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Comparing deliantra/server/common/object.C (file contents):
Revision 1.40 by root, Thu Sep 14 00:07:15 2006 UTC vs.
Revision 1.133 by root, Fri Feb 16 19:43:40 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
4 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset>
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 */
262 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 261 return 0;
265 262
266 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 265 return 0;
269 266
270 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 268 * if it is valid.
272 */ 269 */
281 278
282 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
284 * check? 281 * check?
285 */ 282 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 284 return 0;
288 285
289 switch (ob1->type) 286 switch (ob1->type)
290 { 287 {
291 case SCROLL: 288 case SCROLL:
356 op = op->env; 353 op = op->env;
357 return op; 354 return op;
358} 355}
359 356
360/* 357/*
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. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 359 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
379 */ 361 */
380 362char *
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) 363dump_object (object *op)
437{ 364{
438 if (op == NULL) 365 if (!op)
439 { 366 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 367
447void 368 object_freezer freezer;
448dump_all_objects (void) 369 op->write (freezer);
449{ 370 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} 371}
458 372
459/* 373/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
477} 391}
478 392
479/* 393/*
480 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
481 */ 395 */
482
483object * 396object *
484find_object (tag_t i) 397find_object (tag_t i)
485{ 398{
486 object *op; 399 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 400 if (op->count == i)
490 break;
491 return op; 401 return op;
402
403 return 0;
492} 404}
493 405
494/* 406/*
495 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
498 */ 410 */
499
500object * 411object *
501find_object_name (const char *str) 412find_object_name (const char *str)
502{ 413{
503 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
504 object *op; 415 object *op;
505 416
506 for (op = objects; op != NULL; op = op->next) 417 for_all_objects (op)
507 if (op->name == str_) 418 if (op->name == str_)
508 break; 419 break;
509 420
510 return op; 421 return op;
511} 422}
512 423
513void 424void
514free_all_object_data () 425free_all_object_data ()
515{ 426{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
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} 428}
539 429
540/* 430/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 432 * skill and experience objects.
575 } 465 }
576 466
577 op->key_values = 0; 467 op->key_values = 0;
578} 468}
579 469
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
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/* 470/*
633 * copy object first frees everything allocated by the second object, 471 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 472 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 473 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 474 * 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 475 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 476 * will point at garbage.
639 */ 477 */
640void 478void
641copy_object (object *op2, object *op) 479object::copy_to (object *dst)
642{ 480{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 481 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
645 483
646 op2->clone (op); 484 *(object_copy *)dst = *this;
647 485
648 if (is_freed) 486 if (is_freed)
649 SET_FLAG (op, FLAG_FREED); 487 SET_FLAG (dst, FLAG_FREED);
488
650 if (is_removed) 489 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED); 490 SET_FLAG (dst, FLAG_REMOVED);
652 491
653 if (op2->speed < 0) 492 if (speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 493 dst->speed_left = speed_left - rndm ();
655 494
656 /* Copy over key_values, if any. */ 495 /* Copy over key_values, if any. */
657 if (op2->key_values) 496 if (key_values)
658 { 497 {
659 key_value *tail = 0; 498 key_value *tail = 0;
660 key_value *i; 499 key_value *i;
661 500
662 op->key_values = 0; 501 dst->key_values = 0;
663 502
664 for (i = op2->key_values; i; i = i->next) 503 for (i = key_values; i; i = i->next)
665 { 504 {
666 key_value *new_link = new key_value; 505 key_value *new_link = new key_value;
667 506
668 new_link->next = 0; 507 new_link->next = 0;
669 new_link->key = i->key; 508 new_link->key = i->key;
670 new_link->value = i->value; 509 new_link->value = i->value;
671 510
672 /* Try and be clever here, too. */ 511 /* Try and be clever here, too. */
673 if (!op->key_values) 512 if (!dst->key_values)
674 { 513 {
675 op->key_values = new_link; 514 dst->key_values = new_link;
676 tail = new_link; 515 tail = new_link;
677 } 516 }
678 else 517 else
679 { 518 {
680 tail->next = new_link; 519 tail->next = new_link;
681 tail = new_link; 520 tail = new_link;
682 } 521 }
683 } 522 }
684 } 523 }
685 524
686 update_ob_speed (op); 525 dst->set_speed (dst->speed);
526}
527
528void
529object::instantiate ()
530{
531 if (!uuid.seq) // HACK
532 uuid = gen_uuid ();
533
534 speed_left = -0.1f;
535 /* copy the body_info to the body_used - this is only really
536 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped.
540 */
541 memcpy (body_used, body_info, sizeof (body_used));
542
543 attachable::instantiate ();
544}
545
546object *
547object::clone ()
548{
549 object *neu = create ();
550 copy_to (neu);
551 return neu;
687} 552}
688 553
689/* 554/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 555 * 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 556 * 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. 557 * be called to update the face variable, _and_ how it looks on the map.
693 */ 558 */
694
695void 559void
696update_turn_face (object *op) 560update_turn_face (object *op)
697{ 561{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 562 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 563 return;
564
700 SET_ANIMATION (op, op->direction); 565 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 566 update_object (op, UP_OBJ_FACE);
702} 567}
703 568
704/* 569/*
705 * Updates the speed of an object. If the speed changes from 0 to another 570 * 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. 571 * 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. 572 * This function needs to be called whenever the speed of an object changes.
708 */ 573 */
709void 574void
710update_ob_speed (object *op) 575object::set_speed (float speed)
711{ 576{
712 extern int arch_init; 577 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 { 578 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 579 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 580 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 581 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 582
737 /* process_events() expects us to insert the object at the beginning 583 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 584
741 if (op->active_next != NULL) 585 if (has_active_speed ())
742 op->active_next->active_prev = op; 586 activate ();
743
744 active_objects = op;
745 }
746 else 587 else
747 { 588 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} 589}
771 590
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/* 591/*
804 * update_object() updates the array which represents the map. 592 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 593 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 594 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 595 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 596 * 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 597 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 598 * updating that window, though, since update_object() is called _often_)
811 * 599 *
812 * action is a hint of what the caller believes need to be done. 600 * 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: 601 * current action are:
818 * UP_OBJ_INSERT: op was inserted 602 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 603 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 604 * 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. 605 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 606 * UP_OBJ_FACE: only the objects face has changed.
823 */ 607 */
824
825void 608void
826update_object (object *op, int action) 609update_object (object *op, int action)
827{ 610{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow; 611 MoveType move_on, move_off, move_block, move_slow;
830 612
831 if (op == NULL) 613 if (op == NULL)
832 { 614 {
833 /* this should never happen */ 615 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 616 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 617 return;
836 } 618 }
837 619
838 if (op->env != NULL) 620 if (op->env)
839 { 621 {
840 /* Animation is currently handled by client, so nothing 622 /* Animation is currently handled by client, so nothing
841 * to do in this case. 623 * to do in this case.
842 */ 624 */
843 return; 625 return;
848 */ 630 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 631 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 632 return;
851 633
852 /* make sure the object is within map boundaries */ 634 /* 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)) 635 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 636 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 637 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 638#ifdef MANY_CORES
857 abort (); 639 abort ();
858#endif 640#endif
859 return; 641 return;
860 } 642 }
861 643
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 644 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);
868 645
646 if (!(m.flags_ & P_UPTODATE))
647 /* nop */;
869 if (action == UP_OBJ_INSERT) 648 else if (action == UP_OBJ_INSERT)
870 { 649 {
650 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 651 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)) 652 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 653 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 654 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
655 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 656 || (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) 657 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 658 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 659 || (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 660 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 661 * to have move_allow right now.
894 */ 662 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 663 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 664 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 665 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 666 }
901 /* if the object is being removed, we can't make intelligent 667 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 668 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 669 * that is being removed.
904 */ 670 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 671 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 672 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 673 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 674 /* Nothing to do for that case */ ;
909 else 675 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 676 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 677
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) 678 if (op->more)
919 update_object (op->more, action); 679 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} 680}
940 681
941object::object () 682object::object ()
942{ 683{
943 SET_FLAG (this, FLAG_REMOVED); 684 SET_FLAG (this, FLAG_REMOVED);
944 685
945 expmul = 1.0; 686 expmul = 1.0;
946 face = blank_face; 687 face = blank_face;
947 attacked_by_count = -1;
948} 688}
949 689
950object::~object () 690object::~object ()
951{ 691{
692 unlink ();
693
952 free_key_values (this); 694 free_key_values (this);
953} 695}
954 696
697static int object_count;
698
955void object::link () 699void object::link ()
956{ 700{
701 assert (!index);//D
702 uuid = gen_uuid ();
957 count = ++ob_count; 703 count = ++object_count;
958 704
959 prev = 0; 705 refcnt_inc ();
960 next = objects; 706 objects.insert (this);
961
962 if (objects)
963 objects->prev = this;
964
965 objects = this;
966} 707}
967 708
968void object::unlink () 709void object::unlink ()
969{ 710{
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) 711 if (!index)
712 return;
713
714 objects.erase (this);
715 refcnt_dec ();
716}
717
718void
719object::activate ()
720{
721 /* If already on active list, don't do anything */
722 if (active)
723 return;
724
725 if (has_active_speed ())
726 actives.insert (this);
727}
728
729void
730object::activate_recursive ()
731{
732 activate ();
733
734 for (object *op = inv; op; op = op->below)
735 op->activate_recursive ();
736}
737
738/* This function removes object 'op' from the list of active
739 * objects.
