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Comparing deliantra/server/common/object.C (file contents):
Revision 1.39 by root, Wed Sep 13 02:05:19 2006 UTC vs.
Revision 1.195 by root, Wed Oct 17 19:08:12 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
36#include <bitset>
35 37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
42 44
43short 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,
44 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
45}; 47};
46short 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,
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 uuid.seq = uid;
110 write_uuid (); 112 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118gen_uuid ()
141 * 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
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 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)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
185 * 187 *
186 * 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
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
189 * 191 *
190 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 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)
200 return 0; 205 return 0;
201 206
202 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* 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
206 * 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
207 * used to store nrof). 210 * used to store nrof).
208 */ 211 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (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)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
260 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
261 { 258 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0;
265
266 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 259 if (!(ob1->inv && ob2->inv))
268 return 0; 260 return 0; /* inventories differ in length */
261
262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; /* inventory objexts differ */
269 267
270 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 269 * if it is valid.
272 */ 270 */
273 } 271 }
281 279
282 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
284 * check? 282 * check?
285 */ 283 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 285 return 0;
288 286
289 switch (ob1->type) 287 switch (ob1->type)
290 { 288 {
291 case SCROLL: 289 case SCROLL:
302 return 0; 300 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0; 302 return 0;
305 } 303 }
306 304
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
309 { 306 {
310 ob1->optimise (); 307 ob1->optimise ();
311 ob2->optimise (); 308 ob2->optimise ();
312 309
313 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
314 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
315 } 322 }
316 323
317 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
318 return 1; 325 return 1;
319} 326}
327sum_weight (object *op) 334sum_weight (object *op)
328{ 335{
329 long sum; 336 long sum;
330 object *inv; 337 object *inv;
331 338
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
333 { 340 {
334 if (inv->inv) 341 if (inv->inv)
335 sum_weight (inv); 342 sum_weight (inv);
343
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 } 345 }
338 346
339 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
356 op = op->env; 364 op = op->env;
357 return op; 365 return op;
358} 366}
359 367
360/* 368/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 370 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
379 */ 372 */
380 373char *
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 374dump_object (object *op)
437{ 375{
438 if (op == NULL) 376 if (!op)
439 { 377 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 378
447void 379 object_freezer freezer;
448dump_all_objects (void) 380 op->write (freezer);
449{ 381 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 382}
458 383
459/* 384/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
462 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
463 */ 388 */
464
465object * 389object *
466get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
467{ 391{
468 object *tmp, *closest; 392 object *tmp, *closest;
469 int last_dist, i; 393 int last_dist, i;
477} 401}
478 402
479/* 403/*
480 * Returns the object which has the count-variable equal to the argument. 404 * Returns the object which has the count-variable equal to the argument.
481 */ 405 */
482
483object * 406object *
484find_object (tag_t i) 407find_object (tag_t i)
485{ 408{
486 object *op; 409 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 410 if (op->count == i)
490 break;
491 return op; 411 return op;
412
413 return 0;
492} 414}
493 415
494/* 416/*
495 * Returns the first object which has a name equal to the argument. 417 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 418 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 419 * Enables features like "patch <name-of-other-player> food 999"
498 */ 420 */
499
500object * 421object *
501find_object_name (const char *str) 422find_object_name (const char *str)
502{ 423{
503 shstr_cmp str_ (str); 424 shstr_cmp str_ (str);
504 object *op; 425 object *op;
505 426
506 for (op = objects; op != NULL; op = op->next) 427 for_all_objects (op)
507 if (op->name == str_) 428 if (op->name == str_)
508 break; 429 break;
509 430
510 return op; 431 return op;
511} 432}
515{ 436{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517} 438}
518 439
519/* 440/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538}
539
540/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
543 */ 444 */
544void 445void
545object::set_owner (object *owner) 446object::set_owner (object *owner)
546{ 447{
448 // allow objects which own objects
547 if (!owner) 449 if (owner)
548 return;
549
550 /* next line added to allow objects which own objects */
551 /* Add a check for ownercounts in here, as I got into an endless loop
552 * with the fireball owning a poison cloud which then owned the
553 * fireball. I believe that was caused by one of the objects getting
554 * freed and then another object replacing it. Since the ownercounts
555 * didn't match, this check is valid and I believe that cause is valid.
556 */
557 while (owner->owner) 450 while (owner->owner)
558 owner = owner->owner; 451 owner = owner->owner;
559 452
560 this->owner = owner; 453 this->owner = owner;
454}
455
456int
457object::slottype () const
458{
459 if (type == SKILL)
460 {
461 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
462 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
463 }
464 else
465 {
466 if (slot [body_combat].info) return slot_combat;
467 if (slot [body_range ].info) return slot_ranged;
468 }
469
470 return slot_none;
471}
472
473bool
474object::change_weapon (object *ob)
475{
476 if (current_weapon == ob)
477 return true;
478
479 if (chosen_skill)
480 chosen_skill->flag [FLAG_APPLIED] = false;
481
482 current_weapon = ob;
483 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = true;
487
488 update_stats ();
489
490 if (ob)
491 {
492 // now check wether any body locations became invalid, in which case
493 // we cannot apply the weapon at the moment.
494 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
495 if (slot[i].used < 0)
496 {
497 current_weapon = chosen_skill = 0;
498 update_stats ();
499
500 new_draw_info_format (NDI_UNIQUE, 0, this,
501 "You try to balance all your items at once, "
502 "but the %s is just too much for your body. "
503 "[You need to unapply some items first.]", &ob->name);
504 return false;
505 }
506
507 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
508 }
509 else
510 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
511
512 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
513 {
514 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
515 &name, ob->debug_desc ());
516 return false;
517 }
518
519 return true;
561} 520}
562 521
563/* Zero the key_values on op, decrementing the shared-string 522/* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links. 523 * refcounts and freeing the links.
565 */ 524 */
566static void 525static void
567free_key_values (object *op) 526free_key_values (object *op)
568{ 527{
569 for (key_value *i = op->key_values; i != 0;) 528 for (key_value *i = op->key_values; i; )
570 { 529 {
571 key_value *next = i->next; 530 key_value *next = i->next;
572 delete i; 531 delete i;
573 532
574 i = next; 533 i = next;
575 } 534 }
576 535
577 op->key_values = 0; 536 op->key_values = 0;
578} 537}
579 538
580void object::clear () 539object &
540object::operator =(const object &src)
581{ 541{
582 attachable_base::clear (); 542 bool is_freed = flag [FLAG_FREED];
543 bool is_removed = flag [FLAG_REMOVED];
583 544
584 free_key_values (this); 545 *(object_copy *)this = src;
585 546
586 owner = 0; 547 flag [FLAG_FREED] = is_freed;
587 name = 0; 548 flag [FLAG_REMOVED] = is_removed;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/*
633 * copy object first frees everything allocated by the second object,
634 * and then copies the contends of the first object into the second
635 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object
638 * will point at garbage.
639 */
640void
641copy_object (object *op2, object *op)
642{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
645
646 op2->clone (op);
647
648 if (is_freed)
649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED);
652
653 if (op2->speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655 549
656 /* Copy over key_values, if any. */ 550 /* Copy over key_values, if any. */
657 if (op2->key_values) 551 if (src.key_values)
658 { 552 {
659 key_value *tail = 0; 553 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 554 key_values = 0;
663 555
664 for (i = op2->key_values; i; i = i->next) 556 for (key_value *i = src.key_values; i; i = i->next)
665 { 557 {
666 key_value *new_link = new key_value; 558 key_value *new_link = new key_value;
667 559
668 new_link->next = 0; 560 new_link->next = 0;
669 new_link->key = i->key; 561 new_link->key = i->key;
670 new_link->value = i->value; 562 new_link->value = i->value;
671 563
672 /* Try and be clever here, too. */ 564 /* Try and be clever here, too. */
673 if (!op->key_values) 565 if (!key_values)
674 { 566 {
675 op->key_values = new_link; 567 key_values = new_link;
676 tail = new_link; 568 tail = new_link;
677 } 569 }
678 else 570 else
679 { 571 {
680 tail->next = new_link; 572 tail->next = new_link;
681 tail = new_link; 573 tail = new_link;
682 } 574 }
683 } 575 }
684 } 576 }
577}
685 578
686 update_ob_speed (op); 579/*
580 * copy_to first frees everything allocated by the dst object,
581 * and then copies the contents of itself into the second
582 * object, allocating what needs to be allocated. Basically, any
583 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
584 * if the first object is freed, the pointers in the new object
585 * will point at garbage.
586 */
587void
588object::copy_to (object *dst)
589{
590 *dst = *this;
591
592 if (speed < 0)
593 dst->speed_left -= rndm ();
594
595 dst->set_speed (dst->speed);
596}
597
598void
599object::instantiate ()
600{
601 if (!uuid.seq) // HACK
602 uuid = gen_uuid ();
603
604 speed_left = -0.1f;
605 /* copy the body_info to the body_used - this is only really
606 * need for monsters, but doesn't hurt to do it for everything.
607 * by doing so, when a monster is created, it has good starting
608 * values for the body_used info, so when items are created
609 * for it, they can be properly equipped.
610 */
611 for (int i = NUM_BODY_LOCATIONS; i--; )
612 slot[i].used = slot[i].info;
613
614 attachable::instantiate ();
615}
616
617object *
618object::clone ()
619{
620 object *neu = create ();
621 copy_to (neu);
622 return neu;
687} 623}
688 624
689/* 625/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 626 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 627 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 628 * be called to update the face variable, _and_ how it looks on the map.
693 */ 629 */
694
695void 630void
696update_turn_face (object *op) 631update_turn_face (object *op)
697{ 632{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 633 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 634 return;
635
700 SET_ANIMATION (op, op->direction); 636 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 637 update_object (op, UP_OBJ_FACE);
702} 638}
703 639
704/* 640/*
705 * Updates the speed of an object. If the speed changes from 0 to another 641 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 642 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 643 * This function needs to be called whenever the speed of an object changes.
