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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 1.189 by root, Thu Sep 13 16:23:01 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35
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.
462 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
463 */ 378 */
464
465object * 379object *
466get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
467{ 381{
468 object *tmp, *closest; 382 object *tmp, *closest;
469 int last_dist, i; 383 int last_dist, i;
477} 391}
478 392
479/* 393/*
480 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
481 */ 395 */
482
483object * 396object *
484find_object (tag_t i) 397find_object (tag_t i)
485{ 398{
486 object *op; 399 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 400 if (op->count == i)
490 break;
491 return op; 401 return op;
402
403 return 0;
492} 404}
493 405
494/* 406/*
495 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
498 */ 410 */
499
500object * 411object *
501find_object_name (const char *str) 412find_object_name (const char *str)
502{ 413{
503 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
504 object *op; 415 object *op;
505 416
506 for (op = objects; op != NULL; op = op->next) 417 for_all_objects (op)
507 if (op->name == str_) 418 if (op->name == str_)
508 break; 419 break;
509 420
510 return op; 421 return op;
511} 422}
517} 428}
518 429
519/* 430/*
520 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
521 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
522 */ 434 */
523void 435void
524object::set_owner (object *owner) 436object::set_owner (object *owner)
525{ 437{
438 // allow objects which own objects
526 if (!owner) 439 if (owner)
527 return;
528
529 /* next line added to allow objects which own objects */
530 /* Add a check for ownercounts in here, as I got into an endless loop
531 * with the fireball owning a poison cloud which then owned the
532 * fireball. I believe that was caused by one of the objects getting
533 * freed and then another object replacing it. Since the ownercounts
534 * didn't match, this check is valid and I believe that cause is valid.
535 */
536 while (owner->owner) 440 while (owner->owner)
537 owner = owner->owner; 441 owner = owner->owner;
538 442
539 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
540} 510}
541 511
542/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
543 * refcounts and freeing the links. 513 * refcounts and freeing the links.
544 */ 514 */
545static void 515static void
546free_key_values (object *op) 516free_key_values (object *op)
547{ 517{
548 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
549 { 519 {
550 key_value *next = i->next; 520 key_value *next = i->next;
551 delete i; 521 delete i;
552 522
553 i = next; 523 i = next;
554 } 524 }
555 525
556 op->key_values = 0; 526 op->key_values = 0;
557} 527}
558 528
559void object::clear () 529object &
530object::operator =(const object &src)
560{ 531{
561 attachable_base::clear (); 532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
562 534
563 free_key_values (this); 535 *(object_copy *)this = src;
564 536
565 owner = 0; 537 flag [FLAG_FREED] = is_freed;
566 name = 0; 538 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;
633 539
634 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
635 if (op2->key_values) 541 if (src.key_values)
636 { 542 {
637 key_value *tail = 0; 543 key_value *tail = 0;
638 key_value *i;
639
640 op->key_values = 0; 544 key_values = 0;
641 545
642 for (i = op2->key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
643 { 547 {
644 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
645 549
646 new_link->next = 0; 550 new_link->next = 0;
647 new_link->key = i->key; 551 new_link->key = i->key;
648 new_link->value = i->value; 552 new_link->value = i->value;
649 553
650 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
651 if (!op->key_values) 555 if (!key_values)
652 { 556 {
653 op->key_values = new_link; 557 key_values = new_link;
654 tail = new_link; 558 tail = new_link;
655 } 559 }
656 else 560 else
657 { 561 {
658 tail->next = new_link; 562 tail->next = new_link;
659 tail = new_link; 563 tail = new_link;
660 } 564 }
661 } 565 }
662 } 566 }
567}
663 568
664 update_ob_speed (op); 569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
584
585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
605}
606
607object *
608object::clone ()
609{
610 object *neu = create ();
611 copy_to (neu);
612 return neu;
665} 613}
666 614
667/* 615/*
668 * If an object with the IS_TURNABLE() flag needs to be turned due 616 * If an object with the IS_TURNABLE() flag needs to be turned due
669 * to the closest player being on the other side, this function can 617 * to the closest player being on the other side, this function can
670 * be called to update the face variable, _and_ how it looks on the map. 618 * be called to update the face variable, _and_ how it looks on the map.
671 */ 619 */
672
673void 620void
674update_turn_face (object *op) 621update_turn_face (object *op)
675{ 622{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 624 return;
625
678 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
680} 628}
681 629
682/* 630/*
683 * Updates the speed of an object. If the speed changes from 0 to another 631 * Updates the speed of an object. If the speed changes from 0 to another
684 * value, or vice versa, then add/remove the object from the active list. 632 * value, or vice versa, then add/remove the object from the active list.
685 * This function needs to be called whenever the speed of an object changes. 633 * This function needs to be called whenever the speed of an object changes.
686 */ 634 */
687void 635void
688update_ob_speed (object *op) 636object::set_speed (float speed)
689{ 637{
690 extern int arch_init; 638 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 { 639 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 641 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 642 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 643
715 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 645
719 if (op->active_next != NULL) 646 if (has_active_speed ())
720 op->active_next->active_prev = op; 647 activate ();
721
722 active_objects = op;
723 }
724 else 648 else
725 { 649 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} 650}
749 651
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/* 652/*
782 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...) 656 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
787 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
789 * 660 *
790 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
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: 662 * current action are:
796 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
799 * as that is easier than trying to look at what may have changed. 666 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
801 */ 668 */
802
803void 669void
804update_object (object *op, int action) 670update_object (object *op, int action)
805{ 671{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow;
808
809 if (op == NULL) 672 if (op == NULL)
810 { 673 {
811 /* this should never happen */ 674 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 676 return;
814 } 677 }
815 678
816 if (op->env != NULL) 679 if (op->env)
817 { 680 {
818 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
819 * to do in this case. 682 * to do in this case.
820 */ 683 */
821 return; 684 return;
826 */ 689 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 690 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 691 return;
829 692
830 /* make sure the object is within map boundaries */ 693 /* 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)) 694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 695 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 697#ifdef MANY_CORES
835 abort (); 698 abort ();
836#endif 699#endif
837 return; 700 return;
838 } 701 }
839 702
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 703 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);
846 704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
847 if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
848 { 708 {
709 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 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)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (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) 716 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 717 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 718 || (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 719 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 720 * to have move_allow right now.
872 */ 721 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 724 m.flags_ = 0;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 725 }
879 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 728 * that is being removed.
882 */ 729 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 731 m.flags_ = 0;
885 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
887 else 734 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 736
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) 737 if (op->more)
897 update_object (op->more, action); 738 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} 739}
921 740
922object::object () 741object::object ()
923{ 742{
924 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
927 face = blank_face; 746 face = blank_face;
928} 747}
929 748
930object::~object () 749object::~object ()
931{ 750{
751 unlink ();
752
932 free_key_values (this); 753 free_key_values (this);
933} 754}
934 755
756static int object_count;
757
935void object::link () 758void object::link ()
936{ 759{
937 count = ++ob_count; 760 assert (!index);//D
938 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
939 763
940 prev = 0; 764 refcnt_inc ();
941 next = objects; 765 objects.insert (this);
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 766}
948 767
949void object::unlink () 768void object::unlink ()
950{ 769{
951 //count = 0;//D 770 if (!index)
952 if (!prev && !next) return;//D 771 return;
953 772
954 if (this == objects) 773 objects.erase (this);
955 objects = next; 774 refcnt_dec ();
775}
956 776
957 /* Remove this object from the list of used objects */ 777void
958 if (prev) prev->next = next; 778object::activate ()
959 if (next) next->prev = prev; 779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
960 783
961 prev = 0; 784 if (has_active_speed ())
962 next = 0; 785 actives.insert (this);
786}
787
788void
789object::activate_recursive ()
790{
791 activate ();
792
793 for (object *op = inv; op; op = op->below)
794 op->activate_recursive ();
795}
796
797/* This function removes object 'op' from the list of active
798 * objects.
799 * This should only be used for style maps or other such
800 * reference maps where you don't want an object that isn't
801 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which
803 * will do the right thing based on the speed of the object.
804 */
805void
806object::deactivate ()
807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
811
812 actives.erase (this);
813}
814
815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
832}
833
834/*
835 * Remove and free all objects in the inventory of the given object.
836 * object.c ?
837 */
838void
839object::destroy_inv (bool drop_to_ground)
840{
841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
846 if (!inv)
847 return;
848
849 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects
851 * drop on that space.