740 * This should only be used for style maps or other such
741 * reference maps where you don't want an object that isn't
742 * in play chewing up cpu time getting processed.
743 * The reverse of this is to call update_ob_speed, which
744 * will do the right thing based on the speed of the object.
745 */
746void
747object::deactivate ()
748{
749 /* If not on the active list, nothing needs to be done */
750 if (!active)
751 return;
752
753 actives.erase (this);
754}
755
756void
757object::deactivate_recursive ()
758{
759 for (object *op = inv; op; op = op->below)
760 op->deactivate_recursive ();
761
762 deactivate ();
763}
764
765void
766object::set_flag_inv (int flag, int value)
767{
768 for (object *op = inv; op; op = op->below)
769 {
770 op->flag [flag] = value;
771 op->set_flag_inv (flag, value);
984 { 772 }
985 next->prev = prev; 773}
986 next = 0; 774
775/*
776 * Remove and free all objects in the inventory of the given object.
777 * object.c ?
778 */
779void
780object::destroy_inv (bool drop_to_ground)
781{
782 // need to check first, because the checks below might segfault
783 // as we might be on an invalid mapspace and crossfire code
784 // is too buggy to ensure that the inventory is empty.
785 // corollary: if you create arrows etc. with stuff in tis inventory,
786 // cf will crash below with off-map x and y
787 if (!inv)
788 return;
789
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground
795 || !map
796 || map->in_memory != MAP_IN_MEMORY
797 || map->nodrop
798 || ms ().move_block == MOVE_ALL)
799 {
800 while (inv)
801 {
802 inv->destroy_inv (drop_to_ground);
803 inv->destroy ();
804 }
805 }
806 else
807 { /* Put objects in inventory onto this space */
808 while (inv)
809 {
810 object *op = inv;
811
812 if (op->flag [FLAG_STARTEQUIP]
813 || op->flag [FLAG_NO_DROP]
814 || op->type == RUNE
815 || op->type == TRAP
816 || op->flag [FLAG_IS_A_TEMPLATE]
817 || op->flag [FLAG_DESTROY_ON_DEATH])
818 op->destroy ();
819 else
820 map->insert (op, x, y);
821 }
987 } 822 }
988} 823}
989 824
990object *object::create () 825object *object::create ()
991{ 826{
992 object *op;
993
994 if (freed.empty ())
995 op = new object; 827 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 (); 828 op->link ();
1006 return op; 829 return op;
1007} 830}
1008 831
1009/* 832void
1010 * free_object() frees everything allocated by an object, removes 833object::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{ 834{
1021 if (QUERY_FLAG (this, FLAG_FREED)) 835 attachable::do_destroy ();
836
837 if (flag [FLAG_IS_LINKED])
838 remove_button_link (this);
839
840 if (flag [FLAG_FRIENDLY])
841 {
842 remove_friendly_object (this);
843
844 if (type == GOLEM
845 && owner
846 && owner->type == PLAYER
847 && owner->contr->ranges[range_golem] == this)
848 owner->contr->ranges[range_golem] = 0;
849 }
850
851 if (!flag [FLAG_REMOVED])
852 remove ();
853
854 destroy_inv (true);
855
856 deactivate ();
857 unlink ();
858
859 flag [FLAG_FREED] = 1;
860
861 // hack to ensure that freed objects still have a valid map
862 {
863 static maptile *freed_map; // freed objects are moved here to avoid crashes
864
865 if (!freed_map)
866 {
867 freed_map = new maptile;
868
869 freed_map->name = "/internal/freed_objects_map";
870 freed_map->width = 3;
871 freed_map->height = 3;
872
873 freed_map->alloc ();
874 freed_map->in_memory = MAP_IN_MEMORY;
875 }
876
877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
881
882 head = 0;
883
884 if (more)
885 {
886 more->destroy ();
887 more = 0;
888 }
889
890 // clear those pointers that likely might have circular references to us
891 owner = 0;
892 enemy = 0;
893 attacked_by = 0;
894}
895
896void
897object::destroy (bool destroy_inventory)
898{
899 if (destroyed ())
1022 return; 900 return;
1023 901
1024 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 902 if (destroy_inventory)
1025 remove_friendly_object (this); 903 destroy_inv (false);
1026 904
1027 if (!QUERY_FLAG (this, FLAG_REMOVED)) 905 attachable::destroy ();
1028 remove_ob (this);
1029
1030 SET_FLAG (this, FLAG_FREED);
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} 906}
1090 907
1091/* 908/*
1092 * sub_weight() recursively (outwards) subtracts a number from the 909 * sub_weight() recursively (outwards) subtracts a number from the
1093 * weight of an object (and what is carried by it's environment(s)). 910 * weight of an object (and what is carried by it's environment(s)).
1094 */ 911 */
1095
1096void 912void
1097sub_weight (object *op, signed long weight) 913sub_weight (object *op, signed long weight)
1098{ 914{
1099 while (op != NULL) 915 while (op != NULL)
1100 { 916 {
1101 if (op->type == CONTAINER) 917 if (op->type == CONTAINER)
1102 {
1103 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 918 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1104 } 919
1105 op->carrying -= weight; 920 op->carrying -= weight;
1106 op = op->env; 921 op = op->env;
1107 } 922 }
1108} 923}
1109 924
1110/* remove_ob(op): 925/* op->remove ():
1111 * This function removes the object op from the linked list of objects 926 * 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 927 * which it is currently tied to. When this function is done, the
1113 * object will have no environment. If the object previously had an 928 * object will have no environment. If the object previously had an
1114 * environment, the x and y coordinates will be updated to 929 * environment, the x and y coordinates will be updated to
1115 * the previous environment. 930 * the previous environment.
1116 * Beware: This function is called from the editor as well!
1117 */ 931 */
1118
1119void 932void
1120remove_ob (object *op) 933object::do_remove ()
1121{ 934{
935 object *tmp, *last = 0;
1122 object * 936 object *otmp;
1123 tmp, *
1124 last = NULL;
1125 object *
1126 otmp;
1127 937
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)) 938 if (QUERY_FLAG (this, FLAG_REMOVED))
1140 return; 939 return;
1141 940
1142 SET_FLAG (op, FLAG_REMOVED); 941 SET_FLAG (this, FLAG_REMOVED);
942 INVOKE_OBJECT (REMOVE, this);
1143 943
1144 if (op->more != NULL) 944 if (more)
1145 remove_ob (op->more); 945 more->remove ();
1146 946
1147 /* 947 /*
1148 * In this case, the object to be removed is in someones 948 * In this case, the object to be removed is in someones
1149 * inventory. 949 * inventory.
1150 */ 950 */
1151 if (op->env != NULL) 951 if (env)
1152 { 952 {
1153 if (op->nrof) 953 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 954 sub_weight (env, weight * nrof);
1155 else 955 else
1156 sub_weight (op->env, op->weight + op->carrying); 956 sub_weight (env, weight + carrying);
1157 957
1158 /* NO_FIX_PLAYER is set when a great many changes are being 958 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 959 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 960 * to save cpu time.
1161 */ 961 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 962 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 963 otmp->update_stats ();
1164 964
1165 if (op->above != NULL) 965 if (above)
1166 op->above->below = op->below; 966 above->below = below;
1167 else 967 else
1168 op->env->inv = op->below; 968 env->inv = below;
1169 969
1170 if (op->below != NULL) 970 if (below)
1171 op->below->above = op->above; 971 below->above = above;
1172 972
1173 /* we set up values so that it could be inserted into 973 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 974 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 975 * to the caller to decide what we want to do.
1176 */ 976 */
1177 op->x = op->env->x, op->y = op->env->y; 977 x = env->x, y = env->y;
1178 op->map = op->env->map; 978 map = env->map;
1179 op->above = NULL, op->below = NULL; 979 above = 0, below = 0;
1180 op->env = NULL; 980 env = 0;
1181 } 981 }
1182 else if (op->map) 982 else if (map)
1183 { 983 {
1184 x = op->x; 984 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 } 985 {
986 // leaving a spot always closes any open container on the ground
987 if (container && !container->env)
988 // this causes spurious floorbox updates, but it ensures
989 // that the CLOSE event is being sent.
990 close_container ();
1198 991
1199 if (op->map != m) 992 --map->players;
1200 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 993 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 */ 994 }
995
996 map->dirty = true;
997 mapspace &ms = this->ms ();
1206 998
1207 /* link the object above us */ 999 /* link the object above us */
1208 if (op->above) 1000 if (above)
1209 op->above->below = op->below; 1001 above->below = below;
1210 else 1002 else
1211 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1003 ms.top = below; /* we were top, set new top */
1212 1004
1213 /* Relink the object below us, if there is one */ 1005 /* Relink the object below us, if there is one */
1214 if (op->below) 1006 if (below)
1215 op->below->above = op->above; 1007 below->above = above;
1216 else 1008 else
1217 { 1009 {
1218 /* Nothing below, which means we need to relink map object for this space 1010 /* 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 1011 * use translated coordinates in case some oddness with map tiling is
1220 * evident 1012 * evident
1221 */ 1013 */
1222 if (GET_MAP_OB (m, x, y) != op) 1014 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); 1015 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)); 1016
1228 LOG (llevError, "%s\n", errmsg); 1017 ms.bot = above; /* goes on above it. */
1229 } 1018 }
1230 1019
1231 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1232 }
1233
1234 op->above = 0; 1020 above = 0;
1235 op->below = 0; 1021 below = 0;
1236 1022
1237 if (op->map->in_memory == MAP_SAVING) 1023 if (map->in_memory == MAP_SAVING)
1238 return; 1024 return;
1239 1025
1240 tag = op->count; 1026 int check_walk_off = !flag [FLAG_NO_APPLY];
1241 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1242 1027
1243 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1028 for (tmp = ms.bot; tmp; tmp = tmp->above)
1244 { 1029 {
1245 /* No point updating the players look faces if he is the object 1030 /* No point updating the players look faces if he is the object
1246 * being removed. 1031 * being removed.