708 */ 644 */
709void 645void
710update_ob_speed (object *op) 646object::set_speed (float speed)
711{ 647{
712 extern int arch_init; 648 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 649 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 650 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 651 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 652 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 653
737 /* process_events() expects us to insert the object at the beginning 654 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 655
741 if (op->active_next != NULL) 656 if (has_active_speed ())
742 op->active_next->active_prev = op; 657 activate ();
743
744 active_objects = op;
745 }
746 else 658 else
747 { 659 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 660}
771 661
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 662/*
804 * update_object() updates the array which represents the map. 663 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 664 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 665 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 666 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 667 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 668 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 669 * updating that window, though, since update_object() is called _often_)
811 * 670 *
812 * action is a hint of what the caller believes need to be done. 671 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 672 * current action are:
818 * UP_OBJ_INSERT: op was inserted 673 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 674 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 675 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 676 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 677 * UP_OBJ_FACE: only the objects face has changed.
823 */ 678 */
824
825void 679void
826update_object (object *op, int action) 680update_object (object *op, int action)
827{ 681{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL) 682 if (op == NULL)
832 { 683 {
833 /* this should never happen */ 684 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 685 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 686 return;
836 } 687 }
837 688
838 if (op->env != NULL) 689 if (op->env)
839 { 690 {
840 /* Animation is currently handled by client, so nothing 691 /* Animation is currently handled by client, so nothing
841 * to do in this case. 692 * to do in this case.
842 */ 693 */
843 return; 694 return;
848 */ 699 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 700 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 701 return;
851 702
852 /* make sure the object is within map boundaries */ 703 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 704 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 705 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 706 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 707#ifdef MANY_CORES
857 abort (); 708 abort ();
858#endif 709#endif
859 return; 710 return;
860 } 711 }
861 712
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 713 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 714
715 if (!(m.flags_ & P_UPTODATE))
716 /* nop */;
869 if (action == UP_OBJ_INSERT) 717 else if (action == UP_OBJ_INSERT)
870 { 718 {
719 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 720 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 721 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 722 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 723 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
724 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 725 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 726 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 727 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 728 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 729 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 730 * to have move_allow right now.
894 */ 731 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 732 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 733 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 734 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 735 }
901 /* if the object is being removed, we can't make intelligent 736 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 737 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 738 * that is being removed.
904 */ 739 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 740 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 741 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 742 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 743 /* Nothing to do for that case */ ;
909 else 744 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 745 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 746
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 747 if (op->more)
919 update_object (op->more, action); 748 update_object (op->more, action);
920}
921
922static unordered_vector<object *> mortals;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 freed.push_back (*i);//D
933 //delete *i;
934 mortals.erase (i);
935 }
936
937 if (mortals.size() && 0)//D
938 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
939} 749}
940 750
941object::object () 751object::object ()
942{ 752{
943 SET_FLAG (this, FLAG_REMOVED); 753 SET_FLAG (this, FLAG_REMOVED);
944 754
945 expmul = 1.0; 755 expmul = 1.0;
946 face = blank_face; 756 face = blank_face;
947 attacked_by_count = -1;
948} 757}
949 758
950object::~object () 759object::~object ()
951{ 760{
761 unlink ();
762
952 free_key_values (this); 763 free_key_values (this);
953} 764}
954 765
766static int object_count;
767
955void object::link () 768void object::link ()
956{ 769{
770 assert (!index);//D
771 uuid = gen_uuid ();
957 count = ++ob_count; 772 count = ++object_count;
958 773
959 prev = 0; 774 refcnt_inc ();
960 next = objects; 775 objects.insert (this);
961
962 if (objects)
963 objects->prev = this;
964
965 objects = this;
966} 776}
967 777
968void object::unlink () 778void object::unlink ()
969{ 779{
970 count = 0;
971 uuid = gen_uuid ();
972
973 if (this == objects)
974 objects = next;
975
976 /* Remove this object from the list of used objects */
977 if (prev)
978 {
979 prev->next = next;
980 prev = 0;
981 }
982
983 if (next) 780 if (!index)
781 return;
782
783 objects.erase (this);
784 refcnt_dec ();
785}
786
787void
788object::activate ()
789{
790 /* If already on active list, don't do anything */
791 if (active)
792 return;
793
794 if (has_active_speed ())
795 actives.insert (this);
796}
797
798void
799object::activate_recursive ()
800{
801 activate ();
802
803 for (object *op = inv; op; op = op->below)
804 op->activate_recursive ();
805}
806
807/* This function removes object 'op' from the list of active
808 * objects.
809 * This should only be used for style maps or other such
810 * reference maps where you don't want an object that isn't
811 * in play chewing up cpu time getting processed.
812 * The reverse of this is to call update_ob_speed, which
813 * will do the right thing based on the speed of the object.
814 */
815void
816object::deactivate ()
817{
818 /* If not on the active list, nothing needs to be done */
819 if (!active)
820 return;
821
822 actives.erase (this);
823}
824
825void
826object::deactivate_recursive ()
827{
828 for (object *op = inv; op; op = op->below)
829 op->deactivate_recursive ();
830
831 deactivate ();
832}
833
834void
835object::set_flag_inv (int flag, int value)
836{
837 for (object *op = inv; op; op = op->below)
838 {
839 op->flag [flag] = value;
840 op->set_flag_inv (flag, value);
984 { 841 }
985 next->prev = prev; 842}
986 next = 0; 843
844/*
845 * Remove and free all objects in the inventory of the given object.
846 * object.c ?
847 */
848void
849object::destroy_inv (bool drop_to_ground)
850{
851 // need to check first, because the checks below might segfault
852 // as we might be on an invalid mapspace and crossfire code
853 // is too buggy to ensure that the inventory is empty.
854 // corollary: if you create arrows etc. with stuff in tis inventory,
855 // cf will crash below with off-map x and y
856 if (!inv)
857 return;
858
859 /* Only if the space blocks everything do we not process -
860 * if some form of movement is allowed, let objects
861 * drop on that space.
862 */
863 if (!drop_to_ground
864 || !map
865 || map->in_memory != MAP_IN_MEMORY
866 || map->nodrop
867 || ms ().move_block == MOVE_ALL)
868 {
869 while (inv)
870 {
871 inv->destroy_inv (drop_to_ground);
872 inv->destroy ();
873 }
874 }
875 else
876 { /* Put objects in inventory onto this space */
877 while (inv)
878 {
879 object *op = inv;
880
881 if (op->flag [FLAG_STARTEQUIP]
882 || op->flag [FLAG_NO_DROP]
883 || op->type == RUNE
884 || op->type == TRAP
885 || op->flag [FLAG_IS_A_TEMPLATE]
886 || op->flag [FLAG_DESTROY_ON_DEATH])
887 op->destroy ();
888 else
889 map->insert (op, x, y);
890 }
987 } 891 }
988} 892}
989 893
990object *object::create () 894object *object::create ()
991{ 895{
992 object *op;
993
994 if (freed.empty ())
995 op = new object; 896 object *op = new object;
996 else
997 {
998 // highly annoying, but the only way to get it stable right now
999 op = freed.back ();
1000 freed.pop_back ();
1001 op->~object ();
1002 new ((void *) op) object;
1003 }
1004
1005 op->link (); 897 op->link ();
1006 return op; 898 return op;
1007} 899}
1008 900
1009/* 901void
1010 * free_object() frees everything allocated by an object, removes 902object::do_destroy ()
1011 * it from the list of used objects, and puts it on the list of
1012 * free objects. The IS_FREED() flag is set in the object.
1013 * The object must have been removed by remove_ob() first for
1014 * this function to succeed.
1015 *
1016 * If free_inventory is set, free inventory as well. Else drop items in
1017 * inventory to the ground.
1018 */
1019void object::free (bool free_inventory)
1020{ 903{
1021 if (QUERY_FLAG (this, FLAG_FREED)) 904 attachable::do_destroy ();
905
906 if (flag [FLAG_IS_LINKED])
907 remove_button_link (this);
908
909 if (flag [FLAG_FRIENDLY])
910 remove_friendly_object (this);
911
912 if (!flag [FLAG_REMOVED])
913 remove ();
914
915 destroy_inv (true);
916
917 deactivate ();
918 unlink ();
919
920 flag [FLAG_FREED] = 1;
921
922 // hack to ensure that freed objects still have a valid map
923 {
924 static maptile *freed_map; // freed objects are moved here to avoid crashes
925
926 if (!freed_map)
927 {
928 freed_map = new maptile;
929
930 freed_map->path = "<freed objects map>";
931 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3;
933 freed_map->height = 3;
934
935 freed_map->alloc ();
936 freed_map->in_memory = MAP_IN_MEMORY;
937 }
938
939 map = freed_map;
940 x = 1;
941 y = 1;
942 }
943
944 if (more)
945 {
946 more->destroy ();
947 more = 0;
948 }
949
950 head = 0;
951
952 // clear those pointers that likely might cause circular references
953 owner = 0;
954 enemy = 0;
955 attacked_by = 0;
956 current_weapon = 0;
957}
958
959void
960object::destroy (bool destroy_inventory)
961{
962 if (destroyed ())
1022 return; 963 return;
1023 964
1024 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 965 if (destroy_inventory)
1025 remove_friendly_object (this); 966 destroy_inv (false);
1026 967
1027 if (!QUERY_FLAG (this, FLAG_REMOVED)) 968 if (is_head ())
1028 remove_ob (this); 969 if (sound_destroy)
970 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1029 973
1030 SET_FLAG (this, FLAG_FREED); 974 attachable::destroy ();
1031
1032 if (more)
1033 {
1034 more->free (free_inventory);
1035 more = 0;
1036 }
1037
1038 if (inv)
1039 {
1040 /* Only if the space blocks everything do we not process -
1041 * if some form of movement is allowed, let objects
1042 * drop on that space.
1043 */
1044 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1045 {
1046 object *op = inv;
1047
1048 while (op)
1049 {
1050 object *tmp = op->below;
1051 op->free (free_inventory);
1052 op = tmp;
1053 }
1054 }
1055 else
1056 { /* Put objects in inventory onto this space */
1057 object *op = inv;
1058
1059 while (op)
1060 {
1061 object *tmp = op->below;
1062
1063 remove_ob (op);
1064
1065 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1066 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1067 free_object (op);
1068 else
1069 {
1070 op->x = x;
1071 op->y = y;
1072 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1073 }
1074
1075 op = tmp;
1076 }
1077 }
1078 }
1079
1080 owner = 0;
1081
1082 /* Remove object from the active list */
1083 speed = 0;
1084 update_ob_speed (this);
1085
1086 unlink ();
1087
1088 mortals.push_back (this);
1089} 975}
1090 976
1091/* 977/*
1092 * sub_weight() recursively (outwards) subtracts a number from the 978 * sub_weight() recursively (outwards) subtracts a number from the
1093 * weight of an object (and what is carried by it's environment(s)). 979 * weight of an object (and what is carried by it's environment(s)).
