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Comparing deliantra/server/common/object.C (file contents):
Revision 1.42 by root, Thu Sep 14 01:19:47 2006 UTC vs.
Revision 1.145 by root, Mon May 7 03:05:58 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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:
327sum_weight (object *op) 324sum_weight (object *op)
328{ 325{
329 long sum; 326 long sum;
330 object *inv; 327 object *inv;
331 328
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
333 { 330 {
334 if (inv->inv) 331 if (inv->inv)
335 sum_weight (inv); 332 sum_weight (inv);
333
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 } 335 }
338 336
339 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356 op = op->env; 354 op = op->env;
357 return op; 355 return op;
358} 356}
359 357
360/* 358/*
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. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 360 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
379 */ 362 */
380 363char *
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) 364dump_object (object *op)
437{ 365{
438 if (op == NULL) 366 if (!op)
439 { 367 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 368
447void 369 object_freezer freezer;
448dump_all_objects (void) 370 op->write (freezer);
449{ 371 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} 372}
458 373
459/* 374/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
477} 392}
478 393
479/* 394/*
480 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
481 */ 396 */
482
483object * 397object *
484find_object (tag_t i) 398find_object (tag_t i)
485{ 399{
486 object *op; 400 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 401 if (op->count == i)
490 break;
491 return op; 402 return op;
403
404 return 0;
492} 405}
493 406
494/* 407/*
495 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
498 */ 411 */
499
500object * 412object *
501find_object_name (const char *str) 413find_object_name (const char *str)
502{ 414{
503 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
504 object *op; 416 object *op;
505 417
506 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
507 if (op->name == str_) 419 if (op->name == str_)
508 break; 420 break;
509 421
510 return op; 422 return op;
511} 423}
512 424
513void 425void
514free_all_object_data () 426free_all_object_data ()
515{ 427{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 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} 429}
539 430
540/* 431/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 433 * skill and experience objects.
558 owner = owner->owner; 449 owner = owner->owner;
559 450
560 this->owner = owner; 451 this->owner = owner;
561} 452}
562 453
454void
455object::set_weapon (object *ob)
456{
457 if (current_weapon == ob)
458 return;
459
460 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 update_stats ();
463}
464
563/* Zero the key_values on op, decrementing the shared-string 465/* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links. 466 * refcounts and freeing the links.
565 */ 467 */
566static void 468static void
567free_key_values (object *op) 469free_key_values (object *op)
568{ 470{
569 for (key_value *i = op->key_values; i != 0;) 471 for (key_value *i = op->key_values; i; )
570 { 472 {
571 key_value *next = i->next; 473 key_value *next = i->next;
572 delete i; 474 delete i;
573 475
574 i = next; 476 i = next;
575 } 477 }
576 478
577 op->key_values = 0; 479 op->key_values = 0;
578} 480}
579 481
580void object::clear () 482object &
483object::operator =(const object &src)
581{ 484{
582 attachable_base::clear (); 485 bool is_freed = flag [FLAG_FREED];
486 bool is_removed = flag [FLAG_REMOVED];
583 487
584 free_key_values (this); 488 *(object_copy *)this = src;
585 489
586 owner = 0; 490 flag [FLAG_FREED] = is_freed;
587 name = 0; 491 flag [FLAG_REMOVED] = is_removed;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/*
633 * copy object first frees everything allocated by the second object,
634 * and then copies the contends of the first object into the second
635 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object
638 * will point at garbage.
639 */
640void
641copy_object (object *op2, object *op)
642{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
645
646 op2->clone (op);
647
648 if (is_freed)
649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED);
652
653 if (op2->speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655 492
656 /* Copy over key_values, if any. */ 493 /* Copy over key_values, if any. */
657 if (op2->key_values) 494 if (src.key_values)
658 { 495 {
659 key_value *tail = 0; 496 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 497 key_values = 0;
663 498
664 for (i = op2->key_values; i; i = i->next) 499 for (key_value *i = src.key_values; i; i = i->next)
665 { 500 {
666 key_value *new_link = new key_value; 501 key_value *new_link = new key_value;
667 502
668 new_link->next = 0; 503 new_link->next = 0;
669 new_link->key = i->key; 504 new_link->key = i->key;
670 new_link->value = i->value; 505 new_link->value = i->value;
671 506
672 /* Try and be clever here, too. */ 507 /* Try and be clever here, too. */
673 if (!op->key_values) 508 if (!key_values)
674 { 509 {
675 op->key_values = new_link; 510 key_values = new_link;
676 tail = new_link; 511 tail = new_link;
677 } 512 }
678 else 513 else
679 { 514 {
680 tail->next = new_link; 515 tail->next = new_link;
681 tail = new_link; 516 tail = new_link;
682 } 517 }
683 } 518 }
684 } 519 }
520}
685 521
686 update_ob_speed (op); 522/*
523 * copy_to first frees everything allocated by the dst object,
524 * and then copies the contents of itself into the second
525 * object, allocating what needs to be allocated. Basically, any
526 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527 * if the first object is freed, the pointers in the new object
528 * will point at garbage.
529 */
530void
531object::copy_to (object *dst)
532{
533 *dst = *this;
534
535 if (speed < 0)
536 dst->speed_left = speed_left - rndm ();
537
538 dst->set_speed (dst->speed);
539}
540
541void
542object::instantiate ()
543{
544 if (!uuid.seq) // HACK
545 uuid = gen_uuid ();
546
547 speed_left = -0.1f;
548 /* copy the body_info to the body_used - this is only really
549 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped.
553 */
554 for (int i = NUM_BODY_LOCATIONS; i--; )
555 slot[i].used = slot[i].info;
556
557 attachable::instantiate ();
558}
559
560object *
561object::clone ()
562{
563 object *neu = create ();
564 copy_to (neu);
565 return neu;
687} 566}
688 567
689/* 568/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 569 * 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 570 * 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. 571 * be called to update the face variable, _and_ how it looks on the map.
693 */ 572 */
694
695void 573void
696update_turn_face (object *op) 574update_turn_face (object *op)
697{ 575{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 576 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 577 return;
578
700 SET_ANIMATION (op, op->direction); 579 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 580 update_object (op, UP_OBJ_FACE);
702} 581}
703 582
704/* 583/*
705 * Updates the speed of an object. If the speed changes from 0 to another 584 * 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. 585 * 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. 586 * This function needs to be called whenever the speed of an object changes.
708 */ 587 */
709void 588void
710update_ob_speed (object *op) 589object::set_speed (float speed)
711{ 590{
712 extern int arch_init; 591 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 { 592 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 593 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 594 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 595 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 596
737 /* process_events() expects us to insert the object at the beginning 597 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 598
741 if (op->active_next != NULL) 599 if (has_active_speed ())
742 op->active_next->active_prev = op; 600 activate ();
743
744 active_objects = op;
745 }
746 else 601 else
747 { 602 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} 603}
771 604
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/* 605/*
804 * update_object() updates the array which represents the map. 606 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 607 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 608 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 609 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 610 * 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 611 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 612 * updating that window, though, since update_object() is called _often_)
811 * 613 *
812 * action is a hint of what the caller believes need to be done. 614 * 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: 615 * current action are:
818 * UP_OBJ_INSERT: op was inserted 616 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 617 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 618 * 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. 619 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 620 * UP_OBJ_FACE: only the objects face has changed.
823 */ 621 */
824
825void 622void
826update_object (object *op, int action) 623update_object (object *op, int action)
827{ 624{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL) 625 if (op == NULL)
832 { 626 {
833 /* this should never happen */ 627 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 628 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 629 return;
836 } 630 }
837 631
838 if (op->env != NULL) 632 if (op->env)
839 { 633 {
840 /* Animation is currently handled by client, so nothing 634 /* Animation is currently handled by client, so nothing
841 * to do in this case. 635 * to do in this case.
842 */ 636 */
843 return; 637 return;
848 */ 642 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 643 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 644 return;
851 645
852 /* make sure the object is within map boundaries */ 646 /* 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)) 647 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 648 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 649 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 650#ifdef MANY_CORES
857 abort (); 651 abort ();
858#endif 652#endif
859 return; 653 return;
860 } 654 }
861 655
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 656 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);
868 657
658 if (!(m.flags_ & P_UPTODATE))
659 /* nop */;
869 if (action == UP_OBJ_INSERT) 660 else if (action == UP_OBJ_INSERT)
870 { 661 {
662 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 663 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)) 664 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 665 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 666 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
667 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 668 || (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) 669 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 670 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 671 || (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 672 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 673 * to have move_allow right now.
894 */ 674 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 675 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 676 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 677 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 678 }
901 /* if the object is being removed, we can't make intelligent 679 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 680 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 681 * that is being removed.
904 */ 682 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 683 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 684 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 685 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 686 /* Nothing to do for that case */ ;
909 else 687 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 688 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 689
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) 690 if (op->more)
919 update_object (op->more, action); 691 update_object (op->more, action);
920}
921
922static unordered_vector<object *> mortals;
923
924void object::free_mortals ()
925{
926 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
927 if ((*i)->refcnt)
928 ++i; // further delay freeing
929 else
930 {
931 delete *i;
932 mortals.erase (i);
933 }
934
935 static int lastmortals = 0;//D
936
937 if (mortals.size() != lastmortals)//D
938 {
939 lastmortals = mortals.size ();//D
940 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
941 }
942} 692}
943 693
944object::object () 694object::object ()
945{ 695{
946 SET_FLAG (this, FLAG_REMOVED); 696 SET_FLAG (this, FLAG_REMOVED);
947 697
948 expmul = 1.0; 698 expmul = 1.0;
949 face = blank_face; 699 face = blank_face;
950 attacked_by_count = -1;
951} 700}
952 701
953object::~object () 702object::~object ()
954{ 703{
704 unlink ();
705
955 free_key_values (this); 706 free_key_values (this);
956} 707}
957 708
709static int object_count;
710
958void object::link () 711void object::link ()
959{ 712{
960 count = ++ob_count; 713 assert (!index);//D
961 uuid = gen_uuid (); 714 uuid = gen_uuid ();
715 count = ++object_count;
962 716
963 prev = 0; 717 refcnt_inc ();
964 next = objects; 718 objects.insert (this);
965
966 if (objects)
967 objects->prev = this;
968
969 objects = this;
970} 719}
971 720
972void object::unlink () 721void object::unlink ()
973{ 722{
974 //count = 0;//D 723 if (!index)
975 if (!prev && !next) return;//D 724 return;
976 725
977 if (this == objects) 726 objects.erase (this);
978 objects = next; 727 refcnt_dec ();
728}
979 729
980 /* Remove this object from the list of used objects */ 730void
981 if (prev) prev->next = next; 731object::activate ()
982 if (next) next->prev = prev; 732{
733 /* If already on active list, don't do anything */
734 if (active)
735 return;
983 736
984 prev = 0; 737 if (has_active_speed ())
985 next = 0; 738 actives.insert (this);
739}
740
741void
742object::activate_recursive ()
743{
744 activate ();
745
746 for (object *op = inv; op; op = op->below)
747 op->activate_recursive ();
748}
749
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759object::deactivate ()
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!active)
763 return;
764
765 actives.erase (this);
766}
767
768void
769object::deactivate_recursive ()
770{
771 for (object *op = inv; op; op = op->below)
772 op->deactivate_recursive ();
773
774 deactivate ();
775}
776
777void
778object::set_flag_inv (int flag, int value)
779{
780 for (object *op = inv; op; op = op->below)
781 {
782 op->flag [flag] = value;
783 op->set_flag_inv (flag, value);
784 }
785}
786
787/*
788 * Remove and free all objects in the inventory of the given object.