1247 */ 1032 */
1248 1033
1249 if (tmp->type == PLAYER && tmp != op) 1034 if (tmp->type == PLAYER && tmp != this)
1250 { 1035 {
1251 /* If a container that the player is currently using somehow gets 1036 /* If a container that the player is currently using somehow gets
1252 * removed (most likely destroyed), update the player view 1037 * removed (most likely destroyed), update the player view
1253 * appropriately. 1038 * appropriately.
1254 */ 1039 */
1255 if (tmp->container == op) 1040 if (tmp->container == this)
1256 { 1041 {
1257 CLEAR_FLAG (op, FLAG_APPLIED); 1042 flag [FLAG_APPLIED] = 0;
1258 tmp->container = NULL; 1043 tmp->container = 0;
1259 } 1044 }
1260 1045
1261 tmp->contr->socket.update_look = 1; 1046 if (tmp->contr->ns)
1047 tmp->contr->ns->floorbox_update ();
1262 } 1048 }
1263 1049
1264 /* See if player moving off should effect something */ 1050 /* See if object 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)) 1051 if (check_walk_off
1052 && ((move_type & tmp->move_off)
1053 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1266 { 1054 {
1267 move_apply (tmp, op, NULL); 1055 move_apply (tmp, this, 0);
1268 1056
1269 if (was_destroyed (op, tag)) 1057 if (destroyed ())
1270 {
1271 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1058 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1272 }
1273 } 1059 }
1274 1060
1275 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1061 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1276 1062 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1277 if (tmp->above == tmp) 1063 if (tmp->above == tmp)
1278 tmp->above = NULL; 1064 tmp->above = 0;
1279 1065
1280 last = tmp; 1066 last = tmp;
1281 } 1067 }
1282 1068
1283 /* last == NULL of there are no objects on this space */ 1069 /* last == NULL if there are no objects on this space */
1070 //TODO: this makes little sense, why only update the topmost object?
1284 if (last == NULL) 1071 if (!last)
1285 { 1072 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 1073 else
1295 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1296 1075
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1077 update_all_los (map, x, y);
1299 } 1078 }
1300} 1079}
1301 1080
1302/* 1081/*
1303 * merge_ob(op,top): 1082 * merge_ob(op,top):
1311merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1312{ 1091{
1313 if (!op->nrof) 1092 if (!op->nrof)
1314 return 0; 1093 return 0;
1315 1094
1316 if (top == NULL) 1095 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1318 1098
1319 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1320 { 1100 {
1321 if (top == op) 1101 if (top == op)
1322 continue; 1102 continue;
1323 if (CAN_MERGE (op, top)) 1103
1104 if (object::can_merge (op, top))
1324 { 1105 {
1325 top->nrof += op->nrof; 1106 top->nrof += op->nrof;
1326 1107
1327/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1328 op->weight = 0; /* Don't want any adjustements now */ 1109 op->weight = 0; /* Don't want any adjustements now */
1329 remove_ob (op); 1110 op->destroy ();
1330 free_object (op);
1331 return top; 1111 return top;
1332 } 1112 }
1333 } 1113 }
1334 1114
1335 return NULL; 1115 return 0;
1336} 1116}
1337 1117
1338/* 1118/*
1339 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1119 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1340 * job preparing multi-part monsters 1120 * job preparing multi-part monsters.
1341 */ 1121 */
1342object * 1122object *
1343insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1344{ 1124{
1345 object *tmp;
1346
1347 if (op->head)
1348 op = op->head;
1349
1350 for (tmp = op; tmp; tmp = tmp->more) 1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1351 { 1126 {
1352 tmp->x = x + tmp->arch->clone.x; 1127 tmp->x = x + tmp->arch->clone.x;
1353 tmp->y = y + tmp->arch->clone.y; 1128 tmp->y = y + tmp->arch->clone.y;
1354 } 1129 }
1355 1130
1374 * Return value: 1149 * Return value:
1375 * new object if 'op' was merged with other object 1150 * new object if 'op' was merged with other object
1376 * NULL if 'op' was destroyed 1151 * NULL if 'op' was destroyed
1377 * just 'op' otherwise 1152 * just 'op' otherwise
1378 */ 1153 */
1379
1380object * 1154object *
1381insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1382{ 1156{
1383 object *tmp, *top, *floor = NULL; 1157 object *tmp, *top, *floor = NULL;
1384 sint16 x, y;
1385 1158
1386 if (QUERY_FLAG (op, FLAG_FREED)) 1159 if (QUERY_FLAG (op, FLAG_FREED))
1387 { 1160 {
1388 LOG (llevError, "Trying to insert freed object!\n"); 1161 LOG (llevError, "Trying to insert freed object!\n");
1389 return NULL; 1162 return NULL;
1390 } 1163 }
1391 1164
1392 if (m == NULL) 1165 if (!QUERY_FLAG (op, FLAG_REMOVED))
1166 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1167
1168 op->remove ();
1169
1170 if (!m)
1393 { 1171 {
1394 dump_object (op); 1172 char *dump = dump_object (op);
1395 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1173 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1174 free (dump);
1396 return op; 1175 return op;
1397 } 1176 }
1398 1177
1399 if (out_of_map (m, op->x, op->y)) 1178 if (out_of_map (m, op->x, op->y))
1400 { 1179 {
1401 dump_object (op); 1180 char *dump = dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1181 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1403#ifdef MANY_CORES 1182#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object 1183 /* 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 1184 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted. 1185 * improperly inserted.
1407 */ 1186 */
1408 abort (); 1187 abort ();
1409#endif 1188#endif
1189 free (dump);
1410 return op; 1190 return op;
1411 } 1191 }
1412 1192
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; 1193 if (object *more = op->more)
1425 1194 {
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) 1195 if (!insert_ob_in_map (more, m, originator, flag))
1442 { 1196 {
1443 if (!op->head) 1197 if (!op->head)
1444 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1198 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1445 1199
1446 return NULL; 1200 return 0;
1447 } 1201 }
1448 } 1202 }
1449 1203
1450 CLEAR_FLAG (op, FLAG_REMOVED); 1204 CLEAR_FLAG (op, FLAG_REMOVED);
1451 1205
1452 /* Ideally, the caller figures this out. However, it complicates a lot 1206 /* 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 1207 * of areas of callers (eg, anything that uses find_free_spot would now
1454 * need extra work 1208 * need extra work
1455 */ 1209 */
1456 op->map = get_map_from_coord (m, &op->x, &op->y); 1210 if (!xy_normalise (m, op->x, op->y))
1457 x = op->x; 1211 return 0;
1458 y = op->y; 1212
1213 op->map = m;
1214 mapspace &ms = op->ms ();
1459 1215
1460 /* this has to be done after we translate the coordinates. 1216 /* this has to be done after we translate the coordinates.
1461 */ 1217 */
1462 if (op->nrof && !(flag & INS_NO_MERGE)) 1218 if (op->nrof && !(flag & INS_NO_MERGE))
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1219 for (tmp = ms.bot; tmp; tmp = tmp->above)
1464 if (CAN_MERGE (op, tmp)) 1220 if (object::can_merge (op, tmp))
1465 { 1221 {
1466 op->nrof += tmp->nrof; 1222 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1223 tmp->destroy ();
1468 free_object (tmp);
1469 } 1224 }
1470 1225
1471 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1226 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1472 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1227 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1473 1228
1486 op->below = originator->below; 1241 op->below = originator->below;
1487 1242
1488 if (op->below) 1243 if (op->below)
1489 op->below->above = op; 1244 op->below->above = op;
1490 else 1245 else
1491 SET_MAP_OB (op->map, op->x, op->y, op); 1246 ms.bot = op;
1492 1247
1493 /* since *below* originator, no need to update top */ 1248 /* since *below* originator, no need to update top */
1494 originator->below = op; 1249 originator->below = op;
1495 } 1250 }
1496 else 1251 else
1497 { 1252 {
1253 top = ms.bot;
1254
1498 /* If there are other objects, then */ 1255 /* If there are other objects, then */
1499 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1256 if ((!(flag & INS_MAP_LOAD)) && top)
1500 { 1257 {
1501 object *last = NULL; 1258 object *last = 0;
1502 1259
1503 /* 1260 /*
1504 * If there are multiple objects on this space, we do some trickier handling. 1261 * If there are multiple objects on this space, we do some trickier handling.
1505 * We've already dealt with merging if appropriate. 1262 * We've already dealt with merging if appropriate.
1506 * Generally, we want to put the new object on top. But if 1263 * 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 1267 * 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 1268 * 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 1269 * when lots of spells are cast in one area. Currently, it is presumed
1513 * that flying non pickable objects are spell objects. 1270 * that flying non pickable objects are spell objects.
