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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 1.149 by root, Mon May 14 19:56:45 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
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 current_weapon = ob;
479 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
480
481 update_stats ();
482
483 if (ob)
484 {
485 // now check wether any body locations became invalid, in which case
486 // we cannot apply the weapon at the moment.
487 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
488 if (slot[i].used < 0)
489 {
490 current_weapon = chosen_skill = 0;
491 update_stats ();
492
493 new_draw_info_format (NDI_UNIQUE, 0, this,
494 "You try to balance your applied items all at once, but the %s is too much. "
495 "You need to unapply some items first.", &ob->name);
496 return false;
497 }
498
499 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
500 }
501 else
502 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
503
504 return true;
505}
506
542/* Zero the key_values on op, decrementing the shared-string 507/* Zero the key_values on op, decrementing the shared-string
543 * refcounts and freeing the links. 508 * refcounts and freeing the links.
544 */ 509 */
545static void 510static void
546free_key_values (object *op) 511free_key_values (object *op)
547{ 512{
548 for (key_value *i = op->key_values; i != 0;) 513 for (key_value *i = op->key_values; i; )
549 { 514 {
550 key_value *next = i->next; 515 key_value *next = i->next;
551 delete i; 516 delete i;
552 517
553 i = next; 518 i = next;
554 } 519 }
555 520
556 op->key_values = 0; 521 op->key_values = 0;
557} 522}
558 523
559void object::clear () 524object &
525object::operator =(const object &src)
560{ 526{
561 attachable_base::clear (); 527 bool is_freed = flag [FLAG_FREED];
528 bool is_removed = flag [FLAG_REMOVED];
562 529
563 free_key_values (this); 530 *(object_copy *)this = src;
564 531
565 owner = 0; 532 flag [FLAG_FREED] = is_freed;
566 name = 0; 533 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;
633 534
634 /* Copy over key_values, if any. */ 535 /* Copy over key_values, if any. */
635 if (op2->key_values) 536 if (src.key_values)
636 { 537 {
637 key_value *tail = 0; 538 key_value *tail = 0;
638 key_value *i;
639
640 op->key_values = 0; 539 key_values = 0;
641 540
642 for (i = op2->key_values; i; i = i->next) 541 for (key_value *i = src.key_values; i; i = i->next)
643 { 542 {
644 key_value *new_link = new key_value; 543 key_value *new_link = new key_value;
645 544
646 new_link->next = 0; 545 new_link->next = 0;
647 new_link->key = i->key; 546 new_link->key = i->key;
648 new_link->value = i->value; 547 new_link->value = i->value;
649 548
650 /* Try and be clever here, too. */ 549 /* Try and be clever here, too. */
651 if (!op->key_values) 550 if (!key_values)
652 { 551 {
653 op->key_values = new_link; 552 key_values = new_link;
654 tail = new_link; 553 tail = new_link;
655 } 554 }
656 else 555 else
657 { 556 {
658 tail->next = new_link; 557 tail->next = new_link;
659 tail = new_link; 558 tail = new_link;
660 } 559 }
661 } 560 }
662 } 561 }
562}
663 563
664 update_ob_speed (op); 564/*
565 * copy_to first frees everything allocated by the dst object,
566 * and then copies the contents of itself into the second
567 * object, allocating what needs to be allocated. Basically, any
568 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
569 * if the first object is freed, the pointers in the new object
570 * will point at garbage.
571 */
572void
573object::copy_to (object *dst)
574{
575 *dst = *this;
576
577 if (speed < 0)
578 dst->speed_left = speed_left - rndm ();
579
580 dst->set_speed (dst->speed);
581}
582
583void
584object::instantiate ()
585{
586 if (!uuid.seq) // HACK
587 uuid = gen_uuid ();
588
589 speed_left = -0.1f;
590 /* copy the body_info to the body_used - this is only really
591 * need for monsters, but doesn't hurt to do it for everything.
592 * by doing so, when a monster is created, it has good starting
593 * values for the body_used info, so when items are created
594 * for it, they can be properly equipped.
595 */
596 for (int i = NUM_BODY_LOCATIONS; i--; )
597 slot[i].used = slot[i].info;
598
599 attachable::instantiate ();
600}
601
602object *
603object::clone ()
604{
605 object *neu = create ();
606 copy_to (neu);
607 return neu;
665} 608}
666 609
667/* 610/*
668 * If an object with the IS_TURNABLE() flag needs to be turned due 611 * 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 612 * 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. 613 * be called to update the face variable, _and_ how it looks on the map.
671 */ 614 */
672
673void 615void
674update_turn_face (object *op) 616update_turn_face (object *op)
675{ 617{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 618 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 619 return;
620
678 SET_ANIMATION (op, op->direction); 621 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 622 update_object (op, UP_OBJ_FACE);
680} 623}
681 624
682/* 625/*
683 * Updates the speed of an object. If the speed changes from 0 to another 626 * 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. 627 * 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. 628 * This function needs to be called whenever the speed of an object changes.
686 */ 629 */
687void 630void
688update_ob_speed (object *op) 631object::set_speed (float speed)
689{ 632{
690 extern int arch_init; 633 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 { 634 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 635 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 636 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 637 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 638
715 /* process_events() expects us to insert the object at the beginning 639 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 640
719 if (op->active_next != NULL) 641 if (has_active_speed ())
720 op->active_next->active_prev = op; 642 activate ();
721
722 active_objects = op;
723 }
724 else 643 else
725 { 644 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} 645}
749 646
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/* 647/*
782 * update_object() updates the array which represents the map. 648 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 649 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another 650 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...) 651 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window 652 * 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 653 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_) 654 * updating that window, though, since update_object() is called _often_)
789 * 655 *
790 * action is a hint of what the caller believes need to be done. 656 * 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: 657 * current action are:
796 * UP_OBJ_INSERT: op was inserted 658 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 659 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 660 * 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. 661 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed. 662 * UP_OBJ_FACE: only the objects face has changed.
801 */ 663 */
802
803void 664void
804update_object (object *op, int action) 665update_object (object *op, int action)
805{ 666{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow;
808
809 if (op == NULL) 667 if (op == NULL)
810 { 668 {
811 /* this should never happen */ 669 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 670 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 671 return;
814 } 672 }
815 673
816 if (op->env != NULL) 674 if (op->env)
817 { 675 {
818 /* Animation is currently handled by client, so nothing 676 /* Animation is currently handled by client, so nothing
819 * to do in this case. 677 * to do in this case.
820 */ 678 */
821 return; 679 return;
826 */ 684 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 685 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 686 return;
829 687
830 /* make sure the object is within map boundaries */ 688 /* 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)) 689 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 690 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 691 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 692#ifdef MANY_CORES
835 abort (); 693 abort ();
836#endif 694#endif
837 return; 695 return;
838 } 696 }
839 697
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 698 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);
846 699
700 if (!(m.flags_ & P_UPTODATE))
701 /* nop */;
847 if (action == UP_OBJ_INSERT) 702 else if (action == UP_OBJ_INSERT)
848 { 703 {
704 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 705 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)) 706 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 707 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 708 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
709 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 710 || (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) 711 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 712 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 713 || (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 714 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 715 * to have move_allow right now.
872 */ 716 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 717 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 718 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 719 m.flags_ = 0;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 720 }
879 /* if the object is being removed, we can't make intelligent 721 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 722 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 723 * that is being removed.
882 */ 724 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 725 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 726 m.flags_ = 0;
885 else if (action == UP_OBJ_FACE) 727 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 728 /* Nothing to do for that case */ ;
887 else 729 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 730 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 731
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) 732 if (op->more)
897 update_object (op->more, action); 733 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} 734}
921 735
922object::object () 736object::object ()
923{ 737{
924 SET_FLAG (this, FLAG_REMOVED); 738 SET_FLAG (this, FLAG_REMOVED);
927 face = blank_face; 741 face = blank_face;
928} 742}
929 743
930object::~object () 744object::~object ()
931{ 745{
746 unlink ();
747
932 free_key_values (this); 748 free_key_values (this);
933} 749}
934 750
751static int object_count;
752
935void object::link () 753void object::link ()
936{ 754{
937 count = ++ob_count; 755 assert (!index);//D
938 uuid = gen_uuid (); 756 uuid = gen_uuid ();
757 count = ++object_count;
939 758
940 prev = 0; 759 refcnt_inc ();
941 next = objects; 760 objects.insert (this);
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 761}
948 762
949void object::unlink () 763void object::unlink ()
950{ 764{
951 //count = 0;//D 765 if (!index)
952 if (!prev && !next) return;//D 766 return;
953 767
954 if (this == objects) 768 objects.erase (this);
955 objects = next; 769 refcnt_dec ();
770}
956 771
957 /* Remove this object from the list of used objects */ 772void
958 if (prev) prev->next = next; 773object::activate ()
959 if (next) next->prev = prev; 774{
775 /* If already on active list, don't do anything */
776 if (active)
777 return;
960 778
961 prev = 0; 779 if (has_active_speed ())
962 next = 0; 780 actives.insert (this);
781}
782
783void
784object::activate_recursive ()
785{
786 activate ();
787
788 for (object *op = inv; op; op = op->below)
789 op->activate_recursive ();
790}
791
792/* This function removes object 'op' from the list of active
793 * objects.
794 * This should only be used for style maps or other such
795 * reference maps where you don't want an object that isn't
796 * in play chewing up cpu time getting processed.
797 * The reverse of this is to call update_ob_speed, which
798 * will do the right thing based on the speed of the object.
799 */
800void
801object::deactivate ()
802{
803 /* If not on the active list, nothing needs to be done */
804 if (!active)
805 return;
806
807 actives.erase (this);
808}
809
810void
811object::deactivate_recursive ()
812{
813 for (object *op = inv; op; op = op->below)
814 op->deactivate_recursive ();
815
816 deactivate ();
817}
818
819void
820object::set_flag_inv (int flag, int value)
821{
822 for (object *op = inv; op; op = op->below)
823 {
824 op->flag [flag] = value;
825 op->set_flag_inv (flag, value);
826 }
827}
828
829/*
830 * Remove and free all objects in the inventory of the given object.
