more)
840 update_object (op->more, action); 738 update_object (op->more, action);
841}
842
843static unordered_vector<object *> mortals;
844static std::vector<object *, slice_allocator <object *> > freed;
845
846void object::free_mortals ()
847{
848 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
849 if ((*i)->refcnt)
850 ++i; // further delay freeing
851 else
852 {
853 freed.push_back (*i);//D
854 //delete *i;
855 mortals.erase (i);
856 }
857
858 if (mortals.size() && 0)//D
859 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
860} 739}
861 740
862object::object () 741object::object ()
863{ 742{
864 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
865 744
866 expmul = 1.0; 745 expmul = 1.0;
867 face = blank_face; 746 face = blank_face;
868 attacked_by_count = -1;
869} 747}
870 748
871object::~object () 749object::~object ()
872{ 750{
751 unlink ();
752
873 free_key_values (this); 753 free_key_values (this);
874} 754}
875 755
756static int object_count;
757
876void object::link () 758void object::link ()
877{ 759{
760 assert (!index);//D
761 uuid = gen_uuid ();
878 count = ++ob_count; 762 count = ++object_count;
879 763
880 prev = 0; 764 refcnt_inc ();
881 next = objects; 765 objects.insert (this);
882
883 if (objects)
884 objects->prev = this;
885
886 objects = this;
887} 766}
888 767
889void object::unlink () 768void object::unlink ()
890{ 769{
891 count = 0;
892
893 if (this == objects)
894 objects = next;
895
896 /* Remove this object from the list of used objects */
897 if (prev)
898 {
899 prev->next = next;
900 prev = 0;
901 }
902
903 if (next) 770 if (!index)
771 return;
772
773 objects.erase (this);
774 refcnt_dec ();
775}
776
777void
778object::activate ()
779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
783
784 if (has_active_speed ())
785 actives.insert (this);
786}
787
788void
789object::activate_recursive ()
790{
791 activate ();
792
793 for (object *op = inv; op; op = op->below)
794 op->activate_recursive ();
795}
796
797/* This function removes object 'op' from the list of active
798 * objects.
799 * This should only be used for style maps or other such
800 * reference maps where you don't want an object that isn't
801 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which
803 * will do the right thing based on the speed of the object.
804 */
805void
806object::deactivate ()
807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
811
812 actives.erase (this);
813}
814
815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
904 { 831 }
905 next->prev = prev; 832}
906 next = 0; 833
834/*
835 * Remove and free all objects in the inventory of the given object.
836 * object.c ?
837 */
838void
839object::destroy_inv (bool drop_to_ground)
840{
841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
846 if (!inv)
847 return;
848
849 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects
851 * drop on that space.
852 */
853 if (!drop_to_ground
854 || !map
855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
857 || ms ().move_block == MOVE_ALL)
858 {
859 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy ();
863 }
864 }
865 else
866 { /* Put objects in inventory onto this space */
867 while (inv)
868 {
869 object *op = inv;
870
871 if (op->flag [FLAG_STARTEQUIP]
872 || op->flag [FLAG_NO_DROP]
873 || op->type == RUNE
874 || op->type == TRAP
875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
877 op->destroy ();
878 else
879 map->insert (op, x, y);
880 }
907 } 881 }
908} 882}
909 883
910object *object::create () 884object *object::create ()
911{ 885{
912 object *op;
913
914 if (freed.empty ())
915 op = new object; 886 object *op = new object;
916 else
917 {
918 // highly annoying, but the only way to get it stable right now
919 op = freed.back ();
920 freed.pop_back ();
921 op->~object ();
922 new ((void *) op) object;
923 }
924
925 op->link (); 887 op->link ();
926 return op; 888 return op;
927} 889}
928 890
929/* 891void
930 * free_object() frees everything allocated by an object, removes 892object::do_destroy ()
931 * it from the list of used objects, and puts it on the list of
932 * free objects. The IS_FREED() flag is set in the object.
933 * The object must have been removed by remove_ob() first for
934 * this function to succeed.
935 *
936 * If free_inventory is set, free inventory as well. Else drop items in
937 * inventory to the ground.
938 */
939void object::free (bool free_inventory)
940{ 893{
941 if (QUERY_FLAG (this, FLAG_FREED)) 894 attachable::do_destroy ();
895
896 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this);
898
899 if (flag [FLAG_FRIENDLY])
900 remove_friendly_object (this);
901
902 if (!flag [FLAG_REMOVED])
903 remove ();
904
905 destroy_inv (true);
906
907 deactivate ();
908 unlink ();
909
910 flag [FLAG_FREED] = 1;
911
912 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
917 {
918 freed_map = new maptile;
919
920 freed_map->path = "<freed objects map>";
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
927 }
928
929 map = freed_map;
930 x = 1;
931 y = 1;
932 }
933
934 if (more)
935 {
936 more->destroy ();
937 more = 0;
938 }
939
940 head = 0;
941
942 // clear those pointers that likely might cause circular references
943 owner = 0;
944 enemy = 0;
945 attacked_by = 0;
946 current_weapon = 0;
947}
948
949void
950object::destroy (bool destroy_inventory)
951{
952 if (destroyed ())
942 return; 953 return;
943 954
944 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 955 if (destroy_inventory)
945 remove_friendly_object (this); 956 destroy_inv (false);
946 957
947 if (!QUERY_FLAG (this, FLAG_REMOVED)) 958 if (is_head ())
948 remove_ob (this); 959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
949 963
950 SET_FLAG (this, FLAG_FREED); 964 attachable::destroy ();
951
952 if (more)
953 {
954 more->free (free_inventory);
955 more = 0;
956 }
957
958 if (inv)
959 {
960 /* Only if the space blocks everything do we not process -
961 * if some form of movement is allowed, let objects
962 * drop on that space.
963 */
964 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
965 {
966 object *op = inv;
967
968 while (op)
969 {
970 object *tmp = op->below;
971 op->free (free_inventory);
972 op = tmp;
973 }
974 }
975 else
976 { /* Put objects in inventory onto this space */
977 object *op = inv;
978
979 while (op)
980 {
981 object *tmp = op->below;
982
983 remove_ob (op);
984
985 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
986 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
987 free_object (op);
988 else
989 {
990 op->x = x;
991 op->y = y;
992 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
993 }
994
995 op = tmp;
996 }
997 }
998 }
999
1000 owner = 0;
1001
1002 /* Remove object from the active list */
1003 speed = 0;
1004 update_ob_speed (this);
1005
1006 unlink ();
1007
1008 mortals.push_back (this);
1009} 965}
1010 966
1011/* 967/*
1012 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1013 * weight of an object (and what is carried by it's environment(s)). 969 * weight of an object (and what is carried by it's environment(s)).