1094 */ 980 */
1095
1096void 981void
1097sub_weight (object *op, signed long weight) 982sub_weight (object *op, signed long weight)
1098{ 983{
1099 while (op != NULL) 984 while (op != NULL)
1100 { 985 {
1101 if (op->type == CONTAINER) 986 if (op->type == CONTAINER)
1102 {
1103 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 987 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1104 } 988
1105 op->carrying -= weight; 989 op->carrying -= weight;
1106 op = op->env; 990 op = op->env;
1107 } 991 }
1108} 992}
1109 993
1110/* remove_ob(op): 994/* op->remove ():
1111 * This function removes the object op from the linked list of objects 995 * This function removes the object op from the linked list of objects
1112 * which it is currently tied to. When this function is done, the 996 * which it is currently tied to. When this function is done, the
1113 * object will have no environment. If the object previously had an 997 * object will have no environment. If the object previously had an
1114 * environment, the x and y coordinates will be updated to 998 * environment, the x and y coordinates will be updated to
1115 * the previous environment. 999 * the previous environment.
1116 * Beware: This function is called from the editor as well!
1117 */ 1000 */
1118
1119void 1001void
1120remove_ob (object *op) 1002object::do_remove ()
1121{ 1003{
1004 object *tmp, *last = 0;
1122 object * 1005 object *otmp;
1123 tmp, *
1124 last = NULL;
1125 object *
1126 otmp;
1127 1006
1128 tag_t
1129 tag;
1130 int
1131 check_walk_off;
1132 mapstruct *
1133 m;
1134
1135 sint16
1136 x,
1137 y;
1138
1139 if (QUERY_FLAG (op, FLAG_REMOVED)) 1007 if (QUERY_FLAG (this, FLAG_REMOVED))
1140 return; 1008 return;
1141 1009
1142 SET_FLAG (op, FLAG_REMOVED); 1010 SET_FLAG (this, FLAG_REMOVED);
1011 INVOKE_OBJECT (REMOVE, this);
1143 1012
1144 if (op->more != NULL) 1013 if (more)
1145 remove_ob (op->more); 1014 more->remove ();
1146 1015
1147 /* 1016 /*
1148 * In this case, the object to be removed is in someones 1017 * In this case, the object to be removed is in someones
1149 * inventory. 1018 * inventory.
1150 */ 1019 */
1151 if (op->env != NULL) 1020 if (env)
1152 { 1021 {
1153 if (op->nrof) 1022 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 1023 sub_weight (env, weight * nrof);
1155 else 1024 else
1156 sub_weight (op->env, op->weight + op->carrying); 1025 sub_weight (env, weight + carrying);
1157 1026
1158 /* NO_FIX_PLAYER is set when a great many changes are being 1027 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 1028 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 1029 * to save cpu time.
1161 */ 1030 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1031 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 1032 otmp->update_stats ();
1164 1033
1165 if (op->above != NULL) 1034 if (above)
1166 op->above->below = op->below; 1035 above->below = below;
1167 else 1036 else
1168 op->env->inv = op->below; 1037 env->inv = below;
1169 1038
1170 if (op->below != NULL) 1039 if (below)
1171 op->below->above = op->above; 1040 below->above = above;
1172 1041
1173 /* we set up values so that it could be inserted into 1042 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 1043 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 1044 * to the caller to decide what we want to do.
1176 */ 1045 */
1177 op->x = op->env->x, op->y = op->env->y; 1046 x = env->x, y = env->y;
1178 op->map = op->env->map; 1047 map = env->map;
1179 op->above = NULL, op->below = NULL; 1048 above = 0, below = 0;
1180 op->env = NULL; 1049 env = 0;
1181 } 1050 }
1182 else if (op->map) 1051 else if (map)
1183 { 1052 {
1184 x = op->x; 1053 if (type == PLAYER)
1185 y = op->y;
1186 m = get_map_from_coord (op->map, &x, &y);
1187
1188 if (!m)
1189 {
1190 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1191 op->map->path, op->x, op->y);
1192 /* in old days, we used to set x and y to 0 and continue.
1193 * it seems if we get into this case, something is probablye
1194 * screwed up and should be fixed.
1195 */
1196 abort ();
1197 } 1054 {
1055 // leaving a spot always closes any open container on the ground
1056 if (container && !container->env)
1057 // this causes spurious floorbox updates, but it ensures
1058 // that the CLOSE event is being sent.
1059 close_container ();
1198 1060
1199 if (op->map != m) 1061 --map->players;
1200 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1062 map->touch ();
1201 op->map->path, m->path, op->x, op->y, x, y);
1202
1203 /* Re did the following section of code - it looks like it had
1204 * lots of logic for things we no longer care about
1205 */ 1063 }
1064
1065 map->dirty = true;
1066 mapspace &ms = this->ms ();
1206 1067
1207 /* link the object above us */ 1068 /* link the object above us */
1208 if (op->above) 1069 if (above)
1209 op->above->below = op->below; 1070 above->below = below;
1210 else 1071 else
1211 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1072 ms.top = below; /* we were top, set new top */
1212 1073
1213 /* Relink the object below us, if there is one */ 1074 /* Relink the object below us, if there is one */
1214 if (op->below) 1075 if (below)
1215 op->below->above = op->above; 1076 below->above = above;
1216 else 1077 else
1217 { 1078 {
1218 /* Nothing below, which means we need to relink map object for this space 1079 /* Nothing below, which means we need to relink map object for this space
1219 * use translated coordinates in case some oddness with map tiling is 1080 * use translated coordinates in case some oddness with map tiling is
1220 * evident 1081 * evident
1221 */ 1082 */
1222 if (GET_MAP_OB (m, x, y) != op) 1083 if (GET_MAP_OB (map, x, y) != this)
1223 {
1224 dump_object (op);
1225 LOG (llevError,
1226 "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); 1084 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 ());
1227 dump_object (GET_MAP_OB (m, x, y)); 1085
1228 LOG (llevError, "%s\n", errmsg); 1086 ms.bot = above; /* goes on above it. */
1229 } 1087 }
1230 1088
1231 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1232 }
1233
1234 op->above = 0; 1089 above = 0;
1235 op->below = 0; 1090 below = 0;
1236 1091
1237 if (op->map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
1238 return; 1093 return;
1239 1094
1240 tag = op->count; 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
1241 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1242 1096
1243 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1097 if (object *pl = ms.player ())
1098 {
1099 if (pl->container == this)
1100 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view
1102 * appropriately.
1103 */
1104 pl->close_container ();
1105
1106 pl->contr->ns->floorbox_update ();
1107 }
1108
1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1244 { 1110 {
1245 /* No point updating the players look faces if he is the object 1111 /* No point updating the players look faces if he is the object
1246 * being removed. 1112 * being removed.
1247 */ 1113 */
1248 1114
1249 if (tmp->type == PLAYER && tmp != op) 1115 /* See if object moving off should effect something */
1116 if (check_walk_off
1117 && ((move_type & tmp->move_off)
1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1250 { 1119 {
1251 /* If a container that the player is currently using somehow gets 1120 move_apply (tmp, this, 0);
1252 * removed (most likely destroyed), update the player view
1253 * appropriately.
1254 */
1255 if (tmp->container == op)
1256 {
1257 CLEAR_FLAG (op, FLAG_APPLIED);
1258 tmp->container = NULL;
1259 }
1260 1121
1261 tmp->contr->socket.update_look = 1; 1122 if (destroyed ())
1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1262 } 1124 }
1263 1125
1264 /* See if player moving off should effect something */
1265 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1266 {
1267 move_apply (tmp, op, NULL);
1268
1269 if (was_destroyed (op, tag))
1270 {
1271 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1272 }
1273 }
1274
1275 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1276
1277 if (tmp->above == tmp)
1278 tmp->above = NULL;
1279
1280 last = tmp; 1126 last = tmp;
1281 } 1127 }
1282 1128
1283 /* last == NULL of there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1130 //TODO: this makes little sense, why only update the topmost object?
1284 if (last == NULL) 1131 if (!last)
1285 { 1132 map->at (x, y).flags_ = 0;
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else 1133 else
1295 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1296 1135
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1137 update_all_los (map, x, y);
1299 } 1138 }
1300} 1139}
1301 1140
1302/* 1141/*
1303 * merge_ob(op,top): 1142 * merge_ob(op,top):
1311merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1312{ 1151{
1313 if (!op->nrof) 1152 if (!op->nrof)
1314 return 0; 1153 return 0;
1315 1154
1316 if (top == NULL) 1155 if (!top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1156 for (top = op; top && top->above; top = top->above)
1157 ;
1318 1158
1319 for (; top != NULL; top = top->below) 1159 for (; top; top = top->below)
1320 { 1160 {
1321 if (top == op) 1161 if (top == op)
1322 continue; 1162 continue;
1323 if (CAN_MERGE (op, top)) 1163
1164 if (object::can_merge (op, top))
1324 { 1165 {
1325 top->nrof += op->nrof; 1166 top->nrof += op->nrof;
1326 1167
1327/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1168/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1328 op->weight = 0; /* Don't want any adjustements now */ 1169 op->weight = 0; /* Don't want any adjustements now */
1329 remove_ob (op); 1170 op->destroy ();
1330 free_object (op);
1331 return top; 1171 return top;
1332 } 1172 }
1333 } 1173 }
1334 1174
1335 return NULL; 1175 return 0;
1336} 1176}
1337 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1338/* 1201/*
1339 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1340 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1341 */ 1204 */
1342object * 1205object *
1343insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1344{ 1207{
1345 object *tmp;
1346
1347 if (op->head)
1348 op = op->head;
1349
1350 for (tmp = op; tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1351 { 1209 {
1352 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1353 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1354 } 1212 }
1355 1213
1356 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1357} 1215}
1358 1216
1374 * Return value: 1232 * Return value:
1375 * new object if 'op' was merged with other object 1233 * new object if 'op' was merged with other object
1376 * NULL if 'op' was destroyed 1234 * NULL if 'op' was destroyed
1377 * just 'op' otherwise 1235 * just 'op' otherwise
1378 */ 1236 */
1379
1380object * 1237object *
1381insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1382{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1383 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1384 sint16 x, y;
1385 1243
1386 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1387 {
1388 LOG (llevError, "Trying to insert freed object!\n");
1389 return NULL;
1390 }
1391
1392 if (m == NULL)
1393 {
1394 dump_object (op);
1395 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1396 return op;
1397 }
1398
1399 if (out_of_map (m, op->x, op->y))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1403#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted.