852 */
853 if (!drop_to_ground
854 || !map
855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
857 || ms ().move_block == MOVE_ALL)
858 {
859 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy ();
863 }
864 }
865 else
866 { /* Put objects in inventory onto this space */
867 while (inv)
868 {
869 object *op = inv;
870
871 if (op->flag [FLAG_STARTEQUIP]
872 || op->flag [FLAG_NO_DROP]
873 || op->type == RUNE
874 || op->type == TRAP
875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
877 op->destroy ();
878 else
879 map->insert (op, x, y);
880 }
881 }
963} 882}
964 883
965object *object::create () 884object *object::create ()
966{ 885{
967 object *op = new object; 886 object *op = new object;
968 op->link (); 887 op->link ();
969 return op; 888 return op;
970} 889}
971 890
972/* 891void
973 * free_object() frees everything allocated by an object, removes 892object::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{ 893{
984 if (QUERY_FLAG (this, FLAG_FREED)) 894 attachable::do_destroy ();
895
896 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this);
898
899 if (flag [FLAG_FRIENDLY])
900 remove_friendly_object (this);
901
902 if (!flag [FLAG_REMOVED])
903 remove ();
904
905 destroy_inv (true);
906
907 deactivate ();
908 unlink ();
909
910 flag [FLAG_FREED] = 1;
911
912 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
917 {
918 freed_map = new maptile;
919
920 freed_map->path = "<freed objects map>";
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
927 }
928
929 map = freed_map;
930 x = 1;
931 y = 1;
932 }
933
934 if (more)
935 {
936 more->destroy ();
937 more = 0;
938 }
939
940 head = 0;
941
942 // clear those pointers that likely might cause circular references
943 owner = 0;
944 enemy = 0;
945 attacked_by = 0;
946 current_weapon = 0;
947}
948
949void
950object::destroy (bool destroy_inventory)
951{
952 if (destroyed ())
985 return; 953 return;
986 954
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 955 if (destroy_inventory)
988 remove_friendly_object (this); 956 destroy_inv (false);
989 957
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 958 if (is_head ())
991 remove_ob (this); 959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
992 963
993 SET_FLAG (this, FLAG_FREED); 964 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} 965}
1053 966
1054/* 967/*
1055 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1056 * weight of an object (and what is carried by it's environment(s)). 969 * weight of an object (and what is carried by it's environment(s)).
1057 */ 970 */
1058
1059void 971void
1060sub_weight (object *op, signed long weight) 972sub_weight (object *op, signed long weight)
1061{ 973{
1062 while (op != NULL) 974 while (op != NULL)
1063 { 975 {
1064 if (op->type == CONTAINER) 976 if (op->type == CONTAINER)
1065 {
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067 } 978
1068 op->carrying -= weight; 979 op->carrying -= weight;
1069 op = op->env; 980 op = op->env;
1070 } 981 }
1071} 982}
1072 983
1073/* remove_ob(op): 984/* op->remove ():
1074 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 989 * the previous environment.
1079 * Beware: This function is called from the editor as well!
1080 */ 990 */
1081
1082void 991void
1083remove_ob (object *op) 992object::do_remove ()
1084{ 993{
994 object *tmp, *last = 0;
1085 object * 995 object *otmp;
1086 tmp, *
1087 last = NULL;
1088 object *
1089 otmp;
1090 996
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)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1103 return; 998 return;
1104 999
1105 SET_FLAG (op, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1106 1002
1107 if (op->more != NULL) 1003 if (more)
1108 remove_ob (op->more); 1004 more->remove ();
1109 1005
1110 /* 1006 /*
1111 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1112 * inventory. 1008 * inventory.
1113 */ 1009 */
1114 if (op->env != NULL) 1010 if (env)
1115 { 1011 {
1116 if (op->nrof) 1012 if (nrof)
1117 sub_weight (op->env, op->weight * op->nrof); 1013 sub_weight (env, weight * nrof);
1118 else 1014 else
1119 sub_weight (op->env, op->weight + op->carrying); 1015 sub_weight (env, weight + carrying);
1120 1016
1121 /* NO_FIX_PLAYER is set when a great many changes are being 1017 /* NO_FIX_PLAYER is set when a great many changes are being
1122 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1123 * to save cpu time. 1019 * to save cpu time.
1124 */ 1020 */
1125 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1126 fix_player (otmp); 1022 otmp->update_stats ();
1127 1023
1128 if (op->above != NULL) 1024 if (above)
1129 op->above->below = op->below; 1025 above->below = below;
1130 else 1026 else
1131 op->env->inv = op->below; 1027 env->inv = below;
1132 1028
1133 if (op->below != NULL) 1029 if (below)
1134 op->below->above = op->above; 1030 below->above = above;
1135 1031
1136 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
1138 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1139 */ 1035 */
1140 op->x = op->env->x, op->y = op->env->y; 1036 x = env->x, y = env->y;
1141 op->map = op->env->map; 1037 map = env->map;
1142 op->above = NULL, op->below = NULL; 1038 above = 0, below = 0;
1143 op->env = NULL; 1039 env = 0;
1144 } 1040 }
1145 else if (op->map) 1041 else if (map)
1146 { 1042 {
1147 x = op->x; 1043 if (type == PLAYER)
1148 y = op->y;
1149 m = get_map_from_coord (op->map, &x, &y);
1150
1151 if (!m)
1152 {
1153 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1154 op->map->path, op->x, op->y);
1155 /* in old days, we used to set x and y to 0 and continue.
1156 * it seems if we get into this case, something is probablye
1157 * screwed up and should be fixed.
1158 */
1159 abort ();
1160 } 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1161 1050
1162 if (op->map != m) 1051 --map->players;
1163 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1052 map->touch ();
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 */ 1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1169 1057
1170 /* link the object above us */ 1058 /* link the object above us */
1171 if (op->above) 1059 if (above)
1172 op->above->below = op->below; 1060 above->below = below;
1173 else 1061 else
1174 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1175 1063
1176 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1177 if (op->below) 1065 if (below)
1178 op->below->above = op->above; 1066 below->above = above;
1179 else 1067 else
1180 { 1068 {
1181 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1182 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1183 * evident 1071 * evident
1184 */ 1072 */
1185 if (GET_MAP_OB (m, x, y) != op) 1073 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); 1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1190 dump_object (GET_MAP_OB (m, x, y)); 1075
1191 LOG (llevError, "%s\n", errmsg); 1076 ms.bot = above; /* goes on above it. */
1192 } 1077 }
1193 1078
1194 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1195 }
1196
1197 op->above = 0; 1079 above = 0;
1198 op->below = 0; 1080 below = 0;
1199 1081
1200 if (op->map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1201 return; 1083 return;
1202 1084
1203 tag = op->count; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1204 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1205 1086
1206 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1207 { 1100 {
1208 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1209 * being removed. 1102 * being removed.
1210 */ 1103 */
1211 1104
1212 if (tmp->type == PLAYER && tmp != op) 1105 /* See if object moving off should effect something */
1106 if (check_walk_off
1107 && ((move_type & tmp->move_off)
1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1213 { 1109 {
1214 /* If a container that the player is currently using somehow gets 1110 move_apply (tmp, this, 0);
1215 * removed (most likely destroyed), update the player view
1216 * appropriately.