789 * object.c ?
790 */
791void
792object::destroy_inv (bool drop_to_ground)
793{
794 // need to check first, because the checks below might segfault
795 // as we might be on an invalid mapspace and crossfire code
796 // is too buggy to ensure that the inventory is empty.
797 // corollary: if you create arrows etc. with stuff in tis inventory,
798 // cf will crash below with off-map x and y
799 if (!inv)
800 return;
801
802 /* Only if the space blocks everything do we not process -
803 * if some form of movement is allowed, let objects
804 * drop on that space.
805 */
806 if (!drop_to_ground
807 || !map
808 || map->in_memory != MAP_IN_MEMORY
809 || map->nodrop
810 || ms ().move_block == MOVE_ALL)
811 {
812 while (inv)
813 {
814 inv->destroy_inv (drop_to_ground);
815 inv->destroy ();
816 }
817 }
818 else
819 { /* Put objects in inventory onto this space */
820 while (inv)
821 {
822 object *op = inv;
823
824 if (op->flag [FLAG_STARTEQUIP]
825 || op->flag [FLAG_NO_DROP]
826 || op->type == RUNE
827 || op->type == TRAP
828 || op->flag [FLAG_IS_A_TEMPLATE]
829 || op->flag [FLAG_DESTROY_ON_DEATH])
830 op->destroy ();
831 else
832 map->insert (op, x, y);
833 }
834 }
986} 835}
987 836
988object *object::create () 837object *object::create ()
989{ 838{
990 object *op = new object; 839 object *op = new object;
991 op->link (); 840 op->link ();
992 return op; 841 return op;
993} 842}
994 843
995/* 844void
996 * free_object() frees everything allocated by an object, removes 845object::do_destroy ()
997 * it from the list of used objects, and puts it on the list of
998 * free objects. The IS_FREED() flag is set in the object.
999 * The object must have been removed by remove_ob() first for
1000 * this function to succeed.
1001 *
1002 * If free_inventory is set, free inventory as well. Else drop items in
1003 * inventory to the ground.
1004 */
1005void object::free (bool free_inventory)
1006{ 846{
1007 if (QUERY_FLAG (this, FLAG_FREED)) 847 attachable::do_destroy ();
848
849 if (flag [FLAG_IS_LINKED])
850 remove_button_link (this);
851
852 if (flag [FLAG_FRIENDLY])
853 remove_friendly_object (this);
854
855 if (!flag [FLAG_REMOVED])
856 remove ();
857
858 destroy_inv (true);
859
860 deactivate ();
861 unlink ();
862
863 flag [FLAG_FREED] = 1;
864
865 // hack to ensure that freed objects still have a valid map
866 {
867 static maptile *freed_map; // freed objects are moved here to avoid crashes
868
869 if (!freed_map)
870 {
871 freed_map = new maptile;
872
873 freed_map->name = "/internal/freed_objects_map";
874 freed_map->width = 3;
875 freed_map->height = 3;
876
877 freed_map->alloc ();
878 freed_map->in_memory = MAP_IN_MEMORY;
879 }
880
881 map = freed_map;
882 x = 1;
883 y = 1;
884 }
885
886 head = 0;
887
888 if (more)
889 {
890 more->destroy ();
891 more = 0;
892 }
893
894 // clear those pointers that likely might have circular references to us
895 owner = 0;
896 enemy = 0;
897 attacked_by = 0;
898}
899
900void
901object::destroy (bool destroy_inventory)
902{
903 if (destroyed ())
1008 return; 904 return;
1009 905
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 906 if (destroy_inventory)
1011 remove_friendly_object (this); 907 destroy_inv (false);
1012 908
1013 if (!QUERY_FLAG (this, FLAG_REMOVED)) 909 attachable::destroy ();
1014 remove_ob (this);
1015
1016 SET_FLAG (this, FLAG_FREED);
1017
1018 if (more)
1019 {
1020 more->free (free_inventory);
1021 more = 0;
1022 }
1023
1024 if (inv)
1025 {
1026 /* Only if the space blocks everything do we not process -
1027 * if some form of movement is allowed, let objects
1028 * drop on that space.
1029 */
1030 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1031 {
1032 object *op = inv;
1033
1034 while (op)
1035 {
1036 object *tmp = op->below;
1037 op->free (free_inventory);
1038 op = tmp;
1039 }
1040 }
1041 else
1042 { /* Put objects in inventory onto this space */
1043 object *op = inv;
1044
1045 while (op)
1046 {
1047 object *tmp = op->below;
1048
1049 remove_ob (op);
1050
1051 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1052 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1053 free_object (op);
1054 else
1055 {
1056 op->x = x;
1057 op->y = y;
1058 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1059 }
1060
1061 op = tmp;
1062 }
1063 }
1064 }
1065
1066 owner = 0;
1067
1068 /* Remove object from the active list */
1069 speed = 0;
1070 update_ob_speed (this);
1071
1072 unlink ();
1073
1074 mortals.push_back (this);
1075} 910}
1076 911
1077/* 912/*
1078 * sub_weight() recursively (outwards) subtracts a number from the 913 * sub_weight() recursively (outwards) subtracts a number from the
1079 * weight of an object (and what is carried by it's environment(s)). 914 * weight of an object (and what is carried by it's environment(s)).
1080 */ 915 */
1081
1082void 916void
1083sub_weight (object *op, signed long weight) 917sub_weight (object *op, signed long weight)
1084{ 918{
1085 while (op != NULL) 919 while (op != NULL)
1086 { 920 {
1087 if (op->type == CONTAINER) 921 if (op->type == CONTAINER)
1088 {
1089 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 922 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1090 } 923
1091 op->carrying -= weight; 924 op->carrying -= weight;
1092 op = op->env; 925 op = op->env;
1093 } 926 }
1094} 927}
1095 928
1096/* remove_ob(op): 929/* op->remove ():
1097 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
1098 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
1099 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
1100 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
1101 * the previous environment. 934 * the previous environment.
1102 * Beware: This function is called from the editor as well!
1103 */ 935 */
1104
1105void 936void
1106remove_ob (object *op) 937object::do_remove ()
1107{ 938{
939 object *tmp, *last = 0;
1108 object * 940 object *otmp;
1109 tmp, *
1110 last = NULL;
1111 object *
1112 otmp;
1113 941
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120
1121 sint16
1122 x,
1123 y;
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 return; 943 return;
1127 944
1128 SET_FLAG (op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1129 947
1130 if (op->more != NULL) 948 if (more)
1131 remove_ob (op->more); 949 more->remove ();
1132 950
1133 /* 951 /*
1134 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1135 * inventory. 953 * inventory.
1136 */ 954 */
1137 if (op->env != NULL) 955 if (env)
1138 { 956 {
1139 if (op->nrof) 957 if (nrof)
1140 sub_weight (op->env, op->weight * op->nrof); 958 sub_weight (env, weight * nrof);
1141 else 959 else
1142 sub_weight (op->env, op->weight + op->carrying); 960 sub_weight (env, weight + carrying);
1143 961
1144 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1145 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1146 * to save cpu time. 964 * to save cpu time.
1147 */ 965 */
1148 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1149 fix_player (otmp); 967 otmp->update_stats ();
1150 968
1151 if (op->above != NULL) 969 if (above)
1152 op->above->below = op->below; 970 above->below = below;
1153 else 971 else
1154 op->env->inv = op->below; 972 env->inv = below;
1155 973
1156 if (op->below != NULL) 974 if (below)
1157 op->below->above = op->above; 975 below->above = above;
1158 976
1159 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1160 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1161 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1162 */ 980 */
1163 op->x = op->env->x, op->y = op->env->y; 981 x = env->x, y = env->y;
1164 op->map = op->env->map; 982 map = env->map;
1165 op->above = NULL, op->below = NULL; 983 above = 0, below = 0;
1166 op->env = NULL; 984 env = 0;
1167 } 985 }
1168 else if (op->map) 986 else if (map)
1169 { 987 {
1170 x = op->x; 988 if (type == PLAYER)
1171 y = op->y;
1172 m = get_map_from_coord (op->map, &x, &y);
1173
1174 if (!m)
1175 {
1176 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1177 op->map->path, op->x, op->y);
1178 /* in old days, we used to set x and y to 0 and continue.
1179 * it seems if we get into this case, something is probablye
1180 * screwed up and should be fixed.
1181 */
1182 abort ();
1183 } 989 {
990 // leaving a spot always closes any open container on the ground
991 if (container && !container->env)
992 // this causes spurious floorbox updates, but it ensures
993 // that the CLOSE event is being sent.
994 close_container ();
1184 995
1185 if (op->map != m) 996 --map->players;
1186 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 997 map->touch ();
1187 op->map->path, m->path, op->x, op->y, x, y);
1188
1189 /* Re did the following section of code - it looks like it had
1190 * lots of logic for things we no longer care about
1191 */ 998 }
999
1000 map->dirty = true;
1001 mapspace &ms = this->ms ();
1192 1002
1193 /* link the object above us */ 1003 /* link the object above us */
1194 if (op->above) 1004 if (above)
1195 op->above->below = op->below; 1005 above->below = below;
1196 else 1006 else
1197 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1007 ms.top = below; /* we were top, set new top */
1198 1008
1199 /* Relink the object below us, if there is one */ 1009 /* Relink the object below us, if there is one */
1200 if (op->below) 1010 if (below)
1201 op->below->above = op->above; 1011 below->above = above;
1202 else 1012 else
1203 { 1013 {
1204 /* Nothing below, which means we need to relink map object for this space 1014 /* Nothing below, which means we need to relink map object for this space
1205 * use translated coordinates in case some oddness with map tiling is 1015 * use translated coordinates in case some oddness with map tiling is
1206 * evident 1016 * evident
1207 */ 1017 */
1208 if (GET_MAP_OB (m, x, y) != op) 1018 if (GET_MAP_OB (map, x, y) != this)
1209 {
1210 dump_object (op);
1211 LOG (llevError,
1212 "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); 1019 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 ());
1213 dump_object (GET_MAP_OB (m, x, y)); 1020
1214 LOG (llevError, "%s\n", errmsg); 1021 ms.bot = above; /* goes on above it. */
1215 } 1022 }
1216 1023
1217 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1218 }
1219
1220 op->above = 0; 1024 above = 0;
1221 op->below = 0; 1025 below = 0;
1222 1026
1223 if (op->map->in_memory == MAP_SAVING) 1027 if (map->in_memory == MAP_SAVING)
1224 return; 1028 return;
1225 1029
1226 tag = op->count; 1030 int check_walk_off = !flag [FLAG_NO_APPLY];
1227 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1228 1031
1229 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1032 for (tmp = ms.bot; tmp; tmp = tmp->above)
1230 { 1033 {
1231 /* No point updating the players look faces if he is the object 1034 /* No point updating the players look faces if he is the object
1232 * being removed. 1035 * being removed.