831 * object.c ?
832 */
833void
834object::destroy_inv (bool drop_to_ground)
835{
836 // need to check first, because the checks below might segfault
837 // as we might be on an invalid mapspace and crossfire code
838 // is too buggy to ensure that the inventory is empty.
839 // corollary: if you create arrows etc. with stuff in tis inventory,
840 // cf will crash below with off-map x and y
841 if (!inv)
842 return;
843
844 /* Only if the space blocks everything do we not process -
845 * if some form of movement is allowed, let objects
846 * drop on that space.
847 */
848 if (!drop_to_ground
849 || !map
850 || map->in_memory != MAP_IN_MEMORY
851 || map->nodrop
852 || ms ().move_block == MOVE_ALL)
853 {
854 while (inv)
855 {
856 inv->destroy_inv (drop_to_ground);
857 inv->destroy ();
858 }
859 }
860 else
861 { /* Put objects in inventory onto this space */
862 while (inv)
863 {
864 object *op = inv;
865
866 if (op->flag [FLAG_STARTEQUIP]
867 || op->flag [FLAG_NO_DROP]
868 || op->type == RUNE
869 || op->type == TRAP
870 || op->flag [FLAG_IS_A_TEMPLATE]
871 || op->flag [FLAG_DESTROY_ON_DEATH])
872 op->destroy ();
873 else
874 map->insert (op, x, y);
875 }
876 }
963} 877}
964 878
965object *object::create () 879object *object::create ()
966{ 880{
967 object *op = new object; 881 object *op = new object;
968 op->link (); 882 op->link ();
969 return op; 883 return op;
970} 884}
971 885
972/* 886void
973 * free_object() frees everything allocated by an object, removes 887object::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{ 888{
984 if (QUERY_FLAG (this, FLAG_FREED)) 889 attachable::do_destroy ();
985 return;
986 890
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 891 if (flag [FLAG_IS_LINKED])
892 remove_button_link (this);
893
894 if (flag [FLAG_FRIENDLY])
988 remove_friendly_object (this); 895 remove_friendly_object (this);
989 896
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 897 if (!flag [FLAG_REMOVED])
991 remove_ob (this); 898 remove ();
992 899
993 SET_FLAG (this, FLAG_FREED); 900 destroy_inv (true);
901
902 deactivate ();
903 unlink ();
904
905 flag [FLAG_FREED] = 1;
906
907 // hack to ensure that freed objects still have a valid map
908 {
909 static maptile *freed_map; // freed objects are moved here to avoid crashes
910
911 if (!freed_map)
912 {
913 freed_map = new maptile;
914
915 freed_map->name = "/internal/freed_objects_map";
916 freed_map->width = 3;
917 freed_map->height = 3;
918
919 freed_map->alloc ();
920 freed_map->in_memory = MAP_IN_MEMORY;
921 }
922
923 map = freed_map;
924 x = 1;
925 y = 1;
926 }
927
928 head = 0;
994 929
995 if (more) 930 if (more)
996 { 931 {
997 more->free (free_inventory); 932 more->destroy ();
998 more = 0; 933 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 } 934 }
1042 935
1043 // clear those pointers that likely might have circular references to us 936 // clear those pointers that likely might have circular references to us
1044 owner = 0; 937 owner = 0;
1045 enemy = 0; 938 enemy = 0;
1046 attacked_by = 0; 939 attacked_by = 0;
940}
1047 941
1048 /* Remove object from the active list */ 942void
1049 speed = 0; 943object::destroy (bool destroy_inventory)
1050 update_ob_speed (this); 944{
945 if (destroyed ())
946 return;
1051 947
1052 unlink (); 948 if (destroy_inventory)
949 destroy_inv (false);
1053 950
1054 mortals.push_back (this); 951 attachable::destroy ();
1055} 952}
1056 953
1057/* 954/*
1058 * sub_weight() recursively (outwards) subtracts a number from the 955 * sub_weight() recursively (outwards) subtracts a number from the
1059 * weight of an object (and what is carried by it's environment(s)). 956 * weight of an object (and what is carried by it's environment(s)).
1060 */ 957 */
1061
1062void 958void
1063sub_weight (object *op, signed long weight) 959sub_weight (object *op, signed long weight)
1064{ 960{
1065 while (op != NULL) 961 while (op != NULL)
1066 { 962 {
1067 if (op->type == CONTAINER) 963 if (op->type == CONTAINER)
1068 {
1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 964 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070 } 965
1071 op->carrying -= weight; 966 op->carrying -= weight;
1072 op = op->env; 967 op = op->env;
1073 } 968 }
1074} 969}
1075 970
1076/* remove_ob(op): 971/* op->remove ():
1077 * This function removes the object op from the linked list of objects 972 * 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 973 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 974 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 975 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 976 * the previous environment.
1082 * Beware: This function is called from the editor as well!
1083 */ 977 */
1084
1085void 978void
1086remove_ob (object *op) 979object::do_remove ()
1087{ 980{
981 object *tmp, *last = 0;
1088 object * 982 object *otmp;
1089 tmp, *
1090 last = NULL;
1091 object *
1092 otmp;
1093 983
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)) 984 if (QUERY_FLAG (this, FLAG_REMOVED))
1106 return; 985 return;
1107 986
1108 SET_FLAG (op, FLAG_REMOVED); 987 SET_FLAG (this, FLAG_REMOVED);
988 INVOKE_OBJECT (REMOVE, this);
1109 989
1110 if (op->more != NULL) 990 if (more)
1111 remove_ob (op->more); 991 more->remove ();
1112 992
1113 /* 993 /*
1114 * In this case, the object to be removed is in someones 994 * In this case, the object to be removed is in someones
1115 * inventory. 995 * inventory.
1116 */ 996 */
1117 if (op->env != NULL) 997 if (env)
1118 { 998 {
1119 if (op->nrof) 999 if (nrof)
1120 sub_weight (op->env, op->weight * op->nrof); 1000 sub_weight (env, weight * nrof);
1121 else 1001 else
1122 sub_weight (op->env, op->weight + op->carrying); 1002 sub_weight (env, weight + carrying);
1123 1003
1124 /* NO_FIX_PLAYER is set when a great many changes are being 1004 /* NO_FIX_PLAYER is set when a great many changes are being
1125 * made to players inventory. If set, avoiding the call 1005 * made to players inventory. If set, avoiding the call
1126 * to save cpu time. 1006 * to save cpu time.
1127 */ 1007 */
1128 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1008 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1129 fix_player (otmp); 1009 otmp->update_stats ();
1130 1010
1131 if (op->above != NULL) 1011 if (above)
1132 op->above->below = op->below; 1012 above->below = below;
1133 else 1013 else
1134 op->env->inv = op->below; 1014 env->inv = below;
1135 1015
1136 if (op->below != NULL) 1016 if (below)
1137 op->below->above = op->above; 1017 below->above = above;
1138 1018
1139 /* we set up values so that it could be inserted into 1019 /* we set up values so that it could be inserted into
1140 * the map, but we don't actually do that - it is up 1020 * the map, but we don't actually do that - it is up
1141 * to the caller to decide what we want to do. 1021 * to the caller to decide what we want to do.
1142 */ 1022 */
1143 op->x = op->env->x, op->y = op->env->y; 1023 x = env->x, y = env->y;
1144 op->map = op->env->map; 1024 map = env->map;
1145 op->above = NULL, op->below = NULL; 1025 above = 0, below = 0;
1146 op->env = NULL; 1026 env = 0;
1147 } 1027 }
1148 else if (op->map) 1028 else if (map)
1149 { 1029 {
1150 x = op->x; 1030 if (type == PLAYER)
1151 y = op->y;
1152 m = get_map_from_coord (op->map, &x, &y);
1153
1154 if (!m)
1155 { 1031 {
1156 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1032 // leaving a spot always closes any open container on the ground
1157 op->map->path, op->x, op->y); 1033 if (container && !container->env)
1158 /* in old days, we used to set x and y to 0 and continue. 1034 // this causes spurious floorbox updates, but it ensures
1159 * it seems if we get into this case, something is probablye 1035 // that the CLOSE event is being sent.
1160 * screwed up and should be fixed. 1036 close_container ();
1161 */ 1037
1162 abort (); 1038 --map->players;
1039 map->touch ();
1163 } 1040 }
1164 1041
1165 if (op->map != m) 1042 map->dirty = true;
1166 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1043 mapspace &ms = this->ms ();
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 */
1172 1044
1173 /* link the object above us */ 1045 /* link the object above us */
1174 if (op->above) 1046 if (above)
1175 op->above->below = op->below; 1047 above->below = below;
1176 else 1048 else
1177 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1049 ms.top = below; /* we were top, set new top */
1178 1050
1179 /* Relink the object below us, if there is one */ 1051 /* Relink the object below us, if there is one */
1180 if (op->below) 1052 if (below)
1181 op->below->above = op->above; 1053 below->above = above;
1182 else 1054 else
1183 { 1055 {
1184 /* Nothing below, which means we need to relink map object for this space 1056 /* 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 1057 * use translated coordinates in case some oddness with map tiling is
1186 * evident 1058 * evident
1187 */ 1059 */
1188 if (GET_MAP_OB (m, x, y) != op) 1060 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); 1061 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));
1194 LOG (llevError, "%s\n", errmsg);
1195 }
1196 1062
1197 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1063 ms.bot = above; /* goes on above it. */
1198 } 1064 }
1199 1065
1200 op->above = 0; 1066 above = 0;
1201 op->below = 0; 1067 below = 0;
1202 1068
1203 if (op->map->in_memory == MAP_SAVING) 1069 if (map->in_memory == MAP_SAVING)
1204 return; 1070 return;
1205 1071
1206 tag = op->count; 1072 int check_walk_off = !flag [FLAG_NO_APPLY];
1207 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1208 1073
1209 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1074 for (tmp = ms.bot; tmp; tmp = tmp->above)
1210 { 1075 {
1211 /* No point updating the players look faces if he is the object 1076 /* No point updating the players look faces if he is the object
1212 * being removed. 1077 * being removed.