1217 */
1218 if (tmp->container == op)
1219 {
1220 CLEAR_FLAG (op, FLAG_APPLIED);
1221 tmp->container = NULL;
1222 }
1223 1111
1224 tmp->contr->socket.update_look = 1; 1112 if (destroyed ())
1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1225 } 1114 }
1226 1115
1227 /* See if player 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))
1229 {
1230 move_apply (tmp, op, NULL);
1231
1232 if (was_destroyed (op, tag))
1233 {
1234 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1235 }
1236 }
1237
1238 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1239
1240 if (tmp->above == tmp)
1241 tmp->above = NULL;
1242
1243 last = tmp; 1116 last = tmp;
1244 } 1117 }
1245 1118
1246 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1247 if (last == NULL) 1121 if (!last)
1248 { 1122 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 1123 else
1258 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1259 1125
1260 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1261 update_all_los (op->map, op->x, op->y); 1127 update_all_los (map, x, y);
1262 } 1128 }
1263} 1129}
1264 1130
1265/* 1131/*
1266 * merge_ob(op,top): 1132 * merge_ob(op,top):
1274merge_ob (object *op, object *top) 1140merge_ob (object *op, object *top)
1275{ 1141{
1276 if (!op->nrof) 1142 if (!op->nrof)
1277 return 0; 1143 return 0;
1278 1144
1279 if (top == NULL) 1145 if (top)
1280 for (top = op; top != NULL && top->above != NULL; top = top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1281 1148
1282 for (; top != NULL; top = top->below) 1149 for (; top; top = top->below)
1283 { 1150 {
1284 if (top == op) 1151 if (top == op)
1285 continue; 1152 continue;
1286 if (CAN_MERGE (op, top)) 1153
1154 if (object::can_merge (op, top))
1287 { 1155 {
1288 top->nrof += op->nrof; 1156 top->nrof += op->nrof;
1289 1157
1290/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1291 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1292 remove_ob (op); 1160 op->destroy ();
1293 free_object (op);
1294 return top; 1161 return top;
1295 } 1162 }
1296 } 1163 }
1297 1164
1298 return NULL; 1165 return 0;
1299} 1166}
1300 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1301/* 1191/*
1302 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1303 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1304 */ 1194 */
1305object * 1195object *
1306insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1307{ 1197{
1308 object *tmp;
1309
1310 if (op->head)
1311 op = op->head;
1312
1313 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1314 { 1199 {
1315 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1316 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1317 } 1202 }
1318 1203
1319 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1320} 1205}
1321 1206
1337 * Return value: 1222 * Return value:
1338 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1339 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1340 * just 'op' otherwise 1225 * just 'op' otherwise
1341 */ 1226 */
1342
1343object * 1227object *
1344insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1345{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1346 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1347 sint16 x, y;
1348 1233
1349 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1350 {
1351 LOG (llevError, "Trying to insert freed object!\n");
1352 return NULL;
1353 }
1354
1355 if (m == NULL)
1356 {
1357 dump_object (op);
1358 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1359 return op;
1360 }
1361
1362 if (out_of_map (m, op->x, op->y))
1363 {
1364 dump_object (op);
1365 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1366#ifdef MANY_CORES
1367 /* 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
1369 * improperly inserted.
1370 */
1371 abort ();
1372#endif
1373 return op;
1374 }
1375
1376 if (!QUERY_FLAG (op, FLAG_REMOVED))
1377 {
1378 dump_object (op);
1379 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1380 return op;
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
1413 CLEAR_FLAG (op, FLAG_REMOVED);
1414 1235
1415 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* 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 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1417 * need extra work 1238 * need extra work
1418 */ 1239 */
1419 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1420 x = op->x; 1241 {
1421 y = op->y; 1242 op->destroy ();
1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1251
1252 op->map = m;
1253 mapspace &ms = op->ms ();
1422 1254
1423 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1424 */ 1256 */
1425 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1426 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1427 if (CAN_MERGE (op, tmp)) 1259 if (object::can_merge (op, tmp))
1428 { 1260 {
1429 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1430 remove_ob (tmp); 1262 tmp->destroy ();
1431 free_object (tmp);
1432 } 1263 }
1433 1264
1434 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1265 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1435 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1266 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1436 1267
1449 op->below = originator->below; 1280 op->below = originator->below;
1450 1281
1451 if (op->below) 1282 if (op->below)
1452 op->below->above = op; 1283 op->below->above = op;
1453 else 1284 else
1454 SET_MAP_OB (op->map, op->x, op->y, op); 1285 ms.bot = op;
1455 1286
1456 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1457 originator->below = op; 1288 originator->below = op;
1458 } 1289 }
1459 else 1290 else
1460 { 1291 {
1292 top = ms.bot;
1293
1461 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1462 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1463 { 1296 {
1464 object *last = NULL; 1297 object *last = 0;
1465 1298
1466 /* 1299 /*
1467 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1468 * We've already dealt with merging if appropriate. 1301 * We've already dealt with merging if appropriate.
1469 * Generally, we want to put the new object on top. But if 1302 * Generally, we want to put the new object on top. But if
1473 * once we get to them. This reduces the need to traverse over all of 1306 * once we get to them. This reduces the need to traverse over all of
1474 * them when adding another one - this saves quite a bit of cpu time 1307 * them when adding another one - this saves quite a bit of cpu time
1475 * when lots of spells are cast in one area. Currently, it is presumed 1308 * when lots of spells are cast in one area. Currently, it is presumed
1476 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1477 */ 1310 */
1478 1311 for (top = ms.bot; top; top = top->above)
1479 while (top != NULL)
1480 { 1312 {
1481 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1482 floor = top; 1314 floor = top;
1483 1315
1484 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1487 top = top->below; 1319 top = top->below;
1488 break; 1320 break;
1489 } 1321 }
1490 1322
1491 last = top; 1323 last = top;
1492 top = top->above;
1493 } 1324 }
1494 1325
1495 /* Don't want top to be NULL, so set it to the last valid object */ 1326 /* Don't want top to be NULL, so set it to the last valid object */
1496 top = last; 1327 top = last;
1497 1328
1499 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1500 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1501 */ 1332 */
1502 1333
1503 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1504 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1505 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1506 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1507 * stacking is a bit odd. 1338 * stacking is a bit odd.
1508 */ 1339 */
1509 if (!(flag & INS_ON_TOP) && 1340 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)) 1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1511 { 1343 {
1512 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1513 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1514 break; 1346 break;
1347
1515 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1516 * and make sure we have a below pointer for it so that 1349 * and make sure we have a below pointer for it so that
1517 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1518 * set top to the object below us. 1351 * set top to the object below us.
1519 */ 1352 */
1520 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1521 top = last->below; 1354 top = last->below;
1522 } 1355 }
1523 } /* If objects on this space */ 1356 } /* If objects on this space */
1524
1525 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1526 top = GET_MAP_TOP (op->map, op->x, op->y); 1358 top = ms.top;
1527 1359
1528 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1529 top = floor; 1361 top = floor;
1530 1362
1531 /* Top is the object that our object (op) is going to get inserted above. 1363 /* Top is the object that our object (op) is going to get inserted above.
1532 */ 1364 */
1533 1365
1534 /* First object on this space */ 1366 /* First object on this space */
1535 if (!top) 1367 if (!top)
1536 { 1368 {
1537 op->above = GET_MAP_OB (op->map, op->x, op->y); 1369 op->above = ms.bot;
1538 1370
1539 if (op->above) 1371 if (op->above)
1540 op->above->below = op; 1372 op->above->below = op;
1541 1373
1542 op->below = NULL; 1374 op->below = 0;
1543 SET_MAP_OB (op->map, op->x, op->y, op); 1375 ms.bot = op;
1544 } 1376 }
1545 else 1377 else
1546 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1547 op->above = top->above; 1379 op->above = top->above;
1548 1380
1551 1383
1552 op->below = top; 1384 op->below = top;
1553 top->above = op; 1385 top->above = op;
1554 } 1386 }
1555 1387
1556 if (op->above == NULL) 1388 if (!op->above)
1557 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 ms.top = op;
1558 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1559 1391
1560 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1393 {
1561 op->contr->do_los = 1; 1394 op->contr->do_los = 1;
1395 ++op->map->players;
1396 op->map->touch ();
1397 }
1562 1398
1563 /* If we have a floor, we know the player, if any, will be above 1399 op->map->dirty = true;
1564 * it, so save a few ticks and start from there. 1400
1565 */
1566 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1567 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = ms.player ())
1568 if (tmp->type == PLAYER) 1403 pl->contr->ns->floorbox_update ();
1569 tmp->contr->socket.update_look = 1;
1570 1404
1571 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1572 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1573 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1574 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1575 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1576 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1577 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1578 * of effect may be sufficient. 1412 * of effect may be sufficient.
1579 */ 1413 */
1580 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1581 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1582 1416
1583 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1584 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1585 1419
1420 INVOKE_OBJECT (INSERT, op);
1421
1586 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1587 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1588 * 1424 *
1589 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1590 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1591 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1592 * update_object(). 1428 * update_object().
1593 */ 1429 */
1594 1430
1595 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1596 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1597 { 1433 {
1598 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1599 return NULL; 1435 return 0;
1600 1436
1601 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1602 * walk on's. 1438 * walk on's.
1603 */ 1439 */
1604 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1605 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1606 return NULL; 1442 return 0;
1607 } 1443 }
1608 1444
1609 return op; 1445 return op;
1610} 1446}
1611 1447
1612/* this function inserts an object in the map, but if it 1448/* 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. 1449 * 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. 1450 * op is the object to insert it under: supplies x and the map.
