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Comparing deliantra/server/common/object.C (file contents):
Revision 1.44 by root, Thu Sep 14 17:29:27 2006 UTC vs.
Revision 1.146 by root, Fri May 11 21:07:13 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
4 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
34#include <loader.h> 35#include <loader.h>
36
37#include <bitset>
35 38
36int nrofallocobjects = 0; 39int nrofallocobjects = 0;
37static UUID uuid; 40static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
39 42
40object *objects; /* Pointer to the list of used objects */ 43objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 44activevec actives;
42 45
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, 46short 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 47 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}; 48};
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, 49short 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); 109 _exit (1);
107 } 110 }
108 111
109 uuid.seq = uid; 112 uuid.seq = uid;
110 write_uuid (); 113 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 115 fclose (fp);
113} 116}
114 117
115UUID 118UUID
116gen_uuid () 119gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
143 */ 146 */
144 147
145 /* For each field in wants, */ 148 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 150 {
148 key_value *has_field; 151 key_value *has_field;
149 152
150 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
185 * 188 *
186 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
189 * 192 *
190 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
200 return 0; 206 return 0;
201 207
202 if (ob1->speed != ob2->speed) 208 //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 209 /* 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 210 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 211 * used to store nrof).
208 */ 212 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 224
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 227
224 228 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 229 || 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) || 230 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 249 || 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)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 253 return 0;
256 254
257 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 256 * check all objects in the inventory.
259 */ 257 */
262 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 262 return 0;
265 263
266 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 266 return 0;
269 267
270 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 269 * if it is valid.
272 */ 270 */
281 279
282 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
284 * check? 282 * check?
285 */ 283 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 285 return 0;
288 286
289 switch (ob1->type) 287 switch (ob1->type)
290 { 288 {
291 case SCROLL: 289 case SCROLL:
327sum_weight (object *op) 325sum_weight (object *op)
328{ 326{
329 long sum; 327 long sum;
330 object *inv; 328 object *inv;
331 329
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
333 { 331 {
334 if (inv->inv) 332 if (inv->inv)
335 sum_weight (inv); 333 sum_weight (inv);
334
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 } 336 }
338 337
339 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356 op = op->env; 355 op = op->env;
357 return op; 356 return op;
358} 357}
359 358
360/* 359/*
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. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 361 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
379 */ 363 */
380 364char *
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) 365dump_object (object *op)
437{ 366{
438 if (op == NULL) 367 if (!op)
439 { 368 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 369
447void 370 object_freezer freezer;
448dump_all_objects (void) 371 op->write (freezer);
449{ 372 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} 373}
458 374
459/* 375/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 377 * multi-object 1 which is closest to the second object.
477} 393}
478 394
479/* 395/*
480 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
481 */ 397 */
482
483object * 398object *
484find_object (tag_t i) 399find_object (tag_t i)
485{ 400{
486 object *op; 401 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 402 if (op->count == i)
490 break;
491 return op; 403 return op;
404
405 return 0;
492} 406}
493 407
494/* 408/*
495 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
498 */ 412 */
499
500object * 413object *
501find_object_name (const char *str) 414find_object_name (const char *str)
502{ 415{
503 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
504 object *op; 417 object *op;
505 418
506 for (op = objects; op != NULL; op = op->next) 419 for_all_objects (op)
507 if (op->name == str_) 420 if (op->name == str_)
508 break; 421 break;
509 422
510 return op; 423 return op;
511} 424}
537 owner = owner->owner; 450 owner = owner->owner;
538 451
539 this->owner = owner; 452 this->owner = owner;
540} 453}
541 454
455void
456object::set_weapon (object *ob)
457{
458 if (current_weapon == ob)
459 return;
460
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462
463 if (chosen_skill)
464 chosen_skill->flag [FLAG_APPLIED] = false;
465
466 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = true;
471
472 update_stats ();
473}
474
542/* Zero the key_values on op, decrementing the shared-string 475/* Zero the key_values on op, decrementing the shared-string
543 * refcounts and freeing the links. 476 * refcounts and freeing the links.
544 */ 477 */
545static void 478static void
546free_key_values (object *op) 479free_key_values (object *op)
547{ 480{
548 for (key_value *i = op->key_values; i != 0;) 481 for (key_value *i = op->key_values; i; )
549 { 482 {
550 key_value *next = i->next; 483 key_value *next = i->next;
551 delete i; 484 delete i;
552 485
553 i = next; 486 i = next;
554 } 487 }
555 488
556 op->key_values = 0; 489 op->key_values = 0;
557} 490}
558 491
559void object::clear () 492object &
493object::operator =(const object &src)
560{ 494{
561 attachable_base::clear (); 495 bool is_freed = flag [FLAG_FREED];
496 bool is_removed = flag [FLAG_REMOVED];
562 497
563 free_key_values (this); 498 *(object_copy *)this = src;
564 499
565 owner = 0; 500 flag [FLAG_FREED] = is_freed;
566 name = 0; 501 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;
633 502
634 /* Copy over key_values, if any. */ 503 /* Copy over key_values, if any. */
635 if (op2->key_values) 504 if (src.key_values)
636 { 505 {
637 key_value *tail = 0; 506 key_value *tail = 0;
638 key_value *i;
639
640 op->key_values = 0; 507 key_values = 0;
641 508
642 for (i = op2->key_values; i; i = i->next) 509 for (key_value *i = src.key_values; i; i = i->next)
643 { 510 {
644 key_value *new_link = new key_value; 511 key_value *new_link = new key_value;
645 512
646 new_link->next = 0; 513 new_link->next = 0;
647 new_link->key = i->key; 514 new_link->key = i->key;
648 new_link->value = i->value; 515 new_link->value = i->value;
649 516
650 /* Try and be clever here, too. */ 517 /* Try and be clever here, too. */
651 if (!op->key_values) 518 if (!key_values)
652 { 519 {
653 op->key_values = new_link; 520 key_values = new_link;
654 tail = new_link; 521 tail = new_link;
655 } 522 }
656 else 523 else
657 { 524 {
658 tail->next = new_link; 525 tail->next = new_link;
659 tail = new_link; 526 tail = new_link;
660 } 527 }
661 } 528 }
662 } 529 }
530}
663 531
664 update_ob_speed (op); 532/*
533 * copy_to first frees everything allocated by the dst object,
534 * and then copies the contents of itself into the second
535 * object, allocating what needs to be allocated. Basically, any
536 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
537 * if the first object is freed, the pointers in the new object
538 * will point at garbage.
539 */
540void
541object::copy_to (object *dst)
542{
543 *dst = *this;
544
545 if (speed < 0)
546 dst->speed_left = speed_left - rndm ();
547
548 dst->set_speed (dst->speed);
549}
550
551void
552object::instantiate ()
553{
554 if (!uuid.seq) // HACK
555 uuid = gen_uuid ();
556
557 speed_left = -0.1f;
558 /* copy the body_info to the body_used - this is only really
559 * need for monsters, but doesn't hurt to do it for everything.
560 * by doing so, when a monster is created, it has good starting
561 * values for the body_used info, so when items are created
562 * for it, they can be properly equipped.
563 */
564 for (int i = NUM_BODY_LOCATIONS; i--; )
565 slot[i].used = slot[i].info;
566
567 attachable::instantiate ();
568}
569
570object *
571object::clone ()
572{
573 object *neu = create ();
574 copy_to (neu);
575 return neu;
665} 576}
666 577
667/* 578/*
668 * If an object with the IS_TURNABLE() flag needs to be turned due 579 * 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 580 * 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. 581 * be called to update the face variable, _and_ how it looks on the map.
671 */ 582 */
672
673void 583void
674update_turn_face (object *op) 584update_turn_face (object *op)
675{ 585{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 586 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 587 return;
588
678 SET_ANIMATION (op, op->direction); 589 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 590 update_object (op, UP_OBJ_FACE);
680} 591}
681 592
682/* 593/*
683 * Updates the speed of an object. If the speed changes from 0 to another 594 * 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. 595 * 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. 596 * This function needs to be called whenever the speed of an object changes.
686 */ 597 */
687void 598void
688update_ob_speed (object *op) 599object::set_speed (float speed)
689{ 600{
690 extern int arch_init; 601 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 { 602 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 603 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 604 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 605 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 606
715 /* process_events() expects us to insert the object at the beginning 607 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 608
719 if (op->active_next != NULL) 609 if (has_active_speed ())
720 op->active_next->active_prev = op; 610 activate ();
721
722 active_objects = op;
723 }
724 else 611 else
725 { 612 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} 613}
749 614
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/* 615/*
782 * update_object() updates the array which represents the map. 616 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 617 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another 618 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...) 619 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window 620 * 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 621 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_) 622 * updating that window, though, since update_object() is called _often_)
789 * 623 *
790 * action is a hint of what the caller believes need to be done. 624 * 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: 625 * current action are:
796 * UP_OBJ_INSERT: op was inserted 626 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 627 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 628 * 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. 629 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed. 630 * UP_OBJ_FACE: only the objects face has changed.
801 */ 631 */
802
803void 632void
804update_object (object *op, int action) 633update_object (object *op, int action)
805{ 634{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow;
808
809 if (op == NULL) 635 if (op == NULL)
810 { 636 {
811 /* this should never happen */ 637 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 638 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 639 return;
814 } 640 }
815 641
816 if (op->env != NULL) 642 if (op->env)
817 { 643 {
818 /* Animation is currently handled by client, so nothing 644 /* Animation is currently handled by client, so nothing
819 * to do in this case. 645 * to do in this case.
820 */ 646 */
821 return; 647 return;
826 */ 652 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 653 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 654 return;
829 655
830 /* make sure the object is within map boundaries */ 656 /* 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)) 657 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 658 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 659 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 660#ifdef MANY_CORES
835 abort (); 661 abort ();
836#endif 662#endif
837 return; 663 return;
838 } 664 }
839 665
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 666 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);
846 667
668 if (!(m.flags_ & P_UPTODATE))
669 /* nop */;
847 if (action == UP_OBJ_INSERT) 670 else if (action == UP_OBJ_INSERT)
848 { 671 {
672 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 673 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)) 674 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 675 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 676 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
677 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 678 || (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) 679 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 680 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 681 || (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 682 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 683 * to have move_allow right now.
872 */ 684 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 685 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 686 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 687 m.flags_ = 0;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 688 }
879 /* if the object is being removed, we can't make intelligent 689 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 690 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 691 * that is being removed.