1514 */ 1271 */
1515 1272 for (top = ms.bot; top; top = top->above)
1516 while (top != NULL)
1517 { 1273 {
1518 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1274 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1519 floor = top; 1275 floor = top;
1520 1276
1521 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1277 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; 1280 top = top->below;
1525 break; 1281 break;
1526 } 1282 }
1527 1283
1528 last = top; 1284 last = top;
1529 top = top->above;
1530 } 1285 }
1531 1286
1532 /* Don't want top to be NULL, so set it to the last valid object */ 1287 /* Don't want top to be NULL, so set it to the last valid object */
1533 top = last; 1288 top = last;
1534 1289
1541 * Unless those objects are exits, type 66 1296 * Unless those objects are exits, type 66
1542 * If INS_ON_TOP is used, don't do this processing 1297 * If INS_ON_TOP is used, don't do this processing
1543 * Need to find the object that in fact blocks view, otherwise 1298 * Need to find the object that in fact blocks view, otherwise
1544 * stacking is a bit odd. 1299 * stacking is a bit odd.
1545 */ 1300 */
1546 if (!(flag & INS_ON_TOP) && 1301 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)) 1302 && ms.flags () & P_BLOCKSVIEW
1303 && (op->face && !op->face->visibility))
1548 { 1304 {
1549 for (last = top; last != floor; last = last->below) 1305 for (last = top; last != floor; last = last->below)
1550 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1306 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1551 break; 1307 break;
1308
1552 /* Check to see if we found the object that blocks view, 1309 /* Check to see if we found the object that blocks view,
1553 * and make sure we have a below pointer for it so that 1310 * and make sure we have a below pointer for it so that
1554 * we can get inserted below this one, which requires we 1311 * we can get inserted below this one, which requires we
1555 * set top to the object below us. 1312 * set top to the object below us.
1556 */ 1313 */
1558 top = last->below; 1315 top = last->below;
1559 } 1316 }
1560 } /* If objects on this space */ 1317 } /* If objects on this space */
1561 1318
1562 if (flag & INS_MAP_LOAD) 1319 if (flag & INS_MAP_LOAD)
1563 top = GET_MAP_TOP (op->map, op->x, op->y); 1320 top = ms.top;
1564 1321
1565 if (flag & INS_ABOVE_FLOOR_ONLY) 1322 if (flag & INS_ABOVE_FLOOR_ONLY)
1566 top = floor; 1323 top = floor;
1567 1324
1568 /* Top is the object that our object (op) is going to get inserted above. 1325 /* Top is the object that our object (op) is going to get inserted above.
1569 */ 1326 */
1570 1327
1571 /* First object on this space */ 1328 /* First object on this space */
1572 if (!top) 1329 if (!top)
1573 { 1330 {
1574 op->above = GET_MAP_OB (op->map, op->x, op->y); 1331 op->above = ms.bot;
1575 1332
1576 if (op->above) 1333 if (op->above)
1577 op->above->below = op; 1334 op->above->below = op;
1578 1335
1579 op->below = NULL; 1336 op->below = 0;
1580 SET_MAP_OB (op->map, op->x, op->y, op); 1337 ms.bot = op;
1581 } 1338 }
1582 else 1339 else
1583 { /* get inserted into the stack above top */ 1340 { /* get inserted into the stack above top */
1584 op->above = top->above; 1341 op->above = top->above;
1585 1342
1588 1345
1589 op->below = top; 1346 op->below = top;
1590 top->above = op; 1347 top->above = op;
1591 } 1348 }
1592 1349
1593 if (op->above == NULL) 1350 if (!op->above)
1594 SET_MAP_TOP (op->map, op->x, op->y, op); 1351 ms.top = op;
1595 } /* else not INS_BELOW_ORIGINATOR */ 1352 } /* else not INS_BELOW_ORIGINATOR */
1596 1353
1597 if (op->type == PLAYER) 1354 if (op->type == PLAYER)
1355 {
1598 op->contr->do_los = 1; 1356 op->contr->do_los = 1;
1357 ++op->map->players;
1358 op->map->touch ();
1359 }
1360
1361 op->map->dirty = true;
1599 1362
1600 /* If we have a floor, we know the player, if any, will be above 1363 /* If we have a floor, we know the player, if any, will be above
1601 * it, so save a few ticks and start from there. 1364 * it, so save a few ticks and start from there.
1602 */ 1365 */
1603 if (!(flag & INS_MAP_LOAD)) 1366 if (!(flag & INS_MAP_LOAD))
1604 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1367 if (object *pl = ms.player ())
1605 if (tmp->type == PLAYER) 1368 if (pl->contr->ns)
1606 tmp->contr->socket.update_look = 1; 1369 pl->contr->ns->floorbox_update ();
1607 1370
1608 /* If this object glows, it may affect lighting conditions that are 1371 /* If this object glows, it may affect lighting conditions that are
1609 * visible to others on this map. But update_all_los is really 1372 * 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 1373 * 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 1374 * on the map will get recalculated. The players could very well
1612 * be far away from this change and not affected in any way - 1375 * be far away from this change and not affected in any way -
1613 * this should get redone to only look for players within range, 1376 * this should get redone to only look for players within range,
1614 * or just updating the P_NEED_UPDATE for spaces within this area 1377 * or just updating the P_UPTODATE for spaces within this area
1615 * of effect may be sufficient. 1378 * of effect may be sufficient.
1616 */ 1379 */
1617 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1380 if (op->map->darkness && (op->glow_radius != 0))
1618 update_all_los (op->map, op->x, op->y); 1381 update_all_los (op->map, op->x, op->y);
1619 1382
1620 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1383 /* updates flags (blocked, alive, no magic, etc) for this map space */
1621 update_object (op, UP_OBJ_INSERT); 1384 update_object (op, UP_OBJ_INSERT);
1622 1385
1386 INVOKE_OBJECT (INSERT, op);
1387
1623 /* Don't know if moving this to the end will break anything. However, 1388 /* 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. 1389 * we want to have floorbox_update called before calling this.
1625 * 1390 *
1626 * check_move_on() must be after this because code called from 1391 * check_move_on() must be after this because code called from
1627 * check_move_on() depends on correct map flags (so functions like 1392 * check_move_on() depends on correct map flags (so functions like
1628 * blocked() and wall() work properly), and these flags are updated by 1393 * blocked() and wall() work properly), and these flags are updated by
1629 * update_object(). 1394 * update_object().
1631 1396
1632 /* if this is not the head or flag has been passed, don't check walk on status */ 1397 /* 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) 1398 if (!(flag & INS_NO_WALK_ON) && !op->head)
1634 { 1399 {
1635 if (check_move_on (op, originator)) 1400 if (check_move_on (op, originator))
1636 return NULL; 1401 return 0;
1637 1402
1638 /* If we are a multi part object, lets work our way through the check 1403 /* If we are a multi part object, lets work our way through the check
1639 * walk on's. 1404 * walk on's.
1640 */ 1405 */
1641 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1406 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1642 if (check_move_on (tmp, originator)) 1407 if (check_move_on (tmp, originator))
1643 return NULL; 1408 return 0;
1644 } 1409 }
1645 1410
1646 return op; 1411 return op;
1647} 1412}
1648 1413
1649/* this function inserts an object in the map, but if it 1414/* 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. 1415 * 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. 1416 * op is the object to insert it under: supplies x and the map.
1652 */ 1417 */
1653void 1418void
1654replace_insert_ob_in_map (const char *arch_string, object *op) 1419replace_insert_ob_in_map (const char *arch_string, object *op)
1655{ 1420{
1656 object * 1421 object *tmp, *tmp1;
1657 tmp;
1658 object *
1659 tmp1;
1660 1422
1661 /* first search for itself and remove any old instances */ 1423 /* first search for itself and remove any old instances */
1662 1424
1663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1425 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1664 {
1665 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1426 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1666 { 1427 tmp->destroy ();
1667 remove_ob (tmp);
1668 free_object (tmp);
1669 }
1670 }
1671 1428
1672 tmp1 = arch_to_object (find_archetype (arch_string)); 1429 tmp1 = arch_to_object (archetype::find (arch_string));
1673 1430
1674 tmp1->x = op->x; 1431 tmp1->x = op->x;
1675 tmp1->y = op->y; 1432 tmp1->y = op->y;
1676 insert_ob_in_map (tmp1, op->map, op, 0); 1433 insert_ob_in_map (tmp1, op->map, op, 0);
1434}
1435
1436object *
1437object::insert_at (object *where, object *originator, int flags)
1438{
1439 where->map->insert (this, where->x, where->y, originator, flags);
1677} 1440}
1678 1441
1679/* 1442/*
1680 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1443 * 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 1444 * is returned contains nr objects, and the remaining parts contains
1682 * the rest (or is removed and freed if that number is 0). 1445 * the rest (or is removed and freed if that number is 0).
1683 * On failure, NULL is returned, and the reason put into the 1446 * On failure, NULL is returned, and the reason put into the
1684 * global static errmsg array. 1447 * global static errmsg array.