1233 */ 1036 */
1234 1037
1235 if (tmp->type == PLAYER && tmp != op) 1038 if (tmp->type == PLAYER && tmp != this)
1236 { 1039 {
1237 /* If a container that the player is currently using somehow gets 1040 /* If a container that the player is currently using somehow gets
1238 * removed (most likely destroyed), update the player view 1041 * removed (most likely destroyed), update the player view
1239 * appropriately. 1042 * appropriately.
1240 */ 1043 */
1241 if (tmp->container == op) 1044 if (tmp->container == this)
1242 { 1045 {
1243 CLEAR_FLAG (op, FLAG_APPLIED); 1046 flag [FLAG_APPLIED] = 0;
1244 tmp->container = NULL; 1047 tmp->container = 0;
1245 } 1048 }
1246 1049
1247 tmp->contr->socket.update_look = 1; 1050 if (tmp->contr->ns)
1051 tmp->contr->ns->floorbox_update ();
1248 } 1052 }
1249 1053
1250 /* See if player moving off should effect something */ 1054 /* See if object moving off should effect something */
1251 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1055 if (check_walk_off
1056 && ((move_type & tmp->move_off)
1057 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1252 { 1058 {
1253 move_apply (tmp, op, NULL); 1059 move_apply (tmp, this, 0);
1254 1060
1255 if (was_destroyed (op, tag)) 1061 if (destroyed ())
1256 {
1257 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1062 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1258 }
1259 } 1063 }
1260 1064
1261 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1065 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1262 1066 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1263 if (tmp->above == tmp) 1067 if (tmp->above == tmp)
1264 tmp->above = NULL; 1068 tmp->above = 0;
1265 1069
1266 last = tmp; 1070 last = tmp;
1267 } 1071 }
1268 1072
1269 /* last == NULL of there are no objects on this space */ 1073 /* last == NULL if there are no objects on this space */
1074 //TODO: this makes little sense, why only update the topmost object?
1270 if (last == NULL) 1075 if (!last)
1271 { 1076 map->at (x, y).flags_ = 0;
1272 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1273 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1274 * those out anyways, and if there are any flags set right now, they won't
1275 * be correct anyways.
1276 */
1277 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1278 update_position (op->map, op->x, op->y);
1279 }
1280 else 1077 else
1281 update_object (last, UP_OBJ_REMOVE); 1078 update_object (last, UP_OBJ_REMOVE);
1282 1079
1283 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1080 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1284 update_all_los (op->map, op->x, op->y); 1081 update_all_los (map, x, y);
1285 } 1082 }
1286} 1083}
1287 1084
1288/* 1085/*
1289 * merge_ob(op,top): 1086 * merge_ob(op,top):
1297merge_ob (object *op, object *top) 1094merge_ob (object *op, object *top)
1298{ 1095{
1299 if (!op->nrof) 1096 if (!op->nrof)
1300 return 0; 1097 return 0;
1301 1098
1302 if (top == NULL) 1099 if (top)
1303 for (top = op; top != NULL && top->above != NULL; top = top->above); 1100 for (top = op; top && top->above; top = top->above)
1101 ;
1304 1102
1305 for (; top != NULL; top = top->below) 1103 for (; top; top = top->below)
1306 { 1104 {
1307 if (top == op) 1105 if (top == op)
1308 continue; 1106 continue;
1309 if (CAN_MERGE (op, top)) 1107
1108 if (object::can_merge (op, top))
1310 { 1109 {
1311 top->nrof += op->nrof; 1110 top->nrof += op->nrof;
1312 1111
1313/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1112/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1314 op->weight = 0; /* Don't want any adjustements now */ 1113 op->weight = 0; /* Don't want any adjustements now */
1315 remove_ob (op); 1114 op->destroy ();
1316 free_object (op);
1317 return top; 1115 return top;
1318 } 1116 }
1319 } 1117 }
1320 1118
1321 return NULL; 1119 return 0;
1322} 1120}
1323 1121
1122void
1123object::expand_tail ()
1124{
1125 if (more)
1126 return;
1127
1128 object *prev = this;
1129
1130 for (archetype *at = arch->more; at; at = at->more)
1131 {
1132 object *op = arch_to_object (at);
1133
1134 op->name = name;
1135 op->name_pl = name_pl;
1136 op->title = title;
1137
1138 op->head = this;
1139 prev->more = op;
1140
1141 prev = op;
1142 }
1143}
1144
1324/* 1145/*
1325 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1146 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1326 * job preparing multi-part monsters 1147 * job preparing multi-part monsters.
1327 */ 1148 */
1328object * 1149object *
1329insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1150insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1330{ 1151{
1331 object *tmp;
1332
1333 if (op->head)
1334 op = op->head;
1335
1336 for (tmp = op; tmp; tmp = tmp->more) 1152 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1337 { 1153 {
1338 tmp->x = x + tmp->arch->clone.x; 1154 tmp->x = x + tmp->arch->clone.x;
1339 tmp->y = y + tmp->arch->clone.y; 1155 tmp->y = y + tmp->arch->clone.y;
1340 } 1156 }
1341 1157
1360 * Return value: 1176 * Return value:
1361 * new object if 'op' was merged with other object 1177 * new object if 'op' was merged with other object
1362 * NULL if 'op' was destroyed 1178 * NULL if 'op' was destroyed
1363 * just 'op' otherwise 1179 * just 'op' otherwise
1364 */ 1180 */
1365
1366object * 1181object *
1367insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1182insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1368{ 1183{
1184 assert (!op->flag [FLAG_FREED]);
1185
1369 object *tmp, *top, *floor = NULL; 1186 object *tmp, *top, *floor = NULL;
1370 sint16 x, y;
1371 1187
1372 if (QUERY_FLAG (op, FLAG_FREED)) 1188 op->remove ();
1373 {
1374 LOG (llevError, "Trying to insert freed object!\n");
1375 return NULL;
1376 }
1377 1189
1378 if (m == NULL) 1190#if 0
1379 { 1191 if (!m->active != !op->active)
1380 dump_object (op); 1192 if (m->active)
1381 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1193 op->activate_recursive ();
1382 return op; 1194 else
1383 } 1195 op->deactivate_recursive ();
1196#endif
1384 1197
1385 if (out_of_map (m, op->x, op->y)) 1198 if (out_of_map (m, op->x, op->y))
1386 { 1199 {
1387 dump_object (op);
1388 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1200 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1389#ifdef MANY_CORES 1201#ifdef MANY_CORES
1390 /* Better to catch this here, as otherwise the next use of this object 1202 /* Better to catch this here, as otherwise the next use of this object
1391 * is likely to cause a crash. Better to find out where it is getting 1203 * is likely to cause a crash. Better to find out where it is getting
1392 * improperly inserted. 1204 * improperly inserted.
1393 */ 1205 */
1394 abort (); 1206 abort ();
1395#endif 1207#endif
1396 return op; 1208 return op;
1397 } 1209 }
1398 1210
1399 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1403 return op;
1404 }
1405
1406 if (op->more != NULL)
1407 {
1408 /* The part may be on a different map. */
1409
1410 object *more = op->more; 1211 if (object *more = op->more)
1411 1212 {
1412 /* We really need the caller to normalize coordinates - if
1413 * we set the map, that doesn't work if the location is within
1414 * a map and this is straddling an edge. So only if coordinate
1415 * is clear wrong do we normalize it.
1416 */
1417 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1418 more->map = get_map_from_coord (m, &more->x, &more->y);
1419 else if (!more->map)
1420 {
1421 /* For backwards compatibility - when not dealing with tiled maps,
1422 * more->map should always point to the parent.
1423 */
1424 more->map = m;
1425 }
1426
1427 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1213 if (!insert_ob_in_map (more, m, originator, flag))
1428 { 1214 {
1429 if (!op->head) 1215 if (!op->head)
1430 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1431 1217
1432 return NULL; 1218 return 0;
1433 } 1219 }
1434 } 1220 }
1435 1221
1436 CLEAR_FLAG (op, FLAG_REMOVED); 1222 CLEAR_FLAG (op, FLAG_REMOVED);
1437 1223
1438 /* Ideally, the caller figures this out. However, it complicates a lot 1224 /* Ideally, the caller figures this out. However, it complicates a lot
1439 * of areas of callers (eg, anything that uses find_free_spot would now 1225 * of areas of callers (eg, anything that uses find_free_spot would now
1440 * need extra work 1226 * need extra work
1441 */ 1227 */
1442 op->map = get_map_from_coord (m, &op->x, &op->y); 1228 if (!xy_normalise (m, op->x, op->y))
1443 x = op->x; 1229 return 0;
1444 y = op->y; 1230
1231 op->map = m;
1232 mapspace &ms = op->ms ();
1445 1233
1446 /* this has to be done after we translate the coordinates. 1234 /* this has to be done after we translate the coordinates.
1447 */ 1235 */
1448 if (op->nrof && !(flag & INS_NO_MERGE)) 1236 if (op->nrof && !(flag & INS_NO_MERGE))
1449 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1237 for (tmp = ms.bot; tmp; tmp = tmp->above)
1450 if (CAN_MERGE (op, tmp)) 1238 if (object::can_merge (op, tmp))
1451 { 1239 {
1452 op->nrof += tmp->nrof; 1240 op->nrof += tmp->nrof;
1453 remove_ob (tmp); 1241 tmp->destroy ();
1454 free_object (tmp);
1455 } 1242 }
1456 1243
1457 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1244 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1458 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1245 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459 1246
1472 op->below = originator->below; 1259 op->below = originator->below;
1473 1260
1474 if (op->below) 1261 if (op->below)
1475 op->below->above = op; 1262 op->below->above = op;
1476 else 1263 else
1477 SET_MAP_OB (op->map, op->x, op->y, op); 1264 ms.bot = op;
1478 1265
1479 /* since *below* originator, no need to update top */ 1266 /* since *below* originator, no need to update top */
1480 originator->below = op; 1267 originator->below = op;
1481 } 1268 }
1482 else 1269 else
1483 { 1270 {
1271 top = ms.bot;
1272
1484 /* If there are other objects, then */ 1273 /* If there are other objects, then */
1485 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1274 if ((!(flag & INS_MAP_LOAD)) && top)
1486 { 1275 {
1487 object *last = NULL; 1276 object *last = 0;
1488 1277
1489 /* 1278 /*
1490 * If there are multiple objects on this space, we do some trickier handling. 1279 * If there are multiple objects on this space, we do some trickier handling.
1491 * We've already dealt with merging if appropriate. 1280 * We've already dealt with merging if appropriate.