882 */ 692 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 693 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 694 m.flags_ = 0;
885 else if (action == UP_OBJ_FACE) 695 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 696 /* Nothing to do for that case */ ;
887 else 697 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 698 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 699
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) 700 if (op->more)
897 update_object (op->more, action); 701 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} 702}
921 703
922object::object () 704object::object ()
923{ 705{
924 SET_FLAG (this, FLAG_REMOVED); 706 SET_FLAG (this, FLAG_REMOVED);
927 face = blank_face; 709 face = blank_face;
928} 710}
929 711
930object::~object () 712object::~object ()
931{ 713{
714 unlink ();
715
932 free_key_values (this); 716 free_key_values (this);
933} 717}
934 718
719static int object_count;
720
935void object::link () 721void object::link ()
936{ 722{
937 count = ++ob_count; 723 assert (!index);//D
938 uuid = gen_uuid (); 724 uuid = gen_uuid ();
725 count = ++object_count;
939 726
940 prev = 0; 727 refcnt_inc ();
941 next = objects; 728 objects.insert (this);
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 729}
948 730
949void object::unlink () 731void object::unlink ()
950{ 732{
951 //count = 0;//D 733 if (!index)
952 if (!prev && !next) return;//D 734 return;
953 735
954 if (this == objects) 736 objects.erase (this);
955 objects = next; 737 refcnt_dec ();
738}
956 739
957 /* Remove this object from the list of used objects */ 740void
958 if (prev) prev->next = next; 741object::activate ()
959 if (next) next->prev = prev; 742{
743 /* If already on active list, don't do anything */
744 if (active)
745 return;
960 746
961 prev = 0; 747 if (has_active_speed ())
962 next = 0; 748 actives.insert (this);
749}
750
751void
752object::activate_recursive ()
753{
754 activate ();
755
756 for (object *op = inv; op; op = op->below)
757 op->activate_recursive ();
758}
759
760/* This function removes object 'op' from the list of active
761 * objects.
762 * This should only be used for style maps or other such
763 * reference maps where you don't want an object that isn't
764 * in play chewing up cpu time getting processed.
765 * The reverse of this is to call update_ob_speed, which
766 * will do the right thing based on the speed of the object.
767 */
768void
769object::deactivate ()
770{
771 /* If not on the active list, nothing needs to be done */
772 if (!active)
773 return;
774
775 actives.erase (this);
776}
777
778void
779object::deactivate_recursive ()
780{
781 for (object *op = inv; op; op = op->below)
782 op->deactivate_recursive ();
783
784 deactivate ();
785}
786
787void
788object::set_flag_inv (int flag, int value)
789{
790 for (object *op = inv; op; op = op->below)
791 {
792 op->flag [flag] = value;
793 op->set_flag_inv (flag, value);
794 }
795}
796
797/*
798 * Remove and free all objects in the inventory of the given object.
799 * object.c ?
800 */
801void
802object::destroy_inv (bool drop_to_ground)
803{
804 // need to check first, because the checks below might segfault
805 // as we might be on an invalid mapspace and crossfire code
806 // is too buggy to ensure that the inventory is empty.
807 // corollary: if you create arrows etc. with stuff in tis inventory,
808 // cf will crash below with off-map x and y
809 if (!inv)
810 return;
811
812 /* Only if the space blocks everything do we not process -
813 * if some form of movement is allowed, let objects
814 * drop on that space.
815 */
816 if (!drop_to_ground
817 || !map
818 || map->in_memory != MAP_IN_MEMORY
819 || map->nodrop
820 || ms ().move_block == MOVE_ALL)
821 {
822 while (inv)
823 {
824 inv->destroy_inv (drop_to_ground);
825 inv->destroy ();
826 }
827 }
828 else
829 { /* Put objects in inventory onto this space */
830 while (inv)
831 {
832 object *op = inv;
833
834 if (op->flag [FLAG_STARTEQUIP]
835 || op->flag [FLAG_NO_DROP]
836 || op->type == RUNE
837 || op->type == TRAP
838 || op->flag [FLAG_IS_A_TEMPLATE]
839 || op->flag [FLAG_DESTROY_ON_DEATH])
840 op->destroy ();
841 else
842 map->insert (op, x, y);
843 }
844 }
963} 845}
964 846
965object *object::create () 847object *object::create ()
966{ 848{
967 object *op = new object; 849 object *op = new object;
968 op->link (); 850 op->link ();
969 return op; 851 return op;
970} 852}
971 853
972/* 854void
973 * free_object() frees everything allocated by an object, removes 855object::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{ 856{
984 if (QUERY_FLAG (this, FLAG_FREED)) 857 attachable::do_destroy ();
985 return;
986 858
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 859 if (flag [FLAG_IS_LINKED])
860 remove_button_link (this);
861
862 if (flag [FLAG_FRIENDLY])
988 remove_friendly_object (this); 863 remove_friendly_object (this);
989 864
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 865 if (!flag [FLAG_REMOVED])
991 remove_ob (this); 866 remove ();
992 867
993 SET_FLAG (this, FLAG_FREED); 868 destroy_inv (true);
869
870 deactivate ();
871 unlink ();
872
873 flag [FLAG_FREED] = 1;
874
875 // hack to ensure that freed objects still have a valid map
876 {
877 static maptile *freed_map; // freed objects are moved here to avoid crashes
878
879 if (!freed_map)
880 {
881 freed_map = new maptile;
882
883 freed_map->name = "/internal/freed_objects_map";
884 freed_map->width = 3;
885 freed_map->height = 3;
886
887 freed_map->alloc ();
888 freed_map->in_memory = MAP_IN_MEMORY;
889 }
890
891 map = freed_map;
892 x = 1;
893 y = 1;
894 }
895
896 head = 0;
994 897
995 if (more) 898 if (more)
996 { 899 {
997 more->free (free_inventory); 900 more->destroy ();
998 more = 0; 901 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 } 902 }
1042 903
1043 // clear those pointers that likely might have circular references to us 904 // clear those pointers that likely might have circular references to us
1044 owner = 0; 905 owner = 0;
1045 enemy = 0; 906 enemy = 0;
1046 attacked_by = 0; 907 attacked_by = 0;
908}
1047 909
1048 /* Remove object from the active list */ 910void
1049 speed = 0; 911object::destroy (bool destroy_inventory)
1050 update_ob_speed (this); 912{
913 if (destroyed ())
914 return;
1051 915
1052 unlink (); 916 if (destroy_inventory)
917 destroy_inv (false);
1053 918
1054 mortals.push_back (this); 919 attachable::destroy ();
1055} 920}
1056 921
1057/* 922/*
1058 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
1059 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
1060 */ 925 */
1061
1062void 926void
1063sub_weight (object *op, signed long weight) 927sub_weight (object *op, signed long weight)
1064{ 928{
1065 while (op != NULL) 929 while (op != NULL)
1066 { 930 {
1067 if (op->type == CONTAINER) 931 if (op->type == CONTAINER)
1068 {
1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070 } 933
1071 op->carrying -= weight; 934 op->carrying -= weight;
1072 op = op->env; 935 op = op->env;
1073 } 936 }
1074} 937}
1075 938
1076/* remove_ob(op): 939/* op->remove ():
1077 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 944 * the previous environment.
1082 * Beware: This function is called from the editor as well!
1083 */ 945 */
1084
1085void 946void
1086remove_ob (object *op) 947object::do_remove ()
1087{ 948{
949 object *tmp, *last = 0;
1088 object * 950 object *otmp;
1089 tmp, *
1090 last = NULL;
1091 object *
1092 otmp;
1093 951
1094 tag_t
1095 tag;
1096 int
1097 check_walk_off;
1098 mapstruct *
1099 m;
1100
1101 sint16
1102 x,
1103 y;
1104
1105 if (QUERY_FLAG (op, FLAG_REMOVED)) 952 if (QUERY_FLAG (this, FLAG_REMOVED))
1106 return; 953 return;
1107 954
1108 SET_FLAG (op, FLAG_REMOVED); 955 SET_FLAG (this, FLAG_REMOVED);
956 INVOKE_OBJECT (REMOVE, this);
1109 957
1110 if (op->more != NULL) 958 if (more)
1111 remove_ob (op->more); 959 more->remove ();
1112 960
1113 /* 961 /*
1114 * In this case, the object to be removed is in someones 962 * In this case, the object to be removed is in someones
1115 * inventory. 963 * inventory.
1116 */ 964 */
1117 if (op->env != NULL) 965 if (env)
1118 { 966 {
1119 if (op->nrof) 967 if (nrof)
1120 sub_weight (op->env, op->weight * op->nrof); 968 sub_weight (env, weight * nrof);
1121 else 969 else
1122 sub_weight (op->env, op->weight + op->carrying); 970 sub_weight (env, weight + carrying);
1123 971
1124 /* NO_FIX_PLAYER is set when a great many changes are being 972 /* NO_FIX_PLAYER is set when a great many changes are being
1125 * made to players inventory. If set, avoiding the call 973 * made to players inventory. If set, avoiding the call
1126 * to save cpu time. 974 * to save cpu time.
1127 */ 975 */
1128 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 976 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1129 fix_player (otmp); 977 otmp->update_stats ();
1130 978
1131 if (op->above != NULL) 979 if (above)
1132 op->above->below = op->below; 980 above->below = below;
1133 else 981 else
1134 op->env->inv = op->below; 982 env->inv = below;
1135 983
1136 if (op->below != NULL) 984 if (below)
1137 op->below->above = op->above; 985 below->above = above;
1138 986
1139 /* we set up values so that it could be inserted into 987 /* we set up values so that it could be inserted into
1140 * the map, but we don't actually do that - it is up 988 * the map, but we don't actually do that - it is up
1141 * to the caller to decide what we want to do. 989 * to the caller to decide what we want to do.
1142 */ 990 */
1143 op->x = op->env->x, op->y = op->env->y; 991 x = env->x, y = env->y;
1144 op->map = op->env->map; 992 map = env->map;
1145 op->above = NULL, op->below = NULL; 993 above = 0, below = 0;
1146 op->env = NULL; 994 env = 0;
1147 } 995 }
1148 else if (op->map) 996 else if (map)
1149 { 997 {
1150 x = op->x; 998 if (type == PLAYER)
1151 y = op->y;
1152 m = get_map_from_coord (op->map, &x, &y);
1153
1154 if (!m)
1155 {
1156 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1157 op->map->path, op->x, op->y);
1158 /* in old days, we used to set x and y to 0 and continue.
1159 * it seems if we get into this case, something is probablye
1160 * screwed up and should be fixed.
1161 */
1162 abort ();
1163 } 999 {
1000 // leaving a spot always closes any open container on the ground
1001 if (container && !container->env)
1002 // this causes spurious floorbox updates, but it ensures
1003 // that the CLOSE event is being sent.