1615 */ 1451 */
1616void 1452void
1617replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1618{ 1454{
1619 object * 1455 object *tmp, *tmp1;
1620 tmp;
1621 object *
1622 tmp1;
1623 1456
1624 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1625 1458
1626 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1627 {
1628 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1629 { 1461 tmp->destroy ();
1630 remove_ob (tmp);
1631 free_object (tmp);
1632 }
1633 }
1634 1462
1635 tmp1 = arch_to_object (find_archetype (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1636 1464
1637 tmp1->x = op->x; 1465 tmp1->x = op->x;
1638 tmp1->y = op->y; 1466 tmp1->y = op->y;
1639 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 return where->map->insert (this, where->x, where->y, originator, flags);
1640} 1474}
1641 1475
1642/* 1476/*
1643 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1644 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1645 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1646 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1647 * global static errmsg array. 1481 * global static errmsg array.
1648 */ 1482 */
1649
1650object * 1483object *
1651get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1652{ 1485{
1653 object * 1486 object *newob;
1654 newob;
1655 int
1656 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1657 1488
1658 if (orig_ob->nrof < nr) 1489 if (orig_ob->nrof < nr)
1659 { 1490 {
1660 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1661 return NULL; 1492 return NULL;
1662 } 1493 }
1663 1494
1664 newob = object_create_clone (orig_ob); 1495 newob = object_create_clone (orig_ob);
1665 1496
1666 if ((orig_ob->nrof -= nr) < 1) 1497 if ((orig_ob->nrof -= nr) < 1)
1667 { 1498 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) 1499 else if (!is_removed)
1673 { 1500 {
1674 if (orig_ob->env != NULL) 1501 if (orig_ob->env != NULL)
1675 sub_weight (orig_ob->env, orig_ob->weight * nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1676 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1691 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1692 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1693 * 1520 *
1694 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1695 */ 1522 */
1696
1697object * 1523object *
1698decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1699{ 1525{
1700 object *tmp; 1526 object *tmp;
1701 player *pl;
1702 1527
1703 if (i == 0) /* objects with op->nrof require this check */ 1528 if (i == 0) /* objects with op->nrof require this check */
1704 return op; 1529 return op;
1705 1530
1706 if (i > op->nrof) 1531 if (i > op->nrof)
1707 i = op->nrof; 1532 i = op->nrof;
1708 1533
1709 if (QUERY_FLAG (op, FLAG_REMOVED)) 1534 if (QUERY_FLAG (op, FLAG_REMOVED))
1710 op->nrof -= i; 1535 op->nrof -= i;
1711 else if (op->env != NULL) 1536 else if (op->env)
1712 { 1537 {
1713 /* is this object in the players inventory, or sub container 1538 /* is this object in the players inventory, or sub container
1714 * therein? 1539 * therein?
1715 */ 1540 */
1716 tmp = is_player_inv (op->env); 1541 tmp = op->in_player ();
1717 /* nope. Is this a container the player has opened? 1542 /* nope. Is this a container the player has opened?
1718 * If so, set tmp to that player. 1543 * If so, set tmp to that player.
1719 * IMO, searching through all the players will mostly 1544 * IMO, searching through all the players will mostly
1720 * likely be quicker than following op->env to the map, 1545 * likely be quicker than following op->env to the map,
1721 * and then searching the map for a player. 1546 * and then searching the map for a player.
1722 */ 1547 */
1723 if (!tmp) 1548 if (!tmp)
1724 { 1549 for_all_players (pl)
1725 for (pl = first_player; pl; pl = pl->next)
1726 if (pl->ob->container == op->env) 1550 if (pl->ob->container == op->env)
1551 {
1552 tmp = pl->ob;
1727 break; 1553 break;
1728 if (pl)
1729 tmp = pl->ob;
1730 else
1731 tmp = NULL;
1732 } 1554 }
1733 1555
1734 if (i < op->nrof) 1556 if (i < op->nrof)
1735 { 1557 {
1736 sub_weight (op->env, op->weight * i); 1558 sub_weight (op->env, op->weight * i);
1737 op->nrof -= i; 1559 op->nrof -= i;
1738 if (tmp) 1560 if (tmp)
1739 {
1740 esrv_send_item (tmp, op); 1561 esrv_send_item (tmp, op);
1741 }
1742 } 1562 }
1743 else 1563 else
1744 { 1564 {
1745 remove_ob (op); 1565 op->remove ();
1746 op->nrof = 0; 1566 op->nrof = 0;
1747 if (tmp) 1567 if (tmp)
1748 {
1749 esrv_del_item (tmp->contr, op->count); 1568 esrv_del_item (tmp->contr, op->count);
1750 }
1751 } 1569 }
1752 } 1570 }
1753 else 1571 else
1754 { 1572 {
1755 object *above = op->above; 1573 object *above = op->above;
1756 1574
1757 if (i < op->nrof) 1575 if (i < op->nrof)
1758 op->nrof -= i; 1576 op->nrof -= i;
1759 else 1577 else
1760 { 1578 {
1761 remove_ob (op); 1579 op->remove ();
1762 op->nrof = 0; 1580 op->nrof = 0;
1763 } 1581 }
1764 1582
1765 /* Since we just removed op, op->above is null */ 1583 /* Since we just removed op, op->above is null */
1766 for (tmp = above; tmp != NULL; tmp = tmp->above) 1584 for (tmp = above; tmp; tmp = tmp->above)
1767 if (tmp->type == PLAYER) 1585 if (tmp->type == PLAYER)
1768 { 1586 {
1769 if (op->nrof) 1587 if (op->nrof)
1770 esrv_send_item (tmp, op); 1588 esrv_send_item (tmp, op);
1771 else 1589 else
1775 1593
1776 if (op->nrof) 1594 if (op->nrof)
1777 return op; 1595 return op;
1778 else 1596 else
1779 { 1597 {
1780 free_object (op); 1598 op->destroy ();
1781 return NULL; 1599 return 0;
1782 } 1600 }
1783} 1601}
1784 1602
1785/* 1603/*
1786 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1787 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1788 */ 1606 */
1789
1790void 1607void
1791add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1792{ 1609{
1793 while (op != NULL) 1610 while (op != NULL)
1794 { 1611 {
1798 op->carrying += weight; 1615 op->carrying += weight;
1799 op = op->env; 1616 op = op->env;
1800 } 1617 }
1801} 1618}
1802 1619
1620object *
1621insert_ob_in_ob (object *op, object *where)
1622{
1623 if (!where)
1624 {
1625 char *dump = dump_object (op);
1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1627 free (dump);
1628 return op;
1629 }
1630
1631 if (where->head_ () != where)
1632 {
1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1634 where = where->head;
1635 }
1636
1637 return where->insert (op);
1638}
1639
1803/* 1640/*
1804 * insert_ob_in_ob(op,environment): 1641 * env->insert (op)
1805 * This function inserts the object op in the linked list 1642 * This function inserts the object op in the linked list
1806 * inside the object environment. 1643 * inside the object environment.
1807 * 1644 *
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 1645 * The function returns now pointer to inserted item, and return value can
1814 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1815 */ 1647 */
1816
1817object * 1648object *
1818insert_ob_in_ob (object *op, object *where) 1649object::insert (object *op)
1819{ 1650{
1820 object *
1821 tmp, *
1822 otmp;
1823
1824 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1825 { 1652 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 1653
1844 if (op->more) 1654 if (op->more)
1845 { 1655 {
1846 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1656 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1847 return op; 1657 return op;
1848 } 1658 }
1849 1659
1850 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1851 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1852 if (op->nrof) 1663 if (op->nrof)
1853 { 1664 {
1854 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1855 if (CAN_MERGE (tmp, op)) 1666 if (object::can_merge (tmp, op))
1856 { 1667 {
1857 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1858 (client needs the original object) */ 1669 (client needs the original object) */
1859 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1860 /* Weight handling gets pretty funky. Since we are adding to 1671 /* Weight handling gets pretty funky. Since we are adding to
1861 * tmp->nrof, we need to increase the weight. 1672 * tmp->nrof, we need to increase the weight.
