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Comparing deliantra/server/common/object.C (file contents):
Revision 1.43 by root, Thu Sep 14 17:10:24 2006 UTC vs.
Revision 1.169 by root, Wed Aug 1 01:07:42 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
35 37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 uuid.seq = uid;
110 write_uuid (); 112 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
185 * 187 *
186 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
189 * 191 *
190 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
200 return 0; 205 return 0;
201 206
202 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 210 * used to store nrof).
208 */ 211 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
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:
302 return 0; 299 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0; 301 return 0;
305 } 302 }
306 303
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
309 { 305 {
310 ob1->optimise (); 306 ob1->optimise ();
311 ob2->optimise (); 307 ob2->optimise ();
312 308
313 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
314 return 0; 311 return 0;
315 } 312 }
316 313
317 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
318 return 1; 315 return 1;
319} 316}
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}
537 owner = owner->owner; 449 owner = owner->owner;
538 450
539 this->owner = owner; 451 this->owner = owner;
540} 452}
541 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
542/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
543 * refcounts and freeing the links. 521 * refcounts and freeing the links.
544 */ 522 */
545static void 523static void
546free_key_values (object *op) 524free_key_values (object *op)
547{ 525{
548 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
549 { 527 {
550 key_value *next = i->next; 528 key_value *next = i->next;
551 delete i; 529 delete i;
552 530
553 i = next; 531 i = next;
554 } 532 }
555 533
556 op->key_values = 0; 534 op->key_values = 0;
557} 535}
558 536
559void object::clear () 537object &
538object::operator =(const object &src)
560{ 539{
561 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
562 542
563 free_key_values (this); 543 *(object_copy *)this = src;
564 544
565 owner = 0; 545 flag [FLAG_FREED] = is_freed;
566 name = 0; 546 flag [FLAG_REMOVED] = is_removed;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/*
611 * copy object first frees everything allocated by the second object,
612 * and then copies the contends of the first object into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619copy_object (object *op2, object *op)
620{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
623
624 op2->clone (op);
625
626 if (is_freed)
627 SET_FLAG (op, FLAG_FREED);
628 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED);
630
631 if (op2->speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
633 547
634 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
635 if (op2->key_values) 549 if (src.key_values)
636 { 550 {
637 key_value *tail = 0; 551 key_value *tail = 0;
638 key_value *i;
639
640 op->key_values = 0; 552 key_values = 0;
641 553
642 for (i = op2->key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
643 { 555 {
644 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
645 557
646 new_link->next = 0; 558 new_link->next = 0;
647 new_link->key = i->key; 559 new_link->key = i->key;
648 new_link->value = i->value; 560 new_link->value = i->value;
649 561
650 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
651 if (!op->key_values) 563 if (!key_values)
652 { 564 {
653 op->key_values = new_link; 565 key_values = new_link;
654 tail = new_link; 566 tail = new_link;
655 } 567 }
656 else 568 else
657 { 569 {
658 tail->next = new_link; 570 tail->next = new_link;
659 tail = new_link; 571 tail = new_link;
660 } 572 }
661 } 573 }
662 } 574 }
575}
663 576
664 update_ob_speed (op); 577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
613}
614
615object *
616object::clone ()
617{
618 object *neu = create ();
619 copy_to (neu);
620 return neu;
665} 621}
666 622
667/* 623/*
668 * If an object with the IS_TURNABLE() flag needs to be turned due 624 * If an object with the IS_TURNABLE() flag needs to be turned due
669 * to the closest player being on the other side, this function can 625 * to the closest player being on the other side, this function can
670 * be called to update the face variable, _and_ how it looks on the map. 626 * be called to update the face variable, _and_ how it looks on the map.
671 */ 627 */
672
673void 628void
674update_turn_face (object *op) 629update_turn_face (object *op)
675{ 630{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 632 return;
633
678 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
680} 636}
681 637
682/* 638/*
683 * Updates the speed of an object. If the speed changes from 0 to another 639 * Updates the speed of an object. If the speed changes from 0 to another
684 * value, or vice versa, then add/remove the object from the active list. 640 * value, or vice versa, then add/remove the object from the active list.
685 * This function needs to be called whenever the speed of an object changes. 641 * This function needs to be called whenever the speed of an object changes.
686 */ 642 */
687void 643void
688update_ob_speed (object *op) 644object::set_speed (float speed)
689{ 645{
690 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
691
692 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated.
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 647 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 649 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 650 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 651
715 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 653
719 if (op->active_next != NULL) 654 if (has_active_speed ())
720 op->active_next->active_prev = op; 655 activate ();
721
722 active_objects = op;
723 }
724 else 656 else
725 { 657 deactivate ();
726 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects)
728 return;
729
730 if (op->active_prev == NULL)
731 {
732 active_objects = op->active_next;
733
734 if (op->active_next != NULL)
735 op->active_next->active_prev = NULL;
736 }
737 else
738 {
739 op->active_prev->active_next = op->active_next;
740
741 if (op->active_next)
742 op->active_next->active_prev = op->active_prev;
743 }
744
745 op->active_next = NULL;
746 op->active_prev = NULL;
747 }
748} 658}
749 659
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
759remove_from_active_list (object *op)
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 {
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779}
780
781/* 660/*
782 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another 663 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...) 664 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window 665 * If the object being updated is beneath a player, the look-window
787 * of that player is updated (this might be a suboptimal way of 666 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
789 * 668 *
790 * action is a hint of what the caller believes need to be done. 669 * action is a hint of what the caller believes need to be done.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 670 * current action are:
796 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 673 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
799 * as that is easier than trying to look at what may have changed. 674 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
801 */ 676 */
802
803void 677void
804update_object (object *op, int action) 678update_object (object *op, int action)
805{ 679{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow;
808
809 if (op == NULL) 680 if (op == NULL)
810 { 681 {
811 /* this should never happen */ 682 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 684 return;
814 } 685 }
815 686
816 if (op->env != NULL) 687 if (op->env)
817 { 688 {
818 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
819 * to do in this case. 690 * to do in this case.
820 */ 691 */
821 return; 692 return;
826 */ 697 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 699 return;
829 700
830 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
831 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 703 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 705#ifdef MANY_CORES
835 abort (); 706 abort ();
836#endif 707#endif
837 return; 708 return;
838 } 709 }
839 710
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 711 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
847 if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
848 { 716 {
717 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 724 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 725 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 726 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 728 * to have move_allow right now.
872 */ 729 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 732 m.flags_ = 0;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 733 }
879 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 736 * that is being removed.
882 */ 737 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 739 m.flags_ = 0;
885 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
887 else 742 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 744
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 745 if (op->more)
897 update_object (op->more, action); 746 update_object (op->more, action);
898}
899
900static unordered_vector<object *> mortals;
901
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920} 747}
921 748
922object::object () 749object::object ()
923{ 750{
924 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
927 face = blank_face; 754 face = blank_face;
928} 755}
929 756
930object::~object () 757object::~object ()
931{ 758{
759 unlink ();
760
932 free_key_values (this); 761 free_key_values (this);
933} 762}
934 763
764static int object_count;
765
935void object::link () 766void object::link ()
936{ 767{
937 count = ++ob_count; 768 assert (!index);//D
938 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
939 771
940 prev = 0; 772 refcnt_inc ();
941 next = objects; 773 objects.insert (this);
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 774}
948 775
949void object::unlink () 776void object::unlink ()
950{ 777{
951 //count = 0;//D 778 if (!index)
952 if (!prev && !next) return;//D 779 return;
953 780
954 if (this == objects) 781 objects.erase (this);
955 objects = next; 782 refcnt_dec ();
783}
956 784
957 /* Remove this object from the list of used objects */ 785void
958 if (prev) prev->next = next; 786object::activate ()
959 if (next) next->prev = prev; 787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
960 791
961 prev = 0; 792 if (has_active_speed ())
962 next = 0; 793 actives.insert (this);
794}
795
796void
797object::activate_recursive ()
798{
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803}
804
805/* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813void
814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840}
841
842/*
843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846void
847object::destroy_inv (bool drop_to_ground)
848{
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
866 {
867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy ();
871 }
872 }
873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
963} 890}
964 891
965object *object::create () 892object *object::create ()
966{ 893{
967 object *op = new object; 894 object *op = new object;
968 op->link (); 895 op->link ();
969 return op; 896 return op;
970} 897}
971 898
972/* 899void
973 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 901{
984 if (QUERY_FLAG (this, FLAG_FREED)) 902 attachable::do_destroy ();
903
904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
908 remove_friendly_object (this);
909
910 if (!flag [FLAG_REMOVED])
911 remove ();
912
913 destroy_inv (true);
914
915 deactivate ();
916 unlink ();
917
918 flag [FLAG_FREED] = 1;
919
920 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
925 {
926 freed_map = new maptile;
927
928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
934 }
935
936 map = freed_map;
937 x = 1;
938 y = 1;
939 }
940
941 if (more)
942 {
943 more->destroy ();
944 more = 0;
945 }
946
947 head = 0;
948
949 // clear those pointers that likely might cause circular references
950 owner = 0;
951 enemy = 0;
952 attacked_by = 0;
953 current_weapon = 0;
954}
955
956void
957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
985 return; 960 return;
986 961
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 962 if (destroy_inventory)
988 remove_friendly_object (this); 963 destroy_inv (false);
989 964
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 965 play_sound (sound_die);
991 remove_ob (this);
992 966
993 SET_FLAG (this, FLAG_FREED); 967 attachable::destroy ();
994
995 if (more)
996 {
997 more->free (free_inventory);
998 more = 0;
999 }
1000
1001 if (inv)
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 }
1042
1043 owner = 0;
1044
1045 /* Remove object from the active list */
1046 speed = 0;
1047 update_ob_speed (this);
1048
1049 unlink ();
1050
1051 mortals.push_back (this);
1052} 968}
1053 969
1054/* 970/*
1055 * sub_weight() recursively (outwards) subtracts a number from the 971 * sub_weight() recursively (outwards) subtracts a number from the
1056 * weight of an object (and what is carried by it's environment(s)). 972 * weight of an object (and what is carried by it's environment(s)).