1407 */
1408 abort ();
1409#endif
1410 return op;
1411 }
1412
1413 if (!QUERY_FLAG (op, FLAG_REMOVED))
1414 {
1415 dump_object (op);
1416 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1417 return op;
1418 }
1419
1420 if (op->more != NULL)
1421 {
1422 /* The part may be on a different map. */
1423
1424 object *more = op->more;
1425
1426 /* We really need the caller to normalize coordinates - if
1427 * we set the map, that doesn't work if the location is within
1428 * a map and this is straddling an edge. So only if coordinate
1429 * is clear wrong do we normalize it.
1430 */
1431 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1432 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 else if (!more->map)
1434 {
1435 /* For backwards compatibility - when not dealing with tiled maps,
1436 * more->map should always point to the parent.
1437 */
1438 more->map = m;
1439 }
1440
1441 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1442 {
1443 if (!op->head)
1444 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1445
1446 return NULL;
1447 }
1448 }
1449
1450 CLEAR_FLAG (op, FLAG_REMOVED);
1451 1245
1452 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1453 * of areas of callers (eg, anything that uses find_free_spot would now 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1454 * need extra work 1248 * need extra work
1455 */ 1249 */
1456 op->map = get_map_from_coord (m, &op->x, &op->y); 1250 if (!xy_normalise (m, op->x, op->y))
1457 x = op->x; 1251 {
1458 y = op->y; 1252 op->destroy ();
1253 return 0;
1254 }
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1459 1264
1460 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1461 */ 1266 */
1462 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1269 if (object::can_merge (op, tmp))
1465 { 1270 {
1466 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1272 tmp->destroy ();
1468 free_object (tmp);
1469 } 1273 }
1470 1274
1471 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1472 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1276 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1473 1277
1486 op->below = originator->below; 1290 op->below = originator->below;
1487 1291
1488 if (op->below) 1292 if (op->below)
1489 op->below->above = op; 1293 op->below->above = op;
1490 else 1294 else
1491 SET_MAP_OB (op->map, op->x, op->y, op); 1295 ms.bot = op;
1492 1296
1493 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1494 originator->below = op; 1298 originator->below = op;
1495 } 1299 }
1496 else 1300 else
1497 { 1301 {
1302 top = ms.bot;
1303
1498 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1499 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if (top)
1500 { 1306 {
1501 object *last = NULL; 1307 object *last = 0;
1502 1308
1503 /* 1309 /*
1504 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1505 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1506 * Generally, we want to put the new object on top. But if 1312 * Generally, we want to put the new object on top. But if
1510 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1511 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1512 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1513 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1514 */ 1320 */
1515 1321 for (top = ms.bot; top; top = top->above)
1516 while (top != NULL)
1517 { 1322 {
1518 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1519 floor = top; 1324 floor = top;
1520 1325
1521 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1524 top = top->below; 1329 top = top->below;
1525 break; 1330 break;
1526 } 1331 }
1527 1332
1528 last = top; 1333 last = top;
1529 top = top->above;
1530 } 1334 }
1531 1335
1532 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1533 top = last; 1337 top = last;
1534 1338
1536 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1537 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1538 */ 1342 */
1539 1343
1540 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1541 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1542 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1543 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1544 * stacking is a bit odd. 1348 * stacking is a bit odd.
1545 */ 1349 */
1546 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1547 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1548 { 1353 {
1549 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1550 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1551 break; 1356 break;
1357
1552 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1553 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1554 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1555 * set top to the object below us. 1361 * set top to the object below us.
1556 */ 1362 */
1557 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1558 top = last->below; 1364 top = last->below;
1559 } 1365 }
1560 } /* If objects on this space */ 1366 } /* If objects on this space */
1561 1367
1562 if (flag & INS_MAP_LOAD)
1563 top = GET_MAP_TOP (op->map, op->x, op->y);
1564
1565 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1566 top = floor; 1369 top = floor;
1567 1370
1568 /* Top is the object that our object (op) is going to get inserted above. 1371 /* Top is the object that our object (op) is going to get inserted above.
1569 */ 1372 */
1570 1373
1571 /* First object on this space */ 1374 /* First object on this space */
1572 if (!top) 1375 if (!top)
1573 { 1376 {
1574 op->above = GET_MAP_OB (op->map, op->x, op->y); 1377 op->above = ms.bot;
1575 1378
1576 if (op->above) 1379 if (op->above)
1577 op->above->below = op; 1380 op->above->below = op;
1578 1381
1579 op->below = NULL; 1382 op->below = 0;
1580 SET_MAP_OB (op->map, op->x, op->y, op); 1383 ms.bot = op;
1581 } 1384 }
1582 else 1385 else
1583 { /* get inserted into the stack above top */ 1386 { /* get inserted into the stack above top */
1584 op->above = top->above; 1387 op->above = top->above;
1585 1388
1588 1391
1589 op->below = top; 1392 op->below = top;
1590 top->above = op; 1393 top->above = op;
1591 } 1394 }
1592 1395
1593 if (op->above == NULL) 1396 if (!op->above)
1594 SET_MAP_TOP (op->map, op->x, op->y, op); 1397 ms.top = op;
1595 } /* else not INS_BELOW_ORIGINATOR */ 1398 } /* else not INS_BELOW_ORIGINATOR */
1596 1399
1597 if (op->type == PLAYER) 1400 if (op->type == PLAYER)
1401 {
1598 op->contr->do_los = 1; 1402 op->contr->do_los = 1;
1403 ++op->map->players;
1404 op->map->touch ();
1405 }
1599 1406
1600 /* If we have a floor, we know the player, if any, will be above 1407 op->map->dirty = true;
1601 * it, so save a few ticks and start from there. 1408
1602 */ 1409 if (object *pl = ms.player ())
1603 if (!(flag & INS_MAP_LOAD)) 1410 pl->contr->ns->floorbox_update ();
1604 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1605 if (tmp->type == PLAYER)
1606 tmp->contr->socket.update_look = 1;
1607 1411
1608 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1609 * visible to others on this map. But update_all_los is really 1413 * visible to others on this map. But update_all_los is really
1610 * an inefficient way to do this, as it means los for all players 1414 * an inefficient way to do this, as it means los for all players
1611 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1612 * be far away from this change and not affected in any way - 1416 * be far away from this change and not affected in any way -
1613 * this should get redone to only look for players within range, 1417 * this should get redone to only look for players within range,
1614 * or just updating the P_NEED_UPDATE for spaces within this area 1418 * or just updating the P_UPTODATE for spaces within this area
1615 * of effect may be sufficient. 1419 * of effect may be sufficient.
1616 */ 1420 */
1617 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1421 if (op->map->darkness && (op->glow_radius != 0))
1618 update_all_los (op->map, op->x, op->y); 1422 update_all_los (op->map, op->x, op->y);
1619 1423
1620 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1424 /* updates flags (blocked, alive, no magic, etc) for this map space */
1621 update_object (op, UP_OBJ_INSERT); 1425 update_object (op, UP_OBJ_INSERT);
1622 1426
1427 INVOKE_OBJECT (INSERT, op);
1428
1623 /* Don't know if moving this to the end will break anything. However, 1429 /* Don't know if moving this to the end will break anything. However,
1624 * we want to have update_look set above before calling this. 1430 * we want to have floorbox_update called before calling this.
1625 * 1431 *
1626 * check_move_on() must be after this because code called from 1432 * check_move_on() must be after this because code called from
1627 * check_move_on() depends on correct map flags (so functions like 1433 * check_move_on() depends on correct map flags (so functions like
1628 * blocked() and wall() work properly), and these flags are updated by 1434 * blocked() and wall() work properly), and these flags are updated by
1629 * update_object(). 1435 * update_object().
1630 */ 1436 */
1631 1437
1632 /* if this is not the head or flag has been passed, don't check walk on status */ 1438 /* if this is not the head or flag has been passed, don't check walk on status */
1633 if (!(flag & INS_NO_WALK_ON) && !op->head) 1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1634 { 1440 {
1635 if (check_move_on (op, originator)) 1441 if (check_move_on (op, originator))
1636 return NULL; 1442 return 0;
1637 1443
1638 /* If we are a multi part object, lets work our way through the check 1444 /* If we are a multi part object, lets work our way through the check
1639 * walk on's. 1445 * walk on's.
1640 */ 1446 */
1641 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1447 for (object *tmp = op->more; tmp; tmp = tmp->more)
1642 if (check_move_on (tmp, originator)) 1448 if (check_move_on (tmp, originator))
1643 return NULL; 1449 return 0;
1644 } 1450 }
1645 1451
1646 return op; 1452 return op;
1647} 1453}
1648 1454
1649/* this function inserts an object in the map, but if it 1455/* this function inserts an object in the map, but if it
1650 * finds an object of its own type, it'll remove that one first. 1456 * finds an object of its own type, it'll remove that one first.
1651 * op is the object to insert it under: supplies x and the map. 1457 * op is the object to insert it under: supplies x and the map.
1652 */ 1458 */
1653void 1459void
1654replace_insert_ob_in_map (const char *arch_string, object *op) 1460replace_insert_ob_in_map (const char *arch_string, object *op)
1655{ 1461{
1656 object * 1462 object *tmp, *tmp1;
1657 tmp;
1658 object *
1659 tmp1;
1660 1463
1661 /* first search for itself and remove any old instances */ 1464 /* first search for itself and remove any old instances */
1662 1465
1663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1664 {
1665 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1666 { 1468 tmp->destroy ();
1667 remove_ob (tmp);
1668 free_object (tmp);
1669 }
1670 }
1671 1469
1672 tmp1 = arch_to_object (find_archetype (arch_string)); 1470 tmp1 = arch_to_object (archetype::find (arch_string));
1673 1471
1674 tmp1->x = op->x; 1472 tmp1->x = op->x;
1675 tmp1->y = op->y; 1473 tmp1->y = op->y;
1676 insert_ob_in_map (tmp1, op->map, op, 0); 1474 insert_ob_in_map (tmp1, op->map, op, 0);
1475}
1476
1477object *
1478object::insert_at (object *where, object *originator, int flags)
1479{
1480 return where->map->insert (this, where->x, where->y, originator, flags);
1677} 1481}
1678 1482
1679/* 1483/*
1680 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1484 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1681 * is returned contains nr objects, and the remaining parts contains 1485 * is returned contains nr objects, and the remaining parts contains
1682 * the rest (or is removed and freed if that number is 0). 1486 * the rest (or is removed and freed if that number is 0).