1014 */ 970 */
1015
1016void 971void
1017sub_weight (object *op, signed long weight) 972sub_weight (object *op, signed long weight)
1018{ 973{
1019 while (op != NULL) 974 while (op != NULL)
1020 { 975 {
1021 if (op->type == CONTAINER) 976 if (op->type == CONTAINER)
1022 {
1023 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1024 } 978
1025 op->carrying -= weight; 979 op->carrying -= weight;
1026 op = op->env; 980 op = op->env;
1027 } 981 }
1028} 982}
1029 983
1030/* remove_ob(op): 984/* op->remove ():
1031 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
1032 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
1033 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1034 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1035 * the previous environment. 989 * the previous environment.
1036 * Beware: This function is called from the editor as well!
1037 */ 990 */
1038
1039void 991void
1040remove_ob (object *op) 992object::do_remove ()
1041{ 993{
994 object *tmp, *last = 0;
1042 object * 995 object *otmp;
1043 tmp, *
1044 last = NULL;
1045 object *
1046 otmp;
1047 996
1048 tag_t
1049 tag;
1050 int
1051 check_walk_off;
1052 mapstruct *
1053 m;
1054
1055 sint16
1056 x,
1057 y;
1058
1059 if (QUERY_FLAG (op, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1060 return; 998 return;
1061 999
1062 SET_FLAG (op, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1063 1002
1064 if (op->more != NULL) 1003 if (more)
1065 remove_ob (op->more); 1004 more->remove ();
1066 1005
1067 /* 1006 /*
1068 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1069 * inventory. 1008 * inventory.
1070 */ 1009 */
1071 if (op->env != NULL) 1010 if (env)
1072 { 1011 {
1073 if (op->nrof) 1012 if (nrof)
1074 sub_weight (op->env, op->weight * op->nrof); 1013 sub_weight (env, weight * nrof);
1075 else 1014 else
1076 sub_weight (op->env, op->weight + op->carrying); 1015 sub_weight (env, weight + carrying);
1077 1016
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1017 /* NO_FIX_PLAYER is set when a great many changes are being
1079 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1080 * to save cpu time. 1019 * to save cpu time.
1081 */ 1020 */
1082 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1083 fix_player (otmp); 1022 otmp->update_stats ();
1084 1023
1085 if (op->above != NULL) 1024 if (above)
1086 op->above->below = op->below; 1025 above->below = below;
1087 else 1026 else
1088 op->env->inv = op->below; 1027 env->inv = below;
1089 1028
1090 if (op->below != NULL) 1029 if (below)
1091 op->below->above = op->above; 1030 below->above = above;
1092 1031
1093 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1094 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
1095 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1096 */ 1035 */
1097 op->x = op->env->x, op->y = op->env->y; 1036 x = env->x, y = env->y;
1098 op->map = op->env->map; 1037 map = env->map;
1099 op->above = NULL, op->below = NULL; 1038 above = 0, below = 0;
1100 op->env = NULL; 1039 env = 0;
1101 } 1040 }
1102 else if (op->map) 1041 else if (map)
1103 { 1042 {
1104 x = op->x; 1043 if (type == PLAYER)
1105 y = op->y;
1106 m = get_map_from_coord (op->map, &x, &y);
1107
1108 if (!m)
1109 {
1110 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1111 op->map->path, op->x, op->y);
1112 /* in old days, we used to set x and y to 0 and continue.
1113 * it seems if we get into this case, something is probablye
1114 * screwed up and should be fixed.
1115 */
1116 abort ();
1117 } 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1118 1050
1119 if (op->map != m) 1051 --map->players;
1120 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1052 map->touch ();
1121 op->map->path, m->path, op->x, op->y, x, y);
1122
1123 /* Re did the following section of code - it looks like it had
1124 * lots of logic for things we no longer care about
1125 */ 1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1126 1057
1127 /* link the object above us */ 1058 /* link the object above us */
1128 if (op->above) 1059 if (above)
1129 op->above->below = op->below; 1060 above->below = below;
1130 else 1061 else
1131 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1132 1063
1133 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1134 if (op->below) 1065 if (below)
1135 op->below->above = op->above; 1066 below->above = above;
1136 else 1067 else
1137 { 1068 {
1138 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1139 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1140 * evident 1071 * evident
1141 */ 1072 */
1142 if (GET_MAP_OB (m, x, y) != op) 1073 if (GET_MAP_OB (map, x, y) != this)
1143 {
1144 dump_object (op);
1145 LOG (llevError,
1146 "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); 1074 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 ());
1147 dump_object (GET_MAP_OB (m, x, y)); 1075
1148 LOG (llevError, "%s\n", errmsg); 1076 ms.bot = above; /* goes on above it. */
1149 } 1077 }
1150 1078
1151 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1152 }
1153
1154 op->above = 0; 1079 above = 0;
1155 op->below = 0; 1080 below = 0;
1156 1081
1157 if (op->map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1158 return; 1083 return;
1159 1084
1160 tag = op->count; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1161 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1162 1086
1163 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1164 { 1100 {
1165 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1166 * being removed. 1102 * being removed.
1167 */ 1103 */
1168 1104
1169 if (tmp->type == PLAYER && tmp != op) 1105 /* See if object moving off should effect something */
1106 if (check_walk_off
1107 && ((move_type & tmp->move_off)
1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1170 { 1109 {
1171 /* If a container that the player is currently using somehow gets 1110 move_apply (tmp, this, 0);
1172 * removed (most likely destroyed), update the player view
1173 * appropriately.
1174 */
1175 if (tmp->container == op)
1176 {
1177 CLEAR_FLAG (op, FLAG_APPLIED);
1178 tmp->container = NULL;
1179 }
1180 1111
1181 tmp->contr->socket.update_look = 1; 1112 if (destroyed ())
1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 } 1114 }
1183 1115
1184 /* See if player moving off should effect something */
1185 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1186 {
1187 move_apply (tmp, op, NULL);
1188
1189 if (was_destroyed (op, tag))
1190 {
1191 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1192 }
1193 }
1194
1195 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1196
1197 if (tmp->above == tmp)
1198 tmp->above = NULL;
1199
1200 last = tmp; 1116 last = tmp;
1201 } 1117 }
1202 1118
1203 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1204 if (last == NULL) 1121 if (!last)
1205 { 1122 map->at (x, y).flags_ = 0;
1206 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1207 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1208 * those out anyways, and if there are any flags set right now, they won't
1209 * be correct anyways.