1685 */ 1448 */
1686
1687object * 1449object *
1688get_split_ob (object *orig_ob, uint32 nr) 1450get_split_ob (object *orig_ob, uint32 nr)
1689{ 1451{
1690 object * 1452 object *newob;
1691 newob;
1692 int
1693 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1453 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1694 1454
1695 if (orig_ob->nrof < nr) 1455 if (orig_ob->nrof < nr)
1696 { 1456 {
1697 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1457 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1698 return NULL; 1458 return NULL;
1699 } 1459 }
1700 1460
1701 newob = object_create_clone (orig_ob); 1461 newob = object_create_clone (orig_ob);
1702 1462
1703 if ((orig_ob->nrof -= nr) < 1) 1463 if ((orig_ob->nrof -= nr) < 1)
1704 { 1464 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) 1465 else if (!is_removed)
1710 { 1466 {
1711 if (orig_ob->env != NULL) 1467 if (orig_ob->env != NULL)
1712 sub_weight (orig_ob->env, orig_ob->weight * nr); 1468 sub_weight (orig_ob->env, orig_ob->weight * nr);
1713 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1469 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1733 1489
1734object * 1490object *
1735decrease_ob_nr (object *op, uint32 i) 1491decrease_ob_nr (object *op, uint32 i)
1736{ 1492{
1737 object *tmp; 1493 object *tmp;
1738 player *pl;
1739 1494
1740 if (i == 0) /* objects with op->nrof require this check */ 1495 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1496 return op;
1742 1497
1743 if (i > op->nrof) 1498 if (i > op->nrof)
1744 i = op->nrof; 1499 i = op->nrof;
1745 1500
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1501 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 op->nrof -= i; 1502 op->nrof -= i;
1748 else if (op->env != NULL) 1503 else if (op->env)
1749 { 1504 {
1750 /* is this object in the players inventory, or sub container 1505 /* is this object in the players inventory, or sub container
1751 * therein? 1506 * therein?
1752 */ 1507 */
1753 tmp = is_player_inv (op->env); 1508 tmp = op->in_player ();
1754 /* nope. Is this a container the player has opened? 1509 /* nope. Is this a container the player has opened?
1755 * If so, set tmp to that player. 1510 * If so, set tmp to that player.
1756 * IMO, searching through all the players will mostly 1511 * IMO, searching through all the players will mostly
1757 * likely be quicker than following op->env to the map, 1512 * likely be quicker than following op->env to the map,
1758 * and then searching the map for a player. 1513 * and then searching the map for a player.
1759 */ 1514 */
1760 if (!tmp) 1515 if (!tmp)
1761 { 1516 for_all_players (pl)
1762 for (pl = first_player; pl; pl = pl->next)
1763 if (pl->ob->container == op->env) 1517 if (pl->ob->container == op->env)
1518 {
1519 tmp = pl->ob;
1764 break; 1520 break;
1765 if (pl)
1766 tmp = pl->ob;
1767 else
1768 tmp = NULL;
1769 } 1521 }
1770 1522
1771 if (i < op->nrof) 1523 if (i < op->nrof)
1772 { 1524 {
1773 sub_weight (op->env, op->weight * i); 1525 sub_weight (op->env, op->weight * i);
1774 op->nrof -= i; 1526 op->nrof -= i;
1775 if (tmp) 1527 if (tmp)
1776 {
1777 esrv_send_item (tmp, op); 1528 esrv_send_item (tmp, op);
1778 }
1779 } 1529 }
1780 else 1530 else
1781 { 1531 {
1782 remove_ob (op); 1532 op->remove ();
1783 op->nrof = 0; 1533 op->nrof = 0;
1784 if (tmp) 1534 if (tmp)
1785 {
1786 esrv_del_item (tmp->contr, op->count); 1535 esrv_del_item (tmp->contr, op->count);
1787 }
1788 } 1536 }
1789 } 1537 }
1790 else 1538 else
1791 { 1539 {
1792 object *above = op->above; 1540 object *above = op->above;
1793 1541
1794 if (i < op->nrof) 1542 if (i < op->nrof)
1795 op->nrof -= i; 1543 op->nrof -= i;
1796 else 1544 else
1797 { 1545 {
1798 remove_ob (op); 1546 op->remove ();
1799 op->nrof = 0; 1547 op->nrof = 0;
1800 } 1548 }
1801 1549
1802 /* Since we just removed op, op->above is null */ 1550 /* Since we just removed op, op->above is null */
1803 for (tmp = above; tmp != NULL; tmp = tmp->above) 1551 for (tmp = above; tmp; tmp = tmp->above)
1804 if (tmp->type == PLAYER) 1552 if (tmp->type == PLAYER)
1805 { 1553 {
1806 if (op->nrof) 1554 if (op->nrof)
1807 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1808 else 1556 else
1812 1560
1813 if (op->nrof) 1561 if (op->nrof)
1814 return op; 1562 return op;
1815 else 1563 else
1816 { 1564 {
1817 free_object (op); 1565 op->destroy ();
1818 return NULL; 1566 return 0;
1819 } 1567 }
1820} 1568}
1821 1569
1822/* 1570/*
1823 * add_weight(object, weight) adds the specified weight to an object, 1571 * add_weight(object, weight) adds the specified weight to an object,
1835 op->carrying += weight; 1583 op->carrying += weight;
1836 op = op->env; 1584 op = op->env;
1837 } 1585 }
1838} 1586}
1839 1587
1588object *
1589insert_ob_in_ob (object *op, object *where)
1590{
1591 if (!where)
1592 {
1593 char *dump = dump_object (op);
1594 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1595 free (dump);
1596 return op;
1597 }
1598
1599 if (where->head)
1600 {
1601 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1602 where = where->head;
1603 }
1604
1605 return where->insert (op);
1606}
1607
1840/* 1608/*
1841 * insert_ob_in_ob(op,environment): 1609 * env->insert (op)
1842 * This function inserts the object op in the linked list 1610 * This function inserts the object op in the linked list
1843 * inside the object environment. 1611 * inside the object environment.
1844 * 1612 *
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 1613 * The function returns now pointer to inserted item, and return value can
1851 * be != op, if items are merged. -Tero 1614 * be != op, if items are merged. -Tero
1852 */ 1615 */
1853 1616
1854object * 1617object *
1855insert_ob_in_ob (object *op, object *where) 1618object::insert (object *op)
1856{ 1619{
1857 object * 1620 object *tmp, *otmp;
1858 tmp, *
1859 otmp;
1860 1621
1861 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1622 if (!QUERY_FLAG (op, FLAG_REMOVED))
1862 { 1623 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 1624
1881 if (op->more) 1625 if (op->more)
1882 { 1626 {
1883 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1627 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1884 return op; 1628 return op;
1886 1630
1887 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1631 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1888 CLEAR_FLAG (op, FLAG_REMOVED); 1632 CLEAR_FLAG (op, FLAG_REMOVED);
1889 if (op->nrof) 1633 if (op->nrof)
1890 { 1634 {
1891 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1635 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1892 if (CAN_MERGE (tmp, op)) 1636 if (object::can_merge (tmp, op))
1893 { 1637 {
1894 /* return the original object and remove inserted object 1638 /* return the original object and remove inserted object
1895 (client needs the original object) */ 1639 (client needs the original object) */
1896 tmp->nrof += op->nrof; 1640 tmp->nrof += op->nrof;
1897 /* Weight handling gets pretty funky. Since we are adding to 1641 /* Weight handling gets pretty funky. Since we are adding to
1898 * tmp->nrof, we need to increase the weight. 1642 * tmp->nrof, we need to increase the weight.
1899 */ 1643 */
1900 add_weight (where, op->weight * op->nrof); 1644 add_weight (this, op->weight * op->nrof);
1901 SET_FLAG (op, FLAG_REMOVED); 1645 SET_FLAG (op, FLAG_REMOVED);
1902 free_object (op); /* free the inserted object */ 1646 op->destroy (); /* free the inserted object */
1903 op = tmp; 1647 op = tmp;
1904 remove_ob (op); /* and fix old object's links */ 1648 op->remove (); /* and fix old object's links */
1905 CLEAR_FLAG (op, FLAG_REMOVED); 1649 CLEAR_FLAG (op, FLAG_REMOVED);
1906 break; 1650 break;
1907 } 1651 }
1908 1652
1909 /* I assume combined objects have no inventory 1653 /* I assume combined objects have no inventory
1910 * We add the weight - this object could have just been removed 1654 * We add the weight - this object could have just been removed
1911 * (if it was possible to merge). calling remove_ob will subtract 1655 * (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 1656 * the weight, so we need to add it in again, since we actually do
1913 * the linking below 1657 * the linking below
1914 */ 1658 */
1915 add_weight (where, op->weight * op->nrof); 1659 add_weight (this, op->weight * op->nrof);
1916 } 1660 }
1917 else 1661 else
1918 add_weight (where, (op->weight + op->carrying)); 1662 add_weight (this, (op->weight + op->carrying));
1919 1663
1920 otmp = is_player_inv (where); 1664 otmp = this->in_player ();
1921 if (otmp && otmp->contr != NULL) 1665 if (otmp && otmp->contr)
1922 {
1923 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1666 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1924 fix_player (otmp); 1667 otmp->update_stats ();
1925 }
1926 1668
1927 op->map = NULL; 1669 op->map = 0;
1928 op->env = where; 1670 op->env = this;
1929 op->above = NULL; 1671 op->above = 0;
1930 op->below = NULL; 1672 op->below = 0;
1931 op->x = 0, op->y = 0; 1673 op->x = 0, op->y = 0;
1932 1674
1933 /* reset the light list and los of the players on the map */ 1675 /* reset the light list and los of the players on the map */
1934 if ((op->glow_radius != 0) && where->map) 1676 if ((op->glow_radius != 0) && map)
1935 { 1677 {
1936#ifdef DEBUG_LIGHTS 1678#ifdef DEBUG_LIGHTS
1937 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1679 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1938#endif /* DEBUG_LIGHTS */ 1680#endif /* DEBUG_LIGHTS */
1939 if (MAP_DARKNESS (where->map)) 1681 if (map->darkness)
1940 update_all_los (where->map, where->x, where->y); 1682 update_all_los (map, x, y);
1941 } 1683 }
1942 1684
1943 /* Client has no idea of ordering so lets not bother ordering it here. 1685 /* Client has no idea of ordering so lets not bother ordering it here.