1683 * On failure, NULL is returned, and the reason put into the 1487 * On failure, NULL is returned, and the reason put into the
1684 * global static errmsg array. 1488 * global static errmsg array.
1685 */ 1489 */
1686
1687object * 1490object *
1688get_split_ob (object *orig_ob, uint32 nr) 1491get_split_ob (object *orig_ob, uint32 nr)
1689{ 1492{
1690 object * 1493 object *newob;
1691 newob;
1692 int
1693 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1494 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1694 1495
1695 if (orig_ob->nrof < nr) 1496 if (orig_ob->nrof < nr)
1696 { 1497 {
1697 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1498 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1698 return NULL; 1499 return NULL;
1699 } 1500 }
1700 1501
1701 newob = object_create_clone (orig_ob); 1502 newob = object_create_clone (orig_ob);
1702 1503
1703 if ((orig_ob->nrof -= nr) < 1) 1504 if ((orig_ob->nrof -= nr) < 1)
1704 { 1505 orig_ob->destroy (1);
1705 if (!is_removed)
1706 remove_ob (orig_ob);
1707 free_object2 (orig_ob, 1);
1708 }
1709 else if (!is_removed) 1506 else if (!is_removed)
1710 { 1507 {
1711 if (orig_ob->env != NULL) 1508 if (orig_ob->env != NULL)
1712 sub_weight (orig_ob->env, orig_ob->weight * nr); 1509 sub_weight (orig_ob->env, orig_ob->weight * nr);
1713 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1510 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1728 * the amount of an object. If the amount reaches 0, the object 1525 * the amount of an object. If the amount reaches 0, the object
1729 * is subsequently removed and freed. 1526 * is subsequently removed and freed.
1730 * 1527 *
1731 * Return value: 'op' if something is left, NULL if the amount reached 0 1528 * Return value: 'op' if something is left, NULL if the amount reached 0
1732 */ 1529 */
1733
1734object * 1530object *
1735decrease_ob_nr (object *op, uint32 i) 1531decrease_ob_nr (object *op, uint32 i)
1736{ 1532{
1737 object *tmp; 1533 object *tmp;
1738 player *pl;
1739 1534
1740 if (i == 0) /* objects with op->nrof require this check */ 1535 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1536 return op;
1742 1537
1743 if (i > op->nrof) 1538 if (i > op->nrof)
1744 i = op->nrof; 1539 i = op->nrof;
1745 1540
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1541 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 op->nrof -= i; 1542 op->nrof -= i;
1748 else if (op->env != NULL) 1543 else if (op->env)
1749 { 1544 {
1750 /* is this object in the players inventory, or sub container 1545 /* is this object in the players inventory, or sub container
1751 * therein? 1546 * therein?
1752 */ 1547 */
1753 tmp = is_player_inv (op->env); 1548 tmp = op->in_player ();
1754 /* nope. Is this a container the player has opened? 1549 /* nope. Is this a container the player has opened?
1755 * If so, set tmp to that player. 1550 * If so, set tmp to that player.
1756 * IMO, searching through all the players will mostly 1551 * IMO, searching through all the players will mostly
1757 * likely be quicker than following op->env to the map, 1552 * likely be quicker than following op->env to the map,
1758 * and then searching the map for a player. 1553 * and then searching the map for a player.
1759 */ 1554 */
1760 if (!tmp) 1555 if (!tmp)
1761 { 1556 for_all_players (pl)
1762 for (pl = first_player; pl; pl = pl->next)
1763 if (pl->ob->container == op->env) 1557 if (pl->ob->container == op->env)
1558 {
1559 tmp = pl->ob;
1764 break; 1560 break;
1765 if (pl)
1766 tmp = pl->ob;
1767 else
1768 tmp = NULL;
1769 } 1561 }
1770 1562
1771 if (i < op->nrof) 1563 if (i < op->nrof)
1772 { 1564 {
1773 sub_weight (op->env, op->weight * i); 1565 sub_weight (op->env, op->weight * i);
1774 op->nrof -= i; 1566 op->nrof -= i;
1775 if (tmp) 1567 if (tmp)
1776 {
1777 esrv_send_item (tmp, op); 1568 esrv_send_item (tmp, op);
1778 }
1779 } 1569 }
1780 else 1570 else
1781 { 1571 {
1782 remove_ob (op); 1572 op->remove ();
1783 op->nrof = 0; 1573 op->nrof = 0;
1784 if (tmp) 1574 if (tmp)
1785 {
1786 esrv_del_item (tmp->contr, op->count); 1575 esrv_del_item (tmp->contr, op->count);
1787 }
1788 } 1576 }
1789 } 1577 }
1790 else 1578 else
1791 { 1579 {
1792 object *above = op->above; 1580 object *above = op->above;
1793 1581
1794 if (i < op->nrof) 1582 if (i < op->nrof)
1795 op->nrof -= i; 1583 op->nrof -= i;
1796 else 1584 else
1797 { 1585 {
1798 remove_ob (op); 1586 op->remove ();
1799 op->nrof = 0; 1587 op->nrof = 0;
1800 } 1588 }
1801 1589
1802 /* Since we just removed op, op->above is null */ 1590 /* Since we just removed op, op->above is null */
1803 for (tmp = above; tmp != NULL; tmp = tmp->above) 1591 for (tmp = above; tmp; tmp = tmp->above)
1804 if (tmp->type == PLAYER) 1592 if (tmp->type == PLAYER)
1805 { 1593 {
1806 if (op->nrof) 1594 if (op->nrof)
1807 esrv_send_item (tmp, op); 1595 esrv_send_item (tmp, op);
1808 else 1596 else
1812 1600
1813 if (op->nrof) 1601 if (op->nrof)
1814 return op; 1602 return op;
1815 else 1603 else
1816 { 1604 {
1817 free_object (op); 1605 op->destroy ();
1818 return NULL; 1606 return 0;
1819 } 1607 }
1820} 1608}
1821 1609
1822/* 1610/*
1823 * add_weight(object, weight) adds the specified weight to an object, 1611 * add_weight(object, weight) adds the specified weight to an object,
1824 * and also updates how much the environment(s) is/are carrying. 1612 * and also updates how much the environment(s) is/are carrying.
1825 */ 1613 */
1826
1827void 1614void
1828add_weight (object *op, signed long weight) 1615add_weight (object *op, signed long weight)
1829{ 1616{
1830 while (op != NULL) 1617 while (op != NULL)
1831 { 1618 {
1835 op->carrying += weight; 1622 op->carrying += weight;
1836 op = op->env; 1623 op = op->env;
1837 } 1624 }
1838} 1625}
1839 1626
1627object *
1628insert_ob_in_ob (object *op, object *where)
1629{
1630 if (!where)
1631 {
1632 char *dump = dump_object (op);
1633 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1634 free (dump);
1635 return op;
1636 }
1637
1638 if (where->head_ () != where)
1639 {
1640 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1641 where = where->head;
1642 }
1643
1644 return where->insert (op);
1645}
1646
1840/* 1647/*
1841 * insert_ob_in_ob(op,environment): 1648 * env->insert (op)
1842 * This function inserts the object op in the linked list 1649 * This function inserts the object op in the linked list
1843 * inside the object environment. 1650 * inside the object environment.
1844 * 1651 *
1845 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1846 * the inventory at the last position or next to other objects of the same
1847 * type.
1848 * Frank: Now sorted by type, archetype and magic!
1849 *
1850 * The function returns now pointer to inserted item, and return value can 1652 * The function returns now pointer to inserted item, and return value can
1851 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1852 */ 1654 */
1853
1854object * 1655object *
1855insert_ob_in_ob (object *op, object *where) 1656object::insert (object *op)
1856{ 1657{
1857 object *
1858 tmp, *
1859 otmp;
1860
1861 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1862 { 1659 op->remove ();
1863 dump_object (op);
1864 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1865 return op;
1866 }
1867
1868 if (where == NULL)
1869 {
1870 dump_object (op);
1871 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1872 return op;
1873 }
1874
1875 if (where->head)
1876 {
1877 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1878 where = where->head;
1879 }
1880 1660
1881 if (op->more) 1661 if (op->more)
1882 { 1662 {
1883 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1663 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1884 return op; 1664 return op;
1885 } 1665 }
1886 1666
1887 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1888 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1889 if (op->nrof) 1670 if (op->nrof)
1890 { 1671 {
1891 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1892 if (CAN_MERGE (tmp, op)) 1673 if (object::can_merge (tmp, op))
1893 { 1674 {
1894 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1895 (client needs the original object) */ 1676 (client needs the original object) */
1896 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1897 /* Weight handling gets pretty funky. Since we are adding to 1678 /* Weight handling gets pretty funky. Since we are adding to
1898 * tmp->nrof, we need to increase the weight. 1679 * tmp->nrof, we need to increase the weight.
1899 */ 1680 */
1900 add_weight (where, op->weight * op->nrof); 1681 add_weight (this, op->weight * op->nrof);
1901 SET_FLAG (op, FLAG_REMOVED); 1682 SET_FLAG (op, FLAG_REMOVED);
1902 free_object (op); /* free the inserted object */ 1683 op->destroy (); /* free the inserted object */
1903 op = tmp; 1684 op = tmp;
1904 remove_ob (op); /* and fix old object's links */ 1685 op->remove (); /* and fix old object's links */
1905 CLEAR_FLAG (op, FLAG_REMOVED); 1686 CLEAR_FLAG (op, FLAG_REMOVED);
1906 break; 1687 break;
1907 } 1688 }
1908 1689
1909 /* I assume combined objects have no inventory 1690 /* I assume combined objects have no inventory
1910 * We add the weight - this object could have just been removed 1691 * We add the weight - this object could have just been removed
1911 * (if it was possible to merge). calling remove_ob will subtract 1692 * (if it was possible to merge). calling remove_ob will subtract
1912 * the weight, so we need to add it in again, since we actually do 1693 * the weight, so we need to add it in again, since we actually do
1913 * the linking below 1694 * the linking below
1914 */ 1695 */
1915 add_weight (where, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1916 } 1697 }
1917 else 1698 else
1918 add_weight (where, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1919 1700
1920 otmp = is_player_inv (where); 1701 if (object *otmp = this->in_player ())
1921 if (otmp && otmp->contr != NULL)
1922 {
1923 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1924 fix_player (otmp); 1703 otmp->update_stats ();
1925 }
1926 1704
1705 op->owner = 0; // its his/hers now. period.