1210 */
1211 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1212 update_position (op->map, op->x, op->y);
1213 }
1214 else 1123 else
1215 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1216 1125
1217 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1218 update_all_los (op->map, op->x, op->y); 1127 update_all_los (map, x, y);
1219 } 1128 }
1220} 1129}
1221 1130
1222/* 1131/*
1223 * merge_ob(op,top): 1132 * merge_ob(op,top):
1231merge_ob (object *op, object *top) 1140merge_ob (object *op, object *top)
1232{ 1141{
1233 if (!op->nrof) 1142 if (!op->nrof)
1234 return 0; 1143 return 0;
1235 1144
1236 if (top == NULL) 1145 if (top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1238 1148
1239 for (; top != NULL; top = top->below) 1149 for (; top; top = top->below)
1240 { 1150 {
1241 if (top == op) 1151 if (top == op)
1242 continue; 1152 continue;
1243 if (CAN_MERGE (op, top)) 1153
1154 if (object::can_merge (op, top))
1244 { 1155 {
1245 top->nrof += op->nrof; 1156 top->nrof += op->nrof;
1246 1157
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1248 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1249 remove_ob (op); 1160 op->destroy ();
1250 free_object (op);
1251 return top; 1161 return top;
1252 } 1162 }
1253 } 1163 }
1254 1164
1255 return NULL; 1165 return 0;
1256} 1166}
1257 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1258/* 1191/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1260 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1261 */ 1194 */
1262object * 1195object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1197{
1265 object *tmp;
1266
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1199 {
1272 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1273 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1274 } 1202 }
1275 1203
1276 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1277} 1205}
1278 1206
1294 * Return value: 1222 * Return value:
1295 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1297 * just 'op' otherwise 1225 * just 'op' otherwise
1298 */ 1226 */
1299
1300object * 1227object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1303 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1304 sint16 x, y;
1305 1233
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1307 {
1308 LOG (llevError, "Trying to insert freed object!\n");
1309 return NULL;
1310 }
1311
1312 if (m == NULL)
1313 {
1314 dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1316 return op;
1317 }
1318
1319 if (out_of_map (m, op->x, op->y))
1320 {
1321 dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1323#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted.
1327 */
1328 abort ();
1329#endif
1330 return op;
1331 }
1332
1333 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 {
1335 dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1337 return op;
1338 }
1339
1340 if (op->more != NULL)
1341 {
1342 /* The part may be on a different map. */
1343
1344 object *more = op->more;
1345
1346 /* We really need the caller to normalize coordinates - if
1347 * we set the map, that doesn't work if the location is within
1348 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it.
1350 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map)
1354 {
1355 /* For backwards compatibility - when not dealing with tiled maps,
1356 * more->map should always point to the parent.
1357 */
1358 more->map = m;
1359 }
1360
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 {
1363 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365
1366 return NULL;
1367 }
1368 }
1369
1370 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1235
1372 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1373 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1374 * need extra work 1238 * need extra work
1375 */ 1239 */
1376 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1377 x = op->x; 1241 {
1378 y = op->y; 1242 op->destroy ();
1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1251
1252 op->map = m;
1253 mapspace &ms = op->ms ();
1379 1254
1380 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1381 */ 1256 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1259 if (object::can_merge (op, tmp))
1385 { 1260 {
1386 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1262 tmp->destroy ();
1388 free_object (tmp);
1389 } 1263 }
1390 1264
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1265 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1266 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 1267
1406 op->below = originator->below; 1280 op->below = originator->below;
1407 1281
1408 if (op->below) 1282 if (op->below)
1409 op->below->above = op; 1283 op->below->above = op;
1410 else 1284 else
1411 SET_MAP_OB (op->map, op->x, op->y, op); 1285 ms.bot = op;
1412 1286
1413 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1414 originator->below = op; 1288 originator->below = op;
1415 } 1289 }
1416 else 1290 else
1417 { 1291 {
1292 top = ms.bot;
1293
1418 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1420 { 1296 {
1421 object *last = NULL; 1297 object *last = 0;
1422 1298
1423 /* 1299 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1301 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1302 * Generally, we want to put the new object on top. But if
1430 * once we get to them. This reduces the need to traverse over all of 1306 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time 1307 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed 1308 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1434 */ 1310 */
1435 1311 for (top = ms.bot; top; top = top->above)
1436 while (top != NULL)
1437 { 1312 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439 floor = top; 1314 floor = top;
1440 1315
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1444 top = top->below; 1319 top = top->below;
1445 break; 1320 break;
1446 } 1321 }
1447 1322
1448 last = top; 1323 last = top;
1449 top = top->above;
1450 } 1324 }
1451 1325
1452 /* Don't want top to be NULL, so set it to the last valid object */ 1326 /* Don't want top to be NULL, so set it to the last valid object */
1453 top = last; 1327 top = last;
1454 1328
1456 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1457 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1458 */ 1332 */
1459 1333
1460 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1461 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1462 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1338 * stacking is a bit odd.
1465 */ 1339 */
1466 if (!(flag & INS_ON_TOP) && 1340 if (!(flag & INS_ON_TOP)
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1468 { 1343 {
1469 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break; 1346 break;
1347
1472 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1473 * and make sure we have a below pointer for it so that 1349 * and make sure we have a below pointer for it so that
1474 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1475 * set top to the object below us. 1351 * set top to the object below us.
1476 */ 1352 */
1477 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1478 top = last->below; 1354 top = last->below;
1479 } 1355 }
1480 } /* If objects on this space */ 1356 } /* If objects on this space */
1481
1482 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1483 top = GET_MAP_TOP (op->map, op->x, op->y); 1358 top = ms.top;
1484 1359
1485 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1486 top = floor; 1361 top = floor;
1487 1362
1488 /* Top is the object that our object (op) is going to get inserted above. 1363 /* Top is the object that our object (op) is going to get inserted above.
1489 */ 1364 */
1490 1365
1491 /* First object on this space */ 1366 /* First object on this space */
1492 if (!top) 1367 if (!top)
1493 { 1368 {
1494 op->above = GET_MAP_OB (op->map, op->x, op->y); 1369 op->above = ms.bot;
1495 1370
1496 if (op->above) 1371 if (op->above)
1497 op->above->below = op; 1372 op->above->below = op;
1498 1373
1499 op->below = NULL; 1374 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1375 ms.bot = op;
1501 } 1376 }
1502 else 1377 else
1503 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1504 op->above = top->above; 1379 op->above = top->above;
1505 1380
1508 1383
1509 op->below = top; 1384 op->below = top;
1510 top->above = op; 1385 top->above = op;
1511 } 1386 }
1512 1387
1513 if (op->above == NULL) 1388 if (!op->above)
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 ms.top = op;
1515 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1516 1391
1517 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1393 {
1518 op->contr->do_los = 1; 1394 op->contr->do_los = 1;
1395 ++op->map->players;
1396 op->map->touch ();
1397 }
1519 1398
1520 /* If we have a floor, we know the player, if any, will be above 1399 op->map->dirty = true;
1521 * it, so save a few ticks and start from there. 1400
1522 */
1523 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = ms.player ())
1525 if (tmp->type == PLAYER) 1403 pl->contr->ns->floorbox_update ();
1526 tmp->contr->socket.update_look = 1;
1527 1404
1528 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1412 * of effect may be sufficient.