1944 * It sure simplifies this function... 1686 * It sure simplifies this function...
1945 */ 1687 */
1946 if (where->inv == NULL) 1688 if (!inv)
1947 where->inv = op; 1689 inv = op;
1948 else 1690 else
1949 { 1691 {
1950 op->below = where->inv; 1692 op->below = inv;
1951 op->below->above = op; 1693 op->below->above = op;
1952 where->inv = op; 1694 inv = op;
1953 } 1695 }
1696
1697 INVOKE_OBJECT (INSERT, this);
1698
1954 return op; 1699 return op;
1955} 1700}
1956 1701
1957/* 1702/*
1958 * Checks if any objects has a move_type that matches objects 1703 * Checks if any objects has a move_type that matches objects
1972 * 1717 *
1973 * MSW 2001-07-08: Check all objects on space, not just those below 1718 * 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 1719 * object being inserted. insert_ob_in_map may not put new objects
1975 * on top. 1720 * on top.
1976 */ 1721 */
1977
1978int 1722int
1979check_move_on (object *op, object *originator) 1723check_move_on (object *op, object *originator)
1980{ 1724{
1981 object * 1725 object *tmp;
1982 tmp; 1726 maptile *m = op->map;
1983 tag_t
1984 tag;
1985 mapstruct *
1986 m = op->map;
1987 int
1988 x = op->x, y = op->y; 1727 int x = op->x, y = op->y;
1989 1728
1990 MoveType 1729 MoveType move_on, move_slow, move_block;
1991 move_on,
1992 move_slow,
1993 move_block;
1994 1730
1995 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1731 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1996 return 0; 1732 return 0;
1997
1998 tag = op->count;
1999 1733
2000 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1734 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); 1735 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); 1736 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2003 1737
2019 1753
2020 /* The objects have to be checked from top to bottom. 1754 /* The objects have to be checked from top to bottom.
2021 * Hence, we first go to the top: 1755 * Hence, we first go to the top:
2022 */ 1756 */
2023 1757
2024 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1758 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2025 { 1759 {
2026 /* Trim the search when we find the first other spell effect 1760 /* Trim the search when we find the first other spell effect
2027 * this helps performance so that if a space has 50 spell objects, 1761 * this helps performance so that if a space has 50 spell objects,
2028 * we don't need to check all of them. 1762 * we don't need to check all of them.
2029 */ 1763 */
2047 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1781 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)) 1782 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2049 { 1783 {
2050 1784
2051 float 1785 float
2052 diff = tmp->move_slow_penalty * FABS (op->speed); 1786 diff = tmp->move_slow_penalty * fabs (op->speed);
2053 1787
2054 if (op->type == PLAYER) 1788 if (op->type == PLAYER)
2055 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1789 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))) 1790 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2057 diff /= 4.0; 1791 diff /= 4.0;
2064 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1798 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)) 1799 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2066 { 1800 {
2067 move_apply (tmp, op, originator); 1801 move_apply (tmp, op, originator);
2068 1802
2069 if (was_destroyed (op, tag)) 1803 if (op->destroyed ())
2070 return 1; 1804 return 1;
2071 1805
2072 /* what the person/creature stepped onto has moved the object 1806 /* what the person/creature stepped onto has moved the object
2073 * someplace new. Don't process any further - if we did, 1807 * someplace new. Don't process any further - if we did,
2074 * have a feeling strange problems would result. 1808 * have a feeling strange problems would result.
2084/* 1818/*
2085 * present_arch(arch, map, x, y) searches for any objects with 1819 * present_arch(arch, map, x, y) searches for any objects with
2086 * a matching archetype at the given map and coordinates. 1820 * a matching archetype at the given map and coordinates.
2087 * The first matching object is returned, or NULL if none. 1821 * The first matching object is returned, or NULL if none.
2088 */ 1822 */
2089
2090object * 1823object *
2091present_arch (const archetype *at, mapstruct *m, int x, int y) 1824present_arch (const archetype *at, maptile *m, int x, int y)
2092{ 1825{
2093 object *
2094 tmp;
2095
2096 if (m == NULL || out_of_map (m, x, y)) 1826 if (!m || out_of_map (m, x, y))
2097 { 1827 {
2098 LOG (llevError, "Present_arch called outside map.\n"); 1828 LOG (llevError, "Present_arch called outside map.\n");
2099 return NULL; 1829 return NULL;
2100 } 1830 }
2101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1831
1832 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2102 if (tmp->arch == at) 1833 if (tmp->arch == at)
2103 return tmp; 1834 return tmp;
1835
2104 return NULL; 1836 return NULL;
2105} 1837}
2106 1838
2107/* 1839/*
2108 * present(type, map, x, y) searches for any objects with 1840 * present(type, map, x, y) searches for any objects with
2109 * a matching type variable at the given map and coordinates. 1841 * a matching type variable at the given map and coordinates.
2110 * The first matching object is returned, or NULL if none. 1842 * The first matching object is returned, or NULL if none.
2111 */ 1843 */
2112
2113object * 1844object *
2114present (unsigned char type, mapstruct *m, int x, int y) 1845present (unsigned char type, maptile *m, int x, int y)
2115{ 1846{
2116 object *
2117 tmp;
2118
2119 if (out_of_map (m, x, y)) 1847 if (out_of_map (m, x, y))
2120 { 1848 {
2121 LOG (llevError, "Present called outside map.\n"); 1849 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1850 return NULL;
2123 } 1851 }
2124 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1852
1853 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if (tmp->type == type) 1854 if (tmp->type == type)
2126 return tmp; 1855 return tmp;
1856
2127 return NULL; 1857 return NULL;
2128} 1858}
2129 1859
2130/* 1860/*
2131 * present_in_ob(type, object) searches for any objects with 1861 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1862 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
2134 */ 1864 */
2135
2136object * 1865object *
2137present_in_ob (unsigned char type, const object *op) 1866present_in_ob (unsigned char type, const object *op)
2138{ 1867{
2139 object *
2140 tmp;
2141
2142 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1868 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2143 if (tmp->type == type) 1869 if (tmp->type == type)
2144 return tmp; 1870 return tmp;
1871
2145 return NULL; 1872 return NULL;
2146} 1873}
2147 1874
2148/* 1875/*
2149 * present_in_ob (type, str, object) searches for any objects with 1876 * present_in_ob (type, str, object) searches for any objects with
2157 * str is the string to match against. Note that we match against 1884 * 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 1885 * 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 1886 * spell code can use one object type (force), but change it's name
2160 * to be unique. 1887 * to be unique.
2161 */ 1888 */
2162
2163object * 1889object *
2164present_in_ob_by_name (int type, const char *str, const object *op) 1890present_in_ob_by_name (int type, const char *str, const object *op)
2165{ 1891{
2166 object *
2167 tmp;
2168
2169 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2170 {
2171 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1893 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1894 return tmp;
2173 } 1895
2174 return NULL; 1896 return 0;
2175} 1897}
2176 1898
2177/* 1899/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1900 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1901 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
2181 */ 1903 */
2182
2183object * 1904object *
2184present_arch_in_ob (const archetype *at, const object *op) 1905present_arch_in_ob (const archetype *at, const object *op)
2185{ 1906{
2186 object *
2187 tmp;
2188
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2190 if (tmp->arch == at) 1908 if (tmp->arch == at)
2191 return tmp; 1909 return tmp;
1910
2192 return NULL; 1911 return NULL;
2193} 1912}
2194 1913
2195/* 1914/*
2196 * activate recursively a flag on an object inventory 1915 * activate recursively a flag on an object inventory
2197 */ 1916 */
2198void 1917void
2199flag_inv (object *op, int flag) 1918flag_inv (object *op, int flag)
2200{ 1919{
2201 object *
2202 tmp;
2203
2204 if (op->inv) 1920 if (op->inv)
2205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2206 { 1922 {
2207 SET_FLAG (tmp, flag); 1923 SET_FLAG (tmp, flag);
2208 flag_inv (tmp, flag); 1924 flag_inv (tmp, flag);
2209 } 1925 }
2210} /* 1926}
1927
1928/*
2211 * desactivate recursively a flag on an object inventory 1929 * deactivate recursively a flag on an object inventory
2212 */ 1930 */
2213void 1931void
2214unflag_inv (object *op, int flag) 1932unflag_inv (object *op, int flag)
2215{ 1933{
2216 object *
2217 tmp;
2218
2219 if (op->inv) 1934 if (op->inv)
2220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2221 { 1936 {
2222 CLEAR_FLAG (tmp, flag); 1937 CLEAR_FLAG (tmp, flag);
2223 unflag_inv (tmp, flag); 1938 unflag_inv (tmp, flag);
2224 } 1939 }
2225} 1940}
2228 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1943 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2229 * all it's inventory (recursively). 1944 * all it's inventory (recursively).
2230 * If checksums are used, a player will get set_cheat called for 1945 * 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. 1946 * him/her-self and all object carried by a call to this function.
2232 */ 1947 */
2233
2234void 1948void
2235set_cheat (object *op) 1949set_cheat (object *op)
2236{ 1950{
2237 SET_FLAG (op, FLAG_WAS_WIZ); 1951 SET_FLAG (op, FLAG_WAS_WIZ);
2238 flag_inv (op, FLAG_WAS_WIZ); 1952 flag_inv (op, FLAG_WAS_WIZ);
2257 * because arch_blocked (now ob_blocked) needs to know the movement type 1971 * 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 1972 * 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 1973 * the archetype because that isn't correct if the monster has been
2260 * customized, changed states, etc. 1974 * customized, changed states, etc.