1492 * Generally, we want to put the new object on top. But if 1281 * Generally, we want to put the new object on top. But if
1496 * once we get to them. This reduces the need to traverse over all of 1285 * once we get to them. This reduces the need to traverse over all of
1497 * them when adding another one - this saves quite a bit of cpu time 1286 * them when adding another one - this saves quite a bit of cpu time
1498 * when lots of spells are cast in one area. Currently, it is presumed 1287 * when lots of spells are cast in one area. Currently, it is presumed
1499 * that flying non pickable objects are spell objects. 1288 * that flying non pickable objects are spell objects.
1500 */ 1289 */
1501 1290 for (top = ms.bot; top; top = top->above)
1502 while (top != NULL)
1503 { 1291 {
1504 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1292 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1505 floor = top; 1293 floor = top;
1506 1294
1507 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1295 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1510 top = top->below; 1298 top = top->below;
1511 break; 1299 break;
1512 } 1300 }
1513 1301
1514 last = top; 1302 last = top;
1515 top = top->above;
1516 } 1303 }
1517 1304
1518 /* Don't want top to be NULL, so set it to the last valid object */ 1305 /* Don't want top to be NULL, so set it to the last valid object */
1519 top = last; 1306 top = last;
1520 1307
1522 * looks like instead of lots of conditions here. 1309 * looks like instead of lots of conditions here.
1523 * makes things faster, and effectively the same result. 1310 * makes things faster, and effectively the same result.
1524 */ 1311 */
1525 1312
1526 /* Have object 'fall below' other objects that block view. 1313 /* Have object 'fall below' other objects that block view.
1527 * Unless those objects are exits, type 66 1314 * Unless those objects are exits.
1528 * If INS_ON_TOP is used, don't do this processing 1315 * If INS_ON_TOP is used, don't do this processing
1529 * Need to find the object that in fact blocks view, otherwise 1316 * Need to find the object that in fact blocks view, otherwise
1530 * stacking is a bit odd. 1317 * stacking is a bit odd.
1531 */ 1318 */
1532 if (!(flag & INS_ON_TOP) && 1319 if (!(flag & INS_ON_TOP)
1533 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1320 && ms.flags () & P_BLOCKSVIEW
1321 && (op->face && !faces [op->face].visibility))
1534 { 1322 {
1535 for (last = top; last != floor; last = last->below) 1323 for (last = top; last != floor; last = last->below)
1536 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1324 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537 break; 1325 break;
1326
1538 /* Check to see if we found the object that blocks view, 1327 /* Check to see if we found the object that blocks view,
1539 * and make sure we have a below pointer for it so that 1328 * and make sure we have a below pointer for it so that
1540 * we can get inserted below this one, which requires we 1329 * we can get inserted below this one, which requires we
1541 * set top to the object below us. 1330 * set top to the object below us.
1542 */ 1331 */
1544 top = last->below; 1333 top = last->below;
1545 } 1334 }
1546 } /* If objects on this space */ 1335 } /* If objects on this space */
1547 1336
1548 if (flag & INS_MAP_LOAD) 1337 if (flag & INS_MAP_LOAD)
1549 top = GET_MAP_TOP (op->map, op->x, op->y); 1338 top = ms.top;
1550 1339
1551 if (flag & INS_ABOVE_FLOOR_ONLY) 1340 if (flag & INS_ABOVE_FLOOR_ONLY)
1552 top = floor; 1341 top = floor;
1553 1342
1554 /* Top is the object that our object (op) is going to get inserted above. 1343 /* Top is the object that our object (op) is going to get inserted above.
1555 */ 1344 */
1556 1345
1557 /* First object on this space */ 1346 /* First object on this space */
1558 if (!top) 1347 if (!top)
1559 { 1348 {
1560 op->above = GET_MAP_OB (op->map, op->x, op->y); 1349 op->above = ms.bot;
1561 1350
1562 if (op->above) 1351 if (op->above)
1563 op->above->below = op; 1352 op->above->below = op;
1564 1353
1565 op->below = NULL; 1354 op->below = 0;
1566 SET_MAP_OB (op->map, op->x, op->y, op); 1355 ms.bot = op;
1567 } 1356 }
1568 else 1357 else
1569 { /* get inserted into the stack above top */ 1358 { /* get inserted into the stack above top */
1570 op->above = top->above; 1359 op->above = top->above;
1571 1360
1574 1363
1575 op->below = top; 1364 op->below = top;
1576 top->above = op; 1365 top->above = op;
1577 } 1366 }
1578 1367
1579 if (op->above == NULL) 1368 if (!op->above)
1580 SET_MAP_TOP (op->map, op->x, op->y, op); 1369 ms.top = op;
1581 } /* else not INS_BELOW_ORIGINATOR */ 1370 } /* else not INS_BELOW_ORIGINATOR */
1582 1371
1583 if (op->type == PLAYER) 1372 if (op->type == PLAYER)
1373 {
1584 op->contr->do_los = 1; 1374 op->contr->do_los = 1;
1375 ++op->map->players;
1376 op->map->touch ();
1377 }
1378
1379 op->map->dirty = true;
1585 1380
1586 /* If we have a floor, we know the player, if any, will be above 1381 /* If we have a floor, we know the player, if any, will be above
1587 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1588 */ 1383 */
1589 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1590 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1385 if (object *pl = ms.player ())
1591 if (tmp->type == PLAYER) 1386 if (pl->contr->ns)
1592 tmp->contr->socket.update_look = 1; 1387 pl->contr->ns->floorbox_update ();
1593 1388
1594 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1595 * visible to others on this map. But update_all_los is really 1390 * visible to others on this map. But update_all_los is really
1596 * an inefficient way to do this, as it means los for all players 1391 * an inefficient way to do this, as it means los for all players
1597 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1598 * be far away from this change and not affected in any way - 1393 * be far away from this change and not affected in any way -
1599 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1600 * or just updating the P_NEED_UPDATE for spaces within this area 1395 * or just updating the P_UPTODATE for spaces within this area
1601 * of effect may be sufficient. 1396 * of effect may be sufficient.
1602 */ 1397 */
1603 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1604 update_all_los (op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1605 1400
1606 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1607 update_object (op, UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1608 1403
1404 INVOKE_OBJECT (INSERT, op);
1405
1609 /* Don't know if moving this to the end will break anything. However, 1406 /* Don't know if moving this to the end will break anything. However,
1610 * we want to have update_look set above before calling this. 1407 * we want to have floorbox_update called before calling this.
1611 * 1408 *
1612 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1613 * check_move_on() depends on correct map flags (so functions like 1410 * check_move_on() depends on correct map flags (so functions like
1614 * blocked() and wall() work properly), and these flags are updated by 1411 * blocked() and wall() work properly), and these flags are updated by
1615 * update_object(). 1412 * update_object().
1617 1414
1618 /* if this is not the head or flag has been passed, don't check walk on status */ 1415 /* if this is not the head or flag has been passed, don't check walk on status */
1619 if (!(flag & INS_NO_WALK_ON) && !op->head) 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1620 { 1417 {
1621 if (check_move_on (op, originator)) 1418 if (check_move_on (op, originator))
1622 return NULL; 1419 return 0;
1623 1420
1624 /* If we are a multi part object, lets work our way through the check 1421 /* If we are a multi part object, lets work our way through the check
1625 * walk on's. 1422 * walk on's.
1626 */ 1423 */
1627 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1628 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1629 return NULL; 1426 return 0;
1630 } 1427 }
1631 1428
1632 return op; 1429 return op;
1633} 1430}
1634 1431
1635/* this function inserts an object in the map, but if it 1432/* this function inserts an object in the map, but if it
1636 * finds an object of its own type, it'll remove that one first. 1433 * finds an object of its own type, it'll remove that one first.
1637 * op is the object to insert it under: supplies x and the map. 1434 * op is the object to insert it under: supplies x and the map.
1638 */ 1435 */
1639void 1436void
1640replace_insert_ob_in_map (const char *arch_string, object *op) 1437replace_insert_ob_in_map (const char *arch_string, object *op)
1641{ 1438{
1642 object * 1439 object *tmp, *tmp1;
1643 tmp;
1644 object *
1645 tmp1;
1646 1440
1647 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1648 1442
1649 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1443 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1650 {
1651 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1652 { 1445 tmp->destroy ();
1653 remove_ob (tmp);
1654 free_object (tmp);
1655 }
1656 }
1657 1446
1658 tmp1 = arch_to_object (find_archetype (arch_string)); 1447 tmp1 = arch_to_object (archetype::find (arch_string));
1659 1448
1660 tmp1->x = op->x; 1449 tmp1->x = op->x;
1661 tmp1->y = op->y; 1450 tmp1->y = op->y;
1662 insert_ob_in_map (tmp1, op->map, op, 0); 1451 insert_ob_in_map (tmp1, op->map, op, 0);
1452}
1453
1454object *
1455object::insert_at (object *where, object *originator, int flags)
1456{
1457 return where->map->insert (this, where->x, where->y, originator, flags);
1663} 1458}
1664 1459
1665/* 1460/*
1666 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1461 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1667 * is returned contains nr objects, and the remaining parts contains 1462 * is returned contains nr objects, and the remaining parts contains
1668 * the rest (or is removed and freed if that number is 0). 1463 * the rest (or is removed and freed if that number is 0).
1669 * On failure, NULL is returned, and the reason put into the 1464 * On failure, NULL is returned, and the reason put into the
1670 * global static errmsg array. 1465 * global static errmsg array.
1671 */ 1466 */
1672
1673object * 1467object *
1674get_split_ob (object *orig_ob, uint32 nr) 1468get_split_ob (object *orig_ob, uint32 nr)
1675{ 1469{
1676 object * 1470 object *newob;
1677 newob;
1678 int
1679 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1471 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1680 1472
1681 if (orig_ob->nrof < nr) 1473 if (orig_ob->nrof < nr)
1682 { 1474 {
1683 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1475 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1684 return NULL; 1476 return NULL;
1685 } 1477 }
1686 1478
1687 newob = object_create_clone (orig_ob); 1479 newob = object_create_clone (orig_ob);
1688 1480
1689 if ((orig_ob->nrof -= nr) < 1) 1481 if ((orig_ob->nrof -= nr) < 1)
1690 { 1482 orig_ob->destroy (1);
1691 if (!is_removed)
1692 remove_ob (orig_ob);
1693 free_object2 (orig_ob, 1);
1694 }
1695 else if (!is_removed) 1483 else if (!is_removed)
1696 { 1484 {
1697 if (orig_ob->env != NULL) 1485 if (orig_ob->env != NULL)
1698 sub_weight (orig_ob->env, orig_ob->weight * nr); 1486 sub_weight (orig_ob->env, orig_ob->weight * nr);
1699 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1487 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1714 * the amount of an object. If the amount reaches 0, the object 1502 * the amount of an object. If the amount reaches 0, the object
1715 * is subsequently removed and freed. 1503 * is subsequently removed and freed.