1213 */ 1078 */
1214 1079
1215 if (tmp->type == PLAYER && tmp != op) 1080 if (tmp->type == PLAYER && tmp != this)
1216 { 1081 {
1217 /* If a container that the player is currently using somehow gets 1082 /* If a container that the player is currently using somehow gets
1218 * removed (most likely destroyed), update the player view 1083 * removed (most likely destroyed), update the player view
1219 * appropriately. 1084 * appropriately.
1220 */ 1085 */
1221 if (tmp->container == op) 1086 if (tmp->container == this)
1222 { 1087 {
1223 CLEAR_FLAG (op, FLAG_APPLIED); 1088 flag [FLAG_APPLIED] = 0;
1224 tmp->container = NULL; 1089 tmp->container = 0;
1225 } 1090 }
1226 1091
1227 tmp->contr->socket.update_look = 1; 1092 if (tmp->contr->ns)
1093 tmp->contr->ns->floorbox_update ();
1228 } 1094 }
1229 1095
1230 /* See if player moving off should effect something */ 1096 /* 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)) 1097 if (check_walk_off
1098 && ((move_type & tmp->move_off)
1099 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1232 { 1100 {
1233 move_apply (tmp, op, NULL); 1101 move_apply (tmp, this, 0);
1234 1102
1235 if (was_destroyed (op, tag)) 1103 if (destroyed ())
1236 {
1237 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1104 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1238 }
1239 } 1105 }
1240 1106
1241 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1107 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1242 1108 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1243 if (tmp->above == tmp) 1109 if (tmp->above == tmp)
1244 tmp->above = NULL; 1110 tmp->above = 0;
1245 1111
1246 last = tmp; 1112 last = tmp;
1247 } 1113 }
1248 1114
1249 /* last == NULL of there are no objects on this space */ 1115 /* last == NULL if there are no objects on this space */
1116 //TODO: this makes little sense, why only update the topmost object?
1250 if (last == NULL) 1117 if (!last)
1251 { 1118 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 1119 else
1261 update_object (last, UP_OBJ_REMOVE); 1120 update_object (last, UP_OBJ_REMOVE);
1262 1121
1263 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1122 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1264 update_all_los (op->map, op->x, op->y); 1123 update_all_los (map, x, y);
1265 } 1124 }
1266} 1125}
1267 1126
1268/* 1127/*
1269 * merge_ob(op,top): 1128 * merge_ob(op,top):
1277merge_ob (object *op, object *top) 1136merge_ob (object *op, object *top)
1278{ 1137{
1279 if (!op->nrof) 1138 if (!op->nrof)
1280 return 0; 1139 return 0;
1281 1140
1282 if (top == NULL) 1141 if (top)
1283 for (top = op; top != NULL && top->above != NULL; top = top->above); 1142 for (top = op; top && top->above; top = top->above)
1143 ;
1284 1144
1285 for (; top != NULL; top = top->below) 1145 for (; top; top = top->below)
1286 { 1146 {
1287 if (top == op) 1147 if (top == op)
1288 continue; 1148 continue;
1289 if (CAN_MERGE (op, top)) 1149
1150 if (object::can_merge (op, top))
1290 { 1151 {
1291 top->nrof += op->nrof; 1152 top->nrof += op->nrof;
1292 1153
1293/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1154/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1294 op->weight = 0; /* Don't want any adjustements now */ 1155 op->weight = 0; /* Don't want any adjustements now */
1295 remove_ob (op); 1156 op->destroy ();
1296 free_object (op);
1297 return top; 1157 return top;
1298 } 1158 }
1299 } 1159 }
1300 1160
1301 return NULL; 1161 return 0;
1302} 1162}
1303 1163
1164void
1165object::expand_tail ()
1166{
1167 if (more)
1168 return;
1169
1170 object *prev = this;
1171
1172 for (archetype *at = arch->more; at; at = at->more)
1173 {
1174 object *op = arch_to_object (at);
1175
1176 op->name = name;
1177 op->name_pl = name_pl;
1178 op->title = title;
1179
1180 op->head = this;
1181 prev->more = op;
1182
1183 prev = op;
1184 }
1185}
1186
1304/* 1187/*
1305 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1188 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1306 * job preparing multi-part monsters 1189 * job preparing multi-part monsters.
1307 */ 1190 */
1308object * 1191object *
1309insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1192insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310{ 1193{
1311 object *tmp;
1312
1313 if (op->head)
1314 op = op->head;
1315
1316 for (tmp = op; tmp; tmp = tmp->more) 1194 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1317 { 1195 {
1318 tmp->x = x + tmp->arch->clone.x; 1196 tmp->x = x + tmp->arch->clone.x;
1319 tmp->y = y + tmp->arch->clone.y; 1197 tmp->y = y + tmp->arch->clone.y;
1320 } 1198 }
1321 1199
1340 * Return value: 1218 * Return value:
1341 * new object if 'op' was merged with other object 1219 * new object if 'op' was merged with other object
1342 * NULL if 'op' was destroyed 1220 * NULL if 'op' was destroyed
1343 * just 'op' otherwise 1221 * just 'op' otherwise
1344 */ 1222 */
1345
1346object * 1223object *
1347insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1224insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1348{ 1225{
1226 assert (!op->flag [FLAG_FREED]);
1227
1349 object *tmp, *top, *floor = NULL; 1228 object *tmp, *top, *floor = NULL;
1350 sint16 x, y;
1351 1229
1352 if (QUERY_FLAG (op, FLAG_FREED)) 1230 op->remove ();
1353 {
1354 LOG (llevError, "Trying to insert freed object!\n");
1355 return NULL;
1356 }
1357 1231
1358 if (m == NULL) 1232#if 0
1359 { 1233 if (!m->active != !op->active)
1360 dump_object (op); 1234 if (m->active)
1361 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1235 op->activate_recursive ();
1362 return op; 1236 else
1363 } 1237 op->deactivate_recursive ();
1238#endif
1364 1239
1365 if (out_of_map (m, op->x, op->y)) 1240 if (out_of_map (m, op->x, op->y))
1366 { 1241 {
1367 dump_object (op);
1368 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1242 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1369#ifdef MANY_CORES 1243#ifdef MANY_CORES
1370 /* Better to catch this here, as otherwise the next use of this object 1244 /* 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 1245 * is likely to cause a crash. Better to find out where it is getting
1372 * improperly inserted. 1246 * improperly inserted.
1373 */ 1247 */
1374 abort (); 1248 abort ();
1375#endif 1249#endif
1376 return op; 1250 return op;
1377 } 1251 }
1378 1252
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; 1253 if (object *more = op->more)
1391 1254 {
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) 1255 if (!insert_ob_in_map (more, m, originator, flag))
1408 { 1256 {
1409 if (!op->head) 1257 if (!op->head)
1410 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1258 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1411 1259
1412 return NULL; 1260 return 0;
1413 } 1261 }
1414 } 1262 }
1415 1263
1416 CLEAR_FLAG (op, FLAG_REMOVED); 1264 CLEAR_FLAG (op, FLAG_REMOVED);
1417 1265
1418 /* Ideally, the caller figures this out. However, it complicates a lot 1266 /* 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 1267 * of areas of callers (eg, anything that uses find_free_spot would now
1420 * need extra work 1268 * need extra work
1421 */ 1269 */
1422 op->map = get_map_from_coord (m, &op->x, &op->y); 1270 if (!xy_normalise (m, op->x, op->y))
1423 x = op->x; 1271 return 0;
1424 y = op->y; 1272
1273 op->map = m;
1274 mapspace &ms = op->ms ();
1425 1275
1426 /* this has to be done after we translate the coordinates. 1276 /* this has to be done after we translate the coordinates.
1427 */ 1277 */
1428 if (op->nrof && !(flag & INS_NO_MERGE)) 1278 if (op->nrof && !(flag & INS_NO_MERGE))
1429 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1279 for (tmp = ms.bot; tmp; tmp = tmp->above)
1430 if (CAN_MERGE (op, tmp)) 1280 if (object::can_merge (op, tmp))
1431 { 1281 {
1432 op->nrof += tmp->nrof; 1282 op->nrof += tmp->nrof;
1433 remove_ob (tmp); 1283 tmp->destroy ();
1434 free_object (tmp);
1435 } 1284 }
1436 1285
1437 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1286 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1438 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1287 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1439 1288
1452 op->below = originator->below; 1301 op->below = originator->below;
1453 1302
1454 if (op->below) 1303 if (op->below)
1455 op->below->above = op; 1304 op->below->above = op;
1456 else 1305 else
1457 SET_MAP_OB (op->map, op->x, op->y, op); 1306 ms.bot = op;
1458 1307
1459 /* since *below* originator, no need to update top */ 1308 /* since *below* originator, no need to update top */
1460 originator->below = op; 1309 originator->below = op;
1461 } 1310 }
1462 else 1311 else
1463 { 1312 {
1313 top = ms.bot;
1314
1464 /* If there are other objects, then */ 1315 /* If there are other objects, then */
1465 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1316 if ((!(flag & INS_MAP_LOAD)) && top)
1466 { 1317 {
1467 object *last = NULL; 1318 object *last = 0;
1468 1319
1469 /* 1320 /*
1470 * If there are multiple objects on this space, we do some trickier handling. 1321 * If there are multiple objects on this space, we do some trickier handling.
1471 * We've already dealt with merging if appropriate. 1322 * We've already dealt with merging if appropriate.
1472 * Generally, we want to put the new object on top. But if 1323 * 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 1327 * 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 1328 * 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 1329 * when lots of spells are cast in one area. Currently, it is presumed
1479 * that flying non pickable objects are spell objects. 1330 * that flying non pickable objects are spell objects.