1004 close_container ();
1164 1005
1165 if (op->map != m) 1006 --map->players;
1166 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1007 map->touch ();
1167 op->map->path, m->path, op->x, op->y, x, y);
1168
1169 /* Re did the following section of code - it looks like it had
1170 * lots of logic for things we no longer care about
1171 */ 1008 }
1009
1010 map->dirty = true;
1011 mapspace &ms = this->ms ();
1172 1012
1173 /* link the object above us */ 1013 /* link the object above us */
1174 if (op->above) 1014 if (above)
1175 op->above->below = op->below; 1015 above->below = below;
1176 else 1016 else
1177 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1017 ms.top = below; /* we were top, set new top */
1178 1018
1179 /* Relink the object below us, if there is one */ 1019 /* Relink the object below us, if there is one */
1180 if (op->below) 1020 if (below)
1181 op->below->above = op->above; 1021 below->above = above;
1182 else 1022 else
1183 { 1023 {
1184 /* Nothing below, which means we need to relink map object for this space 1024 /* Nothing below, which means we need to relink map object for this space
1185 * use translated coordinates in case some oddness with map tiling is 1025 * use translated coordinates in case some oddness with map tiling is
1186 * evident 1026 * evident
1187 */ 1027 */
1188 if (GET_MAP_OB (m, x, y) != op) 1028 if (GET_MAP_OB (map, x, y) != this)
1189 {
1190 dump_object (op);
1191 LOG (llevError,
1192 "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); 1029 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 ());
1193 dump_object (GET_MAP_OB (m, x, y)); 1030
1194 LOG (llevError, "%s\n", errmsg); 1031 ms.bot = above; /* goes on above it. */
1195 } 1032 }
1196 1033
1197 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1198 }
1199
1200 op->above = 0; 1034 above = 0;
1201 op->below = 0; 1035 below = 0;
1202 1036
1203 if (op->map->in_memory == MAP_SAVING) 1037 if (map->in_memory == MAP_SAVING)
1204 return; 1038 return;
1205 1039
1206 tag = op->count; 1040 int check_walk_off = !flag [FLAG_NO_APPLY];
1207 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1208 1041
1209 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1042 for (tmp = ms.bot; tmp; tmp = tmp->above)
1210 { 1043 {
1211 /* No point updating the players look faces if he is the object 1044 /* No point updating the players look faces if he is the object
1212 * being removed. 1045 * being removed.
1213 */ 1046 */
1214 1047
1215 if (tmp->type == PLAYER && tmp != op) 1048 if (tmp->type == PLAYER && tmp != this)
1216 { 1049 {
1217 /* If a container that the player is currently using somehow gets 1050 /* If a container that the player is currently using somehow gets
1218 * removed (most likely destroyed), update the player view 1051 * removed (most likely destroyed), update the player view
1219 * appropriately. 1052 * appropriately.
1220 */ 1053 */
1221 if (tmp->container == op) 1054 if (tmp->container == this)
1222 { 1055 {
1223 CLEAR_FLAG (op, FLAG_APPLIED); 1056 flag [FLAG_APPLIED] = 0;
1224 tmp->container = NULL; 1057 tmp->container = 0;
1225 } 1058 }
1226 1059
1227 tmp->contr->socket.update_look = 1; 1060 if (tmp->contr->ns)
1061 tmp->contr->ns->floorbox_update ();
1228 } 1062 }
1229 1063
1230 /* See if player moving off should effect something */ 1064 /* See if object moving off should effect something */
1231 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1065 if (check_walk_off
1066 && ((move_type & tmp->move_off)
1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1232 { 1068 {
1233 move_apply (tmp, op, NULL); 1069 move_apply (tmp, this, 0);
1234 1070
1235 if (was_destroyed (op, tag)) 1071 if (destroyed ())
1236 {
1237 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1072 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1238 }
1239 } 1073 }
1240 1074
1241 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1242 1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1243 if (tmp->above == tmp) 1077 if (tmp->above == tmp)
1244 tmp->above = NULL; 1078 tmp->above = 0;
1245 1079
1246 last = tmp; 1080 last = tmp;
1247 } 1081 }
1248 1082
1249 /* last == NULL of there are no objects on this space */ 1083 /* last == NULL if there are no objects on this space */
1084 //TODO: this makes little sense, why only update the topmost object?
1250 if (last == NULL) 1085 if (!last)
1251 { 1086 map->at (x, y).flags_ = 0;
1252 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1253 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1254 * those out anyways, and if there are any flags set right now, they won't
1255 * be correct anyways.
1256 */
1257 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1258 update_position (op->map, op->x, op->y);
1259 }
1260 else 1087 else
1261 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1262 1089
1263 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1264 update_all_los (op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1265 } 1092 }
1266} 1093}
1267 1094
1268/* 1095/*
1269 * merge_ob(op,top): 1096 * merge_ob(op,top):
1277merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1278{ 1105{
1279 if (!op->nrof) 1106 if (!op->nrof)
1280 return 0; 1107 return 0;
1281 1108
1282 if (top == NULL) 1109 if (top)
1283 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1284 1112
1285 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1286 { 1114 {
1287 if (top == op) 1115 if (top == op)
1288 continue; 1116 continue;
1289 if (CAN_MERGE (op, top)) 1117
1118 if (object::can_merge (op, top))
1290 { 1119 {
1291 top->nrof += op->nrof; 1120 top->nrof += op->nrof;
1292 1121
1293/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1294 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1295 remove_ob (op); 1124 op->destroy ();
1296 free_object (op);
1297 return top; 1125 return top;
1298 } 1126 }
1299 } 1127 }
1300 1128
1301 return NULL; 1129 return 0;
1302} 1130}
1303 1131
1132void
1133object::expand_tail ()
1134{
1135 if (more)
1136 return;
1137
1138 object *prev = this;
1139
1140 for (archetype *at = arch->more; at; at = at->more)
1141 {
1142 object *op = arch_to_object (at);
1143
1144 op->name = name;
1145 op->name_pl = name_pl;
1146 op->title = title;
1147
1148 op->head = this;
1149 prev->more = op;
1150
1151 prev = op;
1152 }
1153}
1154
1304/* 1155/*
1305 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1156 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1306 * job preparing multi-part monsters 1157 * job preparing multi-part monsters.
1307 */ 1158 */
1308object * 1159object *
1309insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1160insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310{ 1161{
1311 object *tmp;
1312
1313 if (op->head)
1314 op = op->head;
1315
1316 for (tmp = op; tmp; tmp = tmp->more) 1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1317 { 1163 {
1318 tmp->x = x + tmp->arch->clone.x; 1164 tmp->x = x + tmp->arch->clone.x;
1319 tmp->y = y + tmp->arch->clone.y; 1165 tmp->y = y + tmp->arch->clone.y;
1320 } 1166 }
1321 1167
1340 * Return value: 1186 * Return value:
1341 * new object if 'op' was merged with other object 1187 * new object if 'op' was merged with other object
1342 * NULL if 'op' was destroyed 1188 * NULL if 'op' was destroyed
1343 * just 'op' otherwise 1189 * just 'op' otherwise
1344 */ 1190 */
1345
1346object * 1191object *
1347insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1348{ 1193{
1194 assert (!op->flag [FLAG_FREED]);
1195
1349 object *tmp, *top, *floor = NULL; 1196 object *tmp, *top, *floor = NULL;
1350 sint16 x, y;
1351 1197
1352 if (QUERY_FLAG (op, FLAG_FREED)) 1198 op->remove ();
1353 {
1354 LOG (llevError, "Trying to insert freed object!\n");
1355 return NULL;
1356 }
1357 1199
1358 if (m == NULL) 1200#if 0
1359 { 1201 if (!m->active != !op->active)
1360 dump_object (op); 1202 if (m->active)
1361 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1203 op->activate_recursive ();
1362 return op; 1204 else
1363 } 1205 op->deactivate_recursive ();
1206#endif
1364 1207
1365 if (out_of_map (m, op->x, op->y)) 1208 if (out_of_map (m, op->x, op->y))
1366 { 1209 {
1367 dump_object (op);
1368 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1210 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1369#ifdef MANY_CORES 1211#ifdef MANY_CORES
1370 /* Better to catch this here, as otherwise the next use of this object 1212 /* Better to catch this here, as otherwise the next use of this object
1371 * is likely to cause a crash. Better to find out where it is getting 1213 * is likely to cause a crash. Better to find out where it is getting
1372 * improperly inserted. 1214 * improperly inserted.
1373 */ 1215 */
1374 abort (); 1216 abort ();
1375#endif 1217#endif
1376 return op; 1218 return op;
1377 } 1219 }
1378 1220
1379 if (!QUERY_FLAG (op, FLAG_REMOVED))
1380 {
1381 dump_object (op);
1382 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1383 return op;
1384 }
1385
1386 if (op->more != NULL)
1387 {
1388 /* The part may be on a different map. */
1389
1390 object *more = op->more; 1221 if (object *more = op->more)
1391 1222 {
1392 /* We really need the caller to normalize coordinates - if
1393 * we set the map, that doesn't work if the location is within
1394 * a map and this is straddling an edge. So only if coordinate
1395 * is clear wrong do we normalize it.
1396 */
1397 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1398 more->map = get_map_from_coord (m, &more->x, &more->y);
1399 else if (!more->map)
1400 {
1401 /* For backwards compatibility - when not dealing with tiled maps,
1402 * more->map should always point to the parent.
1403 */
1404 more->map = m;
1405 }
1406
1407 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (!insert_ob_in_map (more, m, originator, flag))
1408 { 1224 {
1409 if (!op->head) 1225 if (!op->head)
1410 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1411 1227
1412 return NULL; 1228 return 0;
1413 } 1229 }
1414 } 1230 }
1415 1231
1416 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1417 1233
1418 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1419 * of areas of callers (eg, anything that uses find_free_spot would now 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1420 * need extra work 1236 * need extra work
1421 */ 1237 */
1422 op->map = get_map_from_coord (m, &op->x, &op->y); 1238 if (!xy_normalise (m, op->x, op->y))
1423 x = op->x; 1239 return 0;
1424 y = op->y; 1240
1241 op->map = m;
1242 mapspace &ms = op->ms ();
1425 1243
1426 /* this has to be done after we translate the coordinates. 1244 /* this has to be done after we translate the coordinates.