1927 op->map = NULL; 1706 op->map = 0;
1928 op->env = where; 1707 op->env = this;
1929 op->above = NULL; 1708 op->above = 0;
1930 op->below = NULL; 1709 op->below = 0;
1931 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1932 1711
1933 /* reset the light list and los of the players on the map */ 1712 /* reset the light list and los of the players on the map */
1934 if ((op->glow_radius != 0) && where->map) 1713 if (op->glow_radius && map)
1935 { 1714 {
1936#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1937 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1938#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1939 if (MAP_DARKNESS (where->map)) 1718 if (map->darkness)
1940 update_all_los (where->map, where->x, where->y); 1719 update_all_los (map, x, y);
1941 } 1720 }
1942 1721
1943 /* Client has no idea of ordering so lets not bother ordering it here. 1722 /* Client has no idea of ordering so lets not bother ordering it here.
1944 * It sure simplifies this function... 1723 * It sure simplifies this function...
1945 */ 1724 */
1946 if (where->inv == NULL) 1725 if (!inv)
1947 where->inv = op; 1726 inv = op;
1948 else 1727 else
1949 { 1728 {
1950 op->below = where->inv; 1729 op->below = inv;
1951 op->below->above = op; 1730 op->below->above = op;
1952 where->inv = op; 1731 inv = op;
1953 } 1732 }
1733
1734 INVOKE_OBJECT (INSERT, this);
1735
1954 return op; 1736 return op;
1955} 1737}
1956 1738
1957/* 1739/*
1958 * Checks if any objects has a move_type that matches objects 1740 * Checks if any objects has a move_type that matches objects
1972 * 1754 *
1973 * MSW 2001-07-08: Check all objects on space, not just those below 1755 * MSW 2001-07-08: Check all objects on space, not just those below
1974 * object being inserted. insert_ob_in_map may not put new objects 1756 * object being inserted. insert_ob_in_map may not put new objects
1975 * on top. 1757 * on top.
1976 */ 1758 */
1977
1978int 1759int
1979check_move_on (object *op, object *originator) 1760check_move_on (object *op, object *originator)
1980{ 1761{
1981 object * 1762 object *tmp;
1982 tmp; 1763 maptile *m = op->map;
1983 tag_t
1984 tag;
1985 mapstruct *
1986 m = op->map;
1987 int
1988 x = op->x, y = op->y; 1764 int x = op->x, y = op->y;
1989 1765
1990 MoveType 1766 MoveType move_on, move_slow, move_block;
1991 move_on,
1992 move_slow,
1993 move_block;
1994 1767
1995 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1768 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1996 return 0; 1769 return 0;
1997
1998 tag = op->count;
1999 1770
2000 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1771 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2001 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2002 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1773 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2003 1774
2019 1790
2020 /* The objects have to be checked from top to bottom. 1791 /* The objects have to be checked from top to bottom.
2021 * Hence, we first go to the top: 1792 * Hence, we first go to the top:
2022 */ 1793 */
2023 1794
2024 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1795 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2025 { 1796 {
2026 /* Trim the search when we find the first other spell effect 1797 /* Trim the search when we find the first other spell effect
2027 * this helps performance so that if a space has 50 spell objects, 1798 * this helps performance so that if a space has 50 spell objects,
2028 * we don't need to check all of them. 1799 * we don't need to check all of them.
2029 */ 1800 */
2047 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1818 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2048 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1819 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2049 { 1820 {
2050 1821
2051 float 1822 float
2052 diff = tmp->move_slow_penalty * FABS (op->speed); 1823 diff = tmp->move_slow_penalty * fabs (op->speed);
2053 1824
2054 if (op->type == PLAYER) 1825 if (op->type == PLAYER)
2055 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1826 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2056 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1827 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2057 diff /= 4.0; 1828 diff /= 4.0;
2064 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1835 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2065 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1836 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2066 { 1837 {
2067 move_apply (tmp, op, originator); 1838 move_apply (tmp, op, originator);
2068 1839
2069 if (was_destroyed (op, tag)) 1840 if (op->destroyed ())
2070 return 1; 1841 return 1;
2071 1842
2072 /* what the person/creature stepped onto has moved the object 1843 /* what the person/creature stepped onto has moved the object
2073 * someplace new. Don't process any further - if we did, 1844 * someplace new. Don't process any further - if we did,
2074 * have a feeling strange problems would result. 1845 * have a feeling strange problems would result.
2084/* 1855/*
2085 * present_arch(arch, map, x, y) searches for any objects with 1856 * present_arch(arch, map, x, y) searches for any objects with
2086 * a matching archetype at the given map and coordinates. 1857 * a matching archetype at the given map and coordinates.
2087 * The first matching object is returned, or NULL if none. 1858 * The first matching object is returned, or NULL if none.
2088 */ 1859 */
2089
2090object * 1860object *
2091present_arch (const archetype *at, mapstruct *m, int x, int y) 1861present_arch (const archetype *at, maptile *m, int x, int y)
2092{ 1862{
2093 object *
2094 tmp;
2095
2096 if (m == NULL || out_of_map (m, x, y)) 1863 if (!m || out_of_map (m, x, y))
2097 { 1864 {
2098 LOG (llevError, "Present_arch called outside map.\n"); 1865 LOG (llevError, "Present_arch called outside map.\n");
2099 return NULL; 1866 return NULL;
2100 } 1867 }
2101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1868
1869 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2102 if (tmp->arch == at) 1870 if (tmp->arch == at)
2103 return tmp; 1871 return tmp;
1872
2104 return NULL; 1873 return NULL;
2105} 1874}
2106 1875
2107/* 1876/*
2108 * present(type, map, x, y) searches for any objects with 1877 * present(type, map, x, y) searches for any objects with
2109 * a matching type variable at the given map and coordinates. 1878 * a matching type variable at the given map and coordinates.
2110 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
2111 */ 1880 */
2112
2113object * 1881object *
2114present (unsigned char type, mapstruct *m, int x, int y) 1882present (unsigned char type, maptile *m, int x, int y)
2115{ 1883{
2116 object *
2117 tmp;
2118
2119 if (out_of_map (m, x, y)) 1884 if (out_of_map (m, x, y))
2120 { 1885 {
2121 LOG (llevError, "Present called outside map.\n"); 1886 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1887 return NULL;
2123 } 1888 }
2124 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1889
1890 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if (tmp->type == type) 1891 if (tmp->type == type)
2126 return tmp; 1892 return tmp;
1893
2127 return NULL; 1894 return NULL;
2128} 1895}
2129 1896
2130/* 1897/*
2131 * present_in_ob(type, object) searches for any objects with 1898 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1899 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1900 * The first matching object is returned, or NULL if none.
2134 */ 1901 */
2135
2136object * 1902object *
2137present_in_ob (unsigned char type, const object *op) 1903present_in_ob (unsigned char type, const object *op)
2138{ 1904{
2139 object *
2140 tmp;
2141
2142 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1905 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2143 if (tmp->type == type) 1906 if (tmp->type == type)
2144 return tmp; 1907 return tmp;
1908
2145 return NULL; 1909 return NULL;
2146} 1910}
2147 1911
2148/* 1912/*
2149 * present_in_ob (type, str, object) searches for any objects with 1913 * present_in_ob (type, str, object) searches for any objects with
2157 * str is the string to match against. Note that we match against 1921 * str is the string to match against. Note that we match against
2158 * the object name, not the archetype name. this is so that the 1922 * the object name, not the archetype name. this is so that the
2159 * spell code can use one object type (force), but change it's name 1923 * spell code can use one object type (force), but change it's name
2160 * to be unique. 1924 * to be unique.
2161 */ 1925 */
2162
2163object * 1926object *
2164present_in_ob_by_name (int type, const char *str, const object *op) 1927present_in_ob_by_name (int type, const char *str, const object *op)
2165{ 1928{
2166 object *
2167 tmp;
2168
2169 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1929 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2170 {
2171 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1931 return tmp;
2173 } 1932
2174 return NULL; 1933 return 0;
2175} 1934}
2176 1935
2177/* 1936/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1937 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1938 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1939 * The first matching object is returned, or NULL if none.
2181 */ 1940 */
2182
2183object * 1941object *
2184present_arch_in_ob (const archetype *at, const object *op) 1942present_arch_in_ob (const archetype *at, const object *op)
2185{ 1943{
2186 object *
2187 tmp;
2188
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 if (tmp->arch == at) 1945 if (tmp->arch == at)
2191 return tmp; 1946 return tmp;
1947
2192 return NULL; 1948 return NULL;
2193} 1949}
2194 1950
2195/* 1951/*
2196 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
2197 */ 1953 */
2198void 1954void
2199flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
2200{ 1956{
2201 object *
2202 tmp;
2203
2204 if (op->inv) 1957 if (op->inv)
2205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2206 { 1959 {
2207 SET_FLAG (tmp, flag); 1960 SET_FLAG (tmp, flag);
2208 flag_inv (tmp, flag); 1961 flag_inv (tmp, flag);
2209 } 1962 }
2210} /* 1963}
1964
1965/*
2211 * desactivate recursively a flag on an object inventory 1966 * deactivate recursively a flag on an object inventory
2212 */ 1967 */
2213void 1968void
2214unflag_inv (object *op, int flag) 1969unflag_inv (object *op, int flag)
2215{ 1970{
2216 object *
2217 tmp;
2218
2219 if (op->inv) 1971 if (op->inv)
2220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2221 { 1973 {
2222 CLEAR_FLAG (tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
2223 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
2224 } 1976 }
2225}
2226
2227/*
2228 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2229 * all it's inventory (recursively).
2230 * If checksums are used, a player will get set_cheat called for
2231 * him/her-self and all object carried by a call to this function.