1057 */ 973 */
1058
1059void 974void
1060sub_weight (object *op, signed long weight) 975sub_weight (object *op, signed long weight)
1061{ 976{
1062 while (op != NULL) 977 while (op != NULL)
1063 { 978 {
1064 if (op->type == CONTAINER) 979 if (op->type == CONTAINER)
1065 {
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 980 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067 } 981
1068 op->carrying -= weight; 982 op->carrying -= weight;
1069 op = op->env; 983 op = op->env;
1070 } 984 }
1071} 985}
1072 986
1073/* remove_ob(op): 987/* op->remove ():
1074 * This function removes the object op from the linked list of objects 988 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the 989 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 990 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 991 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 992 * the previous environment.
1079 * Beware: This function is called from the editor as well!
1080 */ 993 */
1081
1082void 994void
1083remove_ob (object *op) 995object::do_remove ()
1084{ 996{
997 object *tmp, *last = 0;
1085 object * 998 object *otmp;
1086 tmp, *
1087 last = NULL;
1088 object *
1089 otmp;
1090 999
1091 tag_t
1092 tag;
1093 int
1094 check_walk_off;
1095 mapstruct *
1096 m;
1097
1098 sint16
1099 x,
1100 y;
1101
1102 if (QUERY_FLAG (op, FLAG_REMOVED)) 1000 if (QUERY_FLAG (this, FLAG_REMOVED))
1103 return; 1001 return;
1104 1002
1105 SET_FLAG (op, FLAG_REMOVED); 1003 SET_FLAG (this, FLAG_REMOVED);
1004 INVOKE_OBJECT (REMOVE, this);
1106 1005
1107 if (op->more != NULL) 1006 if (more)
1108 remove_ob (op->more); 1007 more->remove ();
1109 1008
1110 /* 1009 /*
1111 * In this case, the object to be removed is in someones 1010 * In this case, the object to be removed is in someones
1112 * inventory. 1011 * inventory.
1113 */ 1012 */
1114 if (op->env != NULL) 1013 if (env)
1115 { 1014 {
1116 if (op->nrof) 1015 if (nrof)
1117 sub_weight (op->env, op->weight * op->nrof); 1016 sub_weight (env, weight * nrof);
1118 else 1017 else
1119 sub_weight (op->env, op->weight + op->carrying); 1018 sub_weight (env, weight + carrying);
1120 1019
1121 /* NO_FIX_PLAYER is set when a great many changes are being 1020 /* NO_FIX_PLAYER is set when a great many changes are being
1122 * made to players inventory. If set, avoiding the call 1021 * made to players inventory. If set, avoiding the call
1123 * to save cpu time. 1022 * to save cpu time.
1124 */ 1023 */
1125 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1024 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1126 fix_player (otmp); 1025 otmp->update_stats ();
1127 1026
1128 if (op->above != NULL) 1027 if (above)
1129 op->above->below = op->below; 1028 above->below = below;
1130 else 1029 else
1131 op->env->inv = op->below; 1030 env->inv = below;
1132 1031
1133 if (op->below != NULL) 1032 if (below)
1134 op->below->above = op->above; 1033 below->above = above;
1135 1034
1136 /* we set up values so that it could be inserted into 1035 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up 1036 * the map, but we don't actually do that - it is up
1138 * to the caller to decide what we want to do. 1037 * to the caller to decide what we want to do.
1139 */ 1038 */
1140 op->x = op->env->x, op->y = op->env->y; 1039 x = env->x, y = env->y;
1141 op->map = op->env->map; 1040 map = env->map;
1142 op->above = NULL, op->below = NULL; 1041 above = 0, below = 0;
1143 op->env = NULL; 1042 env = 0;
1144 } 1043 }
1145 else if (op->map) 1044 else if (map)
1146 { 1045 {
1147 x = op->x; 1046 if (type == PLAYER)
1148 y = op->y;
1149 m = get_map_from_coord (op->map, &x, &y);
1150
1151 if (!m)
1152 { 1047 {
1153 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1048 // leaving a spot always closes any open container on the ground
1154 op->map->path, op->x, op->y); 1049 if (container && !container->env)
1155 /* in old days, we used to set x and y to 0 and continue. 1050 // this causes spurious floorbox updates, but it ensures
1156 * it seems if we get into this case, something is probablye 1051 // that the CLOSE event is being sent.
1157 * screwed up and should be fixed. 1052 close_container ();
1158 */ 1053
1159 abort (); 1054 --map->players;
1055 map->touch ();
1160 } 1056 }
1161 1057
1162 if (op->map != m) 1058 map->dirty = true;
1163 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1059 mapspace &ms = this->ms ();
1164 op->map->path, m->path, op->x, op->y, x, y);
1165
1166 /* Re did the following section of code - it looks like it had
1167 * lots of logic for things we no longer care about
1168 */
1169 1060
1170 /* link the object above us */ 1061 /* link the object above us */
1171 if (op->above) 1062 if (above)
1172 op->above->below = op->below; 1063 above->below = below;
1173 else 1064 else
1174 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1065 ms.top = below; /* we were top, set new top */
1175 1066
1176 /* Relink the object below us, if there is one */ 1067 /* Relink the object below us, if there is one */
1177 if (op->below) 1068 if (below)
1178 op->below->above = op->above; 1069 below->above = above;
1179 else 1070 else
1180 { 1071 {
1181 /* Nothing below, which means we need to relink map object for this space 1072 /* Nothing below, which means we need to relink map object for this space
1182 * use translated coordinates in case some oddness with map tiling is 1073 * use translated coordinates in case some oddness with map tiling is
1183 * evident 1074 * evident
1184 */ 1075 */
1185 if (GET_MAP_OB (m, x, y) != op) 1076 if (GET_MAP_OB (map, x, y) != this)
1186 {
1187 dump_object (op);
1188 LOG (llevError,
1189 "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); 1077 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 ());
1190 dump_object (GET_MAP_OB (m, x, y));
1191 LOG (llevError, "%s\n", errmsg);
1192 }
1193 1078
1194 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1079 ms.bot = above; /* goes on above it. */
1195 } 1080 }
1196 1081
1197 op->above = 0; 1082 above = 0;
1198 op->below = 0; 1083 below = 0;
1199 1084
1200 if (op->map->in_memory == MAP_SAVING) 1085 if (map->in_memory == MAP_SAVING)
1201 return; 1086 return;
1202 1087
1203 tag = op->count; 1088 int check_walk_off = !flag [FLAG_NO_APPLY];
1204 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1205 1089
1206 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1090 for (tmp = ms.bot; tmp; tmp = tmp->above)
1207 { 1091 {
1208 /* No point updating the players look faces if he is the object 1092 /* No point updating the players look faces if he is the object
1209 * being removed. 1093 * being removed.
1210 */ 1094 */
1211 1095
1212 if (tmp->type == PLAYER && tmp != op) 1096 if (tmp->type == PLAYER && tmp != this)
1213 { 1097 {
1214 /* If a container that the player is currently using somehow gets 1098 /* If a container that the player is currently using somehow gets
1215 * removed (most likely destroyed), update the player view 1099 * removed (most likely destroyed), update the player view
1216 * appropriately. 1100 * appropriately.
1217 */ 1101 */
1218 if (tmp->container == op) 1102 if (tmp->container == this)
1219 { 1103 {
1220 CLEAR_FLAG (op, FLAG_APPLIED); 1104 flag [FLAG_APPLIED] = 0;
1221 tmp->container = NULL; 1105 tmp->container = 0;
1222 } 1106 }
1223 1107
1224 tmp->contr->socket.update_look = 1; 1108 if (tmp->contr->ns)
1109 tmp->contr->ns->floorbox_update ();
1225 } 1110 }
1226 1111
1227 /* See if player moving off should effect something */ 1112 /* See if object moving off should effect something */
1228 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1113 if (check_walk_off
1114 && ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1229 { 1116 {
1230 move_apply (tmp, op, NULL); 1117 move_apply (tmp, this, 0);
1231 1118
1232 if (was_destroyed (op, tag)) 1119 if (destroyed ())
1233 {
1234 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1235 }
1236 } 1121 }
1237
1238 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1239
1240 if (tmp->above == tmp)
1241 tmp->above = NULL;
1242 1122
1243 last = tmp; 1123 last = tmp;
1244 } 1124 }
1245 1125
1246 /* last == NULL of there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1247 if (last == NULL) 1128 if (!last)
1248 { 1129 map->at (x, y).flags_ = 0;
1249 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1250 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1251 * those out anyways, and if there are any flags set right now, they won't
1252 * be correct anyways.