1427 */ 1245 */
1428 if (op->nrof && !(flag & INS_NO_MERGE)) 1246 if (op->nrof && !(flag & INS_NO_MERGE))
1429 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1247 for (tmp = ms.bot; tmp; tmp = tmp->above)
1430 if (CAN_MERGE (op, tmp)) 1248 if (object::can_merge (op, tmp))
1431 { 1249 {
1432 op->nrof += tmp->nrof; 1250 op->nrof += tmp->nrof;
1433 remove_ob (tmp); 1251 tmp->destroy ();
1434 free_object (tmp);
1435 } 1252 }
1436 1253
1437 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1254 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1438 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1255 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1439 1256
1452 op->below = originator->below; 1269 op->below = originator->below;
1453 1270
1454 if (op->below) 1271 if (op->below)
1455 op->below->above = op; 1272 op->below->above = op;
1456 else 1273 else
1457 SET_MAP_OB (op->map, op->x, op->y, op); 1274 ms.bot = op;
1458 1275
1459 /* since *below* originator, no need to update top */ 1276 /* since *below* originator, no need to update top */
1460 originator->below = op; 1277 originator->below = op;
1461 } 1278 }
1462 else 1279 else
1463 { 1280 {
1281 top = ms.bot;
1282
1464 /* If there are other objects, then */ 1283 /* If there are other objects, then */
1465 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1284 if ((!(flag & INS_MAP_LOAD)) && top)
1466 { 1285 {
1467 object *last = NULL; 1286 object *last = 0;
1468 1287
1469 /* 1288 /*
1470 * If there are multiple objects on this space, we do some trickier handling. 1289 * If there are multiple objects on this space, we do some trickier handling.
1471 * We've already dealt with merging if appropriate. 1290 * We've already dealt with merging if appropriate.
1472 * Generally, we want to put the new object on top. But if 1291 * Generally, we want to put the new object on top. But if
1476 * once we get to them. This reduces the need to traverse over all of 1295 * once we get to them. This reduces the need to traverse over all of
1477 * them when adding another one - this saves quite a bit of cpu time 1296 * them when adding another one - this saves quite a bit of cpu time
1478 * when lots of spells are cast in one area. Currently, it is presumed 1297 * when lots of spells are cast in one area. Currently, it is presumed
1479 * that flying non pickable objects are spell objects. 1298 * that flying non pickable objects are spell objects.
1480 */ 1299 */
1481 1300 for (top = ms.bot; top; top = top->above)
1482 while (top != NULL)
1483 { 1301 {
1484 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1485 floor = top; 1303 floor = top;
1486 1304
1487 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1305 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1490 top = top->below; 1308 top = top->below;
1491 break; 1309 break;
1492 } 1310 }
1493 1311
1494 last = top; 1312 last = top;
1495 top = top->above;
1496 } 1313 }
1497 1314
1498 /* Don't want top to be NULL, so set it to the last valid object */ 1315 /* Don't want top to be NULL, so set it to the last valid object */
1499 top = last; 1316 top = last;
1500 1317
1502 * looks like instead of lots of conditions here. 1319 * looks like instead of lots of conditions here.
1503 * makes things faster, and effectively the same result. 1320 * makes things faster, and effectively the same result.
1504 */ 1321 */
1505 1322
1506 /* Have object 'fall below' other objects that block view. 1323 /* Have object 'fall below' other objects that block view.
1507 * Unless those objects are exits, type 66 1324 * Unless those objects are exits.
1508 * If INS_ON_TOP is used, don't do this processing 1325 * If INS_ON_TOP is used, don't do this processing
1509 * Need to find the object that in fact blocks view, otherwise 1326 * Need to find the object that in fact blocks view, otherwise
1510 * stacking is a bit odd. 1327 * stacking is a bit odd.
1511 */ 1328 */
1512 if (!(flag & INS_ON_TOP) && 1329 if (!(flag & INS_ON_TOP)
1513 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1330 && ms.flags () & P_BLOCKSVIEW
1331 && (op->face && !faces [op->face].visibility))
1514 { 1332 {
1515 for (last = top; last != floor; last = last->below) 1333 for (last = top; last != floor; last = last->below)
1516 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1334 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1517 break; 1335 break;
1336
1518 /* Check to see if we found the object that blocks view, 1337 /* Check to see if we found the object that blocks view,
1519 * and make sure we have a below pointer for it so that 1338 * and make sure we have a below pointer for it so that
1520 * we can get inserted below this one, which requires we 1339 * we can get inserted below this one, which requires we
1521 * set top to the object below us. 1340 * set top to the object below us.
1522 */ 1341 */
1524 top = last->below; 1343 top = last->below;
1525 } 1344 }
1526 } /* If objects on this space */ 1345 } /* If objects on this space */
1527 1346
1528 if (flag & INS_MAP_LOAD) 1347 if (flag & INS_MAP_LOAD)
1529 top = GET_MAP_TOP (op->map, op->x, op->y); 1348 top = ms.top;
1530 1349
1531 if (flag & INS_ABOVE_FLOOR_ONLY) 1350 if (flag & INS_ABOVE_FLOOR_ONLY)
1532 top = floor; 1351 top = floor;
1533 1352
1534 /* Top is the object that our object (op) is going to get inserted above. 1353 /* Top is the object that our object (op) is going to get inserted above.
1535 */ 1354 */
1536 1355
1537 /* First object on this space */ 1356 /* First object on this space */
1538 if (!top) 1357 if (!top)
1539 { 1358 {
1540 op->above = GET_MAP_OB (op->map, op->x, op->y); 1359 op->above = ms.bot;
1541 1360
1542 if (op->above) 1361 if (op->above)
1543 op->above->below = op; 1362 op->above->below = op;
1544 1363
1545 op->below = NULL; 1364 op->below = 0;
1546 SET_MAP_OB (op->map, op->x, op->y, op); 1365 ms.bot = op;
1547 } 1366 }
1548 else 1367 else
1549 { /* get inserted into the stack above top */ 1368 { /* get inserted into the stack above top */
1550 op->above = top->above; 1369 op->above = top->above;
1551 1370
1554 1373
1555 op->below = top; 1374 op->below = top;
1556 top->above = op; 1375 top->above = op;
1557 } 1376 }
1558 1377
1559 if (op->above == NULL) 1378 if (!op->above)
1560 SET_MAP_TOP (op->map, op->x, op->y, op); 1379 ms.top = op;
1561 } /* else not INS_BELOW_ORIGINATOR */ 1380 } /* else not INS_BELOW_ORIGINATOR */
1562 1381
1563 if (op->type == PLAYER) 1382 if (op->type == PLAYER)
1383 {
1564 op->contr->do_los = 1; 1384 op->contr->do_los = 1;
1385 ++op->map->players;
1386 op->map->touch ();
1387 }
1388
1389 op->map->dirty = true;
1565 1390
1566 /* If we have a floor, we know the player, if any, will be above 1391 /* If we have a floor, we know the player, if any, will be above
1567 * it, so save a few ticks and start from there. 1392 * it, so save a few ticks and start from there.
1568 */ 1393 */
1569 if (!(flag & INS_MAP_LOAD)) 1394 if (!(flag & INS_MAP_LOAD))
1570 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1395 if (object *pl = ms.player ())
1571 if (tmp->type == PLAYER) 1396 if (pl->contr->ns)
1572 tmp->contr->socket.update_look = 1; 1397 pl->contr->ns->floorbox_update ();
1573 1398
1574 /* If this object glows, it may affect lighting conditions that are 1399 /* If this object glows, it may affect lighting conditions that are
1575 * visible to others on this map. But update_all_los is really 1400 * visible to others on this map. But update_all_los is really
1576 * an inefficient way to do this, as it means los for all players 1401 * an inefficient way to do this, as it means los for all players
1577 * on the map will get recalculated. The players could very well 1402 * on the map will get recalculated. The players could very well
1578 * be far away from this change and not affected in any way - 1403 * be far away from this change and not affected in any way -
1579 * this should get redone to only look for players within range, 1404 * this should get redone to only look for players within range,
1580 * or just updating the P_NEED_UPDATE for spaces within this area 1405 * or just updating the P_UPTODATE for spaces within this area
1581 * of effect may be sufficient. 1406 * of effect may be sufficient.
1582 */ 1407 */
1583 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1408 if (op->map->darkness && (op->glow_radius != 0))
1584 update_all_los (op->map, op->x, op->y); 1409 update_all_los (op->map, op->x, op->y);
1585 1410
1586 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1411 /* updates flags (blocked, alive, no magic, etc) for this map space */
1587 update_object (op, UP_OBJ_INSERT); 1412 update_object (op, UP_OBJ_INSERT);
1588 1413
1414 INVOKE_OBJECT (INSERT, op);
1415
1589 /* Don't know if moving this to the end will break anything. However, 1416 /* Don't know if moving this to the end will break anything. However,
1590 * we want to have update_look set above before calling this. 1417 * we want to have floorbox_update called before calling this.
1591 * 1418 *
1592 * check_move_on() must be after this because code called from 1419 * check_move_on() must be after this because code called from
1593 * check_move_on() depends on correct map flags (so functions like 1420 * check_move_on() depends on correct map flags (so functions like
1594 * blocked() and wall() work properly), and these flags are updated by 1421 * blocked() and wall() work properly), and these flags are updated by
1595 * update_object(). 1422 * update_object().
1597 1424
1598 /* if this is not the head or flag has been passed, don't check walk on status */ 1425 /* if this is not the head or flag has been passed, don't check walk on status */
1599 if (!(flag & INS_NO_WALK_ON) && !op->head) 1426 if (!(flag & INS_NO_WALK_ON) && !op->head)
1600 { 1427 {
1601 if (check_move_on (op, originator)) 1428 if (check_move_on (op, originator))
1602 return NULL; 1429 return 0;
1603 1430
1604 /* If we are a multi part object, lets work our way through the check 1431 /* If we are a multi part object, lets work our way through the check
1605 * walk on's. 1432 * walk on's.
1606 */ 1433 */
1607 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1434 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1608 if (check_move_on (tmp, originator)) 1435 if (check_move_on (tmp, originator))
1609 return NULL; 1436 return 0;
1610 } 1437 }
1611 1438
1612 return op; 1439 return op;
1613} 1440}
1614 1441
1615/* this function inserts an object in the map, but if it 1442/* this function inserts an object in the map, but if it
1616 * finds an object of its own type, it'll remove that one first. 1443 * finds an object of its own type, it'll remove that one first.
1617 * op is the object to insert it under: supplies x and the map. 1444 * op is the object to insert it under: supplies x and the map.
1618 */ 1445 */
1619void 1446void
1620replace_insert_ob_in_map (const char *arch_string, object *op) 1447replace_insert_ob_in_map (const char *arch_string, object *op)
1621{ 1448{
1622 object * 1449 object *tmp, *tmp1;
1623 tmp;
1624 object *
1625 tmp1;
1626 1450
1627 /* first search for itself and remove any old instances */ 1451 /* first search for itself and remove any old instances */
1628 1452
1629 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1630 {
1631 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1632 { 1455 tmp->destroy ();
1633 remove_ob (tmp);
1634 free_object (tmp);
1635 }
1636 }
1637 1456
1638 tmp1 = arch_to_object (find_archetype (arch_string)); 1457 tmp1 = arch_to_object (archetype::find (arch_string));
1639 1458
1640 tmp1->x = op->x; 1459 tmp1->x = op->x;
1641 tmp1->y = op->y; 1460 tmp1->y = op->y;
1642 insert_ob_in_map (tmp1, op->map, op, 0); 1461 insert_ob_in_map (tmp1, op->map, op, 0);
1462}
1463
1464object *
1465object::insert_at (object *where, object *originator, int flags)
1466{
1467 return where->map->insert (this, where->x, where->y, originator, flags);
1643} 1468}
1644 1469
1645/* 1470/*
1646 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1471 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1647 * is returned contains nr objects, and the remaining parts contains 1472 * is returned contains nr objects, and the remaining parts contains
1648 * the rest (or is removed and freed if that number is 0). 1473 * the rest (or is removed and freed if that number is 0).