2232 */
2233
2234void
2235set_cheat (object *op)
2236{
2237 SET_FLAG (op, FLAG_WAS_WIZ);
2238 flag_inv (op, FLAG_WAS_WIZ);
2239} 1977}
2240 1978
2241/* 1979/*
2242 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
2243 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
2257 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
2258 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
2259 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
2260 * customized, changed states, etc. 1998 * customized, changed states, etc.
2261 */ 1999 */
2262
2263int 2000int
2264find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2265{ 2002{
2266 int
2267 i,
2268 index = 0, flag;
2269 static int
2270 altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2004 int index = 0, flag;
2271 2005
2272 for (i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2273 { 2007 {
2274 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 mapxy pos (m, x, y); pos.move (i);
2275 if (!flag) 2009
2010 if (!pos.normalise ())
2011 continue;
2012
2013 mapspace &ms = *pos;
2014
2015 if (ms.flags () & P_IS_ALIVE)
2016 continue;
2017
2018 /* However, often
2019 * ob doesn't have any move type (when used to place exits)
2020 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2021 */
2022 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2023 {
2276 altern[index++] = i; 2024 altern [index++] = i;
2025 continue;
2026 }
2277 2027
2278 /* Basically, if we find a wall on a space, we cut down the search size. 2028 /* Basically, if we find a wall on a space, we cut down the search size.
2279 * In this way, we won't return spaces that are on another side of a wall. 2029 * In this way, we won't return spaces that are on another side of a wall.
2280 * This mostly work, but it cuts down the search size in all directions - 2030 * This mostly work, but it cuts down the search size in all directions -
2281 * if the space being examined only has a wall to the north and empty 2031 * if the space being examined only has a wall to the north and empty
2282 * spaces in all the other directions, this will reduce the search space 2032 * spaces in all the other directions, this will reduce the search space
2283 * to only the spaces immediately surrounding the target area, and 2033 * to only the spaces immediately surrounding the target area, and
2284 * won't look 2 spaces south of the target space. 2034 * won't look 2 spaces south of the target space.
2285 */ 2035 */
2286 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2036 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2037 {
2287 stop = maxfree[i]; 2038 stop = maxfree[i];
2039 continue;
2040 }
2041
2042 /* Note it is intentional that we check ob - the movement type of the
2043 * head of the object should correspond for the entire object.
2044 */
2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2046 continue;
2047
2048 altern [index++] = i;
2288 } 2049 }
2050
2289 if (!index) 2051 if (!index)
2290 return -1; 2052 return -1;
2053
2291 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
2292} 2055}
2293 2056
2294/* 2057/*
2295 * find_first_free_spot(archetype, mapstruct, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2296 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2297 * But it will return the first available spot, not a random choice. 2060 * But it will return the first available spot, not a random choice.
2298 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2061 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2299 */ 2062 */
2300
2301int 2063int
2302find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2303{ 2065{
2304 int
2305 i;
2306
2307 for (i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2308 {
2309 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2310 return i; 2068 return i;
2311 } 2069
2312 return -1; 2070 return -1;
2313} 2071}
2314 2072
2315/* 2073/*
2316 * The function permute(arr, begin, end) randomly reorders the array 2074 * The function permute(arr, begin, end) randomly reorders the array
2317 * arr[begin..end-1]. 2075 * arr[begin..end-1].
2076 * now uses a fisher-yates shuffle, old permute was broken
2318 */ 2077 */
2319static void 2078static void
2320permute (int *arr, int begin, int end) 2079permute (int *arr, int begin, int end)
2321{ 2080{
2322 int 2081 arr += begin;
2323 i,
2324 j,
2325 tmp,
2326 len;
2327
2328 len = end - begin; 2082 end -= begin;
2329 for (i = begin; i < end; i++)
2330 {
2331 j = begin + RANDOM () % len;
2332 2083
2333 tmp = arr[i]; 2084 while (--end)
2334 arr[i] = arr[j]; 2085 swap (arr [end], arr [rndm (end + 1)]);
2335 arr[j] = tmp;
2336 }
2337} 2086}
2338 2087
2339/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2340 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2341 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2344 * the 3x3 area will be searched, just not in a predictable order. 2093 * the 3x3 area will be searched, just not in a predictable order.
2345 */ 2094 */
2346void 2095void
2347get_search_arr (int *search_arr) 2096get_search_arr (int *search_arr)
2348{ 2097{
2349 int 2098 int i;
2350 i;
2351 2099
2352 for (i = 0; i < SIZEOFFREE; i++) 2100 for (i = 0; i < SIZEOFFREE; i++)
2353 {
2354 search_arr[i] = i; 2101 search_arr[i] = i;
2355 }
2356 2102
2357 permute (search_arr, 1, SIZEOFFREE1 + 1); 2103 permute (search_arr, 1, SIZEOFFREE1 + 1);
2358 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2104 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2359 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2105 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2360} 2106}
2369 * Perhaps incorrectly, but I'm making the assumption that exclude 2115 * Perhaps incorrectly, but I'm making the assumption that exclude
2370 * is actually want is going to try and move there. We need this info 2116 * is actually want is going to try and move there. We need this info
2371 * because we have to know what movement the thing looking to move 2117 * because we have to know what movement the thing looking to move
2372 * there is capable of. 2118 * there is capable of.
2373 */ 2119 */
2374
2375int 2120int
2376find_dir (mapstruct *m, int x, int y, object *exclude) 2121find_dir (maptile *m, int x, int y, object *exclude)
2377{ 2122{
2378 int
2379 i,
2380 max = SIZEOFFREE, mflags; 2123 int i, max = SIZEOFFREE, mflags;
2381 2124
2382 sint16 nx, ny; 2125 sint16 nx, ny;
2383 object * 2126 object *tmp;
2384 tmp; 2127 maptile *mp;
2385 mapstruct *
2386 mp;
2387 2128
2388 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2389 2130
2390 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2391 { 2132 {
2392 exclude = exclude->head; 2133 exclude = exclude->head;
2393 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2394 } 2135 }
2395 else 2136 else
2403 mp = m; 2144 mp = m;
2404 nx = x + freearr_x[i]; 2145 nx = x + freearr_x[i];
2405 ny = y + freearr_y[i]; 2146 ny = y + freearr_y[i];
2406 2147
2407 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2149
2408 if (mflags & P_OUT_OF_MAP) 2150 if (mflags & P_OUT_OF_MAP)
2409 {
2410 max = maxfree[i]; 2151 max = maxfree[i];
2411 }
2412 else 2152 else
2413 { 2153 {
2414 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2154 mapspace &ms = mp->at (nx, ny);
2155
2156 blocked = ms.move_block;
2415 2157
2416 if ((move_type & blocked) == move_type) 2158 if ((move_type & blocked) == move_type)
2417 {
2418 max = maxfree[i]; 2159 max = maxfree[i];
2419 }
2420 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2421 { 2161 {
2422 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2423 { 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2424 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2425 {
2426 break; 2165 break;
2427 } 2166
2428 }
2429 if (tmp) 2167 if (tmp)
2430 {
2431 return freedir[i]; 2168 return freedir[i];
2432 }
2433 } 2169 }
2434 } 2170 }
2435 } 2171 }
2172
2436 return 0; 2173 return 0;
2437} 2174}
2438 2175
2439/* 2176/*
2440 * distance(object 1, object 2) will return the square of the 2177 * distance(object 1, object 2) will return the square of the
2441 * distance between the two given objects. 2178 * distance between the two given objects.
2442 */ 2179 */
2443
2444int 2180int
2445distance (const object *ob1, const object *ob2) 2181distance (const object *ob1, const object *ob2)
2446{ 2182{
2447 int
2448 i;
2449
2450 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2451 return i;
2452} 2184}
2453 2185
2454/* 2186/*
2455 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction in which
2456 * an object which has subtracted the x and y coordinates of another 2188 * an object which has subtracted the x and y coordinates of another
2457 * object, needs to travel toward it. 2189 * object, needs to travel toward it.
2458 */ 2190 */
2459
2460int 2191int
2461find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2462{ 2193{
2463 int 2194 int q;
2464 q;
2465 2195
2466 if (y) 2196 if (y)
2467 q = x * 100 / y; 2197 q = x * 100 / y;
2468 else if (x) 2198 else if (x)
2469 q = -300 * x; 2199 q = -300 * x;
2494 2224
2495 return 3; 2225 return 3;
2496} 2226}
2497 2227
2498/* 2228/*
2499 * absdir(int): Returns a number between 1 and 8, which represent
2500 * the "absolute" direction of a number (it actually takes care of
2501 * "overflow" in previous calculations of a direction).
2502 */
2503
2504int
2505absdir (int d)
2506{
2507 while (d < 1)
2508 d += 8;
2509 while (d > 8)
2510 d -= 8;
2511 return d;
2512}
2513
2514/*
2515 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2516 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2517 */ 2231 */
2518
2519int 2232int
2520dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2521{ 2234{
2522 int 2235 int d;
2523 d;
2524 2236
2525 d = abs (dir1 - dir2); 2237 d = abs (dir1 - dir2);
2526 if (d > 4) 2238 if (d > 4)
2527 d = 8 - d; 2239 d = 8 - d;
2240
2528 return d; 2241 return d;
2529} 2242}
2530 2243
2531/* peterm: 2244/* peterm:
2532 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2245 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2535 * This basically means that if direction is 15, then it could either go 2248 * This basically means that if direction is 15, then it could either go
2536 * direction 4, 14, or 16 to get back to where we are. 2249 * direction 4, 14, or 16 to get back to where we are.
2537 * Moved from spell_util.c to object.c with the other related direction 2250 * Moved from spell_util.c to object.c with the other related direction
2538 * functions. 2251 * functions.