1253 */
1254 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1255 update_position (op->map, op->x, op->y);
1256 }
1257 else 1130 else
1258 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1259 1132
1260 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1261 update_all_los (op->map, op->x, op->y); 1134 update_all_los (map, x, y);
1262 } 1135 }
1263} 1136}
1264 1137
1265/* 1138/*
1266 * merge_ob(op,top): 1139 * merge_ob(op,top):
1274merge_ob (object *op, object *top) 1147merge_ob (object *op, object *top)
1275{ 1148{
1276 if (!op->nrof) 1149 if (!op->nrof)
1277 return 0; 1150 return 0;
1278 1151
1279 if (top == NULL) 1152 if (top)
1280 for (top = op; top != NULL && top->above != NULL; top = top->above); 1153 for (top = op; top && top->above; top = top->above)
1154 ;
1281 1155
1282 for (; top != NULL; top = top->below) 1156 for (; top; top = top->below)
1283 { 1157 {
1284 if (top == op) 1158 if (top == op)
1285 continue; 1159 continue;
1286 if (CAN_MERGE (op, top)) 1160
1161 if (object::can_merge (op, top))
1287 { 1162 {
1288 top->nrof += op->nrof; 1163 top->nrof += op->nrof;
1289 1164
1290/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1291 op->weight = 0; /* Don't want any adjustements now */ 1166 op->weight = 0; /* Don't want any adjustements now */
1292 remove_ob (op); 1167 op->destroy ();
1293 free_object (op);
1294 return top; 1168 return top;
1295 } 1169 }
1296 } 1170 }
1297 1171
1298 return NULL; 1172 return 0;
1299} 1173}
1300 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1301/* 1198/*
1302 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1303 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1304 */ 1201 */
1305object * 1202object *
1306insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1307{ 1204{
1308 object *tmp;
1309
1310 if (op->head)
1311 op = op->head;
1312
1313 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1314 { 1206 {
1315 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1316 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1317 } 1209 }
1318 1210
1319 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1320} 1212}
1321 1213
1337 * Return value: 1229 * Return value:
1338 * new object if 'op' was merged with other object 1230 * new object if 'op' was merged with other object
1339 * NULL if 'op' was destroyed 1231 * NULL if 'op' was destroyed
1340 * just 'op' otherwise 1232 * just 'op' otherwise
1341 */ 1233 */
1342
1343object * 1234object *
1344insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1345{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1346 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1347 sint16 x, y;
1348 1240
1349 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1350 {
1351 LOG (llevError, "Trying to insert freed object!\n");
1352 return NULL;
1353 }
1354 1242
1355 if (m == NULL) 1243#if 0
1356 { 1244 if (!m->active != !op->active)
1357 dump_object (op); 1245 if (m->active)
1358 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1246 op->activate_recursive ();
1359 return op; 1247 else
1360 } 1248 op->deactivate_recursive ();
1249#endif
1361 1250
1362 if (out_of_map (m, op->x, op->y)) 1251 if (out_of_map (m, op->x, op->y))
1363 { 1252 {
1364 dump_object (op);
1365 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1253 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1366#ifdef MANY_CORES 1254#ifdef MANY_CORES
1367 /* Better to catch this here, as otherwise the next use of this object 1255 /* Better to catch this here, as otherwise the next use of this object
1368 * is likely to cause a crash. Better to find out where it is getting 1256 * is likely to cause a crash. Better to find out where it is getting
1369 * improperly inserted. 1257 * improperly inserted.
1370 */ 1258 */
1371 abort (); 1259 abort ();
1372#endif 1260#endif
1373 return op; 1261 return op;
1374 } 1262 }
1375 1263
1376 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1264 if (object *more = op->more)
1377 { 1265 if (!insert_ob_in_map (more, m, originator, flag))
1378 dump_object (op);
1379 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1380 return op; 1266 return 0;
1381 }
1382
1383 if (op->more != NULL)
1384 {
1385 /* The part may be on a different map. */
1386
1387 object *more = op->more;
1388
1389 /* We really need the caller to normalize coordinates - if
1390 * we set the map, that doesn't work if the location is within
1391 * a map and this is straddling an edge. So only if coordinate
1392 * is clear wrong do we normalize it.
1393 */
1394 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1395 more->map = get_map_from_coord (m, &more->x, &more->y);
1396 else if (!more->map)
1397 {
1398 /* For backwards compatibility - when not dealing with tiled maps,
1399 * more->map should always point to the parent.
1400 */
1401 more->map = m;
1402 }
1403
1404 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1405 {
1406 if (!op->head)
1407 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1408
1409 return NULL;
1410 }
1411 }
1412 1267
1413 CLEAR_FLAG (op, FLAG_REMOVED); 1268 CLEAR_FLAG (op, FLAG_REMOVED);
1414 1269
1415 /* Ideally, the caller figures this out. However, it complicates a lot 1270 /* Ideally, the caller figures this out. However, it complicates a lot
1416 * of areas of callers (eg, anything that uses find_free_spot would now 1271 * of areas of callers (eg, anything that uses find_free_spot would now
1417 * need extra work 1272 * need extra work
1418 */ 1273 */
1419 op->map = get_map_from_coord (m, &op->x, &op->y); 1274 if (!xy_normalise (m, op->x, op->y))
1420 x = op->x; 1275 return 0;
1421 y = op->y; 1276
1277 op->map = m;
1278 mapspace &ms = op->ms ();
1422 1279
1423 /* this has to be done after we translate the coordinates. 1280 /* this has to be done after we translate the coordinates.
1424 */ 1281 */
1425 if (op->nrof && !(flag & INS_NO_MERGE)) 1282 if (op->nrof && !(flag & INS_NO_MERGE))
1426 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1283 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1427 if (CAN_MERGE (op, tmp)) 1284 if (object::can_merge (op, tmp))
1428 { 1285 {
1429 op->nrof += tmp->nrof; 1286 op->nrof += tmp->nrof;
1430 remove_ob (tmp); 1287 tmp->destroy ();
1431 free_object (tmp);
1432 } 1288 }
1433 1289
1434 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1290 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1435 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1291 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1436 1292
1449 op->below = originator->below; 1305 op->below = originator->below;
1450 1306
1451 if (op->below) 1307 if (op->below)
1452 op->below->above = op; 1308 op->below->above = op;
1453 else 1309 else
1454 SET_MAP_OB (op->map, op->x, op->y, op); 1310 ms.bot = op;
1455 1311
1456 /* since *below* originator, no need to update top */ 1312 /* since *below* originator, no need to update top */
1457 originator->below = op; 1313 originator->below = op;
1458 } 1314 }
1459 else 1315 else
1460 { 1316 {
1317 top = ms.bot;
1318
1461 /* If there are other objects, then */ 1319 /* If there are other objects, then */
1462 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1320 if ((!(flag & INS_MAP_LOAD)) && top)
1463 { 1321 {
1464 object *last = NULL; 1322 object *last = 0;
1465 1323
1466 /* 1324 /*
1467 * If there are multiple objects on this space, we do some trickier handling. 1325 * If there are multiple objects on this space, we do some trickier handling.
1468 * We've already dealt with merging if appropriate. 1326 * We've already dealt with merging if appropriate.
1469 * Generally, we want to put the new object on top. But if 1327 * Generally, we want to put the new object on top. But if
1473 * once we get to them. This reduces the need to traverse over all of 1331 * once we get to them. This reduces the need to traverse over all of
1474 * them when adding another one - this saves quite a bit of cpu time 1332 * them when adding another one - this saves quite a bit of cpu time
1475 * when lots of spells are cast in one area. Currently, it is presumed 1333 * when lots of spells are cast in one area. Currently, it is presumed
1476 * that flying non pickable objects are spell objects. 1334 * that flying non pickable objects are spell objects.
1477 */ 1335 */
1478 1336 for (top = ms.bot; top; top = top->above)
1479 while (top != NULL)
1480 { 1337 {
1481 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1338 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1482 floor = top; 1339 floor = top;
1483 1340
1484 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1487 top = top->below; 1344 top = top->below;
1488 break; 1345 break;
1489 } 1346 }
1490 1347
1491 last = top; 1348 last = top;
1492 top = top->above;
1493 } 1349 }
1494 1350
1495 /* Don't want top to be NULL, so set it to the last valid object */ 1351 /* Don't want top to be NULL, so set it to the last valid object */
1496 top = last; 1352 top = last;
1497 1353
1499 * looks like instead of lots of conditions here. 1355 * looks like instead of lots of conditions here.
1500 * makes things faster, and effectively the same result. 1356 * makes things faster, and effectively the same result.
1501 */ 1357 */
1502 1358
1503 /* Have object 'fall below' other objects that block view. 1359 /* Have object 'fall below' other objects that block view.
1504 * Unless those objects are exits, type 66 1360 * Unless those objects are exits.
1505 * If INS_ON_TOP is used, don't do this processing 1361 * If INS_ON_TOP is used, don't do this processing
1506 * Need to find the object that in fact blocks view, otherwise 1362 * Need to find the object that in fact blocks view, otherwise
1507 * stacking is a bit odd. 1363 * stacking is a bit odd.
1508 */ 1364 */
1509 if (!(flag & INS_ON_TOP) && 1365 if (!(flag & INS_ON_TOP)
1510 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1366 && ms.flags () & P_BLOCKSVIEW
1367 && (op->face && !faces [op->face].visibility))
1511 { 1368 {
1512 for (last = top; last != floor; last = last->below) 1369 for (last = top; last != floor; last = last->below)
1513 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1370 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1514 break; 1371 break;
1372
1515 /* Check to see if we found the object that blocks view, 1373 /* Check to see if we found the object that blocks view,
1516 * and make sure we have a below pointer for it so that 1374 * and make sure we have a below pointer for it so that
1517 * we can get inserted below this one, which requires we 1375 * we can get inserted below this one, which requires we
1518 * set top to the object below us. 1376 * set top to the object below us.
1519 */ 1377 */
1520 if (last && last->below && last != floor) 1378 if (last && last->below && last != floor)
1521 top = last->below; 1379 top = last->below;
1522 } 1380 }
1523 } /* If objects on this space */ 1381 } /* If objects on this space */
1524
1525 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1526 top = GET_MAP_TOP (op->map, op->x, op->y); 1383 top = ms.top;
1527 1384
1528 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1529 top = floor; 1386 top = floor;
1530 1387
1531 /* Top is the object that our object (op) is going to get inserted above. 1388 /* Top is the object that our object (op) is going to get inserted above.
1532 */ 1389 */
1533 1390
1534 /* First object on this space */ 1391 /* First object on this space */
1535 if (!top) 1392 if (!top)
1536 { 1393 {
1537 op->above = GET_MAP_OB (op->map, op->x, op->y); 1394 op->above = ms.bot;
1538 1395
1539 if (op->above) 1396 if (op->above)
1540 op->above->below = op; 1397 op->above->below = op;
1541 1398
1542 op->below = NULL; 1399 op->below = 0;
1543 SET_MAP_OB (op->map, op->x, op->y, op); 1400 ms.bot = op;
1544 } 1401 }
1545 else 1402 else
1546 { /* get inserted into the stack above top */ 1403 { /* get inserted into the stack above top */
1547 op->above = top->above; 1404 op->above = top->above;
1548 1405
1551 1408
1552 op->below = top; 1409 op->below = top;
1553 top->above = op; 1410 top->above = op;
1554 } 1411 }
1555 1412
1556 if (op->above == NULL) 1413 if (!op->above)
1557 SET_MAP_TOP (op->map, op->x, op->y, op); 1414 ms.top = op;
1558 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1559 1416
1560 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1418 {
1561 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1420 ++op->map->players;
1421 op->map->touch ();
1422 }
1423
1424 op->map->dirty = true;
1562 1425
1563 /* If we have a floor, we know the player, if any, will be above 1426 /* If we have a floor, we know the player, if any, will be above
1564 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1565 */ 1428 */
1566 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1567 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1430 if (object *pl = ms.player ())
1568 if (tmp->type == PLAYER) 1431 if (pl->contr->ns)
1569 tmp->contr->socket.update_look = 1; 1432 pl->contr->ns->floorbox_update ();
1570 1433
1571 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1572 * visible to others on this map. But update_all_los is really 1435 * visible to others on this map. But update_all_los is really
1573 * an inefficient way to do this, as it means los for all players 1436 * an inefficient way to do this, as it means los for all players
1574 * on the map will get recalculated. The players could very well 1437 * on the map will get recalculated. The players could very well
1575 * be far away from this change and not affected in any way - 1438 * be far away from this change and not affected in any way -
1576 * this should get redone to only look for players within range, 1439 * this should get redone to only look for players within range,
1577 * or just updating the P_NEED_UPDATE for spaces within this area 1440 * or just updating the P_UPTODATE for spaces within this area
1578 * of effect may be sufficient. 1441 * of effect may be sufficient.