1480 */ 1331 */
1481 1332 for (top = ms.bot; top; top = top->above)
1482 while (top != NULL)
1483 { 1333 {
1484 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1334 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1485 floor = top; 1335 floor = top;
1486 1336
1487 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1337 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; 1340 top = top->below;
1491 break; 1341 break;
1492 } 1342 }
1493 1343
1494 last = top; 1344 last = top;
1495 top = top->above;
1496 } 1345 }
1497 1346
1498 /* Don't want top to be NULL, so set it to the last valid object */ 1347 /* Don't want top to be NULL, so set it to the last valid object */
1499 top = last; 1348 top = last;
1500 1349
1502 * looks like instead of lots of conditions here. 1351 * looks like instead of lots of conditions here.
1503 * makes things faster, and effectively the same result. 1352 * makes things faster, and effectively the same result.
1504 */ 1353 */
1505 1354
1506 /* Have object 'fall below' other objects that block view. 1355 /* Have object 'fall below' other objects that block view.
1507 * Unless those objects are exits, type 66 1356 * Unless those objects are exits.
1508 * If INS_ON_TOP is used, don't do this processing 1357 * If INS_ON_TOP is used, don't do this processing
1509 * Need to find the object that in fact blocks view, otherwise 1358 * Need to find the object that in fact blocks view, otherwise
1510 * stacking is a bit odd. 1359 * stacking is a bit odd.
1511 */ 1360 */
1512 if (!(flag & INS_ON_TOP) && 1361 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)) 1362 && ms.flags () & P_BLOCKSVIEW
1363 && (op->face && !faces [op->face].visibility))
1514 { 1364 {
1515 for (last = top; last != floor; last = last->below) 1365 for (last = top; last != floor; last = last->below)
1516 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1366 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1517 break; 1367 break;
1368
1518 /* Check to see if we found the object that blocks view, 1369 /* Check to see if we found the object that blocks view,
1519 * and make sure we have a below pointer for it so that 1370 * and make sure we have a below pointer for it so that
1520 * we can get inserted below this one, which requires we 1371 * we can get inserted below this one, which requires we
1521 * set top to the object below us. 1372 * set top to the object below us.
1522 */ 1373 */
1524 top = last->below; 1375 top = last->below;
1525 } 1376 }
1526 } /* If objects on this space */ 1377 } /* If objects on this space */
1527 1378
1528 if (flag & INS_MAP_LOAD) 1379 if (flag & INS_MAP_LOAD)
1529 top = GET_MAP_TOP (op->map, op->x, op->y); 1380 top = ms.top;
1530 1381
1531 if (flag & INS_ABOVE_FLOOR_ONLY) 1382 if (flag & INS_ABOVE_FLOOR_ONLY)
1532 top = floor; 1383 top = floor;
1533 1384
1534 /* Top is the object that our object (op) is going to get inserted above. 1385 /* Top is the object that our object (op) is going to get inserted above.
1535 */ 1386 */
1536 1387
1537 /* First object on this space */ 1388 /* First object on this space */
1538 if (!top) 1389 if (!top)
1539 { 1390 {
1540 op->above = GET_MAP_OB (op->map, op->x, op->y); 1391 op->above = ms.bot;
1541 1392
1542 if (op->above) 1393 if (op->above)
1543 op->above->below = op; 1394 op->above->below = op;
1544 1395
1545 op->below = NULL; 1396 op->below = 0;
1546 SET_MAP_OB (op->map, op->x, op->y, op); 1397 ms.bot = op;
1547 } 1398 }
1548 else 1399 else
1549 { /* get inserted into the stack above top */ 1400 { /* get inserted into the stack above top */
1550 op->above = top->above; 1401 op->above = top->above;
1551 1402
1554 1405
1555 op->below = top; 1406 op->below = top;
1556 top->above = op; 1407 top->above = op;
1557 } 1408 }
1558 1409
1559 if (op->above == NULL) 1410 if (!op->above)
1560 SET_MAP_TOP (op->map, op->x, op->y, op); 1411 ms.top = op;
1561 } /* else not INS_BELOW_ORIGINATOR */ 1412 } /* else not INS_BELOW_ORIGINATOR */
1562 1413
1563 if (op->type == PLAYER) 1414 if (op->type == PLAYER)
1415 {
1564 op->contr->do_los = 1; 1416 op->contr->do_los = 1;
1417 ++op->map->players;
1418 op->map->touch ();
1419 }
1420
1421 op->map->dirty = true;
1565 1422
1566 /* If we have a floor, we know the player, if any, will be above 1423 /* 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. 1424 * it, so save a few ticks and start from there.
1568 */ 1425 */
1569 if (!(flag & INS_MAP_LOAD)) 1426 if (!(flag & INS_MAP_LOAD))
1570 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1427 if (object *pl = ms.player ())
1571 if (tmp->type == PLAYER) 1428 if (pl->contr->ns)
1572 tmp->contr->socket.update_look = 1; 1429 pl->contr->ns->floorbox_update ();
1573 1430
1574 /* If this object glows, it may affect lighting conditions that are 1431 /* If this object glows, it may affect lighting conditions that are
1575 * visible to others on this map. But update_all_los is really 1432 * 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 1433 * 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 1434 * on the map will get recalculated. The players could very well
1578 * be far away from this change and not affected in any way - 1435 * be far away from this change and not affected in any way -
1579 * this should get redone to only look for players within range, 1436 * this should get redone to only look for players within range,
1580 * or just updating the P_NEED_UPDATE for spaces within this area 1437 * or just updating the P_UPTODATE for spaces within this area
1581 * of effect may be sufficient. 1438 * of effect may be sufficient.
1582 */ 1439 */
1583 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1440 if (op->map->darkness && (op->glow_radius != 0))
1584 update_all_los (op->map, op->x, op->y); 1441 update_all_los (op->map, op->x, op->y);
1585 1442
1586 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1443 /* updates flags (blocked, alive, no magic, etc) for this map space */
1587 update_object (op, UP_OBJ_INSERT); 1444 update_object (op, UP_OBJ_INSERT);
1588 1445
1446 INVOKE_OBJECT (INSERT, op);
1447
1589 /* Don't know if moving this to the end will break anything. However, 1448 /* 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. 1449 * we want to have floorbox_update called before calling this.
1591 * 1450 *
1592 * check_move_on() must be after this because code called from 1451 * check_move_on() must be after this because code called from
1593 * check_move_on() depends on correct map flags (so functions like 1452 * check_move_on() depends on correct map flags (so functions like
1594 * blocked() and wall() work properly), and these flags are updated by 1453 * blocked() and wall() work properly), and these flags are updated by
1595 * update_object(). 1454 * update_object().
1597 1456
1598 /* if this is not the head or flag has been passed, don't check walk on status */ 1457 /* 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) 1458 if (!(flag & INS_NO_WALK_ON) && !op->head)
1600 { 1459 {
1601 if (check_move_on (op, originator)) 1460 if (check_move_on (op, originator))
1602 return NULL; 1461 return 0;
1603 1462
1604 /* If we are a multi part object, lets work our way through the check 1463 /* If we are a multi part object, lets work our way through the check
1605 * walk on's. 1464 * walk on's.
1606 */ 1465 */
1607 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1466 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1608 if (check_move_on (tmp, originator)) 1467 if (check_move_on (tmp, originator))
1609 return NULL; 1468 return 0;
1610 } 1469 }
1611 1470
1612 return op; 1471 return op;
1613} 1472}
1614 1473
1615/* this function inserts an object in the map, but if it 1474/* 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. 1475 * 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. 1476 * op is the object to insert it under: supplies x and the map.
1618 */ 1477 */
1619void 1478void
1620replace_insert_ob_in_map (const char *arch_string, object *op) 1479replace_insert_ob_in_map (const char *arch_string, object *op)
1621{ 1480{
1622 object * 1481 object *tmp, *tmp1;
1623 tmp;
1624 object *
1625 tmp1;
1626 1482
1627 /* first search for itself and remove any old instances */ 1483 /* first search for itself and remove any old instances */
1628 1484
1629 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1485 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1630 {
1631 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1486 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1632 { 1487 tmp->destroy ();
1633 remove_ob (tmp);
1634 free_object (tmp);
1635 }
1636 }
1637 1488
1638 tmp1 = arch_to_object (find_archetype (arch_string)); 1489 tmp1 = arch_to_object (archetype::find (arch_string));
1639 1490
1640 tmp1->x = op->x; 1491 tmp1->x = op->x;
1641 tmp1->y = op->y; 1492 tmp1->y = op->y;
1642 insert_ob_in_map (tmp1, op->map, op, 0); 1493 insert_ob_in_map (tmp1, op->map, op, 0);
1494}
1495
1496object *
1497object::insert_at (object *where, object *originator, int flags)
1498{
1499 return where->map->insert (this, where->x, where->y, originator, flags);
1643} 1500}
1644 1501
1645/* 1502/*
1646 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1503 * 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 1504 * is returned contains nr objects, and the remaining parts contains
1648 * the rest (or is removed and freed if that number is 0). 1505 * the rest (or is removed and freed if that number is 0).
1649 * On failure, NULL is returned, and the reason put into the 1506 * On failure, NULL is returned, and the reason put into the
1650 * global static errmsg array. 1507 * global static errmsg array.
1651 */ 1508 */
1652
1653object * 1509object *
1654get_split_ob (object *orig_ob, uint32 nr) 1510get_split_ob (object *orig_ob, uint32 nr)
1655{ 1511{
1656 object * 1512 object *newob;
1657 newob;
1658 int
1659 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1660 1514
1661 if (orig_ob->nrof < nr) 1515 if (orig_ob->nrof < nr)
1662 { 1516 {
1663 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1517 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1664 return NULL; 1518 return NULL;
1665 } 1519 }
1666 1520
1667 newob = object_create_clone (orig_ob); 1521 newob = object_create_clone (orig_ob);
1668 1522
1669 if ((orig_ob->nrof -= nr) < 1) 1523 if ((orig_ob->nrof -= nr) < 1)
1670 { 1524 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) 1525 else if (!is_removed)
1676 { 1526 {
1677 if (orig_ob->env != NULL) 1527 if (orig_ob->env != NULL)
1678 sub_weight (orig_ob->env, orig_ob->weight * nr); 1528 sub_weight (orig_ob->env, orig_ob->weight * nr);
1679 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1529 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 1544 * the amount of an object. If the amount reaches 0, the object
1695 * is subsequently removed and freed. 1545 * is subsequently removed and freed.