1536 */ 1413 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1539 1416
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1542 1419
1420 INVOKE_OBJECT (INSERT, op);
1421
1543 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1545 * 1424 *
1546 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1428 * update_object().
1550 */ 1429 */
1551 1430
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1554 { 1433 {
1555 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1556 return NULL; 1435 return 0;
1557 1436
1558 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1559 * walk on's. 1438 * walk on's.
1560 */ 1439 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1563 return NULL; 1442 return 0;
1564 } 1443 }
1565 1444
1566 return op; 1445 return op;
1567} 1446}
1568 1447
1569/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1449 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1450 * op is the object to insert it under: supplies x and the map.
1572 */ 1451 */
1573void 1452void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1575{ 1454{
1576 object * 1455 object *tmp, *tmp1;
1577 tmp;
1578 object *
1579 tmp1;
1580 1456
1581 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1582 1458
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1586 { 1461 tmp->destroy ();
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1462
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1593 1464
1594 tmp1->x = op->x; 1465 tmp1->x = op->x;
1595 tmp1->y = op->y; 1466 tmp1->y = op->y;
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 return where->map->insert (this, where->x, where->y, originator, flags);
1597} 1474}
1598 1475
1599/* 1476/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array. 1481 * global static errmsg array.
1605 */ 1482 */
1606
1607object * 1483object *
1608get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1609{ 1485{
1610 object * 1486 object *newob;
1611 newob;
1612 int
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1614 1488
1615 if (orig_ob->nrof < nr) 1489 if (orig_ob->nrof < nr)
1616 { 1490 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL; 1492 return NULL;
1619 } 1493 }
1620 1494
1621 newob = object_create_clone (orig_ob); 1495 newob = object_create_clone (orig_ob);
1622 1496
1623 if ((orig_ob->nrof -= nr) < 1) 1497 if ((orig_ob->nrof -= nr) < 1)
1624 { 1498 orig_ob->destroy (1);
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed) 1499 else if (!is_removed)
1630 { 1500 {
1631 if (orig_ob->env != NULL) 1501 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1648 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1649 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1650 * 1520 *
1651 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1652 */ 1522 */
1653
1654object * 1523object *
1655decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1656{ 1525{
1657 object *tmp; 1526 object *tmp;
1658 player *pl;
1659 1527
1660 if (i == 0) /* objects with op->nrof require this check */ 1528 if (i == 0) /* objects with op->nrof require this check */
1661 return op; 1529 return op;
1662 1530
1663 if (i > op->nrof) 1531 if (i > op->nrof)
1664 i = op->nrof; 1532 i = op->nrof;
1665 1533
1666 if (QUERY_FLAG (op, FLAG_REMOVED)) 1534 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i; 1535 op->nrof -= i;
1668 else if (op->env != NULL) 1536 else if (op->env)
1669 { 1537 {
1670 /* is this object in the players inventory, or sub container 1538 /* is this object in the players inventory, or sub container
1671 * therein? 1539 * therein?
1672 */ 1540 */
1673 tmp = is_player_inv (op->env); 1541 tmp = op->in_player ();
1674 /* nope. Is this a container the player has opened? 1542 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player. 1543 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly 1544 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map, 1545 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player. 1546 * and then searching the map for a player.
1679 */ 1547 */
1680 if (!tmp) 1548 if (!tmp)
1681 { 1549 for_all_players (pl)
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env) 1550 if (pl->ob->container == op->env)
1551 {
1552 tmp = pl->ob;
1684 break; 1553 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 } 1554 }
1690 1555
1691 if (i < op->nrof) 1556 if (i < op->nrof)
1692 { 1557 {
1693 sub_weight (op->env, op->weight * i); 1558 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i; 1559 op->nrof -= i;
1695 if (tmp) 1560 if (tmp)
1696 {
1697 esrv_send_item (tmp, op); 1561 esrv_send_item (tmp, op);
1698 }
1699 } 1562 }
1700 else 1563 else
1701 { 1564 {
1702 remove_ob (op); 1565 op->remove ();
1703 op->nrof = 0; 1566 op->nrof = 0;
1704 if (tmp) 1567 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count); 1568 esrv_del_item (tmp->contr, op->count);
1707 }
1708 } 1569 }
1709 } 1570 }
1710 else 1571 else
1711 { 1572 {
1712 object *above = op->above; 1573 object *above = op->above;
1713 1574
1714 if (i < op->nrof) 1575 if (i < op->nrof)
1715 op->nrof -= i; 1576 op->nrof -= i;
1716 else 1577 else
1717 { 1578 {
1718 remove_ob (op); 1579 op->remove ();
1719 op->nrof = 0; 1580 op->nrof = 0;
1720 } 1581 }
1721 1582
1722 /* Since we just removed op, op->above is null */ 1583 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above) 1584 for (tmp = above; tmp; tmp = tmp->above)
1724 if (tmp->type == PLAYER) 1585 if (tmp->type == PLAYER)
1725 { 1586 {
1726 if (op->nrof) 1587 if (op->nrof)
1727 esrv_send_item (tmp, op); 1588 esrv_send_item (tmp, op);
1728 else 1589 else
1732 1593
1733 if (op->nrof) 1594 if (op->nrof)
1734 return op; 1595 return op;
1735 else 1596 else
1736 { 1597 {
1737 free_object (op); 1598 op->destroy ();
1738 return NULL; 1599 return 0;
1739 } 1600 }
1740} 1601}
1741 1602
1742/* 1603/*
1743 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1744 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1745 */ 1606 */
1746
1747void 1607void
1748add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1749{ 1609{
1750 while (op != NULL) 1610 while (op != NULL)
1751 { 1611 {
1755 op->carrying += weight; 1615 op->carrying += weight;
1756 op = op->env; 1616 op = op->env;
1757 } 1617 }
1758} 1618}
1759 1619
1620object *
1621insert_ob_in_ob (object *op, object *where)
1622{
1623 if (!where)
1624 {
1625 char *dump = dump_object (op);
1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1627 free (dump);
1628 return op;
1629 }
1630
1631 if (where->head_ () != where)
1632 {
1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1634 where = where->head;
1635 }
1636
1637 return where->insert (op);
1638}
1639
1760/* 1640/*
1761 * insert_ob_in_ob(op,environment): 1641 * env->insert (op)
1762 * This function inserts the object op in the linked list 1642 * This function inserts the object op in the linked list
1763 * inside the object environment. 1643 * inside the object environment.