1716 * 1504 *
1717 * Return value: 'op' if something is left, NULL if the amount reached 0 1505 * Return value: 'op' if something is left, NULL if the amount reached 0
1718 */ 1506 */
1719
1720object * 1507object *
1721decrease_ob_nr (object *op, uint32 i) 1508decrease_ob_nr (object *op, uint32 i)
1722{ 1509{
1723 object *tmp; 1510 object *tmp;
1724 player *pl;
1725 1511
1726 if (i == 0) /* objects with op->nrof require this check */ 1512 if (i == 0) /* objects with op->nrof require this check */
1727 return op; 1513 return op;
1728 1514
1729 if (i > op->nrof) 1515 if (i > op->nrof)
1730 i = op->nrof; 1516 i = op->nrof;
1731 1517
1732 if (QUERY_FLAG (op, FLAG_REMOVED)) 1518 if (QUERY_FLAG (op, FLAG_REMOVED))
1733 op->nrof -= i; 1519 op->nrof -= i;
1734 else if (op->env != NULL) 1520 else if (op->env)
1735 { 1521 {
1736 /* is this object in the players inventory, or sub container 1522 /* is this object in the players inventory, or sub container
1737 * therein? 1523 * therein?
1738 */ 1524 */
1739 tmp = is_player_inv (op->env); 1525 tmp = op->in_player ();
1740 /* nope. Is this a container the player has opened? 1526 /* nope. Is this a container the player has opened?
1741 * If so, set tmp to that player. 1527 * If so, set tmp to that player.
1742 * IMO, searching through all the players will mostly 1528 * IMO, searching through all the players will mostly
1743 * likely be quicker than following op->env to the map, 1529 * likely be quicker than following op->env to the map,
1744 * and then searching the map for a player. 1530 * and then searching the map for a player.
1745 */ 1531 */
1746 if (!tmp) 1532 if (!tmp)
1747 { 1533 for_all_players (pl)
1748 for (pl = first_player; pl; pl = pl->next)
1749 if (pl->ob->container == op->env) 1534 if (pl->ob->container == op->env)
1535 {
1536 tmp = pl->ob;
1750 break; 1537 break;
1751 if (pl)
1752 tmp = pl->ob;
1753 else
1754 tmp = NULL;
1755 } 1538 }
1756 1539
1757 if (i < op->nrof) 1540 if (i < op->nrof)
1758 { 1541 {
1759 sub_weight (op->env, op->weight * i); 1542 sub_weight (op->env, op->weight * i);
1760 op->nrof -= i; 1543 op->nrof -= i;
1761 if (tmp) 1544 if (tmp)
1762 {
1763 esrv_send_item (tmp, op); 1545 esrv_send_item (tmp, op);
1764 }
1765 } 1546 }
1766 else 1547 else
1767 { 1548 {
1768 remove_ob (op); 1549 op->remove ();
1769 op->nrof = 0; 1550 op->nrof = 0;
1770 if (tmp) 1551 if (tmp)
1771 {
1772 esrv_del_item (tmp->contr, op->count); 1552 esrv_del_item (tmp->contr, op->count);
1773 }
1774 } 1553 }
1775 } 1554 }
1776 else 1555 else
1777 { 1556 {
1778 object *above = op->above; 1557 object *above = op->above;
1779 1558
1780 if (i < op->nrof) 1559 if (i < op->nrof)
1781 op->nrof -= i; 1560 op->nrof -= i;
1782 else 1561 else
1783 { 1562 {
1784 remove_ob (op); 1563 op->remove ();
1785 op->nrof = 0; 1564 op->nrof = 0;
1786 } 1565 }
1787 1566
1788 /* Since we just removed op, op->above is null */ 1567 /* Since we just removed op, op->above is null */
1789 for (tmp = above; tmp != NULL; tmp = tmp->above) 1568 for (tmp = above; tmp; tmp = tmp->above)
1790 if (tmp->type == PLAYER) 1569 if (tmp->type == PLAYER)
1791 { 1570 {
1792 if (op->nrof) 1571 if (op->nrof)
1793 esrv_send_item (tmp, op); 1572 esrv_send_item (tmp, op);
1794 else 1573 else
1798 1577
1799 if (op->nrof) 1578 if (op->nrof)
1800 return op; 1579 return op;
1801 else 1580 else
1802 { 1581 {
1803 free_object (op); 1582 op->destroy ();
1804 return NULL; 1583 return 0;
1805 } 1584 }
1806} 1585}
1807 1586
1808/* 1587/*
1809 * add_weight(object, weight) adds the specified weight to an object, 1588 * add_weight(object, weight) adds the specified weight to an object,
1810 * and also updates how much the environment(s) is/are carrying. 1589 * and also updates how much the environment(s) is/are carrying.
1811 */ 1590 */
1812
1813void 1591void
1814add_weight (object *op, signed long weight) 1592add_weight (object *op, signed long weight)
1815{ 1593{
1816 while (op != NULL) 1594 while (op != NULL)
1817 { 1595 {
1821 op->carrying += weight; 1599 op->carrying += weight;
1822 op = op->env; 1600 op = op->env;
1823 } 1601 }
1824} 1602}
1825 1603
1604object *
1605insert_ob_in_ob (object *op, object *where)
1606{
1607 if (!where)
1608 {
1609 char *dump = dump_object (op);
1610 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1611 free (dump);
1612 return op;
1613 }
1614
1615 if (where->head)
1616 {
1617 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1618 where = where->head;
1619 }
1620
1621 return where->insert (op);
1622}
1623
1826/* 1624/*
1827 * insert_ob_in_ob(op,environment): 1625 * env->insert (op)
1828 * This function inserts the object op in the linked list 1626 * This function inserts the object op in the linked list
1829 * inside the object environment. 1627 * inside the object environment.
1830 * 1628 *
1831 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1832 * the inventory at the last position or next to other objects of the same
1833 * type.
1834 * Frank: Now sorted by type, archetype and magic!
1835 *
1836 * The function returns now pointer to inserted item, and return value can 1629 * The function returns now pointer to inserted item, and return value can
1837 * be != op, if items are merged. -Tero 1630 * be != op, if items are merged. -Tero
1838 */ 1631 */
1839
1840object * 1632object *
1841insert_ob_in_ob (object *op, object *where) 1633object::insert (object *op)
1842{ 1634{
1843 object * 1635 object *tmp, *otmp;
1844 tmp, *
1845 otmp;
1846 1636
1847 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1637 if (!QUERY_FLAG (op, FLAG_REMOVED))
1848 { 1638 op->remove ();
1849 dump_object (op);
1850 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1851 return op;
1852 }
1853
1854 if (where == NULL)
1855 {
1856 dump_object (op);
1857 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1858 return op;
1859 }
1860
1861 if (where->head)
1862 {
1863 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1864 where = where->head;
1865 }
1866 1639
1867 if (op->more) 1640 if (op->more)
1868 { 1641 {
1869 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1642 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1870 return op; 1643 return op;
1872 1645
1873 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1646 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1874 CLEAR_FLAG (op, FLAG_REMOVED); 1647 CLEAR_FLAG (op, FLAG_REMOVED);
1875 if (op->nrof) 1648 if (op->nrof)
1876 { 1649 {
1877 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1650 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1878 if (CAN_MERGE (tmp, op)) 1651 if (object::can_merge (tmp, op))
1879 { 1652 {
1880 /* return the original object and remove inserted object 1653 /* return the original object and remove inserted object
1881 (client needs the original object) */ 1654 (client needs the original object) */
1882 tmp->nrof += op->nrof; 1655 tmp->nrof += op->nrof;
1883 /* Weight handling gets pretty funky. Since we are adding to 1656 /* Weight handling gets pretty funky. Since we are adding to
1884 * tmp->nrof, we need to increase the weight. 1657 * tmp->nrof, we need to increase the weight.
1885 */ 1658 */
1886 add_weight (where, op->weight * op->nrof); 1659 add_weight (this, op->weight * op->nrof);
1887 SET_FLAG (op, FLAG_REMOVED); 1660 SET_FLAG (op, FLAG_REMOVED);
1888 free_object (op); /* free the inserted object */ 1661 op->destroy (); /* free the inserted object */
1889 op = tmp; 1662 op = tmp;
1890 remove_ob (op); /* and fix old object's links */ 1663 op->remove (); /* and fix old object's links */
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1664 CLEAR_FLAG (op, FLAG_REMOVED);
1892 break; 1665 break;
1893 } 1666 }
1894 1667
1895 /* I assume combined objects have no inventory 1668 /* I assume combined objects have no inventory
1896 * We add the weight - this object could have just been removed 1669 * We add the weight - this object could have just been removed
1897 * (if it was possible to merge). calling remove_ob will subtract 1670 * (if it was possible to merge). calling remove_ob will subtract
1898 * the weight, so we need to add it in again, since we actually do 1671 * the weight, so we need to add it in again, since we actually do
1899 * the linking below 1672 * the linking below
1900 */ 1673 */
1901 add_weight (where, op->weight * op->nrof); 1674 add_weight (this, op->weight * op->nrof);
1902 } 1675 }
1903 else 1676 else
1904 add_weight (where, (op->weight + op->carrying)); 1677 add_weight (this, (op->weight + op->carrying));
1905 1678
1906 otmp = is_player_inv (where); 1679 otmp = this->in_player ();
1907 if (otmp && otmp->contr != NULL) 1680 if (otmp && otmp->contr)
1908 {
1909 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1681 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1910 fix_player (otmp); 1682 otmp->update_stats ();
1911 }
1912 1683
1913 op->map = NULL; 1684 op->map = 0;
1914 op->env = where; 1685 op->env = this;
1915 op->above = NULL; 1686 op->above = 0;
1916 op->below = NULL; 1687 op->below = 0;
1917 op->x = 0, op->y = 0; 1688 op->x = 0, op->y = 0;
1918 1689
1919 /* reset the light list and los of the players on the map */ 1690 /* reset the light list and los of the players on the map */
1920 if ((op->glow_radius != 0) && where->map) 1691 if ((op->glow_radius != 0) && map)
1921 { 1692 {
1922#ifdef DEBUG_LIGHTS 1693#ifdef DEBUG_LIGHTS
1923 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1694 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1924#endif /* DEBUG_LIGHTS */ 1695#endif /* DEBUG_LIGHTS */
1925 if (MAP_DARKNESS (where->map)) 1696 if (map->darkness)
1926 update_all_los (where->map, where->x, where->y); 1697 update_all_los (map, x, y);
1927 } 1698 }
1928 1699
1929 /* Client has no idea of ordering so lets not bother ordering it here. 1700 /* Client has no idea of ordering so lets not bother ordering it here.
1930 * It sure simplifies this function... 1701 * It sure simplifies this function...
1931 */ 1702 */
1932 if (where->inv == NULL) 1703 if (!inv)
1933 where->inv = op; 1704 inv = op;
1934 else 1705 else
1935 { 1706 {
1936 op->below = where->inv; 1707 op->below = inv;
1937 op->below->above = op; 1708 op->below->above = op;
1938 where->inv = op; 1709 inv = op;
1939 } 1710 }
1711
1712 INVOKE_OBJECT (INSERT, this);
1713
1940 return op; 1714 return op;
1941} 1715}
1942 1716
1943/* 1717/*
1944 * Checks if any objects has a move_type that matches objects 1718 * Checks if any objects has a move_type that matches objects
1958 * 1732 *
1959 * MSW 2001-07-08: Check all objects on space, not just those below 1733 * MSW 2001-07-08: Check all objects on space, not just those below
1960 * object being inserted. insert_ob_in_map may not put new objects 1734 * object being inserted. insert_ob_in_map may not put new objects
1961 * on top. 1735 * on top.