1579 */ 1442 */
1580 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1443 if (op->map->darkness && (op->glow_radius != 0))
1581 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1582 1445
1583 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1446 /* updates flags (blocked, alive, no magic, etc) for this map space */
1584 update_object (op, UP_OBJ_INSERT); 1447 update_object (op, UP_OBJ_INSERT);
1585 1448
1449 INVOKE_OBJECT (INSERT, op);
1450
1586 /* Don't know if moving this to the end will break anything. However, 1451 /* Don't know if moving this to the end will break anything. However,
1587 * we want to have update_look set above before calling this. 1452 * we want to have floorbox_update called before calling this.
1588 * 1453 *
1589 * check_move_on() must be after this because code called from 1454 * check_move_on() must be after this because code called from
1590 * check_move_on() depends on correct map flags (so functions like 1455 * check_move_on() depends on correct map flags (so functions like
1591 * blocked() and wall() work properly), and these flags are updated by 1456 * blocked() and wall() work properly), and these flags are updated by
1592 * update_object(). 1457 * update_object().
1593 */ 1458 */
1594 1459
1595 /* if this is not the head or flag has been passed, don't check walk on status */ 1460 /* if this is not the head or flag has been passed, don't check walk on status */
1596 if (!(flag & INS_NO_WALK_ON) && !op->head) 1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1597 { 1462 {
1598 if (check_move_on (op, originator)) 1463 if (check_move_on (op, originator))
1599 return NULL; 1464 return 0;
1600 1465
1601 /* If we are a multi part object, lets work our way through the check 1466 /* If we are a multi part object, lets work our way through the check
1602 * walk on's. 1467 * walk on's.
1603 */ 1468 */
1604 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op->more; tmp; tmp = tmp->more)
1605 if (check_move_on (tmp, originator)) 1470 if (check_move_on (tmp, originator))
1606 return NULL; 1471 return 0;
1607 } 1472 }
1608 1473
1609 return op; 1474 return op;
1610} 1475}
1611 1476
1612/* this function inserts an object in the map, but if it 1477/* this function inserts an object in the map, but if it
1613 * finds an object of its own type, it'll remove that one first. 1478 * finds an object of its own type, it'll remove that one first.
1614 * op is the object to insert it under: supplies x and the map. 1479 * op is the object to insert it under: supplies x and the map.
1615 */ 1480 */
1616void 1481void
1617replace_insert_ob_in_map (const char *arch_string, object *op) 1482replace_insert_ob_in_map (const char *arch_string, object *op)
1618{ 1483{
1619 object * 1484 object *tmp, *tmp1;
1620 tmp;
1621 object *
1622 tmp1;
1623 1485
1624 /* first search for itself and remove any old instances */ 1486 /* first search for itself and remove any old instances */
1625 1487
1626 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1488 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1627 {
1628 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1629 { 1490 tmp->destroy ();
1630 remove_ob (tmp);
1631 free_object (tmp);
1632 }
1633 }
1634 1491
1635 tmp1 = arch_to_object (find_archetype (arch_string)); 1492 tmp1 = arch_to_object (archetype::find (arch_string));
1636 1493
1637 tmp1->x = op->x; 1494 tmp1->x = op->x;
1638 tmp1->y = op->y; 1495 tmp1->y = op->y;
1639 insert_ob_in_map (tmp1, op->map, op, 0); 1496 insert_ob_in_map (tmp1, op->map, op, 0);
1497}
1498
1499object *
1500object::insert_at (object *where, object *originator, int flags)
1501{
1502 return where->map->insert (this, where->x, where->y, originator, flags);
1640} 1503}
1641 1504
1642/* 1505/*
1643 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1644 * is returned contains nr objects, and the remaining parts contains 1507 * is returned contains nr objects, and the remaining parts contains
1645 * the rest (or is removed and freed if that number is 0). 1508 * the rest (or is removed and freed if that number is 0).
1646 * On failure, NULL is returned, and the reason put into the 1509 * On failure, NULL is returned, and the reason put into the
1647 * global static errmsg array. 1510 * global static errmsg array.
1648 */ 1511 */
1649
1650object * 1512object *
1651get_split_ob (object *orig_ob, uint32 nr) 1513get_split_ob (object *orig_ob, uint32 nr)
1652{ 1514{
1653 object * 1515 object *newob;
1654 newob;
1655 int
1656 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1516 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1657 1517
1658 if (orig_ob->nrof < nr) 1518 if (orig_ob->nrof < nr)
1659 { 1519 {
1660 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1520 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1661 return NULL; 1521 return NULL;
1662 } 1522 }
1663 1523
1664 newob = object_create_clone (orig_ob); 1524 newob = object_create_clone (orig_ob);
1665 1525
1666 if ((orig_ob->nrof -= nr) < 1) 1526 if ((orig_ob->nrof -= nr) < 1)
1667 { 1527 orig_ob->destroy (1);
1668 if (!is_removed)
1669 remove_ob (orig_ob);
1670 free_object2 (orig_ob, 1);
1671 }
1672 else if (!is_removed) 1528 else if (!is_removed)
1673 { 1529 {
1674 if (orig_ob->env != NULL) 1530 if (orig_ob->env != NULL)
1675 sub_weight (orig_ob->env, orig_ob->weight * nr); 1531 sub_weight (orig_ob->env, orig_ob->weight * nr);
1676 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1532 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1691 * the amount of an object. If the amount reaches 0, the object 1547 * the amount of an object. If the amount reaches 0, the object
1692 * is subsequently removed and freed. 1548 * is subsequently removed and freed.
1693 * 1549 *
1694 * Return value: 'op' if something is left, NULL if the amount reached 0 1550 * Return value: 'op' if something is left, NULL if the amount reached 0
1695 */ 1551 */
1696
1697object * 1552object *
1698decrease_ob_nr (object *op, uint32 i) 1553decrease_ob_nr (object *op, uint32 i)
1699{ 1554{
1700 object *tmp; 1555 object *tmp;
1701 player *pl;
1702 1556
1703 if (i == 0) /* objects with op->nrof require this check */ 1557 if (i == 0) /* objects with op->nrof require this check */
1704 return op; 1558 return op;
1705 1559
1706 if (i > op->nrof) 1560 if (i > op->nrof)
1707 i = op->nrof; 1561 i = op->nrof;
1708 1562
1709 if (QUERY_FLAG (op, FLAG_REMOVED)) 1563 if (QUERY_FLAG (op, FLAG_REMOVED))
1710 op->nrof -= i; 1564 op->nrof -= i;
1711 else if (op->env != NULL) 1565 else if (op->env)
1712 { 1566 {
1713 /* is this object in the players inventory, or sub container 1567 /* is this object in the players inventory, or sub container
1714 * therein? 1568 * therein?
1715 */ 1569 */
1716 tmp = is_player_inv (op->env); 1570 tmp = op->in_player ();
1717 /* nope. Is this a container the player has opened? 1571 /* nope. Is this a container the player has opened?
1718 * If so, set tmp to that player. 1572 * If so, set tmp to that player.
1719 * IMO, searching through all the players will mostly 1573 * IMO, searching through all the players will mostly
1720 * likely be quicker than following op->env to the map, 1574 * likely be quicker than following op->env to the map,
1721 * and then searching the map for a player. 1575 * and then searching the map for a player.
1722 */ 1576 */
1723 if (!tmp) 1577 if (!tmp)
1724 { 1578 for_all_players (pl)
1725 for (pl = first_player; pl; pl = pl->next)
1726 if (pl->ob->container == op->env) 1579 if (pl->ob->container == op->env)
1580 {
1581 tmp = pl->ob;
1727 break; 1582 break;
1728 if (pl)
1729 tmp = pl->ob;
1730 else
1731 tmp = NULL;
1732 } 1583 }
1733 1584
1734 if (i < op->nrof) 1585 if (i < op->nrof)
1735 { 1586 {
1736 sub_weight (op->env, op->weight * i); 1587 sub_weight (op->env, op->weight * i);
1737 op->nrof -= i; 1588 op->nrof -= i;
1738 if (tmp) 1589 if (tmp)
1739 {
1740 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1741 }
1742 } 1591 }
1743 else 1592 else
1744 { 1593 {
1745 remove_ob (op); 1594 op->remove ();
1746 op->nrof = 0; 1595 op->nrof = 0;
1747 if (tmp) 1596 if (tmp)
1748 {
1749 esrv_del_item (tmp->contr, op->count); 1597 esrv_del_item (tmp->contr, op->count);
1750 }
1751 } 1598 }
1752 } 1599 }
1753 else 1600 else
1754 { 1601 {
1755 object *above = op->above; 1602 object *above = op->above;
1756 1603
1757 if (i < op->nrof) 1604 if (i < op->nrof)
1758 op->nrof -= i; 1605 op->nrof -= i;
1759 else 1606 else
1760 { 1607 {
1761 remove_ob (op); 1608 op->remove ();
1762 op->nrof = 0; 1609 op->nrof = 0;
1763 } 1610 }
1764 1611
1765 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1766 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1767 if (tmp->type == PLAYER) 1614 if (tmp->type == PLAYER)
1768 { 1615 {
1769 if (op->nrof) 1616 if (op->nrof)
1770 esrv_send_item (tmp, op); 1617 esrv_send_item (tmp, op);
1771 else 1618 else
1775 1622
1776 if (op->nrof) 1623 if (op->nrof)
1777 return op; 1624 return op;
1778 else 1625 else
1779 { 1626 {
1780 free_object (op); 1627 op->destroy ();
1781 return NULL; 1628 return 0;
1782 } 1629 }
1783} 1630}
1784 1631
1785/* 1632/*
1786 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1787 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1788 */ 1635 */
1789
1790void 1636void
1791add_weight (object *op, signed long weight) 1637add_weight (object *op, signed long weight)
1792{ 1638{
1793 while (op != NULL) 1639 while (op != NULL)
1794 { 1640 {
1798 op->carrying += weight; 1644 op->carrying += weight;
1799 op = op->env; 1645 op = op->env;
1800 } 1646 }
1801} 1647}
1802 1648
1649object *
1650insert_ob_in_ob (object *op, object *where)
1651{
1652 if (!where)
1653 {
1654 char *dump = dump_object (op);
1655 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1656 free (dump);
1657 return op;
1658 }
1659
1660 if (where->head_ () != where)
1661 {
1662 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1663 where = where->head;
1664 }
1665
1666 return where->insert (op);
1667}
1668
1803/* 1669/*
1804 * insert_ob_in_ob(op,environment): 1670 * env->insert (op)
1805 * This function inserts the object op in the linked list 1671 * This function inserts the object op in the linked list
1806 * inside the object environment. 1672 * inside the object environment.