2261 */ 1975 */
2262
2263int 1976int
2264find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1977find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2265{ 1978{
2266 int
2267 i,
2268 index = 0, flag; 1979 int index = 0, flag;
2269 static int
2270 altern[SIZEOFFREE]; 1980 int altern[SIZEOFFREE];
2271 1981
2272 for (i = start; i < stop; i++) 1982 for (int i = start; i < stop; i++)
2273 { 1983 {
2274 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1984 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2275 if (!flag) 1985 if (!flag)
2276 altern[index++] = i; 1986 altern [index++] = i;
2277 1987
2278 /* Basically, if we find a wall on a space, we cut down the search size. 1988 /* 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. 1989 * 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 - 1990 * 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 1991 * 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 1992 * spaces in all the other directions, this will reduce the search space
2283 * to only the spaces immediately surrounding the target area, and 1993 * to only the spaces immediately surrounding the target area, and
2284 * won't look 2 spaces south of the target space. 1994 * won't look 2 spaces south of the target space.
2285 */ 1995 */
2286 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1996 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2287 stop = maxfree[i]; 1997 stop = maxfree[i];
2288 } 1998 }
1999
2289 if (!index) 2000 if (!index)
2290 return -1; 2001 return -1;
2002
2291 return altern[RANDOM () % index]; 2003 return altern [rndm (index)];
2292} 2004}
2293 2005
2294/* 2006/*
2295 * find_first_free_spot(archetype, mapstruct, x, y) works like 2007 * find_first_free_spot(archetype, maptile, x, y) works like
2296 * find_free_spot(), but it will search max number of squares. 2008 * find_free_spot(), but it will search max number of squares.
2297 * But it will return the first available spot, not a random choice. 2009 * 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. 2010 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2299 */ 2011 */
2300
2301int 2012int
2302find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2013find_first_free_spot (const object *ob, maptile *m, int x, int y)
2303{ 2014{
2304 int
2305 i;
2306
2307 for (i = 0; i < SIZEOFFREE; i++) 2015 for (int i = 0; i < SIZEOFFREE; i++)
2308 {
2309 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2016 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2310 return i; 2017 return i;
2311 } 2018
2312 return -1; 2019 return -1;
2313} 2020}
2314 2021
2315/* 2022/*
2316 * The function permute(arr, begin, end) randomly reorders the array 2023 * The function permute(arr, begin, end) randomly reorders the array
2317 * arr[begin..end-1]. 2024 * arr[begin..end-1].
2025 * now uses a fisher-yates shuffle, old permute was broken
2318 */ 2026 */
2319static void 2027static void
2320permute (int *arr, int begin, int end) 2028permute (int *arr, int begin, int end)
2321{ 2029{
2322 int 2030 arr += begin;
2323 i,
2324 j,
2325 tmp,
2326 len;
2327
2328 len = end - begin; 2031 end -= begin;
2329 for (i = begin; i < end; i++)
2330 {
2331 j = begin + RANDOM () % len;
2332 2032
2333 tmp = arr[i]; 2033 while (--end)
2334 arr[i] = arr[j]; 2034 swap (arr [end], arr [rndm (end + 1)]);
2335 arr[j] = tmp;
2336 }
2337} 2035}
2338 2036
2339/* new function to make monster searching more efficient, and effective! 2037/* new function to make monster searching more efficient, and effective!
2340 * This basically returns a randomized array (in the passed pointer) of 2038 * 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 2039 * 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. 2042 * the 3x3 area will be searched, just not in a predictable order.
2345 */ 2043 */
2346void 2044void
2347get_search_arr (int *search_arr) 2045get_search_arr (int *search_arr)
2348{ 2046{
2349 int 2047 int i;
2350 i;
2351 2048
2352 for (i = 0; i < SIZEOFFREE; i++) 2049 for (i = 0; i < SIZEOFFREE; i++)
2353 {
2354 search_arr[i] = i; 2050 search_arr[i] = i;
2355 }
2356 2051
2357 permute (search_arr, 1, SIZEOFFREE1 + 1); 2052 permute (search_arr, 1, SIZEOFFREE1 + 1);
2358 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2053 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2359 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2054 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2360} 2055}
2369 * Perhaps incorrectly, but I'm making the assumption that exclude 2064 * 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 2065 * 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 2066 * because we have to know what movement the thing looking to move
2372 * there is capable of. 2067 * there is capable of.
2373 */ 2068 */
2374
2375int 2069int
2376find_dir (mapstruct *m, int x, int y, object *exclude) 2070find_dir (maptile *m, int x, int y, object *exclude)
2377{ 2071{
2378 int
2379 i,
2380 max = SIZEOFFREE, mflags; 2072 int i, max = SIZEOFFREE, mflags;
2381 2073
2382 sint16 nx, ny; 2074 sint16 nx, ny;
2383 object * 2075 object *tmp;
2384 tmp; 2076 maptile *mp;
2385 mapstruct *
2386 mp;
2387 2077
2388 MoveType blocked, move_type; 2078 MoveType blocked, move_type;
2389 2079
2390 if (exclude && exclude->head) 2080 if (exclude && exclude->head)
2391 { 2081 {
2403 mp = m; 2093 mp = m;
2404 nx = x + freearr_x[i]; 2094 nx = x + freearr_x[i];
2405 ny = y + freearr_y[i]; 2095 ny = y + freearr_y[i];
2406 2096
2407 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2097 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2098
2408 if (mflags & P_OUT_OF_MAP) 2099 if (mflags & P_OUT_OF_MAP)
2409 {
2410 max = maxfree[i]; 2100 max = maxfree[i];
2411 }
2412 else 2101 else
2413 { 2102 {
2414 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2103 mapspace &ms = mp->at (nx, ny);
2104
2105 blocked = ms.move_block;
2415 2106
2416 if ((move_type & blocked) == move_type) 2107 if ((move_type & blocked) == move_type)
2417 {
2418 max = maxfree[i]; 2108 max = maxfree[i];
2419 }
2420 else if (mflags & P_IS_ALIVE) 2109 else if (mflags & P_IS_ALIVE)
2421 { 2110 {
2422 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2111 for (tmp = ms.bot; tmp; tmp = tmp->above)
2423 { 2112 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))) 2113 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2425 {
2426 break; 2114 break;
2427 } 2115
2428 }
2429 if (tmp) 2116 if (tmp)
2430 {
2431 return freedir[i]; 2117 return freedir[i];
2432 }
2433 } 2118 }
2434 } 2119 }
2435 } 2120 }
2121
2436 return 0; 2122 return 0;
2437} 2123}
2438 2124
2439/* 2125/*
2440 * distance(object 1, object 2) will return the square of the 2126 * distance(object 1, object 2) will return the square of the
2441 * distance between the two given objects. 2127 * distance between the two given objects.
2442 */ 2128 */
2443
2444int 2129int
2445distance (const object *ob1, const object *ob2) 2130distance (const object *ob1, const object *ob2)
2446{ 2131{
2447 int
2448 i;
2449
2450 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2132 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2451 return i;
2452} 2133}
2453 2134
2454/* 2135/*
2455 * find_dir_2(delta-x,delta-y) will return a direction in which 2136 * 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 2137 * an object which has subtracted the x and y coordinates of another
2457 * object, needs to travel toward it. 2138 * object, needs to travel toward it.
2458 */ 2139 */
2459
2460int 2140int
2461find_dir_2 (int x, int y) 2141find_dir_2 (int x, int y)
2462{ 2142{
2463 int 2143 int q;
2464 q;
2465 2144
2466 if (y) 2145 if (y)
2467 q = x * 100 / y; 2146 q = x * 100 / y;
2468 else if (x) 2147 else if (x)
2469 q = -300 * x; 2148 q = -300 * x;
2494 2173
2495 return 3; 2174 return 3;
2496} 2175}
2497 2176
2498/* 2177/*
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 2178 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2516 * between two directions (which are expected to be absolute (see absdir()) 2179 * between two directions (which are expected to be absolute (see absdir())
2517 */ 2180 */
2518
2519int 2181int
2520dirdiff (int dir1, int dir2) 2182dirdiff (int dir1, int dir2)
2521{ 2183{
2522 int 2184 int d;
2523 d;
2524 2185
2525 d = abs (dir1 - dir2); 2186 d = abs (dir1 - dir2);
2526 if (d > 4) 2187 if (d > 4)
2527 d = 8 - d; 2188 d = 8 - d;
2189
2528 return d; 2190 return d;
2529} 2191}
2530 2192
2531/* peterm: 2193/* peterm:
2532 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2194 * 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 2197 * 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. 2198 * 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 2199 * Moved from spell_util.c to object.c with the other related direction
2538 * functions. 2200 * functions.