1962 */ 1736 */
1963
1964int 1737int
1965check_move_on (object *op, object *originator) 1738check_move_on (object *op, object *originator)
1966{ 1739{
1967 object * 1740 object *tmp;
1968 tmp; 1741 maptile *m = op->map;
1969 tag_t
1970 tag;
1971 mapstruct *
1972 m = op->map;
1973 int
1974 x = op->x, y = op->y; 1742 int x = op->x, y = op->y;
1975 1743
1976 MoveType 1744 MoveType move_on, move_slow, move_block;
1977 move_on,
1978 move_slow,
1979 move_block;
1980 1745
1981 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1746 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1982 return 0; 1747 return 0;
1983
1984 tag = op->count;
1985 1748
1986 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1749 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1987 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1750 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1988 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1751 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1989 1752
2005 1768
2006 /* The objects have to be checked from top to bottom. 1769 /* The objects have to be checked from top to bottom.
2007 * Hence, we first go to the top: 1770 * Hence, we first go to the top:
2008 */ 1771 */
2009 1772
2010 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1773 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2011 { 1774 {
2012 /* Trim the search when we find the first other spell effect 1775 /* Trim the search when we find the first other spell effect
2013 * this helps performance so that if a space has 50 spell objects, 1776 * this helps performance so that if a space has 50 spell objects,
2014 * we don't need to check all of them. 1777 * we don't need to check all of them.
2015 */ 1778 */
2033 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1796 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2034 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1797 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2035 { 1798 {
2036 1799
2037 float 1800 float
2038 diff = tmp->move_slow_penalty * FABS (op->speed); 1801 diff = tmp->move_slow_penalty * fabs (op->speed);
2039 1802
2040 if (op->type == PLAYER) 1803 if (op->type == PLAYER)
2041 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1804 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2042 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1805 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2043 diff /= 4.0; 1806 diff /= 4.0;
2050 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1813 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1814 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2052 { 1815 {
2053 move_apply (tmp, op, originator); 1816 move_apply (tmp, op, originator);
2054 1817
2055 if (was_destroyed (op, tag)) 1818 if (op->destroyed ())
2056 return 1; 1819 return 1;
2057 1820
2058 /* what the person/creature stepped onto has moved the object 1821 /* what the person/creature stepped onto has moved the object
2059 * someplace new. Don't process any further - if we did, 1822 * someplace new. Don't process any further - if we did,
2060 * have a feeling strange problems would result. 1823 * have a feeling strange problems would result.
2070/* 1833/*
2071 * present_arch(arch, map, x, y) searches for any objects with 1834 * present_arch(arch, map, x, y) searches for any objects with
2072 * a matching archetype at the given map and coordinates. 1835 * a matching archetype at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1836 * The first matching object is returned, or NULL if none.
2074 */ 1837 */
2075
2076object * 1838object *
2077present_arch (const archetype *at, mapstruct *m, int x, int y) 1839present_arch (const archetype *at, maptile *m, int x, int y)
2078{ 1840{
2079 object *
2080 tmp;
2081
2082 if (m == NULL || out_of_map (m, x, y)) 1841 if (!m || out_of_map (m, x, y))
2083 { 1842 {
2084 LOG (llevError, "Present_arch called outside map.\n"); 1843 LOG (llevError, "Present_arch called outside map.\n");
2085 return NULL; 1844 return NULL;
2086 } 1845 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1846
1847 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2088 if (tmp->arch == at) 1848 if (tmp->arch == at)
2089 return tmp; 1849 return tmp;
1850
2090 return NULL; 1851 return NULL;
2091} 1852}
2092 1853
2093/* 1854/*
2094 * present(type, map, x, y) searches for any objects with 1855 * present(type, map, x, y) searches for any objects with
2095 * a matching type variable at the given map and coordinates. 1856 * a matching type variable at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1857 * The first matching object is returned, or NULL if none.
2097 */ 1858 */
2098
2099object * 1859object *
2100present (unsigned char type, mapstruct *m, int x, int y) 1860present (unsigned char type, maptile *m, int x, int y)
2101{ 1861{
2102 object *
2103 tmp;
2104
2105 if (out_of_map (m, x, y)) 1862 if (out_of_map (m, x, y))
2106 { 1863 {
2107 LOG (llevError, "Present called outside map.\n"); 1864 LOG (llevError, "Present called outside map.\n");
2108 return NULL; 1865 return NULL;
2109 } 1866 }
2110 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867
1868 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2111 if (tmp->type == type) 1869 if (tmp->type == type)
2112 return tmp; 1870 return tmp;
1871
2113 return NULL; 1872 return NULL;
2114} 1873}
2115 1874
2116/* 1875/*
2117 * present_in_ob(type, object) searches for any objects with 1876 * present_in_ob(type, object) searches for any objects with
2118 * a matching type variable in the inventory of the given object. 1877 * a matching type variable in the inventory of the given object.
2119 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
2120 */ 1879 */
2121
2122object * 1880object *
2123present_in_ob (unsigned char type, const object *op) 1881present_in_ob (unsigned char type, const object *op)
2124{ 1882{
2125 object *
2126 tmp;
2127
2128 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2129 if (tmp->type == type) 1884 if (tmp->type == type)
2130 return tmp; 1885 return tmp;
1886
2131 return NULL; 1887 return NULL;
2132} 1888}
2133 1889
2134/* 1890/*
2135 * present_in_ob (type, str, object) searches for any objects with 1891 * present_in_ob (type, str, object) searches for any objects with
2143 * str is the string to match against. Note that we match against 1899 * str is the string to match against. Note that we match against
2144 * the object name, not the archetype name. this is so that the 1900 * the object name, not the archetype name. this is so that the
2145 * spell code can use one object type (force), but change it's name 1901 * spell code can use one object type (force), but change it's name
2146 * to be unique. 1902 * to be unique.
2147 */ 1903 */
2148
2149object * 1904object *
2150present_in_ob_by_name (int type, const char *str, const object *op) 1905present_in_ob_by_name (int type, const char *str, const object *op)
2151{ 1906{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2156 {
2157 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1908 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2158 return tmp; 1909 return tmp;
2159 } 1910
2160 return NULL; 1911 return 0;
2161} 1912}
2162 1913
2163/* 1914/*
2164 * present_arch_in_ob(archetype, object) searches for any objects with 1915 * present_arch_in_ob(archetype, object) searches for any objects with
2165 * a matching archetype in the inventory of the given object. 1916 * a matching archetype in the inventory of the given object.
2166 * The first matching object is returned, or NULL if none. 1917 * The first matching object is returned, or NULL if none.
2167 */ 1918 */
2168
2169object * 1919object *
2170present_arch_in_ob (const archetype *at, const object *op) 1920present_arch_in_ob (const archetype *at, const object *op)
2171{ 1921{
2172 object *
2173 tmp;
2174
2175 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2176 if (tmp->arch == at) 1923 if (tmp->arch == at)
2177 return tmp; 1924 return tmp;
1925
2178 return NULL; 1926 return NULL;
2179} 1927}
2180 1928
2181/* 1929/*
2182 * activate recursively a flag on an object inventory 1930 * activate recursively a flag on an object inventory
2183 */ 1931 */
2184void 1932void
2185flag_inv (object *op, int flag) 1933flag_inv (object *op, int flag)
2186{ 1934{
2187 object *
2188 tmp;
2189
2190 if (op->inv) 1935 if (op->inv)
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1936 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 { 1937 {
2193 SET_FLAG (tmp, flag); 1938 SET_FLAG (tmp, flag);
2194 flag_inv (tmp, flag); 1939 flag_inv (tmp, flag);
2195 } 1940 }
2196} /* 1941}
1942
1943/*
2197 * desactivate recursively a flag on an object inventory 1944 * deactivate recursively a flag on an object inventory
2198 */ 1945 */
2199void 1946void
2200unflag_inv (object *op, int flag) 1947unflag_inv (object *op, int flag)
2201{ 1948{
2202 object *
2203 tmp;
2204
2205 if (op->inv) 1949 if (op->inv)
2206 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1950 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2207 { 1951 {
2208 CLEAR_FLAG (tmp, flag); 1952 CLEAR_FLAG (tmp, flag);
2209 unflag_inv (tmp, flag); 1953 unflag_inv (tmp, flag);
2210 } 1954 }
2211} 1955}
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1958 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 1959 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 1960 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function. 1961 * him/her-self and all object carried by a call to this function.
2218 */ 1962 */
2219
2220void 1963void
2221set_cheat (object *op) 1964set_cheat (object *op)
2222{ 1965{
2223 SET_FLAG (op, FLAG_WAS_WIZ); 1966 SET_FLAG (op, FLAG_WAS_WIZ);
2224 flag_inv (op, FLAG_WAS_WIZ); 1967 flag_inv (op, FLAG_WAS_WIZ);
2243 * because arch_blocked (now ob_blocked) needs to know the movement type 1986 * because arch_blocked (now ob_blocked) needs to know the movement type
2244 * to know if the space in question will block the object. We can't use 1987 * to know if the space in question will block the object. We can't use
2245 * the archetype because that isn't correct if the monster has been 1988 * the archetype because that isn't correct if the monster has been
2246 * customized, changed states, etc. 1989 * customized, changed states, etc.
2247 */ 1990 */
2248
2249int 1991int
2250find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1992find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2251{ 1993{
2252 int
2253 i,
2254 index = 0, flag; 1994 int index = 0, flag;
2255 static int
2256 altern[SIZEOFFREE]; 1995 int altern[SIZEOFFREE];
2257 1996
2258 for (i = start; i < stop; i++) 1997 for (int i = start; i < stop; i++)
2259 { 1998 {
2260 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1999 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2261 if (!flag) 2000 if (!flag)
2262 altern[index++] = i; 2001 altern [index++] = i;
2263 2002
2264 /* Basically, if we find a wall on a space, we cut down the search size. 2003 /* Basically, if we find a wall on a space, we cut down the search size.
2265 * In this way, we won't return spaces that are on another side of a wall. 2004 * In this way, we won't return spaces that are on another side of a wall.
2266 * This mostly work, but it cuts down the search size in all directions - 2005 * This mostly work, but it cuts down the search size in all directions -
2267 * if the space being examined only has a wall to the north and empty 2006 * if the space being examined only has a wall to the north and empty
2268 * spaces in all the other directions, this will reduce the search space 2007 * spaces in all the other directions, this will reduce the search space
2269 * to only the spaces immediately surrounding the target area, and 2008 * to only the spaces immediately surrounding the target area, and
2270 * won't look 2 spaces south of the target space. 2009 * won't look 2 spaces south of the target space.