1862 */ 1673 */
1863 add_weight (where, op->weight * op->nrof); 1674 add_weight (this, op->weight * op->nrof);
1864 SET_FLAG (op, FLAG_REMOVED); 1675 SET_FLAG (op, FLAG_REMOVED);
1865 free_object (op); /* free the inserted object */ 1676 op->destroy (); /* free the inserted object */
1866 op = tmp; 1677 op = tmp;
1867 remove_ob (op); /* and fix old object's links */ 1678 op->remove (); /* and fix old object's links */
1868 CLEAR_FLAG (op, FLAG_REMOVED); 1679 CLEAR_FLAG (op, FLAG_REMOVED);
1869 break; 1680 break;
1870 } 1681 }
1871 1682
1872 /* I assume combined objects have no inventory 1683 /* I assume combined objects have no inventory
1873 * We add the weight - this object could have just been removed 1684 * We add the weight - this object could have just been removed
1874 * (if it was possible to merge). calling remove_ob will subtract 1685 * (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 1686 * the weight, so we need to add it in again, since we actually do
1876 * the linking below 1687 * the linking below
1877 */ 1688 */
1878 add_weight (where, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1879 } 1690 }
1880 else 1691 else
1881 add_weight (where, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1882 1693
1883 otmp = is_player_inv (where); 1694 if (object *otmp = this->in_player ())
1884 if (otmp && otmp->contr != NULL)
1885 {
1886 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1887 fix_player (otmp); 1696 otmp->update_stats ();
1888 }
1889 1697
1698 op->owner = 0; // its his/hers now. period.
1890 op->map = NULL; 1699 op->map = 0;
1891 op->env = where; 1700 op->env = this;
1892 op->above = NULL; 1701 op->above = 0;
1893 op->below = NULL; 1702 op->below = 0;
1894 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1895 1704
1896 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1897 if ((op->glow_radius != 0) && where->map) 1706 if (op->glow_radius && map)
1898 { 1707 {
1899#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1900 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1901#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1902 if (MAP_DARKNESS (where->map)) 1711 if (map->darkness)
1903 update_all_los (where->map, where->x, where->y); 1712 update_all_los (map, x, y);
1904 } 1713 }
1905 1714
1906 /* Client has no idea of ordering so lets not bother ordering it here. 1715 /* Client has no idea of ordering so lets not bother ordering it here.
1907 * It sure simplifies this function... 1716 * It sure simplifies this function...
1908 */ 1717 */
1909 if (where->inv == NULL) 1718 if (!inv)
1910 where->inv = op; 1719 inv = op;
1911 else 1720 else
1912 { 1721 {
1913 op->below = where->inv; 1722 op->below = inv;
1914 op->below->above = op; 1723 op->below->above = op;
1915 where->inv = op; 1724 inv = op;
1916 } 1725 }
1726
1727 INVOKE_OBJECT (INSERT, this);
1728
1917 return op; 1729 return op;
1918} 1730}
1919 1731
1920/* 1732/*
1921 * Checks if any objects has a move_type that matches objects 1733 * Checks if any objects has a move_type that matches objects
1935 * 1747 *
1936 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * MSW 2001-07-08: Check all objects on space, not just those below
1937 * object being inserted. insert_ob_in_map may not put new objects 1749 * object being inserted. insert_ob_in_map may not put new objects
1938 * on top. 1750 * on top.
1939 */ 1751 */
1940
1941int 1752int
1942check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1943{ 1754{
1944 object * 1755 object *tmp;
1945 tmp; 1756 maptile *m = op->map;
1946 tag_t
1947 tag;
1948 mapstruct *
1949 m = op->map;
1950 int
1951 x = op->x, y = op->y; 1757 int x = op->x, y = op->y;
1952 1758
1953 MoveType 1759 MoveType move_on, move_slow, move_block;
1954 move_on,
1955 move_slow,
1956 move_block;
1957 1760
1958 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1761 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1959 return 0; 1762 return 0;
1960
1961 tag = op->count;
1962 1763
1963 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1764 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1964 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1765 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1965 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1766 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1966 1767
1982 1783
1983 /* The objects have to be checked from top to bottom. 1784 /* The objects have to be checked from top to bottom.
1984 * Hence, we first go to the top: 1785 * Hence, we first go to the top:
1985 */ 1786 */
1986 1787
1987 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1788 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1988 { 1789 {
1989 /* Trim the search when we find the first other spell effect 1790 /* Trim the search when we find the first other spell effect
1990 * this helps performance so that if a space has 50 spell objects, 1791 * this helps performance so that if a space has 50 spell objects,
1991 * we don't need to check all of them. 1792 * we don't need to check all of them.
1992 */ 1793 */
2010 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1811 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)) 1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2012 { 1813 {
2013 1814
2014 float 1815 float
2015 diff = tmp->move_slow_penalty * FABS (op->speed); 1816 diff = tmp->move_slow_penalty * fabs (op->speed);
2016 1817
2017 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
2018 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1819 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2019 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2020 diff /= 4.0; 1821 diff /= 4.0;
2027 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1828 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)) 1829 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2029 { 1830 {
2030 move_apply (tmp, op, originator); 1831 move_apply (tmp, op, originator);
2031 1832
2032 if (was_destroyed (op, tag)) 1833 if (op->destroyed ())
2033 return 1; 1834 return 1;
2034 1835
2035 /* what the person/creature stepped onto has moved the object 1836 /* what the person/creature stepped onto has moved the object
2036 * someplace new. Don't process any further - if we did, 1837 * someplace new. Don't process any further - if we did,
2037 * have a feeling strange problems would result. 1838 * have a feeling strange problems would result.
2047/* 1848/*
2048 * present_arch(arch, map, x, y) searches for any objects with 1849 * present_arch(arch, map, x, y) searches for any objects with
2049 * a matching archetype at the given map and coordinates. 1850 * a matching archetype at the given map and coordinates.
2050 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2051 */ 1852 */
2052
2053object * 1853object *
2054present_arch (const archetype *at, mapstruct *m, int x, int y) 1854present_arch (const archetype *at, maptile *m, int x, int y)
2055{ 1855{
2056 object *
2057 tmp;
2058
2059 if (m == NULL || out_of_map (m, x, y)) 1856 if (!m || out_of_map (m, x, y))
2060 { 1857 {
2061 LOG (llevError, "Present_arch called outside map.\n"); 1858 LOG (llevError, "Present_arch called outside map.\n");
2062 return NULL; 1859 return NULL;
2063 } 1860 }
2064 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1861
1862 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2065 if (tmp->arch == at) 1863 if (tmp->arch == at)
2066 return tmp; 1864 return tmp;
1865
2067 return NULL; 1866 return NULL;
2068} 1867}
2069 1868
2070/* 1869/*
2071 * present(type, map, x, y) searches for any objects with 1870 * present(type, map, x, y) searches for any objects with
2072 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
2074 */ 1873 */
2075
2076object * 1874object *
2077present (unsigned char type, mapstruct *m, int x, int y) 1875present (unsigned char type, maptile *m, int x, int y)
2078{ 1876{
2079 object *
2080 tmp;
2081
2082 if (out_of_map (m, x, y)) 1877 if (out_of_map (m, x, y))
2083 { 1878 {
2084 LOG (llevError, "Present called outside map.\n"); 1879 LOG (llevError, "Present called outside map.\n");
2085 return NULL; 1880 return NULL;
2086 } 1881 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1882
1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2088 if (tmp->type == type) 1884 if (tmp->type == type)
2089 return tmp; 1885 return tmp;
1886
2090 return NULL; 1887 return NULL;
2091} 1888}
2092 1889
2093/* 1890/*
2094 * present_in_ob(type, object) searches for any objects with 1891 * present_in_ob(type, object) searches for any objects with
2095 * a matching type variable in the inventory of the given object. 1892 * a matching type variable in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
2097 */ 1894 */
2098
2099object * 1895object *
2100present_in_ob (unsigned char type, const object *op) 1896present_in_ob (unsigned char type, const object *op)
2101{ 1897{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->type == type) 1899 if (tmp->type == type)
2107 return tmp; 1900 return tmp;
1901
2108 return NULL; 1902 return NULL;
2109} 1903}
2110 1904
2111/* 1905/*
2112 * present_in_ob (type, str, object) searches for any objects with 1906 * present_in_ob (type, str, object) searches for any objects with
2120 * str is the string to match against. Note that we match against 1914 * str is the string to match against. Note that we match against
2121 * the object name, not the archetype name. this is so that the 1915 * the object name, not the archetype name. this is so that the
2122 * spell code can use one object type (force), but change it's name 1916 * spell code can use one object type (force), but change it's name
2123 * to be unique. 1917 * to be unique.