1764 * 1644 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1645 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1772 */ 1647 */
1773
1774object * 1648object *
1775insert_ob_in_ob (object *op, object *where) 1649object::insert (object *op)
1776{ 1650{
1777 object *
1778 tmp, *
1779 otmp;
1780
1781 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 { 1652 op->remove ();
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800 1653
1801 if (op->more) 1654 if (op->more)
1802 { 1655 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1656 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1657 return op;
1805 } 1658 }
1806 1659
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1809 if (op->nrof) 1663 if (op->nrof)
1810 { 1664 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1666 if (object::can_merge (tmp, op))
1813 { 1667 {
1814 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1669 (client needs the original object) */
1816 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1671 /* Weight handling gets pretty funky. Since we are adding to
1818 * tmp->nrof, we need to increase the weight. 1672 * tmp->nrof, we need to increase the weight.
1819 */ 1673 */
1820 add_weight (where, op->weight * op->nrof); 1674 add_weight (this, op->weight * op->nrof);
1821 SET_FLAG (op, FLAG_REMOVED); 1675 SET_FLAG (op, FLAG_REMOVED);
1822 free_object (op); /* free the inserted object */ 1676 op->destroy (); /* free the inserted object */
1823 op = tmp; 1677 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1678 op->remove (); /* and fix old object's links */
1825 CLEAR_FLAG (op, FLAG_REMOVED); 1679 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break; 1680 break;
1827 } 1681 }
1828 1682
1829 /* I assume combined objects have no inventory 1683 /* I assume combined objects have no inventory
1830 * We add the weight - this object could have just been removed 1684 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract 1685 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do 1686 * the weight, so we need to add it in again, since we actually do
1833 * the linking below 1687 * the linking below
1834 */ 1688 */
1835 add_weight (where, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1836 } 1690 }
1837 else 1691 else
1838 add_weight (where, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1839 1693
1840 otmp = is_player_inv (where); 1694 if (object *otmp = this->in_player ())
1841 if (otmp && otmp->contr != NULL)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp); 1696 otmp->update_stats ();
1845 }
1846 1697
1698 op->owner = 0; // its his/hers now. period.
1847 op->map = NULL; 1699 op->map = 0;
1848 op->env = where; 1700 op->env = this;
1849 op->above = NULL; 1701 op->above = 0;
1850 op->below = NULL; 1702 op->below = 0;
1851 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1852 1704
1853 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1706 if (op->glow_radius && map)
1855 { 1707 {
1856#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map)) 1711 if (map->darkness)
1860 update_all_los (where->map, where->x, where->y); 1712 update_all_los (map, x, y);
1861 } 1713 }
1862 1714
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1715 /* Client has no idea of ordering so lets not bother ordering it here.
1864 * It sure simplifies this function... 1716 * It sure simplifies this function...
1865 */ 1717 */
1866 if (where->inv == NULL) 1718 if (!inv)
1867 where->inv = op; 1719 inv = op;
1868 else 1720 else
1869 { 1721 {
1870 op->below = where->inv; 1722 op->below = inv;
1871 op->below->above = op; 1723 op->below->above = op;
1872 where->inv = op; 1724 inv = op;
1873 } 1725 }
1726
1727 INVOKE_OBJECT (INSERT, this);
1728
1874 return op; 1729 return op;
1875} 1730}
1876 1731
1877/* 1732/*
1878 * Checks if any objects has a move_type that matches objects 1733 * Checks if any objects has a move_type that matches objects
1892 * 1747 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects 1749 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1750 * on top.
1896 */ 1751 */
1897
1898int 1752int
1899check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1900{ 1754{
1901 object * 1755 object *tmp;
1902 tmp; 1756 maptile *m = op->map;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y; 1757 int x = op->x, y = op->y;
1909 1758
1910 MoveType 1759 MoveType move_on, move_slow, move_block;
1911 move_on,
1912 move_slow,
1913 move_block;
1914 1760
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1761 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1762 return 0;
1917
1918 tag = op->count;
1919 1763
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1764 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1765 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1766 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923 1767
1939 1783
1940 /* The objects have to be checked from top to bottom. 1784 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1785 * Hence, we first go to the top:
1942 */ 1786 */
1943 1787
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1788 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1945 { 1789 {
1946 /* Trim the search when we find the first other spell effect 1790 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects, 1791 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them. 1792 * we don't need to check all of them.
1949 */ 1793 */
1967 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1968 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1969 { 1813 {
1970 1814
1971 float 1815 float
1972 diff = tmp->move_slow_penalty * FABS (op->speed); 1816 diff = tmp->move_slow_penalty * fabs (op->speed);
1973 1817
1974 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
1975 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1819 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1976 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1977 diff /= 4.0; 1821 diff /= 4.0;
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1828 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1829 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1830 {
1987 move_apply (tmp, op, originator); 1831 move_apply (tmp, op, originator);
1988 1832
1989 if (was_destroyed (op, tag)) 1833 if (op->destroyed ())
1990 return 1; 1834 return 1;
1991 1835
1992 /* what the person/creature stepped onto has moved the object 1836 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1837 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1838 * have a feeling strange problems would result.
2004/* 1848/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1849 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1850 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2008 */ 1852 */
2009
2010object * 1853object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1854present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1855{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1856 if (!m || out_of_map (m, x, y))
2017 { 1857 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1858 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1859 return NULL;
2020 } 1860 }
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1861
1862 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2022 if (tmp->arch == at) 1863 if (tmp->arch == at)
2023 return tmp; 1864 return tmp;
1865
2024 return NULL; 1866 return NULL;
2025} 1867}
2026 1868
2027/* 1869/*
2028 * present(type, map, x, y) searches for any objects with 1870 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
2031 */ 1873 */
2032
2033object * 1874object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1875present (unsigned char type, maptile *m, int x, int y)
2035{ 1876{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1877 if (out_of_map (m, x, y))
2040 { 1878 {
2041 LOG (llevError, "Present called outside map.\n"); 1879 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1880 return NULL;
2043 } 1881 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1882
1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->type == type) 1884 if (tmp->type == type)
2046 return tmp; 1885 return tmp;
1886
2047 return NULL; 1887 return NULL;
2048} 1888}
2049 1889
2050/* 1890/*
2051 * present_in_ob(type, object) searches for any objects with 1891 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1892 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
2054 */ 1894 */
2055
2056object * 1895object *
2057present_in_ob (unsigned char type, const object *op) 1896present_in_ob (unsigned char type, const object *op)
2058{ 1897{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1899 if (tmp->type == type)
2064 return tmp; 1900 return tmp;
1901
2065 return NULL; 1902 return NULL;
2066} 1903}
2067 1904
2068/* 1905/*
2069 * present_in_ob (type, str, object) searches for any objects with 1906 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1914 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1915 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1916 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1917 * to be unique.