2271 */ 2010 */
2272 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2011 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2273 stop = maxfree[i]; 2012 stop = maxfree[i];
2274 } 2013 }
2014
2275 if (!index) 2015 if (!index)
2276 return -1; 2016 return -1;
2017
2277 return altern[RANDOM () % index]; 2018 return altern [rndm (index)];
2278} 2019}
2279 2020
2280/* 2021/*
2281 * find_first_free_spot(archetype, mapstruct, x, y) works like 2022 * find_first_free_spot(archetype, maptile, x, y) works like
2282 * find_free_spot(), but it will search max number of squares. 2023 * find_free_spot(), but it will search max number of squares.
2283 * But it will return the first available spot, not a random choice. 2024 * But it will return the first available spot, not a random choice.
2284 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2025 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2285 */ 2026 */
2286
2287int 2027int
2288find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2028find_first_free_spot (const object *ob, maptile *m, int x, int y)
2289{ 2029{
2290 int
2291 i;
2292
2293 for (i = 0; i < SIZEOFFREE; i++) 2030 for (int i = 0; i < SIZEOFFREE; i++)
2294 {
2295 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2031 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2296 return i; 2032 return i;
2297 } 2033
2298 return -1; 2034 return -1;
2299} 2035}
2300 2036
2301/* 2037/*
2302 * The function permute(arr, begin, end) randomly reorders the array 2038 * The function permute(arr, begin, end) randomly reorders the array
2303 * arr[begin..end-1]. 2039 * arr[begin..end-1].
2040 * now uses a fisher-yates shuffle, old permute was broken
2304 */ 2041 */
2305static void 2042static void
2306permute (int *arr, int begin, int end) 2043permute (int *arr, int begin, int end)
2307{ 2044{
2308 int 2045 arr += begin;
2309 i,
2310 j,
2311 tmp,
2312 len;
2313
2314 len = end - begin; 2046 end -= begin;
2315 for (i = begin; i < end; i++)
2316 {
2317 j = begin + RANDOM () % len;
2318 2047
2319 tmp = arr[i]; 2048 while (--end)
2320 arr[i] = arr[j]; 2049 swap (arr [end], arr [rndm (end + 1)]);
2321 arr[j] = tmp;
2322 }
2323} 2050}
2324 2051
2325/* new function to make monster searching more efficient, and effective! 2052/* new function to make monster searching more efficient, and effective!
2326 * This basically returns a randomized array (in the passed pointer) of 2053 * This basically returns a randomized array (in the passed pointer) of
2327 * the spaces to find monsters. In this way, it won't always look for 2054 * the spaces to find monsters. In this way, it won't always look for
2330 * the 3x3 area will be searched, just not in a predictable order. 2057 * the 3x3 area will be searched, just not in a predictable order.
2331 */ 2058 */
2332void 2059void
2333get_search_arr (int *search_arr) 2060get_search_arr (int *search_arr)
2334{ 2061{
2335 int 2062 int i;
2336 i;
2337 2063
2338 for (i = 0; i < SIZEOFFREE; i++) 2064 for (i = 0; i < SIZEOFFREE; i++)
2339 {
2340 search_arr[i] = i; 2065 search_arr[i] = i;
2341 }
2342 2066
2343 permute (search_arr, 1, SIZEOFFREE1 + 1); 2067 permute (search_arr, 1, SIZEOFFREE1 + 1);
2344 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2068 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2345 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2069 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2346} 2070}
2355 * Perhaps incorrectly, but I'm making the assumption that exclude 2079 * Perhaps incorrectly, but I'm making the assumption that exclude
2356 * is actually want is going to try and move there. We need this info 2080 * is actually want is going to try and move there. We need this info
2357 * because we have to know what movement the thing looking to move 2081 * because we have to know what movement the thing looking to move
2358 * there is capable of. 2082 * there is capable of.
2359 */ 2083 */
2360
2361int 2084int
2362find_dir (mapstruct *m, int x, int y, object *exclude) 2085find_dir (maptile *m, int x, int y, object *exclude)
2363{ 2086{
2364 int
2365 i,
2366 max = SIZEOFFREE, mflags; 2087 int i, max = SIZEOFFREE, mflags;
2367 2088
2368 sint16 nx, ny; 2089 sint16 nx, ny;
2369 object * 2090 object *tmp;
2370 tmp; 2091 maptile *mp;
2371 mapstruct *
2372 mp;
2373 2092
2374 MoveType blocked, move_type; 2093 MoveType blocked, move_type;
2375 2094
2376 if (exclude && exclude->head) 2095 if (exclude && exclude->head)
2377 { 2096 {
2389 mp = m; 2108 mp = m;
2390 nx = x + freearr_x[i]; 2109 nx = x + freearr_x[i];
2391 ny = y + freearr_y[i]; 2110 ny = y + freearr_y[i];
2392 2111
2393 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2112 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2113
2394 if (mflags & P_OUT_OF_MAP) 2114 if (mflags & P_OUT_OF_MAP)
2395 {
2396 max = maxfree[i]; 2115 max = maxfree[i];
2397 }
2398 else 2116 else
2399 { 2117 {
2400 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2118 mapspace &ms = mp->at (nx, ny);
2119
2120 blocked = ms.move_block;
2401 2121
2402 if ((move_type & blocked) == move_type) 2122 if ((move_type & blocked) == move_type)
2403 {
2404 max = maxfree[i]; 2123 max = maxfree[i];
2405 }
2406 else if (mflags & P_IS_ALIVE) 2124 else if (mflags & P_IS_ALIVE)
2407 { 2125 {
2408 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2126 for (tmp = ms.bot; tmp; tmp = tmp->above)
2409 { 2127 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2410 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2128 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2411 {
2412 break; 2129 break;
2413 } 2130
2414 }
2415 if (tmp) 2131 if (tmp)
2416 {
2417 return freedir[i]; 2132 return freedir[i];
2418 }
2419 } 2133 }
2420 } 2134 }
2421 } 2135 }
2136
2422 return 0; 2137 return 0;
2423} 2138}
2424 2139
2425/* 2140/*
2426 * distance(object 1, object 2) will return the square of the 2141 * distance(object 1, object 2) will return the square of the
2427 * distance between the two given objects. 2142 * distance between the two given objects.
2428 */ 2143 */
2429
2430int 2144int
2431distance (const object *ob1, const object *ob2) 2145distance (const object *ob1, const object *ob2)
2432{ 2146{
2433 int
2434 i;
2435
2436 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2147 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2437 return i;
2438} 2148}
2439 2149
2440/* 2150/*
2441 * find_dir_2(delta-x,delta-y) will return a direction in which 2151 * find_dir_2(delta-x,delta-y) will return a direction in which
2442 * an object which has subtracted the x and y coordinates of another 2152 * an object which has subtracted the x and y coordinates of another
2443 * object, needs to travel toward it. 2153 * object, needs to travel toward it.
2444 */ 2154 */
2445
2446int 2155int
2447find_dir_2 (int x, int y) 2156find_dir_2 (int x, int y)
2448{ 2157{
2449 int 2158 int q;
2450 q;
2451 2159
2452 if (y) 2160 if (y)
2453 q = x * 100 / y; 2161 q = x * 100 / y;
2454 else if (x) 2162 else if (x)
2455 q = -300 * x; 2163 q = -300 * x;
2480 2188
2481 return 3; 2189 return 3;
2482} 2190}
2483 2191
2484/* 2192/*
2485 * absdir(int): Returns a number between 1 and 8, which represent
2486 * the "absolute" direction of a number (it actually takes care of
2487 * "overflow" in previous calculations of a direction).
2488 */
2489
2490int
2491absdir (int d)
2492{
2493 while (d < 1)
2494 d += 8;
2495 while (d > 8)
2496 d -= 8;
2497 return d;
2498}
2499
2500/*
2501 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2193 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2502 * between two directions (which are expected to be absolute (see absdir()) 2194 * between two directions (which are expected to be absolute (see absdir())
2503 */ 2195 */
2504
2505int 2196int
2506dirdiff (int dir1, int dir2) 2197dirdiff (int dir1, int dir2)
2507{ 2198{
2508 int 2199 int d;
2509 d;
2510 2200
2511 d = abs (dir1 - dir2); 2201 d = abs (dir1 - dir2);
2512 if (d > 4) 2202 if (d > 4)
2513 d = 8 - d; 2203 d = 8 - d;
2204
2514 return d; 2205 return d;
2515} 2206}
2516 2207
2517/* peterm: 2208/* peterm:
2518 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2209 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2521 * This basically means that if direction is 15, then it could either go 2212 * This basically means that if direction is 15, then it could either go
2522 * direction 4, 14, or 16 to get back to where we are. 2213 * direction 4, 14, or 16 to get back to where we are.
2523 * Moved from spell_util.c to object.c with the other related direction 2214 * Moved from spell_util.c to object.c with the other related direction
2524 * functions. 2215 * functions.
2525 */ 2216 */
2526
2527int
2528 reduction_dir[SIZEOFFREE][3] = { 2217int reduction_dir[SIZEOFFREE][3] = {
2529 {0, 0, 0}, /* 0 */ 2218 {0, 0, 0}, /* 0 */
2530 {0, 0, 0}, /* 1 */ 2219 {0, 0, 0}, /* 1 */
2531 {0, 0, 0}, /* 2 */ 2220 {0, 0, 0}, /* 2 */
2532 {0, 0, 0}, /* 3 */ 2221 {0, 0, 0}, /* 3 */
2533 {0, 0, 0}, /* 4 */ 2222 {0, 0, 0}, /* 4 */
2581 * find a path to that monster that we found. If not, 2270 * find a path to that monster that we found. If not,
2582 * we don't bother going toward it. Returns 1 if we 2271 * we don't bother going toward it. Returns 1 if we
2583 * can see a direct way to get it 2272 * can see a direct way to get it
2584 * Modified to be map tile aware -.MSW 2273 * Modified to be map tile aware -.MSW
2585 */ 2274 */
2586
2587
2588int 2275int
2589can_see_monsterP (mapstruct *m, int x, int y, int dir) 2276can_see_monsterP (maptile *m, int x, int y, int dir)
2590{ 2277{
2591 sint16 dx, dy; 2278 sint16 dx, dy;
2592 int
2593 mflags; 2279 int mflags;
2594 2280
2595 if (dir < 0) 2281 if (dir < 0)
2596 return 0; /* exit condition: invalid direction */ 2282 return 0; /* exit condition: invalid direction */
2597 2283
2598 dx = x + freearr_x[dir]; 2284 dx = x + freearr_x[dir];
2611 return 0; 2297 return 0;
2612 2298
2613 /* yes, can see. */ 2299 /* yes, can see. */
2614 if (dir < 9) 2300 if (dir < 9)
2615 return 1; 2301 return 1;
2302
2616 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2303 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2617 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2304 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2305 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2618} 2306}
2619
2620
2621 2307
2622/* 2308/*
2623 * can_pick(picker, item): finds out if an object is possible to be 2309 * can_pick(picker, item): finds out if an object is possible to be
2624 * picked up by the picker. Returnes 1 if it can be 2310 * picked up by the picker. Returnes 1 if it can be
2625 * picked up, otherwise 0. 2311 * picked up, otherwise 0.