1807 * 1673 *
1808 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1809 * the inventory at the last position or next to other objects of the same
1810 * type.
1811 * Frank: Now sorted by type, archetype and magic!
1812 *
1813 * The function returns now pointer to inserted item, and return value can 1674 * The function returns now pointer to inserted item, and return value can
1814 * be != op, if items are merged. -Tero 1675 * be != op, if items are merged. -Tero
1815 */ 1676 */
1816
1817object * 1677object *
1818insert_ob_in_ob (object *op, object *where) 1678object::insert (object *op)
1819{ 1679{
1820 object * 1680 object *tmp, *otmp;
1821 tmp, *
1822 otmp;
1823 1681
1824 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1682 if (!QUERY_FLAG (op, FLAG_REMOVED))
1825 { 1683 op->remove ();
1826 dump_object (op);
1827 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1828 return op;
1829 }
1830
1831 if (where == NULL)
1832 {
1833 dump_object (op);
1834 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1835 return op;
1836 }
1837
1838 if (where->head)
1839 {
1840 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1841 where = where->head;
1842 }
1843 1684
1844 if (op->more) 1685 if (op->more)
1845 { 1686 {
1846 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1687 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1847 return op; 1688 return op;
1849 1690
1850 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1691 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1851 CLEAR_FLAG (op, FLAG_REMOVED); 1692 CLEAR_FLAG (op, FLAG_REMOVED);
1852 if (op->nrof) 1693 if (op->nrof)
1853 { 1694 {
1854 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1695 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1855 if (CAN_MERGE (tmp, op)) 1696 if (object::can_merge (tmp, op))
1856 { 1697 {
1857 /* return the original object and remove inserted object 1698 /* return the original object and remove inserted object
1858 (client needs the original object) */ 1699 (client needs the original object) */
1859 tmp->nrof += op->nrof; 1700 tmp->nrof += op->nrof;
1860 /* Weight handling gets pretty funky. Since we are adding to 1701 /* Weight handling gets pretty funky. Since we are adding to
1861 * tmp->nrof, we need to increase the weight. 1702 * tmp->nrof, we need to increase the weight.
1862 */ 1703 */
1863 add_weight (where, op->weight * op->nrof); 1704 add_weight (this, op->weight * op->nrof);
1864 SET_FLAG (op, FLAG_REMOVED); 1705 SET_FLAG (op, FLAG_REMOVED);
1865 free_object (op); /* free the inserted object */ 1706 op->destroy (); /* free the inserted object */
1866 op = tmp; 1707 op = tmp;
1867 remove_ob (op); /* and fix old object's links */ 1708 op->remove (); /* and fix old object's links */
1868 CLEAR_FLAG (op, FLAG_REMOVED); 1709 CLEAR_FLAG (op, FLAG_REMOVED);
1869 break; 1710 break;
1870 } 1711 }
1871 1712
1872 /* I assume combined objects have no inventory 1713 /* I assume combined objects have no inventory
1873 * We add the weight - this object could have just been removed 1714 * We add the weight - this object could have just been removed
1874 * (if it was possible to merge). calling remove_ob will subtract 1715 * (if it was possible to merge). calling remove_ob will subtract
1875 * the weight, so we need to add it in again, since we actually do 1716 * the weight, so we need to add it in again, since we actually do
1876 * the linking below 1717 * the linking below
1877 */ 1718 */
1878 add_weight (where, op->weight * op->nrof); 1719 add_weight (this, op->weight * op->nrof);
1879 } 1720 }
1880 else 1721 else
1881 add_weight (where, (op->weight + op->carrying)); 1722 add_weight (this, (op->weight + op->carrying));
1882 1723
1883 otmp = is_player_inv (where); 1724 otmp = this->in_player ();
1884 if (otmp && otmp->contr != NULL) 1725 if (otmp && otmp->contr)
1885 {
1886 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1726 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1887 fix_player (otmp); 1727 otmp->update_stats ();
1888 }
1889 1728
1890 op->map = NULL; 1729 op->map = 0;
1891 op->env = where; 1730 op->env = this;
1892 op->above = NULL; 1731 op->above = 0;
1893 op->below = NULL; 1732 op->below = 0;
1894 op->x = 0, op->y = 0; 1733 op->x = 0, op->y = 0;
1895 1734
1896 /* reset the light list and los of the players on the map */ 1735 /* reset the light list and los of the players on the map */
1897 if ((op->glow_radius != 0) && where->map) 1736 if ((op->glow_radius != 0) && map)
1898 { 1737 {
1899#ifdef DEBUG_LIGHTS 1738#ifdef DEBUG_LIGHTS
1900 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1739 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1901#endif /* DEBUG_LIGHTS */ 1740#endif /* DEBUG_LIGHTS */
1902 if (MAP_DARKNESS (where->map)) 1741 if (map->darkness)
1903 update_all_los (where->map, where->x, where->y); 1742 update_all_los (map, x, y);
1904 } 1743 }
1905 1744
1906 /* Client has no idea of ordering so lets not bother ordering it here. 1745 /* Client has no idea of ordering so lets not bother ordering it here.
1907 * It sure simplifies this function... 1746 * It sure simplifies this function...
1908 */ 1747 */
1909 if (where->inv == NULL) 1748 if (!inv)
1910 where->inv = op; 1749 inv = op;
1911 else 1750 else
1912 { 1751 {
1913 op->below = where->inv; 1752 op->below = inv;
1914 op->below->above = op; 1753 op->below->above = op;
1915 where->inv = op; 1754 inv = op;
1916 } 1755 }
1756
1757 INVOKE_OBJECT (INSERT, this);
1758
1917 return op; 1759 return op;
1918} 1760}
1919 1761
1920/* 1762/*
1921 * Checks if any objects has a move_type that matches objects 1763 * Checks if any objects has a move_type that matches objects
1935 * 1777 *
1936 * MSW 2001-07-08: Check all objects on space, not just those below 1778 * MSW 2001-07-08: Check all objects on space, not just those below
1937 * object being inserted. insert_ob_in_map may not put new objects 1779 * object being inserted. insert_ob_in_map may not put new objects
1938 * on top. 1780 * on top.
1939 */ 1781 */
1940
1941int 1782int
1942check_move_on (object *op, object *originator) 1783check_move_on (object *op, object *originator)
1943{ 1784{
1944 object * 1785 object *tmp;
1945 tmp; 1786 maptile *m = op->map;
1946 tag_t
1947 tag;
1948 mapstruct *
1949 m = op->map;
1950 int
1951 x = op->x, y = op->y; 1787 int x = op->x, y = op->y;
1952 1788
1953 MoveType 1789 MoveType move_on, move_slow, move_block;
1954 move_on,
1955 move_slow,
1956 move_block;
1957 1790
1958 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1791 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1959 return 0; 1792 return 0;
1960
1961 tag = op->count;
1962 1793
1963 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1794 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1964 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1795 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1965 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1796 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1966 1797
1982 1813
1983 /* The objects have to be checked from top to bottom. 1814 /* The objects have to be checked from top to bottom.
1984 * Hence, we first go to the top: 1815 * Hence, we first go to the top:
1985 */ 1816 */
1986 1817
1987 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1818 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1988 { 1819 {
1989 /* Trim the search when we find the first other spell effect 1820 /* Trim the search when we find the first other spell effect
1990 * this helps performance so that if a space has 50 spell objects, 1821 * this helps performance so that if a space has 50 spell objects,
1991 * we don't need to check all of them. 1822 * we don't need to check all of them.
1992 */ 1823 */
2010 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2011 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2012 { 1843 {
2013 1844
2014 float 1845 float
2015 diff = tmp->move_slow_penalty * FABS (op->speed); 1846 diff = tmp->move_slow_penalty * fabs (op->speed);
2016 1847
2017 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
2018 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1849 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2019 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1850 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2020 diff /= 4.0; 1851 diff /= 4.0;
2027 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1858 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2028 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1859 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2029 { 1860 {
2030 move_apply (tmp, op, originator); 1861 move_apply (tmp, op, originator);
2031 1862
2032 if (was_destroyed (op, tag)) 1863 if (op->destroyed ())
2033 return 1; 1864 return 1;
2034 1865
2035 /* what the person/creature stepped onto has moved the object 1866 /* what the person/creature stepped onto has moved the object
2036 * someplace new. Don't process any further - if we did, 1867 * someplace new. Don't process any further - if we did,
2037 * have a feeling strange problems would result. 1868 * have a feeling strange problems would result.
2047/* 1878/*
2048 * present_arch(arch, map, x, y) searches for any objects with 1879 * present_arch(arch, map, x, y) searches for any objects with
2049 * a matching archetype at the given map and coordinates. 1880 * a matching archetype at the given map and coordinates.