1649 * On failure, NULL is returned, and the reason put into the 1474 * On failure, NULL is returned, and the reason put into the
1650 * global static errmsg array. 1475 * global static errmsg array.
1651 */ 1476 */
1652
1653object * 1477object *
1654get_split_ob (object *orig_ob, uint32 nr) 1478get_split_ob (object *orig_ob, uint32 nr)
1655{ 1479{
1656 object * 1480 object *newob;
1657 newob;
1658 int
1659 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1481 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1660 1482
1661 if (orig_ob->nrof < nr) 1483 if (orig_ob->nrof < nr)
1662 { 1484 {
1663 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1485 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1664 return NULL; 1486 return NULL;
1665 } 1487 }
1666 1488
1667 newob = object_create_clone (orig_ob); 1489 newob = object_create_clone (orig_ob);
1668 1490
1669 if ((orig_ob->nrof -= nr) < 1) 1491 if ((orig_ob->nrof -= nr) < 1)
1670 { 1492 orig_ob->destroy (1);
1671 if (!is_removed)
1672 remove_ob (orig_ob);
1673 free_object2 (orig_ob, 1);
1674 }
1675 else if (!is_removed) 1493 else if (!is_removed)
1676 { 1494 {
1677 if (orig_ob->env != NULL) 1495 if (orig_ob->env != NULL)
1678 sub_weight (orig_ob->env, orig_ob->weight * nr); 1496 sub_weight (orig_ob->env, orig_ob->weight * nr);
1679 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1497 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1694 * the amount of an object. If the amount reaches 0, the object 1512 * the amount of an object. If the amount reaches 0, the object
1695 * is subsequently removed and freed. 1513 * is subsequently removed and freed.
1696 * 1514 *
1697 * Return value: 'op' if something is left, NULL if the amount reached 0 1515 * Return value: 'op' if something is left, NULL if the amount reached 0
1698 */ 1516 */
1699
1700object * 1517object *
1701decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1702{ 1519{
1703 object *tmp; 1520 object *tmp;
1704 player *pl;
1705 1521
1706 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1707 return op; 1523 return op;
1708 1524
1709 if (i > op->nrof) 1525 if (i > op->nrof)
1710 i = op->nrof; 1526 i = op->nrof;
1711 1527
1712 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1713 op->nrof -= i; 1529 op->nrof -= i;
1714 else if (op->env != NULL) 1530 else if (op->env)
1715 { 1531 {
1716 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1717 * therein? 1533 * therein?
1718 */ 1534 */
1719 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1720 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1721 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1722 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1723 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1724 * and then searching the map for a player. 1540 * and then searching the map for a player.
1725 */ 1541 */
1726 if (!tmp) 1542 if (!tmp)
1727 { 1543 for_all_players (pl)
1728 for (pl = first_player; pl; pl = pl->next)
1729 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1730 break; 1547 break;
1731 if (pl)
1732 tmp = pl->ob;
1733 else
1734 tmp = NULL;
1735 } 1548 }
1736 1549
1737 if (i < op->nrof) 1550 if (i < op->nrof)
1738 { 1551 {
1739 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1740 op->nrof -= i; 1553 op->nrof -= i;
1741 if (tmp) 1554 if (tmp)
1742 {
1743 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1744 }
1745 } 1556 }
1746 else 1557 else
1747 { 1558 {
1748 remove_ob (op); 1559 op->remove ();
1749 op->nrof = 0; 1560 op->nrof = 0;
1750 if (tmp) 1561 if (tmp)
1751 {
1752 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1753 }
1754 } 1563 }
1755 } 1564 }
1756 else 1565 else
1757 { 1566 {
1758 object *above = op->above; 1567 object *above = op->above;
1759 1568
1760 if (i < op->nrof) 1569 if (i < op->nrof)
1761 op->nrof -= i; 1570 op->nrof -= i;
1762 else 1571 else
1763 { 1572 {
1764 remove_ob (op); 1573 op->remove ();
1765 op->nrof = 0; 1574 op->nrof = 0;
1766 } 1575 }
1767 1576
1768 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1769 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1770 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1771 { 1580 {
1772 if (op->nrof) 1581 if (op->nrof)
1773 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1774 else 1583 else
1778 1587
1779 if (op->nrof) 1588 if (op->nrof)
1780 return op; 1589 return op;
1781 else 1590 else
1782 { 1591 {
1783 free_object (op); 1592 op->destroy ();
1784 return NULL; 1593 return 0;
1785 } 1594 }
1786} 1595}
1787 1596
1788/* 1597/*
1789 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1790 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1791 */ 1600 */
1792
1793void 1601void
1794add_weight (object *op, signed long weight) 1602add_weight (object *op, signed long weight)
1795{ 1603{
1796 while (op != NULL) 1604 while (op != NULL)
1797 { 1605 {
1801 op->carrying += weight; 1609 op->carrying += weight;
1802 op = op->env; 1610 op = op->env;
1803 } 1611 }
1804} 1612}
1805 1613
1614object *
1615insert_ob_in_ob (object *op, object *where)
1616{
1617 if (!where)
1618 {
1619 char *dump = dump_object (op);
1620 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1621 free (dump);
1622 return op;
1623 }
1624
1625 if (where->head)
1626 {
1627 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1628 where = where->head;
1629 }
1630
1631 return where->insert (op);
1632}
1633
1806/* 1634/*
1807 * insert_ob_in_ob(op,environment): 1635 * env->insert (op)
1808 * This function inserts the object op in the linked list 1636 * This function inserts the object op in the linked list
1809 * inside the object environment. 1637 * inside the object environment.
1810 * 1638 *
1811 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1812 * the inventory at the last position or next to other objects of the same
1813 * type.
1814 * Frank: Now sorted by type, archetype and magic!
1815 *
1816 * The function returns now pointer to inserted item, and return value can 1639 * The function returns now pointer to inserted item, and return value can
1817 * be != op, if items are merged. -Tero 1640 * be != op, if items are merged. -Tero
1818 */ 1641 */
1819
1820object * 1642object *
1821insert_ob_in_ob (object *op, object *where) 1643object::insert (object *op)
1822{ 1644{
1823 object * 1645 object *tmp, *otmp;
1824 tmp, *
1825 otmp;
1826 1646
1827 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1828 { 1648 op->remove ();
1829 dump_object (op);
1830 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1831 return op;
1832 }
1833
1834 if (where == NULL)
1835 {
1836 dump_object (op);
1837 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1838 return op;
1839 }
1840
1841 if (where->head)
1842 {
1843 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1844 where = where->head;
1845 }
1846 1649
1847 if (op->more) 1650 if (op->more)
1848 { 1651 {
1849 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1850 return op; 1653 return op;
1852 1655
1853 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1854 CLEAR_FLAG (op, FLAG_REMOVED); 1657 CLEAR_FLAG (op, FLAG_REMOVED);
1855 if (op->nrof) 1658 if (op->nrof)
1856 { 1659 {
1857 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1660 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1858 if (CAN_MERGE (tmp, op)) 1661 if (object::can_merge (tmp, op))
1859 { 1662 {
1860 /* return the original object and remove inserted object 1663 /* return the original object and remove inserted object
1861 (client needs the original object) */ 1664 (client needs the original object) */
1862 tmp->nrof += op->nrof; 1665 tmp->nrof += op->nrof;
1863 /* Weight handling gets pretty funky. Since we are adding to 1666 /* Weight handling gets pretty funky. Since we are adding to
1864 * tmp->nrof, we need to increase the weight. 1667 * tmp->nrof, we need to increase the weight.
1865 */ 1668 */
1866 add_weight (where, op->weight * op->nrof); 1669 add_weight (this, op->weight * op->nrof);
1867 SET_FLAG (op, FLAG_REMOVED); 1670 SET_FLAG (op, FLAG_REMOVED);
1868 free_object (op); /* free the inserted object */ 1671 op->destroy (); /* free the inserted object */
1869 op = tmp; 1672 op = tmp;
1870 remove_ob (op); /* and fix old object's links */ 1673 op->remove (); /* and fix old object's links */
1871 CLEAR_FLAG (op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1872 break; 1675 break;
1873 } 1676 }
1874 1677
1875 /* I assume combined objects have no inventory 1678 /* I assume combined objects have no inventory
1876 * We add the weight - this object could have just been removed 1679 * We add the weight - this object could have just been removed
1877 * (if it was possible to merge). calling remove_ob will subtract 1680 * (if it was possible to merge). calling remove_ob will subtract
1878 * the weight, so we need to add it in again, since we actually do 1681 * the weight, so we need to add it in again, since we actually do
1879 * the linking below 1682 * the linking below
1880 */ 1683 */
1881 add_weight (where, op->weight * op->nrof); 1684 add_weight (this, op->weight * op->nrof);
1882 } 1685 }
1883 else 1686 else
1884 add_weight (where, (op->weight + op->carrying)); 1687 add_weight (this, (op->weight + op->carrying));
1885 1688
1886 otmp = is_player_inv (where); 1689 otmp = this->in_player ();
1887 if (otmp && otmp->contr != NULL) 1690 if (otmp && otmp->contr)
1888 {
1889 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1691 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1890 fix_player (otmp); 1692 otmp->update_stats ();
1891 }
1892 1693
1893 op->map = NULL; 1694 op->map = 0;
1894 op->env = where; 1695 op->env = this;
1895 op->above = NULL; 1696 op->above = 0;
1896 op->below = NULL; 1697 op->below = 0;
1897 op->x = 0, op->y = 0; 1698 op->x = 0, op->y = 0;
1898 1699
1899 /* reset the light list and los of the players on the map */ 1700 /* reset the light list and los of the players on the map */
1900 if ((op->glow_radius != 0) && where->map) 1701 if ((op->glow_radius != 0) && map)
1901 { 1702 {
1902#ifdef DEBUG_LIGHTS 1703#ifdef DEBUG_LIGHTS
1903 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1704 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1904#endif /* DEBUG_LIGHTS */ 1705#endif /* DEBUG_LIGHTS */
1905 if (MAP_DARKNESS (where->map)) 1706 if (map->darkness)
1906 update_all_los (where->map, where->x, where->y); 1707 update_all_los (map, x, y);
1907 } 1708 }
1908 1709
1909 /* Client has no idea of ordering so lets not bother ordering it here. 1710 /* Client has no idea of ordering so lets not bother ordering it here.