2124 */ 1918 */
2125
2126object * 1919object *
2127present_in_ob_by_name (int type, const char *str, const object *op) 1920present_in_ob_by_name (int type, const char *str, const object *op)
2128{ 1921{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 {
2134 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2135 return tmp; 1924 return tmp;
2136 } 1925
2137 return NULL; 1926 return 0;
2138} 1927}
2139 1928
2140/* 1929/*
2141 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
2142 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
2143 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
2144 */ 1933 */
2145
2146object * 1934object *
2147present_arch_in_ob (const archetype *at, const object *op) 1935present_arch_in_ob (const archetype *at, const object *op)
2148{ 1936{
2149 object *
2150 tmp;
2151
2152 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2153 if (tmp->arch == at) 1938 if (tmp->arch == at)
2154 return tmp; 1939 return tmp;
1940
2155 return NULL; 1941 return NULL;
2156} 1942}
2157 1943
2158/* 1944/*
2159 * activate recursively a flag on an object inventory 1945 * activate recursively a flag on an object inventory
2160 */ 1946 */
2161void 1947void
2162flag_inv (object *op, int flag) 1948flag_inv (object *op, int flag)
2163{ 1949{
2164 object *
2165 tmp;
2166
2167 if (op->inv) 1950 if (op->inv)
2168 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2169 { 1952 {
2170 SET_FLAG (tmp, flag); 1953 SET_FLAG (tmp, flag);
2171 flag_inv (tmp, flag); 1954 flag_inv (tmp, flag);
2172 } 1955 }
2173} /* 1956}
1957
1958/*
2174 * desactivate recursively a flag on an object inventory 1959 * deactivate recursively a flag on an object inventory
2175 */ 1960 */
2176void 1961void
2177unflag_inv (object *op, int flag) 1962unflag_inv (object *op, int flag)
2178{ 1963{
2179 object *
2180 tmp;
2181
2182 if (op->inv) 1964 if (op->inv)
2183 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2184 { 1966 {
2185 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
2186 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
2187 } 1969 }
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} 1970}
2203 1971
2204/* 1972/*
2205 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
2206 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
2220 * because arch_blocked (now ob_blocked) needs to know the movement type 1988 * because arch_blocked (now ob_blocked) needs to know the movement type
2221 * to know if the space in question will block the object. We can't use 1989 * to know if the space in question will block the object. We can't use
2222 * the archetype because that isn't correct if the monster has been 1990 * the archetype because that isn't correct if the monster has been
2223 * customized, changed states, etc. 1991 * customized, changed states, etc.
2224 */ 1992 */
2225
2226int 1993int
2227find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1994find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2228{ 1995{
2229 int
2230 i,
2231 index = 0, flag; 1996 int index = 0, flag;
2232 static int
2233 altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
2234 1998
2235 for (i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
2236 { 2000 {
2237 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
2238 if (!flag) 2002
2239 altern[index++] = i; 2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007
2008 if (ms.flags () & P_IS_ALIVE)
2009 continue;
2010
2011 /* However, often
2012 * ob doesn't have any move type (when used to place exits)
2013 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2014 */
2015 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2016 continue;
2240 2017
2241 /* Basically, if we find a wall on a space, we cut down the search size. 2018 /* Basically, if we find a wall on a space, we cut down the search size.
2242 * In this way, we won't return spaces that are on another side of a wall. 2019 * In this way, we won't return spaces that are on another side of a wall.
2243 * This mostly work, but it cuts down the search size in all directions - 2020 * This mostly work, but it cuts down the search size in all directions -
2244 * if the space being examined only has a wall to the north and empty 2021 * if the space being examined only has a wall to the north and empty
2245 * spaces in all the other directions, this will reduce the search space 2022 * spaces in all the other directions, this will reduce the search space
2246 * to only the spaces immediately surrounding the target area, and 2023 * to only the spaces immediately surrounding the target area, and
2247 * won't look 2 spaces south of the target space. 2024 * won't look 2 spaces south of the target space.
2248 */ 2025 */
2249 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2026 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2027 {
2250 stop = maxfree[i]; 2028 stop = maxfree[i];
2029 continue;
2030 }
2031
2032 /* Note it is intentional that we check ob - the movement type of the
2033 * head of the object should correspond for the entire object.
2034 */
2035 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2036 continue;
2037
2038 altern [index++] = i;
2251 } 2039 }
2040
2252 if (!index) 2041 if (!index)
2253 return -1; 2042 return -1;
2043
2254 return altern[RANDOM () % index]; 2044 return altern [rndm (index)];
2255} 2045}
2256 2046
2257/* 2047/*
2258 * find_first_free_spot(archetype, mapstruct, x, y) works like 2048 * find_first_free_spot(archetype, maptile, x, y) works like
2259 * find_free_spot(), but it will search max number of squares. 2049 * find_free_spot(), but it will search max number of squares.
2260 * But it will return the first available spot, not a random choice. 2050 * But it will return the first available spot, not a random choice.
2261 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2051 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2262 */ 2052 */
2263
2264int 2053int
2265find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2054find_first_free_spot (const object *ob, maptile *m, int x, int y)
2266{ 2055{
2267 int
2268 i;
2269
2270 for (i = 0; i < SIZEOFFREE; i++) 2056 for (int i = 0; i < SIZEOFFREE; i++)
2271 {
2272 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2057 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2058 return i;
2274 } 2059
2275 return -1; 2060 return -1;
2276} 2061}
2277 2062
2278/* 2063/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2064 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2065 * arr[begin..end-1].
2066 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2067 */
2282static void 2068static void
2283permute (int *arr, int begin, int end) 2069permute (int *arr, int begin, int end)
2284{ 2070{
2285 int 2071 arr += begin;
2286 i,
2287 j,
2288 tmp,
2289 len;
2290
2291 len = end - begin; 2072 end -= begin;
2292 for (i = begin; i < end; i++)
2293 {
2294 j = begin + RANDOM () % len;
2295 2073
2296 tmp = arr[i]; 2074 while (--end)
2297 arr[i] = arr[j]; 2075 swap (arr [end], arr [rndm (end + 1)]);
2298 arr[j] = tmp;
2299 }
2300} 2076}
2301 2077
2302/* new function to make monster searching more efficient, and effective! 2078/* new function to make monster searching more efficient, and effective!
2303 * This basically returns a randomized array (in the passed pointer) of 2079 * 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 2080 * 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. 2083 * the 3x3 area will be searched, just not in a predictable order.
2308 */ 2084 */
2309void 2085void
2310get_search_arr (int *search_arr) 2086get_search_arr (int *search_arr)
2311{ 2087{
2312 int 2088 int i;
2313 i;
2314 2089
2315 for (i = 0; i < SIZEOFFREE; i++) 2090 for (i = 0; i < SIZEOFFREE; i++)
2316 {
2317 search_arr[i] = i; 2091 search_arr[i] = i;
2318 }
2319 2092
2320 permute (search_arr, 1, SIZEOFFREE1 + 1); 2093 permute (search_arr, 1, SIZEOFFREE1 + 1);
2321 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2094 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2322 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2095 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2323} 2096}
2332 * Perhaps incorrectly, but I'm making the assumption that exclude 2105 * 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 2106 * 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 2107 * because we have to know what movement the thing looking to move
2335 * there is capable of. 2108 * there is capable of.