1696 * 1546 *
1697 * Return value: 'op' if something is left, NULL if the amount reached 0 1547 * Return value: 'op' if something is left, NULL if the amount reached 0
1698 */ 1548 */
1699
1700object * 1549object *
1701decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1702{ 1551{
1703 object *tmp; 1552 object *tmp;
1704 player *pl;
1705 1553
1706 if (i == 0) /* objects with op->nrof require this check */ 1554 if (i == 0) /* objects with op->nrof require this check */
1707 return op; 1555 return op;
1708 1556
1709 if (i > op->nrof) 1557 if (i > op->nrof)
1710 i = op->nrof; 1558 i = op->nrof;
1711 1559
1712 if (QUERY_FLAG (op, FLAG_REMOVED)) 1560 if (QUERY_FLAG (op, FLAG_REMOVED))
1713 op->nrof -= i; 1561 op->nrof -= i;
1714 else if (op->env != NULL) 1562 else if (op->env)
1715 { 1563 {
1716 /* is this object in the players inventory, or sub container 1564 /* is this object in the players inventory, or sub container
1717 * therein? 1565 * therein?
1718 */ 1566 */
1719 tmp = is_player_inv (op->env); 1567 tmp = op->in_player ();
1720 /* nope. Is this a container the player has opened? 1568 /* nope. Is this a container the player has opened?
1721 * If so, set tmp to that player. 1569 * If so, set tmp to that player.
1722 * IMO, searching through all the players will mostly 1570 * IMO, searching through all the players will mostly
1723 * likely be quicker than following op->env to the map, 1571 * likely be quicker than following op->env to the map,
1724 * and then searching the map for a player. 1572 * and then searching the map for a player.
1725 */ 1573 */
1726 if (!tmp) 1574 if (!tmp)
1727 { 1575 for_all_players (pl)
1728 for (pl = first_player; pl; pl = pl->next)
1729 if (pl->ob->container == op->env) 1576 if (pl->ob->container == op->env)
1577 {
1578 tmp = pl->ob;
1730 break; 1579 break;
1731 if (pl)
1732 tmp = pl->ob;
1733 else
1734 tmp = NULL;
1735 } 1580 }
1736 1581
1737 if (i < op->nrof) 1582 if (i < op->nrof)
1738 { 1583 {
1739 sub_weight (op->env, op->weight * i); 1584 sub_weight (op->env, op->weight * i);
1740 op->nrof -= i; 1585 op->nrof -= i;
1741 if (tmp) 1586 if (tmp)
1742 {
1743 esrv_send_item (tmp, op); 1587 esrv_send_item (tmp, op);
1744 }
1745 } 1588 }
1746 else 1589 else
1747 { 1590 {
1748 remove_ob (op); 1591 op->remove ();
1749 op->nrof = 0; 1592 op->nrof = 0;
1750 if (tmp) 1593 if (tmp)
1751 {
1752 esrv_del_item (tmp->contr, op->count); 1594 esrv_del_item (tmp->contr, op->count);
1753 }
1754 } 1595 }
1755 } 1596 }
1756 else 1597 else
1757 { 1598 {
1758 object *above = op->above; 1599 object *above = op->above;
1759 1600
1760 if (i < op->nrof) 1601 if (i < op->nrof)
1761 op->nrof -= i; 1602 op->nrof -= i;
1762 else 1603 else
1763 { 1604 {
1764 remove_ob (op); 1605 op->remove ();
1765 op->nrof = 0; 1606 op->nrof = 0;
1766 } 1607 }
1767 1608
1768 /* Since we just removed op, op->above is null */ 1609 /* Since we just removed op, op->above is null */
1769 for (tmp = above; tmp != NULL; tmp = tmp->above) 1610 for (tmp = above; tmp; tmp = tmp->above)
1770 if (tmp->type == PLAYER) 1611 if (tmp->type == PLAYER)
1771 { 1612 {
1772 if (op->nrof) 1613 if (op->nrof)
1773 esrv_send_item (tmp, op); 1614 esrv_send_item (tmp, op);
1774 else 1615 else
1778 1619
1779 if (op->nrof) 1620 if (op->nrof)
1780 return op; 1621 return op;
1781 else 1622 else
1782 { 1623 {
1783 free_object (op); 1624 op->destroy ();
1784 return NULL; 1625 return 0;
1785 } 1626 }
1786} 1627}
1787 1628
1788/* 1629/*
1789 * add_weight(object, weight) adds the specified weight to an object, 1630 * add_weight(object, weight) adds the specified weight to an object,
1790 * and also updates how much the environment(s) is/are carrying. 1631 * and also updates how much the environment(s) is/are carrying.
1791 */ 1632 */
1792
1793void 1633void
1794add_weight (object *op, signed long weight) 1634add_weight (object *op, signed long weight)
1795{ 1635{
1796 while (op != NULL) 1636 while (op != NULL)
1797 { 1637 {
1801 op->carrying += weight; 1641 op->carrying += weight;
1802 op = op->env; 1642 op = op->env;
1803 } 1643 }
1804} 1644}
1805 1645
1646object *
1647insert_ob_in_ob (object *op, object *where)
1648{
1649 if (!where)
1650 {
1651 char *dump = dump_object (op);
1652 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1653 free (dump);
1654 return op;
1655 }
1656
1657 if (where->head)
1658 {
1659 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1660 where = where->head;
1661 }
1662
1663 return where->insert (op);
1664}
1665
1806/* 1666/*
1807 * insert_ob_in_ob(op,environment): 1667 * env->insert (op)
1808 * This function inserts the object op in the linked list 1668 * This function inserts the object op in the linked list
1809 * inside the object environment. 1669 * inside the object environment.
1810 * 1670 *
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 1671 * The function returns now pointer to inserted item, and return value can
1817 * be != op, if items are merged. -Tero 1672 * be != op, if items are merged. -Tero
1818 */ 1673 */
1819
1820object * 1674object *
1821insert_ob_in_ob (object *op, object *where) 1675object::insert (object *op)
1822{ 1676{
1823 object * 1677 object *tmp, *otmp;
1824 tmp, *
1825 otmp;
1826 1678
1827 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1679 if (!QUERY_FLAG (op, FLAG_REMOVED))
1828 { 1680 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 1681
1847 if (op->more) 1682 if (op->more)
1848 { 1683 {
1849 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1684 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1850 return op; 1685 return op;
1852 1687
1853 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1688 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1854 CLEAR_FLAG (op, FLAG_REMOVED); 1689 CLEAR_FLAG (op, FLAG_REMOVED);
1855 if (op->nrof) 1690 if (op->nrof)
1856 { 1691 {
1857 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1692 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1858 if (CAN_MERGE (tmp, op)) 1693 if (object::can_merge (tmp, op))
1859 { 1694 {
1860 /* return the original object and remove inserted object 1695 /* return the original object and remove inserted object
1861 (client needs the original object) */ 1696 (client needs the original object) */
1862 tmp->nrof += op->nrof; 1697 tmp->nrof += op->nrof;
1863 /* Weight handling gets pretty funky. Since we are adding to 1698 /* Weight handling gets pretty funky. Since we are adding to
1864 * tmp->nrof, we need to increase the weight. 1699 * tmp->nrof, we need to increase the weight.
1865 */ 1700 */
1866 add_weight (where, op->weight * op->nrof); 1701 add_weight (this, op->weight * op->nrof);
1867 SET_FLAG (op, FLAG_REMOVED); 1702 SET_FLAG (op, FLAG_REMOVED);
1868 free_object (op); /* free the inserted object */ 1703 op->destroy (); /* free the inserted object */
1869 op = tmp; 1704 op = tmp;
1870 remove_ob (op); /* and fix old object's links */ 1705 op->remove (); /* and fix old object's links */
1871 CLEAR_FLAG (op, FLAG_REMOVED); 1706 CLEAR_FLAG (op, FLAG_REMOVED);
1872 break; 1707 break;
1873 } 1708 }
1874 1709
1875 /* I assume combined objects have no inventory 1710 /* I assume combined objects have no inventory
1876 * We add the weight - this object could have just been removed 1711 * We add the weight - this object could have just been removed
1877 * (if it was possible to merge). calling remove_ob will subtract 1712 * (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 1713 * the weight, so we need to add it in again, since we actually do
1879 * the linking below 1714 * the linking below
1880 */ 1715 */
1881 add_weight (where, op->weight * op->nrof); 1716 add_weight (this, op->weight * op->nrof);
1882 } 1717 }
1883 else 1718 else
1884 add_weight (where, (op->weight + op->carrying)); 1719 add_weight (this, (op->weight + op->carrying));
1885 1720
1886 otmp = is_player_inv (where); 1721 otmp = this->in_player ();
1887 if (otmp && otmp->contr != NULL) 1722 if (otmp && otmp->contr)
1888 {
1889 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1723 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1890 fix_player (otmp); 1724 otmp->update_stats ();
1891 }
1892 1725
1893 op->map = NULL; 1726 op->map = 0;
1894 op->env = where; 1727 op->env = this;
1895 op->above = NULL; 1728 op->above = 0;
1896 op->below = NULL; 1729 op->below = 0;
1897 op->x = 0, op->y = 0; 1730 op->x = 0, op->y = 0;
1898 1731
1899 /* reset the light list and los of the players on the map */ 1732 /* reset the light list and los of the players on the map */
1900 if ((op->glow_radius != 0) && where->map) 1733 if ((op->glow_radius != 0) && map)
1901 { 1734 {
1902#ifdef DEBUG_LIGHTS 1735#ifdef DEBUG_LIGHTS
1903 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1736 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1904#endif /* DEBUG_LIGHTS */ 1737#endif /* DEBUG_LIGHTS */
1905 if (MAP_DARKNESS (where->map)) 1738 if (map->darkness)
1906 update_all_los (where->map, where->x, where->y); 1739 update_all_los (map, x, y);
1907 } 1740 }
1908 1741
1909 /* Client has no idea of ordering so lets not bother ordering it here. 1742 /* Client has no idea of ordering so lets not bother ordering it here.