2636 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2322 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2637 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2323 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2638 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2324 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2639} 2325}
2640 2326
2641
2642/* 2327/*
2643 * create clone from object to another 2328 * create clone from object to another
2644 */ 2329 */
2645object * 2330object *
2646object_create_clone (object *asrc) 2331object_create_clone (object *asrc)
2647{ 2332{
2648 object *
2649 dst = NULL, *tmp, *src, *part, *prev, *item; 2333 object *dst = 0, *tmp, *src, *part, *prev, *item;
2650 2334
2651 if (!asrc) 2335 if (!asrc)
2652 return NULL; 2336 return 0;
2337
2653 src = asrc; 2338 src = asrc;
2654 if (src->head) 2339 if (src->head)
2655 src = src->head; 2340 src = src->head;
2656 2341
2657 prev = NULL; 2342 prev = 0;
2658 for (part = src; part; part = part->more) 2343 for (part = src; part; part = part->more)
2659 { 2344 {
2660 tmp = get_object (); 2345 tmp = part->clone ();
2661 copy_object (part, tmp);
2662 tmp->x -= src->x; 2346 tmp->x -= src->x;
2663 tmp->y -= src->y; 2347 tmp->y -= src->y;
2348
2664 if (!part->head) 2349 if (!part->head)
2665 { 2350 {
2666 dst = tmp; 2351 dst = tmp;
2667 tmp->head = NULL; 2352 tmp->head = 0;
2668 } 2353 }
2669 else 2354 else
2670 {
2671 tmp->head = dst; 2355 tmp->head = dst;
2672 } 2356
2673 tmp->more = NULL; 2357 tmp->more = 0;
2358
2674 if (prev) 2359 if (prev)
2675 prev->more = tmp; 2360 prev->more = tmp;
2361
2676 prev = tmp; 2362 prev = tmp;
2677 } 2363 }
2678 2364
2679 /*** copy inventory ***/
2680 for (item = src->inv; item; item = item->below) 2365 for (item = src->inv; item; item = item->below)
2681 {
2682 (void) insert_ob_in_ob (object_create_clone (item), dst); 2366 insert_ob_in_ob (object_create_clone (item), dst);
2683 }
2684 2367
2685 return dst; 2368 return dst;
2686}
2687
2688/* return true if the object was destroyed, 0 otherwise */
2689int
2690was_destroyed (const object *op, tag_t old_tag)
2691{
2692 /* checking for FLAG_FREED isn't necessary, but makes this function more
2693 * robust */
2694 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2695}
2696
2697/* GROS - Creates an object using a string representing its content. */
2698
2699/* Basically, we save the content of the string to a temp file, then call */
2700
2701/* load_object on it. I admit it is a highly inefficient way to make things, */
2702
2703/* but it was simple to make and allows reusing the load_object function. */
2704
2705/* Remember not to use load_object_str in a time-critical situation. */
2706
2707/* Also remember that multiparts objects are not supported for now. */
2708
2709object *
2710load_object_str (const char *obstr)
2711{
2712 object *
2713 op;
2714 char
2715 filename[MAX_BUF];
2716
2717 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2718
2719 FILE *
2720 tempfile = fopen (filename, "w");
2721
2722 if (tempfile == NULL)
2723 {
2724 LOG (llevError, "Error - Unable to access load object temp file\n");
2725 return NULL;
2726 }
2727
2728 fprintf (tempfile, obstr);
2729 fclose (tempfile);
2730
2731 op = get_object ();
2732
2733 object_thawer thawer (filename);
2734
2735 if (thawer)
2736 load_object (thawer, op, 0);
2737
2738 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2739 CLEAR_FLAG (op, FLAG_REMOVED);
2740
2741 return op;
2742} 2369}
2743 2370
2744/* This returns the first object in who's inventory that 2371/* This returns the first object in who's inventory that
2745 * has the same type and subtype match. 2372 * has the same type and subtype match.
2746 * returns NULL if no match. 2373 * returns NULL if no match.
2747 */ 2374 */
2748object * 2375object *
2749find_obj_by_type_subtype (const object *who, int type, int subtype) 2376find_obj_by_type_subtype (const object *who, int type, int subtype)
2750{ 2377{
2751 object *
2752 tmp;
2753
2754 for (tmp = who->inv; tmp; tmp = tmp->below) 2378 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == type && tmp->subtype == subtype) 2379 if (tmp->type == type && tmp->subtype == subtype)
2756 return tmp; 2380 return tmp;
2757 2381
2758 return NULL; 2382 return 0;
2759} 2383}
2760 2384
2761/* If ob has a field named key, return the link from the list, 2385/* If ob has a field named key, return the link from the list,
2762 * otherwise return NULL. 2386 * otherwise return NULL.
2763 * 2387 *
2765 * do the desired thing. 2389 * do the desired thing.
2766 */ 2390 */
2767key_value * 2391key_value *
2768get_ob_key_link (const object *ob, const char *key) 2392get_ob_key_link (const object *ob, const char *key)
2769{ 2393{
2770 key_value *
2771 link;
2772
2773 for (link = ob->key_values; link != NULL; link = link->next) 2394 for (key_value *link = ob->key_values; link; link = link->next)
2774 {
2775 if (link->key == key) 2395 if (link->key == key)
2776 {
2777 return link; 2396 return link;
2778 }
2779 }
2780 2397
2781 return NULL; 2398 return 0;
2782} 2399}
2783 2400
2784/* 2401/*
2785 * Returns the value of op has an extra_field for key, or NULL. 2402 * Returns the value of op has an extra_field for key, or NULL.
2786 * 2403 *
2811 if (link->key == canonical_key) 2428 if (link->key == canonical_key)
2812 return link->value; 2429 return link->value;
2813 2430
2814 return 0; 2431 return 0;
2815} 2432}
2816
2817 2433
2818/* 2434/*
2819 * Updates the canonical_key in op to value. 2435 * Updates the canonical_key in op to value.
2820 * 2436 *
2821 * canonical_key is a shared string (value doesn't have to be). 2437 * canonical_key is a shared string (value doesn't have to be).
2826 * Returns TRUE on success. 2442 * Returns TRUE on success.
2827 */ 2443 */
2828int 2444int
2829set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2445set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2830{ 2446{
2831 key_value *
2832 field = NULL, *last = NULL; 2447 key_value *field = NULL, *last = NULL;
2833 2448
2834 for (field = op->key_values; field != NULL; field = field->next) 2449 for (field = op->key_values; field != NULL; field = field->next)
2835 { 2450 {
2836 if (field->key != canonical_key) 2451 if (field->key != canonical_key)
2837 { 2452 {
2865 /* IF we get here, key doesn't exist */ 2480 /* IF we get here, key doesn't exist */
2866 2481
2867 /* No field, we'll have to add it. */ 2482 /* No field, we'll have to add it. */
2868 2483
2869 if (!add_key) 2484 if (!add_key)
2870 {
2871 return FALSE; 2485 return FALSE;
2872 } 2486
2873 /* There isn't any good reason to store a null 2487 /* There isn't any good reason to store a null
2874 * value in the key/value list. If the archetype has 2488 * value in the key/value list. If the archetype has
2875 * this key, then we should also have it, so shouldn't 2489 * this key, then we should also have it, so shouldn't
2876 * be here. If user wants to store empty strings, 2490 * be here. If user wants to store empty strings,
2877 * should pass in "" 2491 * should pass in ""
2926 } 2540 }
2927 else 2541 else
2928 item = item->env; 2542 item = item->env;
2929} 2543}
2930 2544
2545
2546const char *
2547object::flag_desc (char *desc, int len) const
2548{
2549 char *p = desc;
2550 bool first = true;
2551
2552 *p = 0;
2553
2554 for (int i = 0; i < NUM_FLAGS; i++)
2555 {
2556 if (len <= 10) // magic constant!
2557 {
2558 snprintf (p, len, ",...");
2559 break;
2560 }
2561
2562 if (flag [i])
2563 {
2564 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2565 len -= cnt;
2566 p += cnt;
2567 first = false;
2568 }
2569 }
2570
2571 return desc;
2572}
2573
2931// return a suitable string describing an objetc in enough detail to find it 2574// return a suitable string describing an object in enough detail to find it
2932const char * 2575const char *
2933object::debug_desc (char *info) const 2576object::debug_desc (char *info) const
2934{ 2577{
2578 char flagdesc[512];
2935 char info2[256 * 3]; 2579 char info2[256 * 4];
2936 char *p = info; 2580 char *p = info;
2937 2581
2938 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2582 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2939 count, 2583 count, uuid.seq,
2940 &name, 2584 &name,
2941 title ? " " : "", 2585 title ? "\",title:\"" : "",
2942 title ? (const char *)title : ""); 2586 title ? (const char *)title : "",
2587 flag_desc (flagdesc, 512), type);
2943 2588
2944 if (env) 2589 if (env)
2945 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2590 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2946 2591
2947 if (map) 2592 if (map)
2948 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2593 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2949 2594
2950 return info; 2595 return info;
2951} 2596}
2952 2597
2953const char * 2598const char *
2954object::debug_desc () const 2599object::debug_desc () const
2955{ 2600{
2956 static char info[256 * 3]; 2601 static char info[3][256 * 4];
2602 static int info_idx;
2603
2957 return debug_desc (info); 2604 return debug_desc (info [++info_idx % 3]);
2958} 2605}
2959 2606
2607struct region *
2608object::region () const
2609{
2610 return map ? map->region (x, y)
2611 : region::default_region ();
2612}
2613
2614const materialtype_t *
2615object::dominant_material () const
2616{
2617 if (materialtype_t *mat = name_to_material (materialname))
2618 return mat;
2619
2620 // omfg this is slow, this has to be temporary :)
2621 shstr unknown ("unknown");
2622
2623 return name_to_material (unknown);
2624}
2625
2626void
2627object::open_container (object *new_container)
2628{
2629 if (container == new_container)
2630 return;
2631
2632 if (object *old_container = container)
2633 {
2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2635 return;
2636
2637#if 0
2638 // remove the "Close old_container" object.
2639 if (object *closer = old_container->inv)
2640 if (closer->type == CLOSE_CON)
2641 closer->destroy ();
2642#endif
2643
2644 old_container->flag [FLAG_APPLIED] = 0;
2645 container = 0;
2646
2647 esrv_update_item (UPD_FLAGS, this, old_container);
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2649 }
2650
2651 if (new_container)
2652 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2654 return;
2655
2656 // TODO: this does not seem to serve any purpose anymore?
2657#if 0
2658 // insert the "Close Container" object.
2659 if (archetype *closer = new_container->other_arch)
2660 {
2661 object *closer = arch_to_object (new_container->other_arch);
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer);
2664 }
2665#endif
2666
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2668
2669 new_container->flag [FLAG_APPLIED] = 1;
2670 container = new_container;
2671
2672 esrv_update_item (UPD_FLAGS, this, new_container);
2673 esrv_send_inventory (this, new_container);
2674 }
2675}
2676
2677

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