1910 * It sure simplifies this function... 1711 * It sure simplifies this function...
1911 */ 1712 */
1912 if (where->inv == NULL) 1713 if (!inv)
1913 where->inv = op; 1714 inv = op;
1914 else 1715 else
1915 { 1716 {
1916 op->below = where->inv; 1717 op->below = inv;
1917 op->below->above = op; 1718 op->below->above = op;
1918 where->inv = op; 1719 inv = op;
1919 } 1720 }
1721
1722 INVOKE_OBJECT (INSERT, this);
1723
1920 return op; 1724 return op;
1921} 1725}
1922 1726
1923/* 1727/*
1924 * Checks if any objects has a move_type that matches objects 1728 * Checks if any objects has a move_type that matches objects
1938 * 1742 *
1939 * MSW 2001-07-08: Check all objects on space, not just those below 1743 * MSW 2001-07-08: Check all objects on space, not just those below
1940 * object being inserted. insert_ob_in_map may not put new objects 1744 * object being inserted. insert_ob_in_map may not put new objects
1941 * on top. 1745 * on top.
1942 */ 1746 */
1943
1944int 1747int
1945check_move_on (object *op, object *originator) 1748check_move_on (object *op, object *originator)
1946{ 1749{
1947 object * 1750 object *tmp;
1948 tmp; 1751 maptile *m = op->map;
1949 tag_t
1950 tag;
1951 mapstruct *
1952 m = op->map;
1953 int
1954 x = op->x, y = op->y; 1752 int x = op->x, y = op->y;
1955 1753
1956 MoveType 1754 MoveType move_on, move_slow, move_block;
1957 move_on,
1958 move_slow,
1959 move_block;
1960 1755
1961 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1756 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1962 return 0; 1757 return 0;
1963
1964 tag = op->count;
1965 1758
1966 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1759 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1967 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1760 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1968 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1761 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1969 1762
1985 1778
1986 /* The objects have to be checked from top to bottom. 1779 /* The objects have to be checked from top to bottom.
1987 * Hence, we first go to the top: 1780 * Hence, we first go to the top:
1988 */ 1781 */
1989 1782
1990 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1783 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1991 { 1784 {
1992 /* Trim the search when we find the first other spell effect 1785 /* Trim the search when we find the first other spell effect
1993 * this helps performance so that if a space has 50 spell objects, 1786 * this helps performance so that if a space has 50 spell objects,
1994 * we don't need to check all of them. 1787 * we don't need to check all of them.
1995 */ 1788 */
2013 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1806 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2014 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1807 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2015 { 1808 {
2016 1809
2017 float 1810 float
2018 diff = tmp->move_slow_penalty * FABS (op->speed); 1811 diff = tmp->move_slow_penalty * fabs (op->speed);
2019 1812
2020 if (op->type == PLAYER) 1813 if (op->type == PLAYER)
2021 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2022 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2023 diff /= 4.0; 1816 diff /= 4.0;
2030 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1823 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2031 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1824 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2032 { 1825 {
2033 move_apply (tmp, op, originator); 1826 move_apply (tmp, op, originator);
2034 1827
2035 if (was_destroyed (op, tag)) 1828 if (op->destroyed ())
2036 return 1; 1829 return 1;
2037 1830
2038 /* what the person/creature stepped onto has moved the object 1831 /* what the person/creature stepped onto has moved the object
2039 * someplace new. Don't process any further - if we did, 1832 * someplace new. Don't process any further - if we did,
2040 * have a feeling strange problems would result. 1833 * have a feeling strange problems would result.
2050/* 1843/*
2051 * present_arch(arch, map, x, y) searches for any objects with 1844 * present_arch(arch, map, x, y) searches for any objects with
2052 * a matching archetype at the given map and coordinates. 1845 * a matching archetype at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
2054 */ 1847 */
2055
2056object * 1848object *
2057present_arch (const archetype *at, mapstruct *m, int x, int y) 1849present_arch (const archetype *at, maptile *m, int x, int y)
2058{ 1850{
2059 object *
2060 tmp;
2061
2062 if (m == NULL || out_of_map (m, x, y)) 1851 if (!m || out_of_map (m, x, y))
2063 { 1852 {
2064 LOG (llevError, "Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
2065 return NULL; 1854 return NULL;
2066 } 1855 }
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856
1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2068 if (tmp->arch == at) 1858 if (tmp->arch == at)
2069 return tmp; 1859 return tmp;
1860
2070 return NULL; 1861 return NULL;
2071} 1862}
2072 1863
2073/* 1864/*
2074 * present(type, map, x, y) searches for any objects with 1865 * present(type, map, x, y) searches for any objects with
2075 * a matching type variable at the given map and coordinates. 1866 * a matching type variable at the given map and coordinates.
2076 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
2077 */ 1868 */
2078
2079object * 1869object *
2080present (unsigned char type, mapstruct *m, int x, int y) 1870present (unsigned char type, maptile *m, int x, int y)
2081{ 1871{
2082 object *
2083 tmp;
2084
2085 if (out_of_map (m, x, y)) 1872 if (out_of_map (m, x, y))
2086 { 1873 {
2087 LOG (llevError, "Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
2088 return NULL; 1875 return NULL;
2089 } 1876 }
2090 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2091 if (tmp->type == type) 1879 if (tmp->type == type)
2092 return tmp; 1880 return tmp;
1881
2093 return NULL; 1882 return NULL;
2094} 1883}
2095 1884
2096/* 1885/*
2097 * present_in_ob(type, object) searches for any objects with 1886 * present_in_ob(type, object) searches for any objects with
2098 * a matching type variable in the inventory of the given object. 1887 * a matching type variable in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
2100 */ 1889 */
2101
2102object * 1890object *
2103present_in_ob (unsigned char type, const object *op) 1891present_in_ob (unsigned char type, const object *op)
2104{ 1892{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->type == type) 1894 if (tmp->type == type)
2110 return tmp; 1895 return tmp;
1896
2111 return NULL; 1897 return NULL;
2112} 1898}
2113 1899
2114/* 1900/*
2115 * present_in_ob (type, str, object) searches for any objects with 1901 * present_in_ob (type, str, object) searches for any objects with
2123 * str is the string to match against. Note that we match against 1909 * str is the string to match against. Note that we match against
2124 * the object name, not the archetype name. this is so that the 1910 * the object name, not the archetype name. this is so that the
2125 * spell code can use one object type (force), but change it's name 1911 * spell code can use one object type (force), but change it's name
2126 * to be unique. 1912 * to be unique.
2127 */ 1913 */
2128
2129object * 1914object *
2130present_in_ob_by_name (int type, const char *str, const object *op) 1915present_in_ob_by_name (int type, const char *str, const object *op)
2131{ 1916{
2132 object *
2133 tmp;
2134
2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2136 {
2137 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1918 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2138 return tmp; 1919 return tmp;
2139 } 1920
2140 return NULL; 1921 return 0;
2141} 1922}
2142 1923
2143/* 1924/*
2144 * present_arch_in_ob(archetype, object) searches for any objects with 1925 * present_arch_in_ob(archetype, object) searches for any objects with
2145 * a matching archetype in the inventory of the given object. 1926 * a matching archetype in the inventory of the given object.
2146 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
2147 */ 1928 */
2148
2149object * 1929object *
2150present_arch_in_ob (const archetype *at, const object *op) 1930present_arch_in_ob (const archetype *at, const object *op)
2151{ 1931{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2156 if (tmp->arch == at) 1933 if (tmp->arch == at)
2157 return tmp; 1934 return tmp;
1935
2158 return NULL; 1936 return NULL;
2159} 1937}
2160 1938
2161/* 1939/*
2162 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
2163 */ 1941 */
2164void 1942void
2165flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
2166{ 1944{
2167 object *
2168 tmp;
2169
2170 if (op->inv) 1945 if (op->inv)
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2172 { 1947 {
2173 SET_FLAG (tmp, flag); 1948 SET_FLAG (tmp, flag);
2174 flag_inv (tmp, flag); 1949 flag_inv (tmp, flag);
2175 } 1950 }
2176} /* 1951}
1952
1953/*
2177 * desactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
2178 */ 1955 */
2179void 1956void
2180unflag_inv (object *op, int flag) 1957unflag_inv (object *op, int flag)
2181{ 1958{
2182 object *
2183 tmp;
2184
2185 if (op->inv) 1959 if (op->inv)
2186 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2187 { 1961 {
2188 CLEAR_FLAG (tmp, flag); 1962 CLEAR_FLAG (tmp, flag);
2189 unflag_inv (tmp, flag); 1963 unflag_inv (tmp, flag);
2190 } 1964 }
2191} 1965}
2194 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2195 * all it's inventory (recursively). 1969 * all it's inventory (recursively).
2196 * If checksums are used, a player will get set_cheat called for 1970 * If checksums are used, a player will get set_cheat called for
2197 * him/her-self and all object carried by a call to this function. 1971 * him/her-self and all object carried by a call to this function.
2198 */ 1972 */
2199
2200void 1973void
2201set_cheat (object *op) 1974set_cheat (object *op)
2202{ 1975{
2203 SET_FLAG (op, FLAG_WAS_WIZ); 1976 SET_FLAG (op, FLAG_WAS_WIZ);
2204 flag_inv (op, FLAG_WAS_WIZ); 1977 flag_inv (op, FLAG_WAS_WIZ);
2223 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
2224 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2225 * the archetype because that isn't correct if the monster has been 1998 * the archetype because that isn't correct if the monster has been
2226 * customized, changed states, etc. 1999 * customized, changed states, etc.
2227 */ 2000 */
2228
2229int 2001int
2230find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2231{ 2003{
2232 int
2233 i,
2234 index = 0, flag; 2004 int index = 0, flag;
2235 static int
2236 altern[SIZEOFFREE]; 2005 int altern[SIZEOFFREE];
2237 2006
2238 for (i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2239 { 2008 {
2240 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2241 if (!flag) 2010 if (!flag)
2242 altern[index++] = i; 2011 altern [index++] = i;
2243 2012
2244 /* Basically, if we find a wall on a space, we cut down the search size. 2013 /* Basically, if we find a wall on a space, we cut down the search size.
2245 * In this way, we won't return spaces that are on another side of a wall. 2014 * In this way, we won't return spaces that are on another side of a wall.
2246 * This mostly work, but it cuts down the search size in all directions - 2015 * This mostly work, but it cuts down the search size in all directions -
2247 * if the space being examined only has a wall to the north and empty 2016 * if the space being examined only has a wall to the north and empty
2248 * spaces in all the other directions, this will reduce the search space 2017 * spaces in all the other directions, this will reduce the search space
2249 * to only the spaces immediately surrounding the target area, and 2018 * to only the spaces immediately surrounding the target area, and
2250 * won't look 2 spaces south of the target space. 2019 * won't look 2 spaces south of the target space.