2081 */ 1918 */
2082
2083object * 1919object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1920present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1921{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1924 return tmp;
2093 } 1925
2094 return NULL; 1926 return 0;
2095} 1927}
2096 1928
2097/* 1929/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
2101 */ 1933 */
2102
2103object * 1934object *
2104present_arch_in_ob (const archetype *at, const object *op) 1935present_arch_in_ob (const archetype *at, const object *op)
2105{ 1936{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 if (tmp->arch == at) 1938 if (tmp->arch == at)
2111 return tmp; 1939 return tmp;
1940
2112 return NULL; 1941 return NULL;
2113} 1942}
2114 1943
2115/* 1944/*
2116 * activate recursively a flag on an object inventory 1945 * activate recursively a flag on an object inventory
2117 */ 1946 */
2118void 1947void
2119flag_inv (object *op, int flag) 1948flag_inv (object *op, int flag)
2120{ 1949{
2121 object *
2122 tmp;
2123
2124 if (op->inv) 1950 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2126 { 1952 {
2127 SET_FLAG (tmp, flag); 1953 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag); 1954 flag_inv (tmp, flag);
2129 } 1955 }
2130} /* 1956}
1957
1958/*
2131 * desactivate recursively a flag on an object inventory 1959 * deactivate recursively a flag on an object inventory
2132 */ 1960 */
2133void 1961void
2134unflag_inv (object *op, int flag) 1962unflag_inv (object *op, int flag)
2135{ 1963{
2136 object *
2137 tmp;
2138
2139 if (op->inv) 1964 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 { 1966 {
2142 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
2144 } 1969 }
2145}
2146
2147/*
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function.
2152 */
2153
2154void
2155set_cheat (object *op)
2156{
2157 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ);
2159} 1970}
2160 1971
2161/* 1972/*
2162 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
2163 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 1988 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 1989 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 1990 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 1991 * customized, changed states, etc.
2181 */ 1992 */
2182
2183int 1993int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1994find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 1995{
2186 int
2187 i,
2188 index = 0, flag; 1996 int index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
2191 1998
2192 for (i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
2193 { 2000 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
2195 if (!flag) 2002
2196 altern[index++] = i; 2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007
2008 if (ms.flags () & P_IS_ALIVE)
2009 continue;
2010
2011 /* However, often
2012 * ob doesn't have any move type (when used to place exits)
2013 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2014 */
2015 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2016 continue;
2197 2017
2198 /* Basically, if we find a wall on a space, we cut down the search size. 2018 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 2019 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 2020 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 2021 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 2022 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 2023 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 2024 * won't look 2 spaces south of the target space.
2205 */ 2025 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2026 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2027 {
2207 stop = maxfree[i]; 2028 stop = maxfree[i];
2029 continue;
2030 }
2031
2032 /* Note it is intentional that we check ob - the movement type of the
2033 * head of the object should correspond for the entire object.
2034 */
2035 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2036 continue;
2037
2038 altern [index++] = i;
2208 } 2039 }
2040
2209 if (!index) 2041 if (!index)
2210 return -1; 2042 return -1;
2043
2211 return altern[RANDOM () % index]; 2044 return altern [rndm (index)];
2212} 2045}
2213 2046
2214/* 2047/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 2048 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 2049 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 2050 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2051 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 2052 */
2220
2221int 2053int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2054find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2055{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2056 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2057 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2058 return i;
2231 } 2059
2232 return -1; 2060 return -1;
2233} 2061}
2234 2062
2235/* 2063/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2064 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2065 * arr[begin..end-1].
2066 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2067 */
2239static void 2068static void
2240permute (int *arr, int begin, int end) 2069permute (int *arr, int begin, int end)
2241{ 2070{
2242 int 2071 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2072 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2073
2253 tmp = arr[i]; 2074 while (--end)
2254 arr[i] = arr[j]; 2075 swap (arr [end], arr [rndm (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2076}
2258 2077
2259/* new function to make monster searching more efficient, and effective! 2078/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2079 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2080 * the spaces to find monsters. In this way, it won't always look for
2264 * the 3x3 area will be searched, just not in a predictable order. 2083 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2084 */
2266void 2085void
2267get_search_arr (int *search_arr) 2086get_search_arr (int *search_arr)
2268{ 2087{
2269 int 2088 int i;
2270 i;
2271 2089
2272 for (i = 0; i < SIZEOFFREE; i++) 2090 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2091 search_arr[i] = i;
2275 }
2276 2092
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2093 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2094 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2095 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2096}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2105 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2106 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2107 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2108 * there is capable of.
2293 */ 2109 */
2294
2295int 2110int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2111find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2112{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2113 int i, max = SIZEOFFREE, mflags;
2301 2114
2302 sint16 nx, ny; 2115 sint16 nx, ny;
2303 object * 2116 object *tmp;
2304 tmp; 2117 maptile *mp;
2305 mapstruct *
2306 mp;
2307 2118
2308 MoveType blocked, move_type; 2119 MoveType blocked, move_type;
2309 2120
2310 if (exclude && exclude->head) 2121 if (exclude && exclude->head_ () != exclude)
2311 { 2122 {
2312 exclude = exclude->head; 2123 exclude = exclude->head;
2313 move_type = exclude->move_type; 2124 move_type = exclude->move_type;
2314 } 2125 }
2315 else 2126 else
2323 mp = m; 2134 mp = m;
2324 nx = x + freearr_x[i]; 2135 nx = x + freearr_x[i];
2325 ny = y + freearr_y[i]; 2136 ny = y + freearr_y[i];
2326 2137
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2138 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2139
2328 if (mflags & P_OUT_OF_MAP) 2140 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2141 max = maxfree[i];
2331 }
2332 else 2142 else
2333 { 2143 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2144 mapspace &ms = mp->at (nx, ny);
2145
2146 blocked = ms.move_block;
2335 2147
2336 if ((move_type & blocked) == move_type) 2148 if ((move_type & blocked) == move_type)
2337 {
2338 max = maxfree[i]; 2149 max = maxfree[i];
2339 }
2340 else if (mflags & P_IS_ALIVE) 2150 else if (mflags & P_IS_ALIVE)
2341 { 2151 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2152 for (tmp = ms.bot; tmp; tmp = tmp->above)
2343 { 2153 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2154 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2345 {
2346 break; 2155 break;
2347 } 2156
2348 }
2349 if (tmp) 2157 if (tmp)
2350 {
2351 return freedir[i]; 2158 return freedir[i];
2352 }
2353 } 2159 }
2354 } 2160 }
2355 } 2161 }
2162
2356 return 0; 2163 return 0;
2357} 2164}
2358 2165
2359/* 2166/*
2360 * distance(object 1, object 2) will return the square of the 2167 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2168 * distance between the two given objects.