1910 * It sure simplifies this function... 1743 * It sure simplifies this function...
1911 */ 1744 */
1912 if (where->inv == NULL) 1745 if (!inv)
1913 where->inv = op; 1746 inv = op;
1914 else 1747 else
1915 { 1748 {
1916 op->below = where->inv; 1749 op->below = inv;
1917 op->below->above = op; 1750 op->below->above = op;
1918 where->inv = op; 1751 inv = op;
1919 } 1752 }
1753
1754 INVOKE_OBJECT (INSERT, this);
1755
1920 return op; 1756 return op;
1921} 1757}
1922 1758
1923/* 1759/*
1924 * Checks if any objects has a move_type that matches objects 1760 * Checks if any objects has a move_type that matches objects
1938 * 1774 *
1939 * MSW 2001-07-08: Check all objects on space, not just those below 1775 * 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 1776 * object being inserted. insert_ob_in_map may not put new objects
1941 * on top. 1777 * on top.
1942 */ 1778 */
1943
1944int 1779int
1945check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator)
1946{ 1781{
1947 object * 1782 object *tmp;
1948 tmp; 1783 maptile *m = op->map;
1949 tag_t
1950 tag;
1951 mapstruct *
1952 m = op->map;
1953 int
1954 x = op->x, y = op->y; 1784 int x = op->x, y = op->y;
1955 1785
1956 MoveType 1786 MoveType move_on, move_slow, move_block;
1957 move_on,
1958 move_slow,
1959 move_block;
1960 1787
1961 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1788 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1962 return 0; 1789 return 0;
1963
1964 tag = op->count;
1965 1790
1966 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1791 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); 1792 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); 1793 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1969 1794
1985 1810
1986 /* The objects have to be checked from top to bottom. 1811 /* The objects have to be checked from top to bottom.
1987 * Hence, we first go to the top: 1812 * Hence, we first go to the top:
1988 */ 1813 */
1989 1814
1990 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1815 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1991 { 1816 {
1992 /* Trim the search when we find the first other spell effect 1817 /* Trim the search when we find the first other spell effect
1993 * this helps performance so that if a space has 50 spell objects, 1818 * this helps performance so that if a space has 50 spell objects,
1994 * we don't need to check all of them. 1819 * we don't need to check all of them.
1995 */ 1820 */
2013 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1838 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)) 1839 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2015 { 1840 {
2016 1841
2017 float 1842 float
2018 diff = tmp->move_slow_penalty * FABS (op->speed); 1843 diff = tmp->move_slow_penalty * fabs (op->speed);
2019 1844
2020 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
2021 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 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))) 1847 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2023 diff /= 4.0; 1848 diff /= 4.0;
2030 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1855 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)) 1856 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2032 { 1857 {
2033 move_apply (tmp, op, originator); 1858 move_apply (tmp, op, originator);
2034 1859
2035 if (was_destroyed (op, tag)) 1860 if (op->destroyed ())
2036 return 1; 1861 return 1;
2037 1862
2038 /* what the person/creature stepped onto has moved the object 1863 /* what the person/creature stepped onto has moved the object
2039 * someplace new. Don't process any further - if we did, 1864 * someplace new. Don't process any further - if we did,
2040 * have a feeling strange problems would result. 1865 * have a feeling strange problems would result.
2050/* 1875/*
2051 * present_arch(arch, map, x, y) searches for any objects with 1876 * present_arch(arch, map, x, y) searches for any objects with
2052 * a matching archetype at the given map and coordinates. 1877 * a matching archetype at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
2054 */ 1879 */
2055
2056object * 1880object *
2057present_arch (const archetype *at, mapstruct *m, int x, int y) 1881present_arch (const archetype *at, maptile *m, int x, int y)
2058{ 1882{
2059 object *
2060 tmp;
2061
2062 if (m == NULL || out_of_map (m, x, y)) 1883 if (!m || out_of_map (m, x, y))
2063 { 1884 {
2064 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
2065 return NULL; 1886 return NULL;
2066 } 1887 }
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1888
1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2068 if (tmp->arch == at) 1890 if (tmp->arch == at)
2069 return tmp; 1891 return tmp;
1892
2070 return NULL; 1893 return NULL;
2071} 1894}
2072 1895
2073/* 1896/*
2074 * present(type, map, x, y) searches for any objects with 1897 * present(type, map, x, y) searches for any objects with
2075 * a matching type variable at the given map and coordinates. 1898 * a matching type variable at the given map and coordinates.
2076 * The first matching object is returned, or NULL if none. 1899 * The first matching object is returned, or NULL if none.
2077 */ 1900 */
2078
2079object * 1901object *
2080present (unsigned char type, mapstruct *m, int x, int y) 1902present (unsigned char type, maptile *m, int x, int y)
2081{ 1903{
2082 object *
2083 tmp;
2084
2085 if (out_of_map (m, x, y)) 1904 if (out_of_map (m, x, y))
2086 { 1905 {
2087 LOG (llevError, "Present called outside map.\n"); 1906 LOG (llevError, "Present called outside map.\n");
2088 return NULL; 1907 return NULL;
2089 } 1908 }
2090 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1909
1910 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2091 if (tmp->type == type) 1911 if (tmp->type == type)
2092 return tmp; 1912 return tmp;
1913
2093 return NULL; 1914 return NULL;
2094} 1915}
2095 1916
2096/* 1917/*
2097 * present_in_ob(type, object) searches for any objects with 1918 * present_in_ob(type, object) searches for any objects with
2098 * a matching type variable in the inventory of the given object. 1919 * a matching type variable in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1920 * The first matching object is returned, or NULL if none.
2100 */ 1921 */
2101
2102object * 1922object *
2103present_in_ob (unsigned char type, const object *op) 1923present_in_ob (unsigned char type, const object *op)
2104{ 1924{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->type == type) 1926 if (tmp->type == type)
2110 return tmp; 1927 return tmp;
1928
2111 return NULL; 1929 return NULL;
2112} 1930}
2113 1931
2114/* 1932/*
2115 * present_in_ob (type, str, object) searches for any objects with 1933 * present_in_ob (type, str, object) searches for any objects with
2123 * str is the string to match against. Note that we match against 1941 * 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 1942 * 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 1943 * spell code can use one object type (force), but change it's name
2126 * to be unique. 1944 * to be unique.
2127 */ 1945 */
2128
2129object * 1946object *
2130present_in_ob_by_name (int type, const char *str, const object *op) 1947present_in_ob_by_name (int type, const char *str, const object *op)
2131{ 1948{
2132 object *
2133 tmp;
2134
2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2136 {
2137 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1950 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2138 return tmp; 1951 return tmp;
2139 } 1952
2140 return NULL; 1953 return 0;
2141} 1954}
2142 1955
2143/* 1956/*
2144 * present_arch_in_ob(archetype, object) searches for any objects with 1957 * present_arch_in_ob(archetype, object) searches for any objects with
2145 * a matching archetype in the inventory of the given object. 1958 * a matching archetype in the inventory of the given object.
2146 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
2147 */ 1960 */
2148
2149object * 1961object *
2150present_arch_in_ob (const archetype *at, const object *op) 1962present_arch_in_ob (const archetype *at, const object *op)
2151{ 1963{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2156 if (tmp->arch == at) 1965 if (tmp->arch == at)
2157 return tmp; 1966 return tmp;
1967
2158 return NULL; 1968 return NULL;
2159} 1969}
2160 1970
2161/* 1971/*
2162 * activate recursively a flag on an object inventory 1972 * activate recursively a flag on an object inventory
2163 */ 1973 */
2164void 1974void
2165flag_inv (object *op, int flag) 1975flag_inv (object *op, int flag)
2166{ 1976{
2167 object *
2168 tmp;
2169
2170 if (op->inv) 1977 if (op->inv)
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1978 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2172 { 1979 {
2173 SET_FLAG (tmp, flag); 1980 SET_FLAG (tmp, flag);
2174 flag_inv (tmp, flag); 1981 flag_inv (tmp, flag);
2175 } 1982 }
2176} /* 1983}
1984
1985/*
2177 * desactivate recursively a flag on an object inventory 1986 * deactivate recursively a flag on an object inventory
2178 */ 1987 */
2179void 1988void
2180unflag_inv (object *op, int flag) 1989unflag_inv (object *op, int flag)
2181{ 1990{
2182 object *
2183 tmp;
2184
2185 if (op->inv) 1991 if (op->inv)
2186 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1992 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2187 { 1993 {
2188 CLEAR_FLAG (tmp, flag); 1994 CLEAR_FLAG (tmp, flag);
2189 unflag_inv (tmp, flag); 1995 unflag_inv (tmp, flag);
2190 } 1996 }
2191} 1997}
2194 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2000 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2195 * all it's inventory (recursively). 2001 * all it's inventory (recursively).
2196 * If checksums are used, a player will get set_cheat called for 2002 * 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. 2003 * him/her-self and all object carried by a call to this function.
2198 */ 2004 */
2199
2200void 2005void
2201set_cheat (object *op) 2006set_cheat (object *op)
2202{ 2007{
2203 SET_FLAG (op, FLAG_WAS_WIZ); 2008 SET_FLAG (op, FLAG_WAS_WIZ);
2204 flag_inv (op, FLAG_WAS_WIZ); 2009 flag_inv (op, FLAG_WAS_WIZ);
2223 * because arch_blocked (now ob_blocked) needs to know the movement type 2028 * 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 2029 * 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 2030 * the archetype because that isn't correct if the monster has been
2226 * customized, changed states, etc. 2031 * customized, changed states, etc.