2251 */ 2020 */
2252 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2021 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2253 stop = maxfree[i]; 2022 stop = maxfree[i];
2254 } 2023 }
2024
2255 if (!index) 2025 if (!index)
2256 return -1; 2026 return -1;
2027
2257 return altern[RANDOM () % index]; 2028 return altern [rndm (index)];
2258} 2029}
2259 2030
2260/* 2031/*
2261 * find_first_free_spot(archetype, mapstruct, x, y) works like 2032 * find_first_free_spot(archetype, maptile, x, y) works like
2262 * find_free_spot(), but it will search max number of squares. 2033 * find_free_spot(), but it will search max number of squares.
2263 * But it will return the first available spot, not a random choice. 2034 * But it will return the first available spot, not a random choice.
2264 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2035 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2265 */ 2036 */
2266
2267int 2037int
2268find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2038find_first_free_spot (const object *ob, maptile *m, int x, int y)
2269{ 2039{
2270 int
2271 i;
2272
2273 for (i = 0; i < SIZEOFFREE; i++) 2040 for (int i = 0; i < SIZEOFFREE; i++)
2274 {
2275 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2041 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2276 return i; 2042 return i;
2277 } 2043
2278 return -1; 2044 return -1;
2279} 2045}
2280 2046
2281/* 2047/*
2282 * The function permute(arr, begin, end) randomly reorders the array 2048 * The function permute(arr, begin, end) randomly reorders the array
2283 * arr[begin..end-1]. 2049 * arr[begin..end-1].
2050 * now uses a fisher-yates shuffle, old permute was broken
2284 */ 2051 */
2285static void 2052static void
2286permute (int *arr, int begin, int end) 2053permute (int *arr, int begin, int end)
2287{ 2054{
2288 int 2055 arr += begin;
2289 i,
2290 j,
2291 tmp,
2292 len;
2293
2294 len = end - begin; 2056 end -= begin;
2295 for (i = begin; i < end; i++)
2296 {
2297 j = begin + RANDOM () % len;
2298 2057
2299 tmp = arr[i]; 2058 while (--end)
2300 arr[i] = arr[j]; 2059 swap (arr [end], arr [rndm (end + 1)]);
2301 arr[j] = tmp;
2302 }
2303} 2060}
2304 2061
2305/* new function to make monster searching more efficient, and effective! 2062/* new function to make monster searching more efficient, and effective!
2306 * This basically returns a randomized array (in the passed pointer) of 2063 * This basically returns a randomized array (in the passed pointer) of
2307 * the spaces to find monsters. In this way, it won't always look for 2064 * the spaces to find monsters. In this way, it won't always look for
2310 * the 3x3 area will be searched, just not in a predictable order. 2067 * the 3x3 area will be searched, just not in a predictable order.
2311 */ 2068 */
2312void 2069void
2313get_search_arr (int *search_arr) 2070get_search_arr (int *search_arr)
2314{ 2071{
2315 int 2072 int i;
2316 i;
2317 2073
2318 for (i = 0; i < SIZEOFFREE; i++) 2074 for (i = 0; i < SIZEOFFREE; i++)
2319 {
2320 search_arr[i] = i; 2075 search_arr[i] = i;
2321 }
2322 2076
2323 permute (search_arr, 1, SIZEOFFREE1 + 1); 2077 permute (search_arr, 1, SIZEOFFREE1 + 1);
2324 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2078 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2325 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2079 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2326} 2080}
2335 * Perhaps incorrectly, but I'm making the assumption that exclude 2089 * Perhaps incorrectly, but I'm making the assumption that exclude
2336 * is actually want is going to try and move there. We need this info 2090 * is actually want is going to try and move there. We need this info
2337 * because we have to know what movement the thing looking to move 2091 * because we have to know what movement the thing looking to move
2338 * there is capable of. 2092 * there is capable of.
2339 */ 2093 */
2340
2341int 2094int
2342find_dir (mapstruct *m, int x, int y, object *exclude) 2095find_dir (maptile *m, int x, int y, object *exclude)
2343{ 2096{
2344 int
2345 i,
2346 max = SIZEOFFREE, mflags; 2097 int i, max = SIZEOFFREE, mflags;
2347 2098
2348 sint16 nx, ny; 2099 sint16 nx, ny;
2349 object * 2100 object *tmp;
2350 tmp; 2101 maptile *mp;
2351 mapstruct *
2352 mp;
2353 2102
2354 MoveType blocked, move_type; 2103 MoveType blocked, move_type;
2355 2104
2356 if (exclude && exclude->head) 2105 if (exclude && exclude->head)
2357 { 2106 {
2369 mp = m; 2118 mp = m;
2370 nx = x + freearr_x[i]; 2119 nx = x + freearr_x[i];
2371 ny = y + freearr_y[i]; 2120 ny = y + freearr_y[i];
2372 2121
2373 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2122 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2123
2374 if (mflags & P_OUT_OF_MAP) 2124 if (mflags & P_OUT_OF_MAP)
2375 {
2376 max = maxfree[i]; 2125 max = maxfree[i];
2377 }
2378 else 2126 else
2379 { 2127 {
2380 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2128 mapspace &ms = mp->at (nx, ny);
2129
2130 blocked = ms.move_block;
2381 2131
2382 if ((move_type & blocked) == move_type) 2132 if ((move_type & blocked) == move_type)
2383 {
2384 max = maxfree[i]; 2133 max = maxfree[i];
2385 }
2386 else if (mflags & P_IS_ALIVE) 2134 else if (mflags & P_IS_ALIVE)
2387 { 2135 {
2388 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2136 for (tmp = ms.bot; tmp; tmp = tmp->above)
2389 { 2137 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2390 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2138 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2391 {
2392 break; 2139 break;
2393 } 2140
2394 }
2395 if (tmp) 2141 if (tmp)
2396 {
2397 return freedir[i]; 2142 return freedir[i];
2398 }
2399 } 2143 }
2400 } 2144 }
2401 } 2145 }
2146
2402 return 0; 2147 return 0;
2403} 2148}
2404 2149
2405/* 2150/*
2406 * distance(object 1, object 2) will return the square of the 2151 * distance(object 1, object 2) will return the square of the
2407 * distance between the two given objects. 2152 * distance between the two given objects.
2408 */ 2153 */
2409
2410int 2154int
2411distance (const object *ob1, const object *ob2) 2155distance (const object *ob1, const object *ob2)
2412{ 2156{
2413 int
2414 i;
2415
2416 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2157 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2417 return i;
2418} 2158}
2419 2159
2420/* 2160/*
2421 * find_dir_2(delta-x,delta-y) will return a direction in which 2161 * find_dir_2(delta-x,delta-y) will return a direction in which
2422 * an object which has subtracted the x and y coordinates of another 2162 * an object which has subtracted the x and y coordinates of another
2423 * object, needs to travel toward it. 2163 * object, needs to travel toward it.
2424 */ 2164 */
2425
2426int 2165int
2427find_dir_2 (int x, int y) 2166find_dir_2 (int x, int y)
2428{ 2167{
2429 int 2168 int q;
2430 q;
2431 2169
2432 if (y) 2170 if (y)
2433 q = x * 100 / y; 2171 q = x * 100 / y;
2434 else if (x) 2172 else if (x)
2435 q = -300 * x; 2173 q = -300 * x;
2460 2198
2461 return 3; 2199 return 3;
2462} 2200}
2463 2201
2464/* 2202/*
2465 * absdir(int): Returns a number between 1 and 8, which represent
2466 * the "absolute" direction of a number (it actually takes care of
2467 * "overflow" in previous calculations of a direction).
2468 */
2469
2470int
2471absdir (int d)
2472{
2473 while (d < 1)
2474 d += 8;
2475 while (d > 8)
2476 d -= 8;
2477 return d;
2478}
2479
2480/*
2481 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2482 * between two directions (which are expected to be absolute (see absdir()) 2204 * between two directions (which are expected to be absolute (see absdir())
2483 */ 2205 */
2484
2485int 2206int
2486dirdiff (int dir1, int dir2) 2207dirdiff (int dir1, int dir2)
2487{ 2208{
2488 int 2209 int d;
2489 d;
2490 2210
2491 d = abs (dir1 - dir2); 2211 d = abs (dir1 - dir2);
2492 if (d > 4) 2212 if (d > 4)
2493 d = 8 - d; 2213 d = 8 - d;
2214
2494 return d; 2215 return d;
2495} 2216}
2496 2217
2497/* peterm: 2218/* peterm:
2498 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2219 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2501 * This basically means that if direction is 15, then it could either go 2222 * This basically means that if direction is 15, then it could either go
2502 * direction 4, 14, or 16 to get back to where we are. 2223 * direction 4, 14, or 16 to get back to where we are.
2503 * Moved from spell_util.c to object.c with the other related direction 2224 * Moved from spell_util.c to object.c with the other related direction
2504 * functions. 2225 * functions.
2505 */ 2226 */
2506
2507int
2508 reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2509 {0, 0, 0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2510 {0, 0, 0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2511 {0, 0, 0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2512 {0, 0, 0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2513 {0, 0, 0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2561 * find a path to that monster that we found. If not, 2280 * find a path to that monster that we found. If not,
2562 * we don't bother going toward it. Returns 1 if we 2281 * we don't bother going toward it. Returns 1 if we
2563 * can see a direct way to get it 2282 * can see a direct way to get it
2564 * Modified to be map tile aware -.MSW 2283 * Modified to be map tile aware -.MSW
2565 */ 2284 */
2566
2567
2568int 2285int
2569can_see_monsterP (mapstruct *m, int x, int y, int dir) 2286can_see_monsterP (maptile *m, int x, int y, int dir)
2570{ 2287{
2571 sint16 dx, dy; 2288 sint16 dx, dy;
2572 int
2573 mflags; 2289 int mflags;
2574 2290
2575 if (dir < 0) 2291 if (dir < 0)
2576 return 0; /* exit condition: invalid direction */ 2292 return 0; /* exit condition: invalid direction */
2577 2293
2578 dx = x + freearr_x[dir]; 2294 dx = x + freearr_x[dir];
2591 return 0; 2307 return 0;
2592 2308
2593 /* yes, can see. */ 2309 /* yes, can see. */
2594 if (dir < 9) 2310 if (dir < 9)
2595 return 1; 2311 return 1;
2312
2596 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2313 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2597 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2315 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2598} 2316}
2599
2600
2601 2317
2602/* 2318/*
2603 * can_pick(picker, item): finds out if an object is possible to be 2319 * can_pick(picker, item): finds out if an object is possible to be
2604 * picked up by the picker. Returnes 1 if it can be 2320 * picked up by the picker. Returnes 1 if it can be
2605 * picked up, otherwise 0. 2321 * picked up, otherwise 0.