2336 */ 2109 */
2337
2338int 2110int
2339find_dir (mapstruct *m, int x, int y, object *exclude) 2111find_dir (maptile *m, int x, int y, object *exclude)
2340{ 2112{
2341 int
2342 i,
2343 max = SIZEOFFREE, mflags; 2113 int i, max = SIZEOFFREE, mflags;
2344 2114
2345 sint16 nx, ny; 2115 sint16 nx, ny;
2346 object * 2116 object *tmp;
2347 tmp; 2117 maptile *mp;
2348 mapstruct *
2349 mp;
2350 2118
2351 MoveType blocked, move_type; 2119 MoveType blocked, move_type;
2352 2120
2353 if (exclude && exclude->head) 2121 if (exclude && exclude->head_ () != exclude)
2354 { 2122 {
2355 exclude = exclude->head; 2123 exclude = exclude->head;
2356 move_type = exclude->move_type; 2124 move_type = exclude->move_type;
2357 } 2125 }
2358 else 2126 else
2366 mp = m; 2134 mp = m;
2367 nx = x + freearr_x[i]; 2135 nx = x + freearr_x[i];
2368 ny = y + freearr_y[i]; 2136 ny = y + freearr_y[i];
2369 2137
2370 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2138 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2139
2371 if (mflags & P_OUT_OF_MAP) 2140 if (mflags & P_OUT_OF_MAP)
2372 {
2373 max = maxfree[i]; 2141 max = maxfree[i];
2374 }
2375 else 2142 else
2376 { 2143 {
2377 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2144 mapspace &ms = mp->at (nx, ny);
2145
2146 blocked = ms.move_block;
2378 2147
2379 if ((move_type & blocked) == move_type) 2148 if ((move_type & blocked) == move_type)
2380 {
2381 max = maxfree[i]; 2149 max = maxfree[i];
2382 }
2383 else if (mflags & P_IS_ALIVE) 2150 else if (mflags & P_IS_ALIVE)
2384 { 2151 {
2385 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2152 for (tmp = ms.bot; tmp; tmp = tmp->above)
2386 { 2153 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))) 2154 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2388 {
2389 break; 2155 break;
2390 } 2156
2391 }
2392 if (tmp) 2157 if (tmp)
2393 {
2394 return freedir[i]; 2158 return freedir[i];
2395 }
2396 } 2159 }
2397 } 2160 }
2398 } 2161 }
2162
2399 return 0; 2163 return 0;
2400} 2164}
2401 2165
2402/* 2166/*
2403 * distance(object 1, object 2) will return the square of the 2167 * distance(object 1, object 2) will return the square of the
2404 * distance between the two given objects. 2168 * distance between the two given objects.
2405 */ 2169 */
2406
2407int 2170int
2408distance (const object *ob1, const object *ob2) 2171distance (const object *ob1, const object *ob2)
2409{ 2172{
2410 int
2411 i;
2412
2413 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2173 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2414 return i;
2415} 2174}
2416 2175
2417/* 2176/*
2418 * find_dir_2(delta-x,delta-y) will return a direction in which 2177 * find_dir_2(delta-x,delta-y) will return a direction in which
2419 * an object which has subtracted the x and y coordinates of another 2178 * an object which has subtracted the x and y coordinates of another
2420 * object, needs to travel toward it. 2179 * object, needs to travel toward it.
2421 */ 2180 */
2422
2423int 2181int
2424find_dir_2 (int x, int y) 2182find_dir_2 (int x, int y)
2425{ 2183{
2426 int 2184 int q;
2427 q;
2428 2185
2429 if (y) 2186 if (y)
2430 q = x * 100 / y; 2187 q = x * 100 / y;
2431 else if (x) 2188 else if (x)
2432 q = -300 * x; 2189 q = -300 * x;
2457 2214
2458 return 3; 2215 return 3;
2459} 2216}
2460 2217
2461/* 2218/*
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 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2479 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2480 */ 2221 */
2481
2482int 2222int
2483dirdiff (int dir1, int dir2) 2223dirdiff (int dir1, int dir2)
2484{ 2224{
2485 int 2225 int d;
2486 d;
2487 2226
2488 d = abs (dir1 - dir2); 2227 d = abs (dir1 - dir2);
2489 if (d > 4) 2228 if (d > 4)
2490 d = 8 - d; 2229 d = 8 - d;
2230
2491 return d; 2231 return d;
2492} 2232}
2493 2233
2494/* peterm: 2234/* peterm:
2495 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2235 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2498 * This basically means that if direction is 15, then it could either go 2238 * This basically means that if direction is 15, then it could either go
2499 * direction 4, 14, or 16 to get back to where we are. 2239 * direction 4, 14, or 16 to get back to where we are.
2500 * Moved from spell_util.c to object.c with the other related direction 2240 * Moved from spell_util.c to object.c with the other related direction
2501 * functions. 2241 * functions.
2502 */ 2242 */
2503
2504int
2505 reduction_dir[SIZEOFFREE][3] = { 2243int reduction_dir[SIZEOFFREE][3] = {
2506 {0, 0, 0}, /* 0 */ 2244 {0, 0, 0}, /* 0 */
2507 {0, 0, 0}, /* 1 */ 2245 {0, 0, 0}, /* 1 */
2508 {0, 0, 0}, /* 2 */ 2246 {0, 0, 0}, /* 2 */
2509 {0, 0, 0}, /* 3 */ 2247 {0, 0, 0}, /* 3 */
2510 {0, 0, 0}, /* 4 */ 2248 {0, 0, 0}, /* 4 */
2558 * find a path to that monster that we found. If not, 2296 * find a path to that monster that we found. If not,
2559 * we don't bother going toward it. Returns 1 if we 2297 * we don't bother going toward it. Returns 1 if we
2560 * can see a direct way to get it 2298 * can see a direct way to get it
2561 * Modified to be map tile aware -.MSW 2299 * Modified to be map tile aware -.MSW
2562 */ 2300 */
2563
2564
2565int 2301int
2566can_see_monsterP (mapstruct *m, int x, int y, int dir) 2302can_see_monsterP (maptile *m, int x, int y, int dir)
2567{ 2303{
2568 sint16 dx, dy; 2304 sint16 dx, dy;
2569 int
2570 mflags; 2305 int mflags;
2571 2306
2572 if (dir < 0) 2307 if (dir < 0)
2573 return 0; /* exit condition: invalid direction */ 2308 return 0; /* exit condition: invalid direction */
2574 2309
2575 dx = x + freearr_x[dir]; 2310 dx = x + freearr_x[dir];
2588 return 0; 2323 return 0;
2589 2324
2590 /* yes, can see. */ 2325 /* yes, can see. */
2591 if (dir < 9) 2326 if (dir < 9)
2592 return 1; 2327 return 1;
2328
2593 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2329 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]); 2330 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2331 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2595} 2332}
2596
2597
2598 2333
2599/* 2334/*
2600 * can_pick(picker, item): finds out if an object is possible to be 2335 * can_pick(picker, item): finds out if an object is possible to be
2601 * picked up by the picker. Returnes 1 if it can be 2336 * picked up by the picker. Returnes 1 if it can be
2602 * picked up, otherwise 0. 2337 * picked up, otherwise 0.
2604 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2605 * core dumps if they do. 2340 * core dumps if they do.
2606 * 2341 *
2607 * Add a check so we can't pick up invisible objects (0.93.8) 2342 * Add a check so we can't pick up invisible objects (0.93.8)
2608 */ 2343 */
2609
2610int 2344int
2611can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2612{ 2346{
2613 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2614 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (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)); 2349 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2616} 2350}
2617 2351
2618
2619/* 2352/*
2620 * create clone from object to another 2353 * create clone from object to another
2621 */ 2354 */
2622object * 2355object *
2623object_create_clone (object *asrc) 2356object_create_clone (object *asrc)
2624{ 2357{
2625 object *
2626 dst = NULL, *tmp, *src, *part, *prev, *item; 2358 object *dst = 0, *tmp, *src, *prev, *item;
2627 2359
2628 if (!asrc) 2360 if (!asrc)
2629 return NULL; 2361 return 0;
2630 src = asrc; 2362
2631 if (src->head)
2632 src = src->head; 2363 src = asrc->head_ ();
2633 2364
2634 prev = NULL; 2365 prev = 0;
2635 for (part = src; part; part = part->more) 2366 for (object *part = src; part; part = part->more)
2636 { 2367 {
2637 tmp = get_object (); 2368 tmp = part->clone ();
2638 copy_object (part, tmp);
2639 tmp->x -= src->x; 2369 tmp->x -= src->x;
2640 tmp->y -= src->y; 2370 tmp->y -= src->y;
2371
2641 if (!part->head) 2372 if (!part->head)
2642 { 2373 {
2643 dst = tmp; 2374 dst = tmp;
2644 tmp->head = NULL; 2375 tmp->head = 0;
2645 } 2376 }
2646 else 2377 else
2647 {
2648 tmp->head = dst; 2378 tmp->head = dst;
2649 } 2379
2650 tmp->more = NULL; 2380 tmp->more = 0;
2381
2651 if (prev) 2382 if (prev)
2652 prev->more = tmp; 2383 prev->more = tmp;
2384
2653 prev = tmp; 2385 prev = tmp;
2654 } 2386 }
2655 2387
2656 /*** copy inventory ***/
2657 for (item = src->inv; item; item = item->below) 2388 for (item = src->inv; item; item = item->below)
2658 {
2659 (void) insert_ob_in_ob (object_create_clone (item), dst); 2389 insert_ob_in_ob (object_create_clone (item), dst);
2660 }
2661 2390
2662 return dst; 2391 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} 2392}
2720 2393
2721/* This returns the first object in who's inventory that 2394/* This returns the first object in who's inventory that
2722 * has the same type and subtype match. 2395 * has the same type and subtype match.