2227 */ 2032 */
2228
2229int 2033int
2230find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2034find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2231{ 2035{
2232 int
2233 i,
2234 index = 0, flag; 2036 int index = 0, flag;
2235 static int
2236 altern[SIZEOFFREE]; 2037 int altern[SIZEOFFREE];
2237 2038
2238 for (i = start; i < stop; i++) 2039 for (int i = start; i < stop; i++)
2239 { 2040 {
2240 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2041 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2241 if (!flag) 2042 if (!flag)
2242 altern[index++] = i; 2043 altern [index++] = i;
2243 2044
2244 /* Basically, if we find a wall on a space, we cut down the search size. 2045 /* 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. 2046 * 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 - 2047 * 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 2048 * 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 2049 * spaces in all the other directions, this will reduce the search space
2249 * to only the spaces immediately surrounding the target area, and 2050 * to only the spaces immediately surrounding the target area, and
2250 * won't look 2 spaces south of the target space. 2051 * won't look 2 spaces south of the target space.
2251 */ 2052 */
2252 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2053 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2253 stop = maxfree[i]; 2054 stop = maxfree[i];
2254 } 2055 }
2056
2255 if (!index) 2057 if (!index)
2256 return -1; 2058 return -1;
2059
2257 return altern[RANDOM () % index]; 2060 return altern [rndm (index)];
2258} 2061}
2259 2062
2260/* 2063/*
2261 * find_first_free_spot(archetype, mapstruct, x, y) works like 2064 * find_first_free_spot(archetype, maptile, x, y) works like
2262 * find_free_spot(), but it will search max number of squares. 2065 * find_free_spot(), but it will search max number of squares.
2263 * But it will return the first available spot, not a random choice. 2066 * 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. 2067 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2265 */ 2068 */
2266
2267int 2069int
2268find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2070find_first_free_spot (const object *ob, maptile *m, int x, int y)
2269{ 2071{
2270 int
2271 i;
2272
2273 for (i = 0; i < SIZEOFFREE; i++) 2072 for (int i = 0; i < SIZEOFFREE; i++)
2274 {
2275 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2073 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2276 return i; 2074 return i;
2277 } 2075
2278 return -1; 2076 return -1;
2279} 2077}
2280 2078
2281/* 2079/*
2282 * The function permute(arr, begin, end) randomly reorders the array 2080 * The function permute(arr, begin, end) randomly reorders the array
2283 * arr[begin..end-1]. 2081 * arr[begin..end-1].
2082 * now uses a fisher-yates shuffle, old permute was broken
2284 */ 2083 */
2285static void 2084static void
2286permute (int *arr, int begin, int end) 2085permute (int *arr, int begin, int end)
2287{ 2086{
2288 int 2087 arr += begin;
2289 i,
2290 j,
2291 tmp,
2292 len;
2293
2294 len = end - begin; 2088 end -= begin;
2295 for (i = begin; i < end; i++)
2296 {
2297 j = begin + RANDOM () % len;
2298 2089
2299 tmp = arr[i]; 2090 while (--end)
2300 arr[i] = arr[j]; 2091 swap (arr [end], arr [rndm (end + 1)]);
2301 arr[j] = tmp;
2302 }
2303} 2092}
2304 2093
2305/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2306 * This basically returns a randomized array (in the passed pointer) of 2095 * 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 2096 * 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. 2099 * the 3x3 area will be searched, just not in a predictable order.
2311 */ 2100 */
2312void 2101void
2313get_search_arr (int *search_arr) 2102get_search_arr (int *search_arr)
2314{ 2103{
2315 int 2104 int i;
2316 i;
2317 2105
2318 for (i = 0; i < SIZEOFFREE; i++) 2106 for (i = 0; i < SIZEOFFREE; i++)
2319 {
2320 search_arr[i] = i; 2107 search_arr[i] = i;
2321 }
2322 2108
2323 permute (search_arr, 1, SIZEOFFREE1 + 1); 2109 permute (search_arr, 1, SIZEOFFREE1 + 1);
2324 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2110 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2325 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2111 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2326} 2112}
2335 * Perhaps incorrectly, but I'm making the assumption that exclude 2121 * 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 2122 * 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 2123 * because we have to know what movement the thing looking to move
2338 * there is capable of. 2124 * there is capable of.
2339 */ 2125 */
2340
2341int 2126int
2342find_dir (mapstruct *m, int x, int y, object *exclude) 2127find_dir (maptile *m, int x, int y, object *exclude)
2343{ 2128{
2344 int
2345 i,
2346 max = SIZEOFFREE, mflags; 2129 int i, max = SIZEOFFREE, mflags;
2347 2130
2348 sint16 nx, ny; 2131 sint16 nx, ny;
2349 object * 2132 object *tmp;
2350 tmp; 2133 maptile *mp;
2351 mapstruct *
2352 mp;
2353 2134
2354 MoveType blocked, move_type; 2135 MoveType blocked, move_type;
2355 2136
2356 if (exclude && exclude->head) 2137 if (exclude && exclude->head)
2357 { 2138 {
2369 mp = m; 2150 mp = m;
2370 nx = x + freearr_x[i]; 2151 nx = x + freearr_x[i];
2371 ny = y + freearr_y[i]; 2152 ny = y + freearr_y[i];
2372 2153
2373 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2154 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2155
2374 if (mflags & P_OUT_OF_MAP) 2156 if (mflags & P_OUT_OF_MAP)
2375 {
2376 max = maxfree[i]; 2157 max = maxfree[i];
2377 }
2378 else 2158 else
2379 { 2159 {
2380 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2160 mapspace &ms = mp->at (nx, ny);
2161
2162 blocked = ms.move_block;
2381 2163
2382 if ((move_type & blocked) == move_type) 2164 if ((move_type & blocked) == move_type)
2383 {
2384 max = maxfree[i]; 2165 max = maxfree[i];
2385 }
2386 else if (mflags & P_IS_ALIVE) 2166 else if (mflags & P_IS_ALIVE)
2387 { 2167 {
2388 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2168 for (tmp = ms.bot; tmp; tmp = tmp->above)
2389 { 2169 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))) 2170 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2391 {
2392 break; 2171 break;
2393 } 2172
2394 }
2395 if (tmp) 2173 if (tmp)
2396 {
2397 return freedir[i]; 2174 return freedir[i];
2398 }
2399 } 2175 }
2400 } 2176 }
2401 } 2177 }
2178
2402 return 0; 2179 return 0;
2403} 2180}
2404 2181
2405/* 2182/*
2406 * distance(object 1, object 2) will return the square of the 2183 * distance(object 1, object 2) will return the square of the
2407 * distance between the two given objects. 2184 * distance between the two given objects.
2408 */ 2185 */
2409
2410int 2186int
2411distance (const object *ob1, const object *ob2) 2187distance (const object *ob1, const object *ob2)
2412{ 2188{
2413 int
2414 i;
2415
2416 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2189 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2417 return i;
2418} 2190}
2419 2191
2420/* 2192/*
2421 * find_dir_2(delta-x,delta-y) will return a direction in which 2193 * 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 2194 * an object which has subtracted the x and y coordinates of another
2423 * object, needs to travel toward it. 2195 * object, needs to travel toward it.
2424 */ 2196 */
2425
2426int 2197int
2427find_dir_2 (int x, int y) 2198find_dir_2 (int x, int y)
2428{ 2199{
2429 int 2200 int q;
2430 q;
2431 2201
2432 if (y) 2202 if (y)
2433 q = x * 100 / y; 2203 q = x * 100 / y;
2434 else if (x) 2204 else if (x)
2435 q = -300 * x; 2205 q = -300 * x;
2460 2230
2461 return 3; 2231 return 3;
2462} 2232}
2463 2233
2464/* 2234/*
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 2235 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2482 * between two directions (which are expected to be absolute (see absdir()) 2236 * between two directions (which are expected to be absolute (see absdir())
2483 */ 2237 */
2484
2485int 2238int
2486dirdiff (int dir1, int dir2) 2239dirdiff (int dir1, int dir2)
2487{ 2240{
2488 int 2241 int d;
2489 d;
2490 2242
2491 d = abs (dir1 - dir2); 2243 d = abs (dir1 - dir2);
2492 if (d > 4) 2244 if (d > 4)
2493 d = 8 - d; 2245 d = 8 - d;
2246
2494 return d; 2247 return d;
2495} 2248}
2496 2249
2497/* peterm: 2250/* peterm:
2498 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2251 * 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 2254 * 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. 2255 * 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 2256 * Moved from spell_util.c to object.c with the other related direction
2504 * functions. 2257 * functions.
2505 */ 2258 */
2506
2507int
2508 reduction_dir[SIZEOFFREE][3] = { 2259int reduction_dir[SIZEOFFREE][3] = {
2509 {0, 0, 0}, /* 0 */ 2260 {0, 0, 0}, /* 0 */
2510 {0, 0, 0}, /* 1 */ 2261 {0, 0, 0}, /* 1 */
2511 {0, 0, 0}, /* 2 */ 2262 {0, 0, 0}, /* 2 */
2512 {0, 0, 0}, /* 3 */ 2263 {0, 0, 0}, /* 3 */
2513 {0, 0, 0}, /* 4 */ 2264 {0, 0, 0}, /* 4 */
2561 * find a path to that monster that we found. If not, 2312 * find a path to that monster that we found. If not,
2562 * we don't bother going toward it. Returns 1 if we 2313 * we don't bother going toward it. Returns 1 if we
2563 * can see a direct way to get it 2314 * can see a direct way to get it
2564 * Modified to be map tile aware -.MSW 2315 * Modified to be map tile aware -.MSW
2565 */ 2316 */
2566
2567
2568int 2317int
2569can_see_monsterP (mapstruct *m, int x, int y, int dir) 2318can_see_monsterP (maptile *m, int x, int y, int dir)
2570{ 2319{
2571 sint16 dx, dy; 2320 sint16 dx, dy;
2572 int
2573 mflags; 2321 int mflags;
2574 2322
2575 if (dir < 0) 2323 if (dir < 0)
2576 return 0; /* exit condition: invalid direction */ 2324 return 0; /* exit condition: invalid direction */
2577 2325
2578 dx = x + freearr_x[dir]; 2326 dx = x + freearr_x[dir];
2591 return 0; 2339 return 0;
2592 2340
2593 /* yes, can see. */ 2341 /* yes, can see. */
2594 if (dir < 9) 2342 if (dir < 9)
2595 return 1; 2343 return 1;
2344
2596 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2345 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]); 2346 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2347 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2598} 2348}
2599
2600
2601 2349
2602/* 2350/*
2603 * can_pick(picker, item): finds out if an object is possible to be 2351 * 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 2352 * picked up by the picker. Returnes 1 if it can be
2605 * picked up, otherwise 0. 2353 * picked up, otherwise 0.