2616 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2617 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2618 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2619} 2335}
2620 2336
2621
2622/* 2337/*
2623 * create clone from object to another 2338 * create clone from object to another
2624 */ 2339 */
2625object * 2340object *
2626object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2627{ 2342{
2628 object *
2629 dst = NULL, *tmp, *src, *part, *prev, *item; 2343 object *dst = 0, *tmp, *src, *part, *prev, *item;
2630 2344
2631 if (!asrc) 2345 if (!asrc)
2632 return NULL; 2346 return 0;
2347
2633 src = asrc; 2348 src = asrc;
2634 if (src->head) 2349 if (src->head)
2635 src = src->head; 2350 src = src->head;
2636 2351
2637 prev = NULL; 2352 prev = 0;
2638 for (part = src; part; part = part->more) 2353 for (part = src; part; part = part->more)
2639 { 2354 {
2640 tmp = get_object (); 2355 tmp = part->clone ();
2641 copy_object (part, tmp);
2642 tmp->x -= src->x; 2356 tmp->x -= src->x;
2643 tmp->y -= src->y; 2357 tmp->y -= src->y;
2358
2644 if (!part->head) 2359 if (!part->head)
2645 { 2360 {
2646 dst = tmp; 2361 dst = tmp;
2647 tmp->head = NULL; 2362 tmp->head = 0;
2648 } 2363 }
2649 else 2364 else
2650 {
2651 tmp->head = dst; 2365 tmp->head = dst;
2652 } 2366
2653 tmp->more = NULL; 2367 tmp->more = 0;
2368
2654 if (prev) 2369 if (prev)
2655 prev->more = tmp; 2370 prev->more = tmp;
2371
2656 prev = tmp; 2372 prev = tmp;
2657 } 2373 }
2658 2374
2659 /*** copy inventory ***/
2660 for (item = src->inv; item; item = item->below) 2375 for (item = src->inv; item; item = item->below)
2661 {
2662 (void) insert_ob_in_ob (object_create_clone (item), dst); 2376 insert_ob_in_ob (object_create_clone (item), dst);
2663 }
2664 2377
2665 return dst; 2378 return dst;
2666}
2667
2668/* return true if the object was destroyed, 0 otherwise */
2669int
2670was_destroyed (const object *op, tag_t old_tag)
2671{
2672 /* checking for FLAG_FREED isn't necessary, but makes this function more
2673 * robust */
2674 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2675}
2676
2677/* GROS - Creates an object using a string representing its content. */
2678
2679/* Basically, we save the content of the string to a temp file, then call */
2680
2681/* load_object on it. I admit it is a highly inefficient way to make things, */
2682
2683/* but it was simple to make and allows reusing the load_object function. */
2684
2685/* Remember not to use load_object_str in a time-critical situation. */
2686
2687/* Also remember that multiparts objects are not supported for now. */
2688
2689object *
2690load_object_str (const char *obstr)
2691{
2692 object *
2693 op;
2694 char
2695 filename[MAX_BUF];
2696
2697 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2698
2699 FILE *
2700 tempfile = fopen (filename, "w");
2701
2702 if (tempfile == NULL)
2703 {
2704 LOG (llevError, "Error - Unable to access load object temp file\n");
2705 return NULL;
2706 }
2707
2708 fprintf (tempfile, obstr);
2709 fclose (tempfile);
2710
2711 op = get_object ();
2712
2713 object_thawer thawer (filename);
2714
2715 if (thawer)
2716 load_object (thawer, op, 0);
2717
2718 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2719 CLEAR_FLAG (op, FLAG_REMOVED);
2720
2721 return op;
2722} 2379}
2723 2380
2724/* This returns the first object in who's inventory that 2381/* This returns the first object in who's inventory that
2725 * has the same type and subtype match. 2382 * has the same type and subtype match.
2726 * returns NULL if no match. 2383 * returns NULL if no match.
2727 */ 2384 */
2728object * 2385object *
2729find_obj_by_type_subtype (const object *who, int type, int subtype) 2386find_obj_by_type_subtype (const object *who, int type, int subtype)
2730{ 2387{
2731 object *
2732 tmp;
2733
2734 for (tmp = who->inv; tmp; tmp = tmp->below) 2388 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2735 if (tmp->type == type && tmp->subtype == subtype) 2389 if (tmp->type == type && tmp->subtype == subtype)
2736 return tmp; 2390 return tmp;
2737 2391
2738 return NULL; 2392 return 0;
2739} 2393}
2740 2394
2741/* If ob has a field named key, return the link from the list, 2395/* If ob has a field named key, return the link from the list,
2742 * otherwise return NULL. 2396 * otherwise return NULL.
2743 * 2397 *
2745 * do the desired thing. 2399 * do the desired thing.
2746 */ 2400 */
2747key_value * 2401key_value *
2748get_ob_key_link (const object *ob, const char *key) 2402get_ob_key_link (const object *ob, const char *key)
2749{ 2403{
2750 key_value *
2751 link;
2752
2753 for (link = ob->key_values; link != NULL; link = link->next) 2404 for (key_value *link = ob->key_values; link; link = link->next)
2754 {
2755 if (link->key == key) 2405 if (link->key == key)
2756 {
2757 return link; 2406 return link;
2758 }
2759 }
2760 2407
2761 return NULL; 2408 return 0;
2762} 2409}
2763 2410
2764/* 2411/*
2765 * Returns the value of op has an extra_field for key, or NULL. 2412 * Returns the value of op has an extra_field for key, or NULL.
2766 * 2413 *
2791 if (link->key == canonical_key) 2438 if (link->key == canonical_key)
2792 return link->value; 2439 return link->value;
2793 2440
2794 return 0; 2441 return 0;
2795} 2442}
2796
2797 2443
2798/* 2444/*
2799 * Updates the canonical_key in op to value. 2445 * Updates the canonical_key in op to value.
2800 * 2446 *
2801 * canonical_key is a shared string (value doesn't have to be). 2447 * canonical_key is a shared string (value doesn't have to be).
2806 * Returns TRUE on success. 2452 * Returns TRUE on success.
2807 */ 2453 */
2808int 2454int
2809set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2455set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2810{ 2456{
2811 key_value *
2812 field = NULL, *last = NULL; 2457 key_value *field = NULL, *last = NULL;
2813 2458
2814 for (field = op->key_values; field != NULL; field = field->next) 2459 for (field = op->key_values; field != NULL; field = field->next)
2815 { 2460 {
2816 if (field->key != canonical_key) 2461 if (field->key != canonical_key)
2817 { 2462 {
2845 /* IF we get here, key doesn't exist */ 2490 /* IF we get here, key doesn't exist */
2846 2491
2847 /* No field, we'll have to add it. */ 2492 /* No field, we'll have to add it. */
2848 2493
2849 if (!add_key) 2494 if (!add_key)
2850 {
2851 return FALSE; 2495 return FALSE;
2852 } 2496
2853 /* There isn't any good reason to store a null 2497 /* There isn't any good reason to store a null
2854 * value in the key/value list. If the archetype has 2498 * value in the key/value list. If the archetype has
2855 * this key, then we should also have it, so shouldn't 2499 * this key, then we should also have it, so shouldn't
2856 * be here. If user wants to store empty strings, 2500 * be here. If user wants to store empty strings,
2857 * should pass in "" 2501 * should pass in ""
2906 } 2550 }
2907 else 2551 else
2908 item = item->env; 2552 item = item->env;
2909} 2553}
2910 2554
2555
2556const char *
2557object::flag_desc (char *desc, int len) const
2558{
2559 char *p = desc;
2560 bool first = true;
2561
2562 *p = 0;
2563
2564 for (int i = 0; i < NUM_FLAGS; i++)
2565 {
2566 if (len <= 10) // magic constant!
2567 {
2568 snprintf (p, len, ",...");
2569 break;
2570 }
2571
2572 if (flag [i])
2573 {
2574 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2575 len -= cnt;
2576 p += cnt;
2577 first = false;
2578 }
2579 }
2580
2581 return desc;
2582}
2583
2911// return a suitable string describing an objetc in enough detail to find it 2584// return a suitable string describing an object in enough detail to find it
2912const char * 2585const char *
2913object::debug_desc (char *info) const 2586object::debug_desc (char *info) const
2914{ 2587{
2588 char flagdesc[512];
2915 char info2[256 * 3]; 2589 char info2[256 * 4];
2916 char *p = info; 2590 char *p = info;
2917 2591
2918 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2592 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2919 count, 2593 count, uuid.seq,
2920 &name, 2594 &name,
2921 title ? " " : "", 2595 title ? "\",title:\"" : "",
2922 title ? (const char *)title : ""); 2596 title ? (const char *)title : "",
2597 flag_desc (flagdesc, 512), type);
2923 2598
2924 if (env) 2599 if (env)
2925 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2926 2601
2927 if (map) 2602 if (map)
2928 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2603 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2929 2604
2930 return info; 2605 return info;
2931} 2606}
2932 2607
2933const char * 2608const char *
2934object::debug_desc () const 2609object::debug_desc () const
2935{ 2610{
2936 static char info[256 * 3]; 2611 static char info[3][256 * 4];
2612 static int info_idx;
2613
2937 return debug_desc (info); 2614 return debug_desc (info [++info_idx % 3]);
2938} 2615}
2939 2616
2617struct region *
2618object::region () const
2619{
2620 return map ? map->region (x, y)
2621 : region::default_region ();
2622}
2623
2624const materialtype_t *
2625object::dominant_material () const
2626{
2627 if (materialtype_t *mat = name_to_material (materialname))
2628 return mat;
2629
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown);
2634}
2635
2636void
2637object::open_container (object *new_container)
2638{
2639 if (container == new_container)
2640 return;
2641
2642 if (object *old_container = container)
2643 {
2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645 return;
2646
2647#if 0
2648 // remove the "Close old_container" object.
2649 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON)
2651 closer->destroy ();
2652#endif
2653
2654 old_container->flag [FLAG_APPLIED] = 0;
2655 container = 0;
2656
2657 esrv_update_item (UPD_FLAGS, this, old_container);
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2659 }
2660
2661 if (new_container)
2662 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2664 return;
2665
2666 // TODO: this does not seem to serve any purpose anymore?
2667#if 0
2668 // insert the "Close Container" object.
2669 if (archetype *closer = new_container->other_arch)
2670 {
2671 object *closer = arch_to_object (new_container->other_arch);
2672 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2673 new_container->insert (closer);
2674 }
2675#endif
2676
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2678
2679 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container;
2681
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 }
2685}
2686
2687

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