2050 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
2051 */ 1882 */
2052
2053object * 1883object *
2054present_arch (const archetype *at, mapstruct *m, int x, int y) 1884present_arch (const archetype *at, maptile *m, int x, int y)
2055{ 1885{
2056 object *
2057 tmp;
2058
2059 if (m == NULL || out_of_map (m, x, y)) 1886 if (!m || out_of_map (m, x, y))
2060 { 1887 {
2061 LOG (llevError, "Present_arch called outside map.\n"); 1888 LOG (llevError, "Present_arch called outside map.\n");
2062 return NULL; 1889 return NULL;
2063 } 1890 }
2064 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2065 if (tmp->arch == at) 1893 if (tmp->arch == at)
2066 return tmp; 1894 return tmp;
1895
2067 return NULL; 1896 return NULL;
2068} 1897}
2069 1898
2070/* 1899/*
2071 * present(type, map, x, y) searches for any objects with 1900 * present(type, map, x, y) searches for any objects with
2072 * a matching type variable at the given map and coordinates. 1901 * a matching type variable at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
2074 */ 1903 */
2075
2076object * 1904object *
2077present (unsigned char type, mapstruct *m, int x, int y) 1905present (unsigned char type, maptile *m, int x, int y)
2078{ 1906{
2079 object *
2080 tmp;
2081
2082 if (out_of_map (m, x, y)) 1907 if (out_of_map (m, x, y))
2083 { 1908 {
2084 LOG (llevError, "Present called outside map.\n"); 1909 LOG (llevError, "Present called outside map.\n");
2085 return NULL; 1910 return NULL;
2086 } 1911 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1912
1913 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2088 if (tmp->type == type) 1914 if (tmp->type == type)
2089 return tmp; 1915 return tmp;
1916
2090 return NULL; 1917 return NULL;
2091} 1918}
2092 1919
2093/* 1920/*
2094 * present_in_ob(type, object) searches for any objects with 1921 * present_in_ob(type, object) searches for any objects with
2095 * a matching type variable in the inventory of the given object. 1922 * a matching type variable in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
2097 */ 1924 */
2098
2099object * 1925object *
2100present_in_ob (unsigned char type, const object *op) 1926present_in_ob (unsigned char type, const object *op)
2101{ 1927{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1928 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->type == type) 1929 if (tmp->type == type)
2107 return tmp; 1930 return tmp;
1931
2108 return NULL; 1932 return NULL;
2109} 1933}
2110 1934
2111/* 1935/*
2112 * present_in_ob (type, str, object) searches for any objects with 1936 * present_in_ob (type, str, object) searches for any objects with
2120 * str is the string to match against. Note that we match against 1944 * str is the string to match against. Note that we match against
2121 * the object name, not the archetype name. this is so that the 1945 * the object name, not the archetype name. this is so that the
2122 * spell code can use one object type (force), but change it's name 1946 * spell code can use one object type (force), but change it's name
2123 * to be unique. 1947 * to be unique.
2124 */ 1948 */
2125
2126object * 1949object *
2127present_in_ob_by_name (int type, const char *str, const object *op) 1950present_in_ob_by_name (int type, const char *str, const object *op)
2128{ 1951{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1952 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 {
2134 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1953 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2135 return tmp; 1954 return tmp;
2136 } 1955
2137 return NULL; 1956 return 0;
2138} 1957}
2139 1958
2140/* 1959/*
2141 * present_arch_in_ob(archetype, object) searches for any objects with 1960 * present_arch_in_ob(archetype, object) searches for any objects with
2142 * a matching archetype in the inventory of the given object. 1961 * a matching archetype in the inventory of the given object.
2143 * The first matching object is returned, or NULL if none. 1962 * The first matching object is returned, or NULL if none.
2144 */ 1963 */
2145
2146object * 1964object *
2147present_arch_in_ob (const archetype *at, const object *op) 1965present_arch_in_ob (const archetype *at, const object *op)
2148{ 1966{
2149 object *
2150 tmp;
2151
2152 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2153 if (tmp->arch == at) 1968 if (tmp->arch == at)
2154 return tmp; 1969 return tmp;
1970
2155 return NULL; 1971 return NULL;
2156} 1972}
2157 1973
2158/* 1974/*
2159 * activate recursively a flag on an object inventory 1975 * activate recursively a flag on an object inventory
2160 */ 1976 */
2161void 1977void
2162flag_inv (object *op, int flag) 1978flag_inv (object *op, int flag)
2163{ 1979{
2164 object *
2165 tmp;
2166
2167 if (op->inv) 1980 if (op->inv)
2168 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2169 { 1982 {
2170 SET_FLAG (tmp, flag); 1983 SET_FLAG (tmp, flag);
2171 flag_inv (tmp, flag); 1984 flag_inv (tmp, flag);
2172 } 1985 }
2173} /* 1986}
1987
1988/*
2174 * desactivate recursively a flag on an object inventory 1989 * deactivate recursively a flag on an object inventory
2175 */ 1990 */
2176void 1991void
2177unflag_inv (object *op, int flag) 1992unflag_inv (object *op, int flag)
2178{ 1993{
2179 object *
2180 tmp;
2181
2182 if (op->inv) 1994 if (op->inv)
2183 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2184 { 1996 {
2185 CLEAR_FLAG (tmp, flag); 1997 CLEAR_FLAG (tmp, flag);
2186 unflag_inv (tmp, flag); 1998 unflag_inv (tmp, flag);
2187 } 1999 }
2188}
2189
2190/*
2191 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2192 * all it's inventory (recursively).
2193 * If checksums are used, a player will get set_cheat called for
2194 * him/her-self and all object carried by a call to this function.
2195 */
2196
2197void
2198set_cheat (object *op)
2199{
2200 SET_FLAG (op, FLAG_WAS_WIZ);
2201 flag_inv (op, FLAG_WAS_WIZ);
2202} 2000}
2203 2001
2204/* 2002/*
2205 * find_free_spot(object, map, x, y, start, stop) will search for 2003 * find_free_spot(object, map, x, y, start, stop) will search for
2206 * a spot at the given map and coordinates which will be able to contain 2004 * a spot at the given map and coordinates which will be able to contain
2220 * because arch_blocked (now ob_blocked) needs to know the movement type 2018 * because arch_blocked (now ob_blocked) needs to know the movement type
2221 * to know if the space in question will block the object. We can't use 2019 * to know if the space in question will block the object. We can't use
2222 * the archetype because that isn't correct if the monster has been 2020 * the archetype because that isn't correct if the monster has been
2223 * customized, changed states, etc. 2021 * customized, changed states, etc.
2224 */ 2022 */
2225
2226int 2023int
2227find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2024find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2228{ 2025{
2229 int
2230 i,
2231 index = 0, flag; 2026 int index = 0, flag;
2232 static int
2233 altern[SIZEOFFREE]; 2027 int altern[SIZEOFFREE];
2234 2028
2235 for (i = start; i < stop; i++) 2029 for (int i = start; i < stop; i++)
2236 { 2030 {
2237 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2031 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2238 if (!flag) 2032 if (!flag)
2239 altern[index++] = i; 2033 altern [index++] = i;
2240 2034
2241 /* Basically, if we find a wall on a space, we cut down the search size. 2035 /* Basically, if we find a wall on a space, we cut down the search size.
2242 * In this way, we won't return spaces that are on another side of a wall. 2036 * In this way, we won't return spaces that are on another side of a wall.
2243 * This mostly work, but it cuts down the search size in all directions - 2037 * This mostly work, but it cuts down the search size in all directions -
2244 * if the space being examined only has a wall to the north and empty 2038 * if the space being examined only has a wall to the north and empty
2245 * spaces in all the other directions, this will reduce the search space 2039 * spaces in all the other directions, this will reduce the search space
2246 * to only the spaces immediately surrounding the target area, and 2040 * to only the spaces immediately surrounding the target area, and
2247 * won't look 2 spaces south of the target space. 2041 * won't look 2 spaces south of the target space.
2248 */ 2042 */
2249 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2043 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2250 stop = maxfree[i]; 2044 stop = maxfree[i];
2251 } 2045 }
2046
2252 if (!index) 2047 if (!index)
2253 return -1; 2048 return -1;
2049
2254 return altern[RANDOM () % index]; 2050 return altern [rndm (index)];
2255} 2051}
2256 2052
2257/* 2053/*
2258 * find_first_free_spot(archetype, mapstruct, x, y) works like 2054 * find_first_free_spot(archetype, maptile, x, y) works like
2259 * find_free_spot(), but it will search max number of squares. 2055 * find_free_spot(), but it will search max number of squares.
2260 * But it will return the first available spot, not a random choice. 2056 * But it will return the first available spot, not a random choice.
2261 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2057 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2262 */ 2058 */
2263
2264int 2059int
2265find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2060find_first_free_spot (const object *ob, maptile *m, int x, int y)
2266{ 2061{
2267 int
2268 i;
2269
2270 for (i = 0; i < SIZEOFFREE; i++) 2062 for (int i = 0; i < SIZEOFFREE; i++)
2271 {
2272 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2064 return i;
2274 } 2065
2275 return -1; 2066 return -1;
2276} 2067}
2277 2068
2278/* 2069/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2070 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2071 * arr[begin..end-1].
2072 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2073 */
2282static void 2074static void
2283permute (int *arr, int begin, int end) 2075permute (int *arr, int begin, int end)
2284{ 2076{
2285 int 2077 arr += begin;
2286 i,
2287 j,
2288 tmp,
2289 len;
2290
2291 len = end - begin; 2078 end -= begin;
2292 for (i = begin; i < end; i++)
2293 {
2294 j = begin + RANDOM () % len;
2295 2079
2296 tmp = arr[i]; 2080 while (--end)
2297 arr[i] = arr[j]; 2081 swap (arr [end], arr [rndm (end + 1)]);
2298 arr[j] = tmp;
2299 }
2300} 2082}
2301 2083
2302/* new function to make monster searching more efficient, and effective! 2084/* new function to make monster searching more efficient, and effective!