2362 */ 2169 */
2363
2364int 2170int
2365distance (const object *ob1, const object *ob2) 2171distance (const object *ob1, const object *ob2)
2366{ 2172{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2173 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2174}
2373 2175
2374/* 2176/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2177 * find_dir_2(delta-x,delta-y) will return a direction in which
2376 * an object which has subtracted the x and y coordinates of another 2178 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it. 2179 * object, needs to travel toward it.
2378 */ 2180 */
2379
2380int 2181int
2381find_dir_2 (int x, int y) 2182find_dir_2 (int x, int y)
2382{ 2183{
2383 int 2184 int q;
2384 q;
2385 2185
2386 if (y) 2186 if (y)
2387 q = x * 100 / y; 2187 q = x * 100 / y;
2388 else if (x) 2188 else if (x)
2389 q = -300 * x; 2189 q = -300 * x;
2414 2214
2415 return 3; 2215 return 3;
2416} 2216}
2417 2217
2418/* 2218/*
2419 * absdir(int): Returns a number between 1 and 8, which represent
2420 * the "absolute" direction of a number (it actually takes care of
2421 * "overflow" in previous calculations of a direction).
2422 */
2423
2424int
2425absdir (int d)
2426{
2427 while (d < 1)
2428 d += 8;
2429 while (d > 8)
2430 d -= 8;
2431 return d;
2432}
2433
2434/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2437 */ 2221 */
2438
2439int 2222int
2440dirdiff (int dir1, int dir2) 2223dirdiff (int dir1, int dir2)
2441{ 2224{
2442 int 2225 int d;
2443 d;
2444 2226
2445 d = abs (dir1 - dir2); 2227 d = abs (dir1 - dir2);
2446 if (d > 4) 2228 if (d > 4)
2447 d = 8 - d; 2229 d = 8 - d;
2230
2448 return d; 2231 return d;
2449} 2232}
2450 2233
2451/* peterm: 2234/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2235 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * This basically means that if direction is 15, then it could either go 2238 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2239 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2240 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2241 * functions.
2459 */ 2242 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2243int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2244 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2245 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2246 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2247 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2248 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2296 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2297 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2298 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2299 * Modified to be map tile aware -.MSW
2519 */ 2300 */
2520
2521
2522int 2301int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2302can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2303{
2525 sint16 dx, dy; 2304 sint16 dx, dy;
2526 int
2527 mflags; 2305 int mflags;
2528 2306
2529 if (dir < 0) 2307 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2308 return 0; /* exit condition: invalid direction */
2531 2309
2532 dx = x + freearr_x[dir]; 2310 dx = x + freearr_x[dir];
2545 return 0; 2323 return 0;
2546 2324
2547 /* yes, can see. */ 2325 /* yes, can see. */
2548 if (dir < 9) 2326 if (dir < 9)
2549 return 1; 2327 return 1;
2328
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2329 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2330 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2331 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2332}
2553
2554
2555 2333
2556/* 2334/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2335 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2336 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2337 * picked up, otherwise 0.
2561 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2562 * core dumps if they do. 2340 * core dumps if they do.
2563 * 2341 *
2564 * Add a check so we can't pick up invisible objects (0.93.8) 2342 * Add a check so we can't pick up invisible objects (0.93.8)
2565 */ 2343 */
2566
2567int 2344int
2568can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2569{ 2346{
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2349 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573} 2350}
2574 2351
2575
2576/* 2352/*
2577 * create clone from object to another 2353 * create clone from object to another
2578 */ 2354 */
2579object * 2355object *
2580object_create_clone (object *asrc) 2356object_create_clone (object *asrc)
2581{ 2357{
2582 object *
2583 dst = NULL, *tmp, *src, *part, *prev, *item; 2358 object *dst = 0, *tmp, *src, *prev, *item;
2584 2359
2585 if (!asrc) 2360 if (!asrc)
2586 return NULL; 2361 return 0;
2587 src = asrc; 2362
2588 if (src->head)
2589 src = src->head; 2363 src = asrc->head_ ();
2590 2364
2591 prev = NULL; 2365 prev = 0;
2592 for (part = src; part; part = part->more) 2366 for (object *part = src; part; part = part->more)
2593 { 2367 {
2594 tmp = get_object (); 2368 tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x; 2369 tmp->x -= src->x;
2597 tmp->y -= src->y; 2370 tmp->y -= src->y;
2371
2598 if (!part->head) 2372 if (!part->head)
2599 { 2373 {
2600 dst = tmp; 2374 dst = tmp;
2601 tmp->head = NULL; 2375 tmp->head = 0;
2602 } 2376 }
2603 else 2377 else
2604 {
2605 tmp->head = dst; 2378 tmp->head = dst;
2606 } 2379
2607 tmp->more = NULL; 2380 tmp->more = 0;
2381
2608 if (prev) 2382 if (prev)
2609 prev->more = tmp; 2383 prev->more = tmp;
2384
2610 prev = tmp; 2385 prev = tmp;
2611 } 2386 }
2612 2387
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2388 for (item = src->inv; item; item = item->below)
2615 {
2616 (void) insert_ob_in_ob (object_create_clone (item), dst); 2389 insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2390
2619 return dst; 2391 return dst;
2620}
2621
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */
2642
2643object *
2644load_object_str (const char *obstr)
2645{
2646 object *
2647 op;
2648 char
2649 filename[MAX_BUF];
2650
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652
2653 FILE *
2654 tempfile = fopen (filename, "w");
2655
2656 if (tempfile == NULL)
2657 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL;
2660 };
2661 fprintf (tempfile, obstr);
2662 fclose (tempfile);
2663
2664 op = get_object ();
2665
2666 object_thawer thawer (filename);
2667
2668 if (thawer)
2669 load_object (thawer, op, 0);
2670
2671 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2672 CLEAR_FLAG (op, FLAG_REMOVED);
2673
2674 return op;
2675} 2392}
2676 2393
2677/* This returns the first object in who's inventory that 2394/* This returns the first object in who's inventory that
2678 * has the same type and subtype match. 2395 * has the same type and subtype match.
2679 * returns NULL if no match. 2396 * returns NULL if no match.
2680 */ 2397 */
2681object * 2398object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2399find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2400{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2401 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2402 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2403 return tmp;
2690 2404
2691 return NULL; 2405 return 0;
2692} 2406}
2693 2407
2694/* If ob has a field named key, return the link from the list, 2408/* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL. 2409 * otherwise return NULL.
2696 * 2410 *
2698 * do the desired thing. 2412 * do the desired thing.
2699 */ 2413 */
2700key_value * 2414key_value *
2701get_ob_key_link (const object *ob, const char *key) 2415get_ob_key_link (const object *ob, const char *key)
2702{ 2416{
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2417 for (key_value *link = ob->key_values; link; link = link->next)
2707 {
2708 if (link->key == key) 2418 if (link->key == key)
2709 {
2710 return link; 2419 return link;
2711 }
2712 }
2713 2420
2714 return NULL; 2421 return 0;
2715} 2422}
2716 2423
2717/* 2424/*
2718 * Returns the value of op has an extra_field for key, or NULL. 2425 * Returns the value of op has an extra_field for key, or NULL.