2539 */ 2201 */
2540
2541int
2542 reduction_dir[SIZEOFFREE][3] = { 2202int reduction_dir[SIZEOFFREE][3] = {
2543 {0, 0, 0}, /* 0 */ 2203 {0, 0, 0}, /* 0 */
2544 {0, 0, 0}, /* 1 */ 2204 {0, 0, 0}, /* 1 */
2545 {0, 0, 0}, /* 2 */ 2205 {0, 0, 0}, /* 2 */
2546 {0, 0, 0}, /* 3 */ 2206 {0, 0, 0}, /* 3 */
2547 {0, 0, 0}, /* 4 */ 2207 {0, 0, 0}, /* 4 */
2595 * find a path to that monster that we found. If not, 2255 * find a path to that monster that we found. If not,
2596 * we don't bother going toward it. Returns 1 if we 2256 * we don't bother going toward it. Returns 1 if we
2597 * can see a direct way to get it 2257 * can see a direct way to get it
2598 * Modified to be map tile aware -.MSW 2258 * Modified to be map tile aware -.MSW
2599 */ 2259 */
2600
2601
2602int 2260int
2603can_see_monsterP (mapstruct *m, int x, int y, int dir) 2261can_see_monsterP (maptile *m, int x, int y, int dir)
2604{ 2262{
2605 sint16 dx, dy; 2263 sint16 dx, dy;
2606 int
2607 mflags; 2264 int mflags;
2608 2265
2609 if (dir < 0) 2266 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2267 return 0; /* exit condition: invalid direction */
2611 2268
2612 dx = x + freearr_x[dir]; 2269 dx = x + freearr_x[dir];
2625 return 0; 2282 return 0;
2626 2283
2627 /* yes, can see. */ 2284 /* yes, can see. */
2628 if (dir < 9) 2285 if (dir < 9)
2629 return 1; 2286 return 1;
2287
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2288 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]); 2289 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2290 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2291}
2633
2634
2635 2292
2636/* 2293/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2294 * 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 2295 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2296 * picked up, otherwise 0.
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2307 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2308 (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)); 2309 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2310}
2654 2311
2655
2656/* 2312/*
2657 * create clone from object to another 2313 * create clone from object to another
2658 */ 2314 */
2659object * 2315object *
2660object_create_clone (object *asrc) 2316object_create_clone (object *asrc)
2661{ 2317{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2318 object *dst = 0, *tmp, *src, *part, *prev, *item;
2664 2319
2665 if (!asrc) 2320 if (!asrc)
2666 return NULL; 2321 return 0;
2322
2667 src = asrc; 2323 src = asrc;
2668 if (src->head) 2324 if (src->head)
2669 src = src->head; 2325 src = src->head;
2670 2326
2671 prev = NULL; 2327 prev = 0;
2672 for (part = src; part; part = part->more) 2328 for (part = src; part; part = part->more)
2673 { 2329 {
2674 tmp = get_object (); 2330 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2331 tmp->x -= src->x;
2677 tmp->y -= src->y; 2332 tmp->y -= src->y;
2333
2678 if (!part->head) 2334 if (!part->head)
2679 { 2335 {
2680 dst = tmp; 2336 dst = tmp;
2681 tmp->head = NULL; 2337 tmp->head = 0;
2682 } 2338 }
2683 else 2339 else
2684 {
2685 tmp->head = dst; 2340 tmp->head = dst;
2686 } 2341
2687 tmp->more = NULL; 2342 tmp->more = 0;
2343
2688 if (prev) 2344 if (prev)
2689 prev->more = tmp; 2345 prev->more = tmp;
2346
2690 prev = tmp; 2347 prev = tmp;
2691 } 2348 }
2692 2349
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2350 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2352
2699 return dst; 2353 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} 2354}
2756 2355
2757/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2758 * has the same type and subtype match. 2357 * has the same type and subtype match.
2759 * returns NULL if no match. 2358 * returns NULL if no match.
2760 */ 2359 */
2761object * 2360object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2361find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2362{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2363 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2364 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2365 return tmp;
2770 2366
2771 return NULL; 2367 return 0;
2772} 2368}
2773 2369
2774/* If ob has a field named key, return the link from the list, 2370/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL. 2371 * otherwise return NULL.
2776 * 2372 *
2778 * do the desired thing. 2374 * do the desired thing.
2779 */ 2375 */
2780key_value * 2376key_value *
2781get_ob_key_link (const object *ob, const char *key) 2377get_ob_key_link (const object *ob, const char *key)
2782{ 2378{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2379 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2380 if (link->key == key)
2789 {
2790 return link; 2381 return link;
2791 }
2792 }
2793 2382
2794 return NULL; 2383 return 0;
2795} 2384}
2796 2385
2797/* 2386/*
2798 * Returns the value of op has an extra_field for key, or NULL. 2387 * Returns the value of op has an extra_field for key, or NULL.
2799 * 2388 *
2839 * Returns TRUE on success. 2428 * Returns TRUE on success.
2840 */ 2429 */
2841int 2430int
2842set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2431set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2843{ 2432{
2844 key_value *
2845 field = NULL, *last = NULL; 2433 key_value *field = NULL, *last = NULL;
2846 2434
2847 for (field = op->key_values; field != NULL; field = field->next) 2435 for (field = op->key_values; field != NULL; field = field->next)
2848 { 2436 {
2849 if (field->key != canonical_key) 2437 if (field->key != canonical_key)
2850 { 2438 {
2878 /* IF we get here, key doesn't exist */ 2466 /* IF we get here, key doesn't exist */
2879 2467
2880 /* No field, we'll have to add it. */ 2468 /* No field, we'll have to add it. */
2881 2469
2882 if (!add_key) 2470 if (!add_key)
2883 {
2884 return FALSE; 2471 return FALSE;
2885 } 2472
2886 /* There isn't any good reason to store a null 2473 /* There isn't any good reason to store a null
2887 * value in the key/value list. If the archetype has 2474 * value in the key/value list. If the archetype has
2888 * this key, then we should also have it, so shouldn't 2475 * this key, then we should also have it, so shouldn't
2889 * be here. If user wants to store empty strings, 2476 * be here. If user wants to store empty strings,
2890 * should pass in "" 2477 * should pass in ""
2939 } 2526 }
2940 else 2527 else
2941 item = item->env; 2528 item = item->env;
2942} 2529}
2943 2530
2531
2532const char *
2533object::flag_desc (char *desc, int len) const
2534{
2535 char *p = desc;
2536 bool first = true;
2537
2538 *p = 0;
2539
2540 for (int i = 0; i < NUM_FLAGS; i++)
2541 {
2542 if (len <= 10) // magic constant!
2543 {
2544 snprintf (p, len, ",...");
2545 break;
2546 }
2547
2548 if (flag [i])
2549 {
2550 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2551 len -= cnt;
2552 p += cnt;
2553 first = false;
2554 }
2555 }
2556
2557 return desc;
2558}
2559
2944// return a suitable string describing an objetc in enough detail to find it 2560// return a suitable string describing an object in enough detail to find it
2945const char * 2561const char *
2946object::debug_desc (char *info) const 2562object::debug_desc (char *info) const
2947{ 2563{
2564 char flagdesc[512];
2948 char info2[256 * 3]; 2565 char info2[256 * 4];
2949 char *p = info; 2566 char *p = info;
2950 2567
2951 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2568 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2952 count, 2569 count, uuid.seq,
2953 &name, 2570 &name,
2954 title ? " " : "", 2571 title ? "\",title:\"" : "",
2955 title ? (const char *)title : ""); 2572 title ? (const char *)title : "",
2573 flag_desc (flagdesc, 512), type);
2956 2574
2957 if (env) 2575 if (env)
2958 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2576 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2959 2577
2960 if (map) 2578 if (map)
2961 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2579 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2962 2580
2963 return info; 2581 return info;
2964} 2582}
2965 2583
2966const char * 2584const char *
2967object::debug_desc () const 2585object::debug_desc () const
2968{ 2586{
2969 static char info[256 * 3]; 2587 static char info[256 * 4];
2970 return debug_desc (info); 2588 return debug_desc (info);
2971} 2589}
2972 2590
2591const char *
2592object::debug_desc2 () const
2593{
2594 static char info[256 * 4];
2595 return debug_desc (info);
2596}
2597
2598struct region *
2599object::region () const
2600{
2601 return map ? map->region (x, y)
2602 : region::default_region ();
2603}
2604
2605const materialtype_t *
2606object::dominant_material () const
2607{
2608 if (materialtype_t *mat = name_to_material (materialname))
2609 return mat;
2610
2611 // omfg this is slow, this has to be temporary :)
2612 shstr unknown ("unknown");
2613
2614 return name_to_material (unknown);
2615}
2616
2617void
2618object::open_container (object *new_container)
2619{
2620 if (container == new_container)
2621 return;
2622
2623 if (object *old_container = container)
2624 {
2625 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2626 return;
2627
2628#if 0
2629 // remove the "Close old_container" object.
2630 if (object *closer = old_container->inv)
2631 if (closer->type == CLOSE_CON)
2632 closer->destroy ();
2633#endif
2634
2635 old_container->flag [FLAG_APPLIED] = 0;
2636 container = 0;
2637
2638 esrv_update_item (UPD_FLAGS, this, old_container);
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2640 }
2641
2642 if (new_container)
2643 {
2644 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2645 return;
2646
2647 // TODO: this does not seem to serve any purpose anymore?
2648#if 0
2649 // insert the "Close Container" object.
2650 if (archetype *closer = new_container->other_arch)
2651 {
2652 object *closer = arch_to_object (new_container->other_arch);
2653 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2654 new_container->insert (closer);
2655 }
2656#endif
2657
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2659
2660 new_container->flag [FLAG_APPLIED] = 1;
2661 container = new_container;
2662
2663 esrv_update_item (UPD_FLAGS, this, new_container);
2664 esrv_send_inventory (this, new_container);
2665 }
2666}
2667
2668

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