2303 * This basically returns a randomized array (in the passed pointer) of 2085 * This basically returns a randomized array (in the passed pointer) of
2304 * the spaces to find monsters. In this way, it won't always look for 2086 * the spaces to find monsters. In this way, it won't always look for
2307 * the 3x3 area will be searched, just not in a predictable order. 2089 * the 3x3 area will be searched, just not in a predictable order.
2308 */ 2090 */
2309void 2091void
2310get_search_arr (int *search_arr) 2092get_search_arr (int *search_arr)
2311{ 2093{
2312 int 2094 int i;
2313 i;
2314 2095
2315 for (i = 0; i < SIZEOFFREE; i++) 2096 for (i = 0; i < SIZEOFFREE; i++)
2316 {
2317 search_arr[i] = i; 2097 search_arr[i] = i;
2318 }
2319 2098
2320 permute (search_arr, 1, SIZEOFFREE1 + 1); 2099 permute (search_arr, 1, SIZEOFFREE1 + 1);
2321 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2100 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2322 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2101 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2323} 2102}
2332 * Perhaps incorrectly, but I'm making the assumption that exclude 2111 * Perhaps incorrectly, but I'm making the assumption that exclude
2333 * is actually want is going to try and move there. We need this info 2112 * is actually want is going to try and move there. We need this info
2334 * because we have to know what movement the thing looking to move 2113 * because we have to know what movement the thing looking to move
2335 * there is capable of. 2114 * there is capable of.
2336 */ 2115 */
2337
2338int 2116int
2339find_dir (mapstruct *m, int x, int y, object *exclude) 2117find_dir (maptile *m, int x, int y, object *exclude)
2340{ 2118{
2341 int
2342 i,
2343 max = SIZEOFFREE, mflags; 2119 int i, max = SIZEOFFREE, mflags;
2344 2120
2345 sint16 nx, ny; 2121 sint16 nx, ny;
2346 object * 2122 object *tmp;
2347 tmp; 2123 maptile *mp;
2348 mapstruct *
2349 mp;
2350 2124
2351 MoveType blocked, move_type; 2125 MoveType blocked, move_type;
2352 2126
2353 if (exclude && exclude->head) 2127 if (exclude && exclude->head_ () != exclude)
2354 { 2128 {
2355 exclude = exclude->head; 2129 exclude = exclude->head;
2356 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2357 } 2131 }
2358 else 2132 else
2366 mp = m; 2140 mp = m;
2367 nx = x + freearr_x[i]; 2141 nx = x + freearr_x[i];
2368 ny = y + freearr_y[i]; 2142 ny = y + freearr_y[i];
2369 2143
2370 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2144 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2145
2371 if (mflags & P_OUT_OF_MAP) 2146 if (mflags & P_OUT_OF_MAP)
2372 {
2373 max = maxfree[i]; 2147 max = maxfree[i];
2374 }
2375 else 2148 else
2376 { 2149 {
2377 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2150 mapspace &ms = mp->at (nx, ny);
2151
2152 blocked = ms.move_block;
2378 2153
2379 if ((move_type & blocked) == move_type) 2154 if ((move_type & blocked) == move_type)
2380 {
2381 max = maxfree[i]; 2155 max = maxfree[i];
2382 }
2383 else if (mflags & P_IS_ALIVE) 2156 else if (mflags & P_IS_ALIVE)
2384 { 2157 {
2385 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2158 for (tmp = ms.bot; tmp; tmp = tmp->above)
2386 { 2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2387 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2388 {
2389 break; 2161 break;
2390 } 2162
2391 }
2392 if (tmp) 2163 if (tmp)
2393 {
2394 return freedir[i]; 2164 return freedir[i];
2395 }
2396 } 2165 }
2397 } 2166 }
2398 } 2167 }
2168
2399 return 0; 2169 return 0;
2400} 2170}
2401 2171
2402/* 2172/*
2403 * distance(object 1, object 2) will return the square of the 2173 * distance(object 1, object 2) will return the square of the
2404 * distance between the two given objects. 2174 * distance between the two given objects.
2405 */ 2175 */
2406
2407int 2176int
2408distance (const object *ob1, const object *ob2) 2177distance (const object *ob1, const object *ob2)
2409{ 2178{
2410 int
2411 i;
2412
2413 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2179 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2414 return i;
2415} 2180}
2416 2181
2417/* 2182/*
2418 * find_dir_2(delta-x,delta-y) will return a direction in which 2183 * find_dir_2(delta-x,delta-y) will return a direction in which
2419 * an object which has subtracted the x and y coordinates of another 2184 * an object which has subtracted the x and y coordinates of another
2420 * object, needs to travel toward it. 2185 * object, needs to travel toward it.
2421 */ 2186 */
2422
2423int 2187int
2424find_dir_2 (int x, int y) 2188find_dir_2 (int x, int y)
2425{ 2189{
2426 int 2190 int q;
2427 q;
2428 2191
2429 if (y) 2192 if (y)
2430 q = x * 100 / y; 2193 q = x * 100 / y;
2431 else if (x) 2194 else if (x)
2432 q = -300 * x; 2195 q = -300 * x;
2457 2220
2458 return 3; 2221 return 3;
2459} 2222}
2460 2223
2461/* 2224/*
2462 * absdir(int): Returns a number between 1 and 8, which represent
2463 * the "absolute" direction of a number (it actually takes care of
2464 * "overflow" in previous calculations of a direction).
2465 */
2466
2467int
2468absdir (int d)
2469{
2470 while (d < 1)
2471 d += 8;
2472 while (d > 8)
2473 d -= 8;
2474 return d;
2475}
2476
2477/*
2478 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2225 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2479 * between two directions (which are expected to be absolute (see absdir()) 2226 * between two directions (which are expected to be absolute (see absdir())
2480 */ 2227 */
2481
2482int 2228int
2483dirdiff (int dir1, int dir2) 2229dirdiff (int dir1, int dir2)
2484{ 2230{
2485 int 2231 int d;
2486 d;
2487 2232
2488 d = abs (dir1 - dir2); 2233 d = abs (dir1 - dir2);
2489 if (d > 4) 2234 if (d > 4)
2490 d = 8 - d; 2235 d = 8 - d;
2236
2491 return d; 2237 return d;
2492} 2238}
2493 2239
2494/* peterm: 2240/* peterm:
2495 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2241 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2498 * This basically means that if direction is 15, then it could either go 2244 * This basically means that if direction is 15, then it could either go
2499 * direction 4, 14, or 16 to get back to where we are. 2245 * direction 4, 14, or 16 to get back to where we are.
2500 * Moved from spell_util.c to object.c with the other related direction 2246 * Moved from spell_util.c to object.c with the other related direction
2501 * functions. 2247 * functions.
2502 */ 2248 */
2503
2504int
2505 reduction_dir[SIZEOFFREE][3] = { 2249int reduction_dir[SIZEOFFREE][3] = {
2506 {0, 0, 0}, /* 0 */ 2250 {0, 0, 0}, /* 0 */
2507 {0, 0, 0}, /* 1 */ 2251 {0, 0, 0}, /* 1 */
2508 {0, 0, 0}, /* 2 */ 2252 {0, 0, 0}, /* 2 */
2509 {0, 0, 0}, /* 3 */ 2253 {0, 0, 0}, /* 3 */
2510 {0, 0, 0}, /* 4 */ 2254 {0, 0, 0}, /* 4 */
2558 * find a path to that monster that we found. If not, 2302 * find a path to that monster that we found. If not,
2559 * we don't bother going toward it. Returns 1 if we 2303 * we don't bother going toward it. Returns 1 if we
2560 * can see a direct way to get it 2304 * can see a direct way to get it
2561 * Modified to be map tile aware -.MSW 2305 * Modified to be map tile aware -.MSW
2562 */ 2306 */
2563
2564
2565int 2307int
2566can_see_monsterP (mapstruct *m, int x, int y, int dir) 2308can_see_monsterP (maptile *m, int x, int y, int dir)
2567{ 2309{
2568 sint16 dx, dy; 2310 sint16 dx, dy;
2569 int
2570 mflags; 2311 int mflags;
2571 2312
2572 if (dir < 0) 2313 if (dir < 0)
2573 return 0; /* exit condition: invalid direction */ 2314 return 0; /* exit condition: invalid direction */
2574 2315
2575 dx = x + freearr_x[dir]; 2316 dx = x + freearr_x[dir];
2588 return 0; 2329 return 0;
2589 2330
2590 /* yes, can see. */ 2331 /* yes, can see. */
2591 if (dir < 9) 2332 if (dir < 9)
2592 return 1; 2333 return 1;
2334
2593 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2335 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2594 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2337 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2595} 2338}
2596
2597
2598 2339
2599/* 2340/*
2600 * can_pick(picker, item): finds out if an object is possible to be 2341 * can_pick(picker, item): finds out if an object is possible to be
2601 * picked up by the picker. Returnes 1 if it can be 2342 * picked up by the picker. Returnes 1 if it can be
2602 * picked up, otherwise 0. 2343 * picked up, otherwise 0.