2539 */ 2252 */
2540
2541int
2542 reduction_dir[SIZEOFFREE][3] = { 2253int reduction_dir[SIZEOFFREE][3] = {
2543 {0, 0, 0}, /* 0 */ 2254 {0, 0, 0}, /* 0 */
2544 {0, 0, 0}, /* 1 */ 2255 {0, 0, 0}, /* 1 */
2545 {0, 0, 0}, /* 2 */ 2256 {0, 0, 0}, /* 2 */
2546 {0, 0, 0}, /* 3 */ 2257 {0, 0, 0}, /* 3 */
2547 {0, 0, 0}, /* 4 */ 2258 {0, 0, 0}, /* 4 */
2595 * find a path to that monster that we found. If not, 2306 * find a path to that monster that we found. If not,
2596 * we don't bother going toward it. Returns 1 if we 2307 * we don't bother going toward it. Returns 1 if we
2597 * can see a direct way to get it 2308 * can see a direct way to get it
2598 * Modified to be map tile aware -.MSW 2309 * Modified to be map tile aware -.MSW
2599 */ 2310 */
2600
2601
2602int 2311int
2603can_see_monsterP (mapstruct *m, int x, int y, int dir) 2312can_see_monsterP (maptile *m, int x, int y, int dir)
2604{ 2313{
2605 sint16 dx, dy; 2314 sint16 dx, dy;
2606 int
2607 mflags; 2315 int mflags;
2608 2316
2609 if (dir < 0) 2317 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2318 return 0; /* exit condition: invalid direction */
2611 2319
2612 dx = x + freearr_x[dir]; 2320 dx = x + freearr_x[dir];
2625 return 0; 2333 return 0;
2626 2334
2627 /* yes, can see. */ 2335 /* yes, can see. */
2628 if (dir < 9) 2336 if (dir < 9)
2629 return 1; 2337 return 1;
2338
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2339 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2340 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2341 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2342}
2633
2634
2635 2343
2636/* 2344/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2345 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2346 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2347 * picked up, otherwise 0.
2641 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2642 * core dumps if they do. 2350 * core dumps if they do.
2643 * 2351 *
2644 * Add a check so we can't pick up invisible objects (0.93.8) 2352 * Add a check so we can't pick up invisible objects (0.93.8)
2645 */ 2353 */
2646
2647int 2354int
2648can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2649{ 2356{
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2360}
2654 2361
2655
2656/* 2362/*
2657 * create clone from object to another 2363 * create clone from object to another
2658 */ 2364 */
2659object * 2365object *
2660object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2661{ 2367{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2664 2369
2665 if (!asrc) 2370 if (!asrc)
2666 return NULL; 2371 return 0;
2667 src = asrc; 2372
2668 if (src->head)
2669 src = src->head; 2373 src = asrc->head_ ();
2670 2374
2671 prev = NULL; 2375 prev = 0;
2672 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2673 { 2377 {
2674 tmp = get_object (); 2378 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2379 tmp->x -= src->x;
2677 tmp->y -= src->y; 2380 tmp->y -= src->y;
2381
2678 if (!part->head) 2382 if (!part->head)
2679 { 2383 {
2680 dst = tmp; 2384 dst = tmp;
2681 tmp->head = NULL; 2385 tmp->head = 0;
2682 } 2386 }
2683 else 2387 else
2684 {
2685 tmp->head = dst; 2388 tmp->head = dst;
2686 } 2389
2687 tmp->more = NULL; 2390 tmp->more = 0;
2391
2688 if (prev) 2392 if (prev)
2689 prev->more = tmp; 2393 prev->more = tmp;
2394
2690 prev = tmp; 2395 prev = tmp;
2691 } 2396 }
2692 2397
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2398 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2400
2699 return dst; 2401 return dst;
2700}
2701
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */
2722
2723object *
2724load_object_str (const char *obstr)
2725{
2726 object *
2727 op;
2728 char
2729 filename[MAX_BUF];
2730
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732
2733 FILE *
2734 tempfile = fopen (filename, "w");
2735
2736 if (tempfile == NULL)
2737 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL;
2740 };
2741 fprintf (tempfile, obstr);
2742 fclose (tempfile);
2743
2744 op = get_object ();
2745
2746 object_thawer thawer (filename);
2747
2748 if (thawer)
2749 load_object (thawer, op, 0);
2750
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2752 CLEAR_FLAG (op, FLAG_REMOVED);
2753
2754 return op;
2755} 2402}
2756 2403
2757/* This returns the first object in who's inventory that 2404/* This returns the first object in who's inventory that
2758 * has the same type and subtype match. 2405 * has the same type and subtype match.
2759 * returns NULL if no match. 2406 * returns NULL if no match.
2760 */ 2407 */
2761object * 2408object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2409find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2410{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2411 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2412 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2413 return tmp;
2770 2414
2771 return NULL; 2415 return 0;
2772} 2416}
2773 2417
2774/* If ob has a field named key, return the link from the list, 2418/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL. 2419 * otherwise return NULL.
2776 * 2420 *
2778 * do the desired thing. 2422 * do the desired thing.
2779 */ 2423 */
2780key_value * 2424key_value *
2781get_ob_key_link (const object *ob, const char *key) 2425get_ob_key_link (const object *ob, const char *key)
2782{ 2426{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2427 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2428 if (link->key == key)
2789 {
2790 return link; 2429 return link;
2791 }
2792 }
2793 2430
2794 return NULL; 2431 return 0;
2795} 2432}
2796 2433
2797/* 2434/*
2798 * Returns the value of op has an extra_field for key, or NULL. 2435 * Returns the value of op has an extra_field for key, or NULL.
2799 * 2436 *
2824 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2825 return link->value; 2462 return link->value;
2826 2463
2827 return 0; 2464 return 0;
2828} 2465}
2829
2830 2466
2831/* 2467/*
2832 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2833 * 2469 *
2834 * canonical_key is a shared string (value doesn't have to be). 2470 * canonical_key is a shared string (value doesn't have to be).
2839 * Returns TRUE on success. 2475 * Returns TRUE on success.
2840 */ 2476 */
2841int 2477int
2842set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2843{ 2479{
2844 key_value *
2845 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2846 2481
2847 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2848 { 2483 {
2849 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2850 { 2485 {
2859 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2860 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2861 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2862 * we get this value back again. 2497 * we get this value back again.
2863 */ 2498 */
2864 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2865 field->value = 0; 2500 field->value = 0;
2866 else 2501 else
2867 { 2502 {
2868 if (last) 2503 if (last)
2869 last->next = field->next; 2504 last->next = field->next;
2878 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2879 2514
2880 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2881 2516
2882 if (!add_key) 2517 if (!add_key)
2883 {
2884 return FALSE; 2518 return FALSE;
2885 } 2519
2886 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2887 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2888 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2889 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2890 * should pass in "" 2524 * should pass in ""
2939 } 2573 }
2940 else 2574 else
2941 item = item->env; 2575 item = item->env;
2942} 2576}
2943 2577
2578const char *
2579object::flag_desc (char *desc, int len) const
2580{
2581 char *p = desc;
2582 bool first = true;
2583
2584 *p = 0;
2585
2586 for (int i = 0; i < NUM_FLAGS; i++)
2587 {
2588 if (len <= 10) // magic constant!
2589 {
2590 snprintf (p, len, ",...");
2591 break;
2592 }
2593
2594 if (flag [i])
2595 {
2596 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2597 len -= cnt;
2598 p += cnt;
2599 first = false;
2600 }
2601 }
2602
2603 return desc;
2604}
2605
2944// return a suitable string describing an objetc in enough detail to find it 2606// return a suitable string describing an object in enough detail to find it
2945const char * 2607const char *
2946object::debug_desc (char *info) const 2608object::debug_desc (char *info) const
2947{ 2609{
2610 char flagdesc[512];
2948 char info2[256 * 3]; 2611 char info2[256 * 4];
2949 char *p = info; 2612 char *p = info;
2950 2613
2951 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2614 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2952 count, 2615 count, uuid.seq,
2953 &name, 2616 &name,
2954 title ? " " : "", 2617 title ? "\",title:\"" : "",
2955 title ? (const char *)title : ""); 2618 title ? (const char *)title : "",
2619 flag_desc (flagdesc, 512), type);
2956 2620
2957 if (env) 2621 if (!this->flag[FLAG_REMOVED] && env)
2958 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2959 2623
2960 if (map) 2624 if (map)
2961 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2962 2626
2963 return info; 2627 return info;
2964} 2628}
2965 2629
2966const char * 2630const char *
2967object::debug_desc () const 2631object::debug_desc () const
2968{ 2632{
2969 static char info[256 * 3]; 2633 static char info[3][256 * 4];
2634 static int info_idx;
2635
2970 return debug_desc (info); 2636 return debug_desc (info [++info_idx % 3]);
2971} 2637}
2972 2638
2639struct region *
2640object::region () const
2641{
2642 return map ? map->region (x, y)
2643 : region::default_region ();
2644}
2645
2646const materialtype_t *
2647object::dominant_material () const
2648{
2649 if (materialtype_t *mt = name_to_material (materialname))
2650 return mt;
2651
2652 return name_to_material (shstr_unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 play_sound (sound_find ("chest_close"));
2679 }
2680
2681 if (new_container)
2682 {
2683 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2684 return;
2685
2686 // TODO: this does not seem to serve any purpose anymore?
2687#if 0
2688 // insert the "Close Container" object.
2689 if (archetype *closer = new_container->other_arch)
2690 {
2691 object *closer = arch_to_object (new_container->other_arch);
2692 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2693 new_container->insert (closer);
2694 }
2695#endif
2696
2697 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2698
2699 new_container->flag [FLAG_APPLIED] = 1;
2700 container = new_container;
2701
2702 esrv_update_item (UPD_FLAGS, this, new_container);
2703 esrv_send_inventory (this, new_container);
2704 play_sound (sound_find ("chest_open"));
2705 }
2706}
2707
2708object *
2709object::force_find (const shstr name)
2710{
2711 /* cycle through his inventory to look for the MARK we want to
2712 * place
2713 */
2714 for (object *tmp = inv; tmp; tmp = tmp->below)
2715 if (tmp->type == FORCE && tmp->slaying == name)
2716 return splay (tmp);
2717
2718 return 0;
2719}
2720
2721void
2722object::force_add (const shstr name, int duration)
2723{
2724 if (object *force = force_find (name))
2725 force->destroy ();
2726
2727 object *force = get_archetype (FORCE_NAME);
2728
2729 force->slaying = name;
2730 force->stats.food = 1;
2731 force->speed_left = -1.f;
2732
2733 force->set_speed (duration ? 1.f / duration : 0.f);
2734 force->flag [FLAG_IS_USED_UP] = true;
2735 force->flag [FLAG_APPLIED] = true;
2736
2737 insert (force);
2738}
2739
2740void
2741object::play_sound (faceidx sound) const
2742{
2743 if (!sound)
2744 return;
2745
2746 if (flag [FLAG_REMOVED])
2747 return;
2748
2749 if (env)
2750 {
2751 if (object *pl = in_player ())
2752 pl->contr->play_sound (sound);
2753 }
2754 else
2755 map->play_sound (sound, x, y);
2756}
2757

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