2723 * returns NULL if no match. 2396 * returns NULL if no match.
2724 */ 2397 */
2725object * 2398object *
2726find_obj_by_type_subtype (const object *who, int type, int subtype) 2399find_obj_by_type_subtype (const object *who, int type, int subtype)
2727{ 2400{
2728 object *
2729 tmp;
2730
2731 for (tmp = who->inv; tmp; tmp = tmp->below) 2401 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2732 if (tmp->type == type && tmp->subtype == subtype) 2402 if (tmp->type == type && tmp->subtype == subtype)
2733 return tmp; 2403 return tmp;
2734 2404
2735 return NULL; 2405 return 0;
2736} 2406}
2737 2407
2738/* If ob has a field named key, return the link from the list, 2408/* If ob has a field named key, return the link from the list,
2739 * otherwise return NULL. 2409 * otherwise return NULL.
2740 * 2410 *
2742 * do the desired thing. 2412 * do the desired thing.
2743 */ 2413 */
2744key_value * 2414key_value *
2745get_ob_key_link (const object *ob, const char *key) 2415get_ob_key_link (const object *ob, const char *key)
2746{ 2416{
2747 key_value *
2748 link;
2749
2750 for (link = ob->key_values; link != NULL; link = link->next) 2417 for (key_value *link = ob->key_values; link; link = link->next)
2751 {
2752 if (link->key == key) 2418 if (link->key == key)
2753 {
2754 return link; 2419 return link;
2755 }
2756 }
2757 2420
2758 return NULL; 2421 return 0;
2759} 2422}
2760 2423
2761/* 2424/*
2762 * Returns the value of op has an extra_field for key, or NULL. 2425 * Returns the value of op has an extra_field for key, or NULL.
2763 * 2426 *
2788 if (link->key == canonical_key) 2451 if (link->key == canonical_key)
2789 return link->value; 2452 return link->value;
2790 2453
2791 return 0; 2454 return 0;
2792} 2455}
2793
2794 2456
2795/* 2457/*
2796 * Updates the canonical_key in op to value. 2458 * Updates the canonical_key in op to value.
2797 * 2459 *
2798 * canonical_key is a shared string (value doesn't have to be). 2460 * canonical_key is a shared string (value doesn't have to be).
2803 * Returns TRUE on success. 2465 * Returns TRUE on success.
2804 */ 2466 */
2805int 2467int
2806set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2468set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2807{ 2469{
2808 key_value *
2809 field = NULL, *last = NULL; 2470 key_value *field = NULL, *last = NULL;
2810 2471
2811 for (field = op->key_values; field != NULL; field = field->next) 2472 for (field = op->key_values; field != NULL; field = field->next)
2812 { 2473 {
2813 if (field->key != canonical_key) 2474 if (field->key != canonical_key)
2814 { 2475 {
2823 /* Basically, if the archetype has this key set, 2484 /* Basically, if the archetype has this key set,
2824 * we need to store the null value so when we save 2485 * we need to store the null value so when we save
2825 * it, we save the empty value so that when we load, 2486 * it, we save the empty value so that when we load,
2826 * we get this value back again. 2487 * we get this value back again.
2827 */ 2488 */
2828 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2489 if (get_ob_key_link (op->arch, canonical_key))
2829 field->value = 0; 2490 field->value = 0;
2830 else 2491 else
2831 { 2492 {
2832 if (last) 2493 if (last)
2833 last->next = field->next; 2494 last->next = field->next;
2842 /* IF we get here, key doesn't exist */ 2503 /* IF we get here, key doesn't exist */
2843 2504
2844 /* No field, we'll have to add it. */ 2505 /* No field, we'll have to add it. */
2845 2506
2846 if (!add_key) 2507 if (!add_key)
2847 {
2848 return FALSE; 2508 return FALSE;
2849 } 2509
2850 /* There isn't any good reason to store a null 2510 /* There isn't any good reason to store a null
2851 * value in the key/value list. If the archetype has 2511 * value in the key/value list. If the archetype has
2852 * this key, then we should also have it, so shouldn't 2512 * this key, then we should also have it, so shouldn't
2853 * be here. If user wants to store empty strings, 2513 * be here. If user wants to store empty strings,
2854 * should pass in "" 2514 * should pass in ""
2903 } 2563 }
2904 else 2564 else
2905 item = item->env; 2565 item = item->env;
2906} 2566}
2907 2567
2568const char *
2569object::flag_desc (char *desc, int len) const
2570{
2571 char *p = desc;
2572 bool first = true;
2573
2574 *p = 0;
2575
2576 for (int i = 0; i < NUM_FLAGS; i++)
2577 {
2578 if (len <= 10) // magic constant!
2579 {
2580 snprintf (p, len, ",...");
2581 break;
2582 }
2583
2584 if (flag [i])
2585 {
2586 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2587 len -= cnt;
2588 p += cnt;
2589 first = false;
2590 }
2591 }
2592
2593 return desc;
2594}
2595
2908// return a suitable string describing an objetc in enough detail to find it 2596// return a suitable string describing an object in enough detail to find it
2909const char * 2597const char *
2910object::debug_desc (char *info) const 2598object::debug_desc (char *info) const
2911{ 2599{
2600 char flagdesc[512];
2912 char info2[256 * 3]; 2601 char info2[256 * 4];
2913 char *p = info; 2602 char *p = info;
2914 2603
2915 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2604 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2916 count, 2605 count, uuid.seq,
2917 &name, 2606 &name,
2918 title ? " " : "", 2607 title ? "\",title:\"" : "",
2919 title ? (const char *)title : ""); 2608 title ? (const char *)title : "",
2609 flag_desc (flagdesc, 512), type);
2920 2610
2921 if (env) 2611 if (!this->flag[FLAG_REMOVED] && env)
2922 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2612 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2923 2613
2924 if (map) 2614 if (map)
2925 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2615 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2926 2616
2927 return info; 2617 return info;
2928} 2618}
2929 2619
2930const char * 2620const char *
2931object::debug_desc () const 2621object::debug_desc () const
2932{ 2622{
2933 static char info[256 * 3]; 2623 static char info[3][256 * 4];
2624 static int info_idx;
2625
2934 return debug_desc (info); 2626 return debug_desc (info [++info_idx % 3]);
2935} 2627}
2936 2628
2629struct region *
2630object::region () const
2631{
2632 return map ? map->region (x, y)
2633 : region::default_region ();
2634}
2635
2636const materialtype_t *
2637object::dominant_material () const
2638{
2639 if (materialtype_t *mt = name_to_material (materialname))
2640 return mt;
2641
2642 return name_to_material (shstr_unknown);
2643}
2644
2645void
2646object::open_container (object *new_container)
2647{
2648 if (container == new_container)
2649 return;
2650
2651 if (object *old_container = container)
2652 {
2653 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2654 return;
2655
2656#if 0
2657 // remove the "Close old_container" object.
2658 if (object *closer = old_container->inv)
2659 if (closer->type == CLOSE_CON)
2660 closer->destroy ();
2661#endif
2662
2663 old_container->flag [FLAG_APPLIED] = 0;
2664 container = 0;
2665
2666 esrv_update_item (UPD_FLAGS, this, old_container);
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2668 play_sound (sound_find ("chest_close"));
2669 }
2670
2671 if (new_container)
2672 {
2673 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2674 return;
2675
2676 // TODO: this does not seem to serve any purpose anymore?
2677#if 0
2678 // insert the "Close Container" object.
2679 if (archetype *closer = new_container->other_arch)
2680 {
2681 object *closer = arch_to_object (new_container->other_arch);
2682 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2683 new_container->insert (closer);
2684 }
2685#endif
2686
2687 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2688
2689 new_container->flag [FLAG_APPLIED] = 1;
2690 container = new_container;
2691
2692 esrv_update_item (UPD_FLAGS, this, new_container);
2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2695 }
2696}
2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729
2730void
2731object::play_sound (faceidx sound) const
2732{
2733 if (!sound)
2734 return;
2735
2736 if (flag [FLAG_REMOVED])
2737 return;
2738
2739 if (env)
2740 {
2741 if (object *pl = in_player ())
2742 pl->contr->play_sound (sound);
2743 }
2744 else
2745 map->play_sound (sound, x, y);
2746}
2747

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