2719 * 2426 *
2744 if (link->key == canonical_key) 2451 if (link->key == canonical_key)
2745 return link->value; 2452 return link->value;
2746 2453
2747 return 0; 2454 return 0;
2748} 2455}
2749
2750 2456
2751/* 2457/*
2752 * Updates the canonical_key in op to value. 2458 * Updates the canonical_key in op to value.
2753 * 2459 *
2754 * canonical_key is a shared string (value doesn't have to be). 2460 * canonical_key is a shared string (value doesn't have to be).
2759 * Returns TRUE on success. 2465 * Returns TRUE on success.
2760 */ 2466 */
2761int 2467int
2762set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2468set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2763{ 2469{
2764 key_value *
2765 field = NULL, *last = NULL; 2470 key_value *field = NULL, *last = NULL;
2766 2471
2767 for (field = op->key_values; field != NULL; field = field->next) 2472 for (field = op->key_values; field != NULL; field = field->next)
2768 { 2473 {
2769 if (field->key != canonical_key) 2474 if (field->key != canonical_key)
2770 { 2475 {
2779 /* Basically, if the archetype has this key set, 2484 /* Basically, if the archetype has this key set,
2780 * we need to store the null value so when we save 2485 * we need to store the null value so when we save
2781 * it, we save the empty value so that when we load, 2486 * it, we save the empty value so that when we load,
2782 * we get this value back again. 2487 * we get this value back again.
2783 */ 2488 */
2784 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2489 if (get_ob_key_link (op->arch, canonical_key))
2785 field->value = 0; 2490 field->value = 0;
2786 else 2491 else
2787 { 2492 {
2788 if (last) 2493 if (last)
2789 last->next = field->next; 2494 last->next = field->next;
2798 /* IF we get here, key doesn't exist */ 2503 /* IF we get here, key doesn't exist */
2799 2504
2800 /* No field, we'll have to add it. */ 2505 /* No field, we'll have to add it. */
2801 2506
2802 if (!add_key) 2507 if (!add_key)
2803 {
2804 return FALSE; 2508 return FALSE;
2805 } 2509
2806 /* There isn't any good reason to store a null 2510 /* There isn't any good reason to store a null
2807 * value in the key/value list. If the archetype has 2511 * value in the key/value list. If the archetype has
2808 * this key, then we should also have it, so shouldn't 2512 * this key, then we should also have it, so shouldn't
2809 * be here. If user wants to store empty strings, 2513 * be here. If user wants to store empty strings,
2810 * should pass in "" 2514 * should pass in ""
2859 } 2563 }
2860 else 2564 else
2861 item = item->env; 2565 item = item->env;
2862} 2566}
2863 2567
2568const char *
2569object::flag_desc (char *desc, int len) const
2570{
2571 char *p = desc;
2572 bool first = true;
2573
2574 *p = 0;
2575
2576 for (int i = 0; i < NUM_FLAGS; i++)
2577 {
2578 if (len <= 10) // magic constant!
2579 {
2580 snprintf (p, len, ",...");
2581 break;
2582 }
2583
2584 if (flag [i])
2585 {
2586 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2587 len -= cnt;
2588 p += cnt;
2589 first = false;
2590 }
2591 }
2592
2593 return desc;
2594}
2595
2864// return a suitable string describing an objetc in enough detail to find it 2596// return a suitable string describing an object in enough detail to find it
2865const char * 2597const char *
2866object::debug_desc (char *info) const 2598object::debug_desc (char *info) const
2867{ 2599{
2600 char flagdesc[512];
2868 char info2[256 * 3]; 2601 char info2[256 * 4];
2869 char *p = info; 2602 char *p = info;
2870 2603
2871 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2604 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2872 count, 2605 count, uuid.seq,
2873 &name, 2606 &name,
2874 title ? " " : "", 2607 title ? "\",title:\"" : "",
2875 title ? (const char *)title : ""); 2608 title ? (const char *)title : "",
2609 flag_desc (flagdesc, 512), type);
2876 2610
2877 if (env) 2611 if (!this->flag[FLAG_REMOVED] && env)
2878 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2612 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2879 2613
2880 if (map) 2614 if (map)
2881 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2615 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2882 2616
2883 return info; 2617 return info;
2884} 2618}
2885 2619
2886const char * 2620const char *
2887object::debug_desc () const 2621object::debug_desc () const
2888{ 2622{
2889 static char info[256 * 3]; 2623 static char info[3][256 * 4];
2624 static int info_idx;
2625
2890 return debug_desc (info); 2626 return debug_desc (info [++info_idx % 3]);
2891} 2627}
2892 2628
2629struct region *
2630object::region () const
2631{
2632 return map ? map->region (x, y)
2633 : region::default_region ();
2634}
2635
2636const materialtype_t *
2637object::dominant_material () const
2638{
2639 if (materialtype_t *mt = name_to_material (materialname))
2640 return mt;
2641
2642 return name_to_material (shstr_unknown);
2643}
2644
2645void
2646object::open_container (object *new_container)
2647{
2648 if (container == new_container)
2649 return;
2650
2651 if (object *old_container = container)
2652 {
2653 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2654 return;
2655
2656#if 0
2657 // remove the "Close old_container" object.
2658 if (object *closer = old_container->inv)
2659 if (closer->type == CLOSE_CON)
2660 closer->destroy ();
2661#endif
2662
2663 old_container->flag [FLAG_APPLIED] = 0;
2664 container = 0;
2665
2666 esrv_update_item (UPD_FLAGS, this, old_container);
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2668 play_sound (sound_find ("chest_close"));
2669 }
2670
2671 if (new_container)
2672 {
2673 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2674 return;
2675
2676 // TODO: this does not seem to serve any purpose anymore?
2677#if 0
2678 // insert the "Close Container" object.
2679 if (archetype *closer = new_container->other_arch)
2680 {
2681 object *closer = arch_to_object (new_container->other_arch);
2682 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2683 new_container->insert (closer);
2684 }
2685#endif
2686
2687 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2688
2689 new_container->flag [FLAG_APPLIED] = 1;
2690 container = new_container;
2691
2692 esrv_update_item (UPD_FLAGS, this, new_container);
2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2695 }
2696}
2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729
2730void
2731object::play_sound (faceidx sound) const
2732{
2733 if (!sound)
2734 return;
2735
2736 if (flag [FLAG_REMOVED])
2737 return;
2738
2739 if (env)
2740 {
2741 if (object *pl = in_player ())
2742 pl->contr->play_sound (sound);
2743 }
2744 else
2745 map->play_sound (sound, x, y);
2746}
2747

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