2616 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2617 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (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)); 2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2619} 2367}
2620 2368
2621
2622/* 2369/*
2623 * create clone from object to another 2370 * create clone from object to another
2624 */ 2371 */
2625object * 2372object *
2626object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2627{ 2374{
2628 object *
2629 dst = NULL, *tmp, *src, *part, *prev, *item; 2375 object *dst = 0, *tmp, *src, *part, *prev, *item;
2630 2376
2631 if (!asrc) 2377 if (!asrc)
2632 return NULL; 2378 return 0;
2379
2633 src = asrc; 2380 src = asrc;
2634 if (src->head) 2381 if (src->head)
2635 src = src->head; 2382 src = src->head;
2636 2383
2637 prev = NULL; 2384 prev = 0;
2638 for (part = src; part; part = part->more) 2385 for (part = src; part; part = part->more)
2639 { 2386 {
2640 tmp = get_object (); 2387 tmp = part->clone ();
2641 copy_object (part, tmp);
2642 tmp->x -= src->x; 2388 tmp->x -= src->x;
2643 tmp->y -= src->y; 2389 tmp->y -= src->y;
2390
2644 if (!part->head) 2391 if (!part->head)
2645 { 2392 {
2646 dst = tmp; 2393 dst = tmp;
2647 tmp->head = NULL; 2394 tmp->head = 0;
2648 } 2395 }
2649 else 2396 else
2650 {
2651 tmp->head = dst; 2397 tmp->head = dst;
2652 } 2398
2653 tmp->more = NULL; 2399 tmp->more = 0;
2400
2654 if (prev) 2401 if (prev)
2655 prev->more = tmp; 2402 prev->more = tmp;
2403
2656 prev = tmp; 2404 prev = tmp;
2657 } 2405 }
2658 2406
2659 /*** copy inventory ***/
2660 for (item = src->inv; item; item = item->below) 2407 for (item = src->inv; item; item = item->below)
2661 {
2662 (void) insert_ob_in_ob (object_create_clone (item), dst); 2408 insert_ob_in_ob (object_create_clone (item), dst);
2663 }
2664 2409
2665 return dst; 2410 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} 2411}
2723 2412
2724/* This returns the first object in who's inventory that 2413/* This returns the first object in who's inventory that
2725 * has the same type and subtype match. 2414 * has the same type and subtype match.
2726 * returns NULL if no match. 2415 * returns NULL if no match.
2727 */ 2416 */
2728object * 2417object *
2729find_obj_by_type_subtype (const object *who, int type, int subtype) 2418find_obj_by_type_subtype (const object *who, int type, int subtype)
2730{ 2419{
2731 object *
2732 tmp;
2733
2734 for (tmp = who->inv; tmp; tmp = tmp->below) 2420 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2735 if (tmp->type == type && tmp->subtype == subtype) 2421 if (tmp->type == type && tmp->subtype == subtype)
2736 return tmp; 2422 return tmp;
2737 2423
2738 return NULL; 2424 return 0;
2739} 2425}
2740 2426
2741/* If ob has a field named key, return the link from the list, 2427/* If ob has a field named key, return the link from the list,
2742 * otherwise return NULL. 2428 * otherwise return NULL.
2743 * 2429 *
2745 * do the desired thing. 2431 * do the desired thing.
2746 */ 2432 */
2747key_value * 2433key_value *
2748get_ob_key_link (const object *ob, const char *key) 2434get_ob_key_link (const object *ob, const char *key)
2749{ 2435{
2750 key_value *
2751 link;
2752
2753 for (link = ob->key_values; link != NULL; link = link->next) 2436 for (key_value *link = ob->key_values; link; link = link->next)
2754 {
2755 if (link->key == key) 2437 if (link->key == key)
2756 {
2757 return link; 2438 return link;
2758 }
2759 }
2760 2439
2761 return NULL; 2440 return 0;
2762} 2441}
2763 2442
2764/* 2443/*
2765 * Returns the value of op has an extra_field for key, or NULL. 2444 * Returns the value of op has an extra_field for key, or NULL.
2766 * 2445 *
2791 if (link->key == canonical_key) 2470 if (link->key == canonical_key)
2792 return link->value; 2471 return link->value;
2793 2472
2794 return 0; 2473 return 0;
2795} 2474}
2796
2797 2475
2798/* 2476/*
2799 * Updates the canonical_key in op to value. 2477 * Updates the canonical_key in op to value.
2800 * 2478 *
2801 * canonical_key is a shared string (value doesn't have to be). 2479 * canonical_key is a shared string (value doesn't have to be).
2806 * Returns TRUE on success. 2484 * Returns TRUE on success.
2807 */ 2485 */
2808int 2486int
2809set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2487set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2810{ 2488{
2811 key_value *
2812 field = NULL, *last = NULL; 2489 key_value *field = NULL, *last = NULL;
2813 2490
2814 for (field = op->key_values; field != NULL; field = field->next) 2491 for (field = op->key_values; field != NULL; field = field->next)
2815 { 2492 {
2816 if (field->key != canonical_key) 2493 if (field->key != canonical_key)
2817 { 2494 {
2845 /* IF we get here, key doesn't exist */ 2522 /* IF we get here, key doesn't exist */
2846 2523
2847 /* No field, we'll have to add it. */ 2524 /* No field, we'll have to add it. */
2848 2525
2849 if (!add_key) 2526 if (!add_key)
2850 {
2851 return FALSE; 2527 return FALSE;
2852 } 2528
2853 /* There isn't any good reason to store a null 2529 /* There isn't any good reason to store a null
2854 * value in the key/value list. If the archetype has 2530 * value in the key/value list. If the archetype has
2855 * this key, then we should also have it, so shouldn't 2531 * this key, then we should also have it, so shouldn't
2856 * be here. If user wants to store empty strings, 2532 * be here. If user wants to store empty strings,
2857 * should pass in "" 2533 * should pass in ""
2906 } 2582 }
2907 else 2583 else
2908 item = item->env; 2584 item = item->env;
2909} 2585}
2910 2586
2587
2588const char *
2589object::flag_desc (char *desc, int len) const
2590{
2591 char *p = desc;
2592 bool first = true;
2593
2594 *p = 0;
2595
2596 for (int i = 0; i < NUM_FLAGS; i++)
2597 {
2598 if (len <= 10) // magic constant!
2599 {
2600 snprintf (p, len, ",...");
2601 break;
2602 }
2603
2604 if (flag [i])
2605 {
2606 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2607 len -= cnt;
2608 p += cnt;
2609 first = false;
2610 }
2611 }
2612
2613 return desc;
2614}
2615
2911// return a suitable string describing an objetc in enough detail to find it 2616// return a suitable string describing an object in enough detail to find it
2912const char * 2617const char *
2913object::debug_desc (char *info) const 2618object::debug_desc (char *info) const
2914{ 2619{
2620 char flagdesc[512];
2915 char info2[256 * 3]; 2621 char info2[256 * 4];
2916 char *p = info; 2622 char *p = info;
2917 2623
2918 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2919 count, 2625 count, uuid.seq,
2920 &name, 2626 &name,
2921 title ? " " : "", 2627 title ? "\",title:\"" : "",
2922 title ? (const char *)title : ""); 2628 title ? (const char *)title : "",
2629 flag_desc (flagdesc, 512), type);
2923 2630
2924 if (env) 2631 if (env)
2925 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2926 2633
2927 if (map) 2634 if (map)
2928 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2635 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2929 2636
2930 return info; 2637 return info;
2931} 2638}
2932 2639
2933const char * 2640const char *
2934object::debug_desc () const 2641object::debug_desc () const
2935{ 2642{
2936 static char info[256 * 3]; 2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2937 return debug_desc (info); 2646 return debug_desc (info [++info_idx % 3]);
2938} 2647}
2939 2648
2649struct region *
2650object::region () const
2651{
2652 return map ? map->region (x, y)
2653 : region::default_region ();
2654}
2655
2656const materialtype_t *
2657object::dominant_material () const
2658{
2659 if (materialtype_t *mat = name_to_material (materialname))
2660 return mat;
2661
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown);
2666}
2667
2668void
2669object::open_container (object *new_container)
2670{
2671 if (container == new_container)
2672 return;
2673
2674 if (object *old_container = container)
2675 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return;
2678
2679#if 0
2680 // remove the "Close old_container" object.
2681 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON)
2683 closer->destroy ();
2684#endif
2685
2686 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0;
2688
2689 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2691 }
2692
2693 if (new_container)
2694 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2696 return;
2697
2698 // TODO: this does not seem to serve any purpose anymore?
2699#if 0
2700 // insert the "Close Container" object.
2701 if (archetype *closer = new_container->other_arch)
2702 {
2703 object *closer = arch_to_object (new_container->other_arch);
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer);
2706 }
2707#endif
2708
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710
2711 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container;
2713
2714 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container);
2716 }
2717}
2718
2719

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