2613 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2614 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2615 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2616} 2357}
2617 2358
2618
2619/* 2359/*
2620 * create clone from object to another 2360 * create clone from object to another
2621 */ 2361 */
2622object * 2362object *
2623object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2624{ 2364{
2625 object *
2626 dst = NULL, *tmp, *src, *part, *prev, *item; 2365 object *dst = 0, *tmp, *src, *prev, *item;
2627 2366
2628 if (!asrc) 2367 if (!asrc)
2629 return NULL; 2368 return 0;
2630 src = asrc; 2369
2631 if (src->head)
2632 src = src->head; 2370 src = asrc->head_ ();
2633 2371
2634 prev = NULL; 2372 prev = 0;
2635 for (part = src; part; part = part->more) 2373 for (object *part = src; part; part = part->more)
2636 { 2374 {
2637 tmp = get_object (); 2375 tmp = part->clone ();
2638 copy_object (part, tmp);
2639 tmp->x -= src->x; 2376 tmp->x -= src->x;
2640 tmp->y -= src->y; 2377 tmp->y -= src->y;
2378
2641 if (!part->head) 2379 if (!part->head)
2642 { 2380 {
2643 dst = tmp; 2381 dst = tmp;
2644 tmp->head = NULL; 2382 tmp->head = 0;
2645 } 2383 }
2646 else 2384 else
2647 {
2648 tmp->head = dst; 2385 tmp->head = dst;
2649 } 2386
2650 tmp->more = NULL; 2387 tmp->more = 0;
2388
2651 if (prev) 2389 if (prev)
2652 prev->more = tmp; 2390 prev->more = tmp;
2391
2653 prev = tmp; 2392 prev = tmp;
2654 } 2393 }
2655 2394
2656 /*** copy inventory ***/
2657 for (item = src->inv; item; item = item->below) 2395 for (item = src->inv; item; item = item->below)
2658 {
2659 (void) insert_ob_in_ob (object_create_clone (item), dst); 2396 insert_ob_in_ob (object_create_clone (item), dst);
2660 }
2661 2397
2662 return dst; 2398 return dst;
2663}
2664
2665/* return true if the object was destroyed, 0 otherwise */
2666int
2667was_destroyed (const object *op, tag_t old_tag)
2668{
2669 /* checking for FLAG_FREED isn't necessary, but makes this function more
2670 * robust */
2671 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2672}
2673
2674/* GROS - Creates an object using a string representing its content. */
2675
2676/* Basically, we save the content of the string to a temp file, then call */
2677
2678/* load_object on it. I admit it is a highly inefficient way to make things, */
2679
2680/* but it was simple to make and allows reusing the load_object function. */
2681
2682/* Remember not to use load_object_str in a time-critical situation. */
2683
2684/* Also remember that multiparts objects are not supported for now. */
2685
2686object *
2687load_object_str (const char *obstr)
2688{
2689 object *
2690 op;
2691 char
2692 filename[MAX_BUF];
2693
2694 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2695
2696 FILE *
2697 tempfile = fopen (filename, "w");
2698
2699 if (tempfile == NULL)
2700 {
2701 LOG (llevError, "Error - Unable to access load object temp file\n");
2702 return NULL;
2703 }
2704
2705 fprintf (tempfile, obstr);
2706 fclose (tempfile);
2707
2708 op = get_object ();
2709
2710 object_thawer thawer (filename);
2711
2712 if (thawer)
2713 load_object (thawer, op, 0);
2714
2715 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2716 CLEAR_FLAG (op, FLAG_REMOVED);
2717
2718 return op;
2719} 2399}
2720 2400
2721/* This returns the first object in who's inventory that 2401/* This returns the first object in who's inventory that
2722 * has the same type and subtype match. 2402 * has the same type and subtype match.
2723 * returns NULL if no match. 2403 * returns NULL if no match.
2724 */ 2404 */
2725object * 2405object *
2726find_obj_by_type_subtype (const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2727{ 2407{
2728 object *
2729 tmp;
2730
2731 for (tmp = who->inv; tmp; tmp = tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2732 if (tmp->type == type && tmp->subtype == subtype) 2409 if (tmp->type == type && tmp->subtype == subtype)
2733 return tmp; 2410 return tmp;
2734 2411
2735 return NULL; 2412 return 0;
2736} 2413}
2737 2414
2738/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2739 * otherwise return NULL. 2416 * otherwise return NULL.
2740 * 2417 *
2742 * do the desired thing. 2419 * do the desired thing.
2743 */ 2420 */
2744key_value * 2421key_value *
2745get_ob_key_link (const object *ob, const char *key) 2422get_ob_key_link (const object *ob, const char *key)
2746{ 2423{
2747 key_value *
2748 link;
2749
2750 for (link = ob->key_values; link != NULL; link = link->next) 2424 for (key_value *link = ob->key_values; link; link = link->next)
2751 {
2752 if (link->key == key) 2425 if (link->key == key)
2753 {
2754 return link; 2426 return link;
2755 }
2756 }
2757 2427
2758 return NULL; 2428 return 0;
2759} 2429}
2760 2430
2761/* 2431/*
2762 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2763 * 2433 *
2788 if (link->key == canonical_key) 2458 if (link->key == canonical_key)
2789 return link->value; 2459 return link->value;
2790 2460
2791 return 0; 2461 return 0;
2792} 2462}
2793
2794 2463
2795/* 2464/*
2796 * Updates the canonical_key in op to value. 2465 * Updates the canonical_key in op to value.
2797 * 2466 *
2798 * canonical_key is a shared string (value doesn't have to be). 2467 * canonical_key is a shared string (value doesn't have to be).
2803 * Returns TRUE on success. 2472 * Returns TRUE on success.
2804 */ 2473 */
2805int 2474int
2806set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2807{ 2476{
2808 key_value *
2809 field = NULL, *last = NULL; 2477 key_value *field = NULL, *last = NULL;
2810 2478
2811 for (field = op->key_values; field != NULL; field = field->next) 2479 for (field = op->key_values; field != NULL; field = field->next)
2812 { 2480 {
2813 if (field->key != canonical_key) 2481 if (field->key != canonical_key)
2814 { 2482 {
2823 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2824 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2825 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2826 * we get this value back again. 2494 * we get this value back again.
2827 */ 2495 */
2828 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (op->arch, canonical_key))
2829 field->value = 0; 2497 field->value = 0;
2830 else 2498 else
2831 { 2499 {
2832 if (last) 2500 if (last)
2833 last->next = field->next; 2501 last->next = field->next;
2842 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2843 2511
2844 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2845 2513
2846 if (!add_key) 2514 if (!add_key)
2847 {
2848 return FALSE; 2515 return FALSE;
2849 } 2516
2850 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2851 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2852 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2853 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2854 * should pass in "" 2521 * should pass in ""
2903 } 2570 }
2904 else 2571 else
2905 item = item->env; 2572 item = item->env;
2906} 2573}
2907 2574
2575const char *
2576object::flag_desc (char *desc, int len) const
2577{
2578 char *p = desc;
2579 bool first = true;
2580
2581 *p = 0;
2582
2583 for (int i = 0; i < NUM_FLAGS; i++)
2584 {
2585 if (len <= 10) // magic constant!
2586 {
2587 snprintf (p, len, ",...");
2588 break;
2589 }
2590
2591 if (flag [i])
2592 {
2593 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2594 len -= cnt;
2595 p += cnt;
2596 first = false;
2597 }
2598 }
2599
2600 return desc;
2601}
2602
2908// return a suitable string describing an objetc in enough detail to find it 2603// return a suitable string describing an object in enough detail to find it
2909const char * 2604const char *
2910object::debug_desc (char *info) const 2605object::debug_desc (char *info) const
2911{ 2606{
2607 char flagdesc[512];
2912 char info2[256 * 3]; 2608 char info2[256 * 4];
2913 char *p = info; 2609 char *p = info;
2914 2610
2915 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2916 count, 2612 count, uuid.seq,
2917 &name, 2613 &name,
2918 title ? " " : "", 2614 title ? "\",title:\"" : "",
2919 title ? (const char *)title : ""); 2615 title ? (const char *)title : "",
2616 flag_desc (flagdesc, 512), type);
2920 2617
2921 if (env) 2618 if (env)
2922 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2923 2620
2924 if (map) 2621 if (map)
2925 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2926 2623
2927 return info; 2624 return info;
2928} 2625}
2929 2626
2930const char * 2627const char *
2931object::debug_desc () const 2628object::debug_desc () const
2932{ 2629{
2933 static char info[256 * 3]; 2630 static char info[3][256 * 4];
2631 static int info_idx;
2632
2934 return debug_desc (info); 2633 return debug_desc (info [++info_idx % 3]);
2935} 2634}
2936 2635
2636struct region *
2637object::region () const
2638{
2639 return map ? map->region (x, y)
2640 : region::default_region ();
2641}
2642
2643const materialtype_t *
2644object::dominant_material () const
2645{
2646 if (materialtype_t *mt = name_to_material (materialname))
2647 return mt;
2648
2649 return name_to_material (shstr_unknown);
2650}
2651
2652void
2653object::open_container (object *new_container)
2654{
2655 if (container == new_container)
2656 return;
2657
2658 if (object *old_container = container)
2659 {
2660 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2661 return;
2662
2663#if 0
2664 // remove the "Close old_container" object.
2665 if (object *closer = old_container->inv)
2666 if (closer->type == CLOSE_CON)
2667 closer->destroy ();
2668#endif
2669
2670 old_container->flag [FLAG_APPLIED] = 0;
2671 container = 0;
2672
2673 esrv_update_item (UPD_FLAGS, this, old_container);
2674 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2675 }
2676
2677 if (new_container)
2678 {
2679 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2680 return;
2681
2682 // TODO: this does not seem to serve any purpose anymore?
2683#if 0
2684 // insert the "Close Container" object.
2685 if (archetype *closer = new_container->other_arch)
2686 {
2687 object *closer = arch_to_object (new_container->other_arch);
2688 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2689 new_container->insert (closer);
2690 }
2691#endif
2692
2693 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2694
2695 new_container->flag [FLAG_APPLIED] = 1;
2696 container = new_container;
2697
2698 esrv_update_item (UPD_FLAGS, this, new_container);
2699 esrv_send_inventory (this, new_container);
2700 }
2701}
2702
2703object *
2704object::force_find (const shstr name)
2705{
2706 /* cycle through his inventory to look for the MARK we want to
2707 * place
2708 */
2709 for (object *tmp = inv; tmp; tmp = tmp->below)
2710 if (tmp->type == FORCE && tmp->slaying == name)
2711 return splay (tmp);
2712
2713 return 0;
2714}
2715
2716void
2717object::force_add (const shstr name, int duration)
2718{
2719 if (object *force = force_find (name))
2720 force->destroy ();
2721
2722 object *force = get_archetype (FORCE_NAME);
2723
2724 force->slaying = name;
2725 force->stats.food = 1;
2726 force->speed_left = -1.f;
2727
2728 force->set_speed (duration ? 1.f / duration : 0.f);
2729 force->flag [FLAG_IS_USED_UP] = true;
2730 force->flag [FLAG_APPLIED] = true;
2731
2732 insert (force);
2733}
2734
2735void
2736object::play_sound (faceidx sound) const
2737{
2738 if (map)
2739 map->play_sound (sound, x, y);
2740}

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