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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 1.184 by root, Wed Aug 22 20:46:46 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
35 37
36int nrofallocobjects = 0; 38int nrofallocobjects = 0;
37static UUID uuid; 39static UUID uuid;
38const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
39 41
40object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 uuid.seq = uid;
110 write_uuid (); 112 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118gen_uuid ()
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
185 * 187 *
186 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
189 * 191 *
190 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
200 return 0; 205 return 0;
201 206
202 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
203 return 0;
204
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof). 210 * used to store nrof).
208 */ 211 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 223
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 226
224 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 252 return 0;
256 253
257 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 255 * check all objects in the inventory.
259 */ 256 */
262 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0; 261 return 0;
265 262
266 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
268 return 0; 265 return 0;
269 266
270 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 268 * if it is valid.
272 */ 269 */
281 278
282 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
284 * check? 281 * check?
285 */ 282 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 284 return 0;
288 285
289 switch (ob1->type) 286 switch (ob1->type)
290 { 287 {
291 case SCROLL: 288 case SCROLL:
302 return 0; 299 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0; 301 return 0;
305 } 302 }
306 303
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
309 { 305 {
310 ob1->optimise (); 306 ob1->optimise ();
311 ob2->optimise (); 307 ob2->optimise ();
312 308
313 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
314 return 0; 311 return 0;
315 } 312 }
316 313
317 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
318 return 1; 315 return 1;
319} 316}
327sum_weight (object *op) 324sum_weight (object *op)
328{ 325{
329 long sum; 326 long sum;
330 object *inv; 327 object *inv;
331 328
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
333 { 330 {
334 if (inv->inv) 331 if (inv->inv)
335 sum_weight (inv); 332 sum_weight (inv);
333
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 } 335 }
338 336
339 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356 op = op->env; 354 op = op->env;
357 return op; 355 return op;
358} 356}
359 357
360/* 358/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 360 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
379 */ 362 */
380 363char *
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 364dump_object (object *op)
437{ 365{
438 if (op == NULL) 366 if (!op)
439 { 367 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 368
447void 369 object_freezer freezer;
448dump_all_objects (void) 370 op->write (freezer);
449{ 371 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 372}
458 373
459/* 374/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
462 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
463 */ 378 */
464
465object * 379object *
466get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
467{ 381{
468 object *tmp, *closest; 382 object *tmp, *closest;
469 int last_dist, i; 383 int last_dist, i;
477} 391}
478 392
479/* 393/*
480 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
481 */ 395 */
482
483object * 396object *
484find_object (tag_t i) 397find_object (tag_t i)
485{ 398{
486 object *op; 399 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 400 if (op->count == i)
490 break;
491 return op; 401 return op;
402
403 return 0;
492} 404}
493 405
494/* 406/*
495 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
498 */ 410 */
499
500object * 411object *
501find_object_name (const char *str) 412find_object_name (const char *str)
502{ 413{
503 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
504 object *op; 415 object *op;
505 416
506 for (op = objects; op != NULL; op = op->next) 417 for_all_objects (op)
507 if (op->name == str_) 418 if (op->name == str_)
508 break; 419 break;
509 420
510 return op; 421 return op;
511} 422}
517} 428}
518 429
519/* 430/*
520 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
521 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
522 */ 434 */
523void 435void
524object::set_owner (object *owner) 436object::set_owner (object *owner)
525{ 437{
438 // allow objects which own objects
526 if (!owner) 439 if (owner)
527 return;
528
529 /* next line added to allow objects which own objects */
530 /* Add a check for ownercounts in here, as I got into an endless loop
531 * with the fireball owning a poison cloud which then owned the
532 * fireball. I believe that was caused by one of the objects getting
533 * freed and then another object replacing it. Since the ownercounts
534 * didn't match, this check is valid and I believe that cause is valid.
535 */
536 while (owner->owner) 440 while (owner->owner)
537 owner = owner->owner; 441 owner = owner->owner;
538 442
539 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
540} 510}
541 511
542/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
543 * refcounts and freeing the links. 513 * refcounts and freeing the links.
544 */ 514 */
545static void 515static void
546free_key_values (object *op) 516free_key_values (object *op)
547{ 517{
548 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
549 { 519 {
550 key_value *next = i->next; 520 key_value *next = i->next;
551 delete i; 521 delete i;
552 522
553 i = next; 523 i = next;
554 } 524 }
555 525
556 op->key_values = 0; 526 op->key_values = 0;
557} 527}
558 528
559void object::clear () 529object &
530object::operator =(const object &src)
560{ 531{
561 attachable_base::clear (); 532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
562 534
563 free_key_values (this); 535 *(object_copy *)this = src;
564 536
565 owner = 0; 537 flag [FLAG_FREED] = is_freed;
566 name = 0; 538 flag [FLAG_REMOVED] = is_removed;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/*
611 * copy object first frees everything allocated by the second object,
612 * and then copies the contends of the first object into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619copy_object (object *op2, object *op)
620{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
623
624 op2->clone (op);
625
626 if (is_freed)
627 SET_FLAG (op, FLAG_FREED);
628 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED);
630
631 if (op2->speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
633 539
634 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
635 if (op2->key_values) 541 if (src.key_values)
636 { 542 {
637 key_value *tail = 0; 543 key_value *tail = 0;
638 key_value *i;
639
640 op->key_values = 0; 544 key_values = 0;
641 545
642 for (i = op2->key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
643 { 547 {
644 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
645 549
646 new_link->next = 0; 550 new_link->next = 0;
647 new_link->key = i->key; 551 new_link->key = i->key;
648 new_link->value = i->value; 552 new_link->value = i->value;
649 553
650 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
651 if (!op->key_values) 555 if (!key_values)
652 { 556 {
653 op->key_values = new_link; 557 key_values = new_link;
654 tail = new_link; 558 tail = new_link;
655 } 559 }
656 else 560 else
657 { 561 {
658 tail->next = new_link; 562 tail->next = new_link;
659 tail = new_link; 563 tail = new_link;
660 } 564 }
661 } 565 }
662 } 566 }
567}
663 568
664 update_ob_speed (op); 569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left = speed_left - rndm ();
584
585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
605}
606
607object *
608object::clone ()
609{
610 object *neu = create ();
611 copy_to (neu);
612 return neu;
665} 613}
666 614
667/* 615/*
668 * If an object with the IS_TURNABLE() flag needs to be turned due 616 * If an object with the IS_TURNABLE() flag needs to be turned due
669 * to the closest player being on the other side, this function can 617 * to the closest player being on the other side, this function can
670 * be called to update the face variable, _and_ how it looks on the map. 618 * be called to update the face variable, _and_ how it looks on the map.
671 */ 619 */
672
673void 620void
674update_turn_face (object *op) 621update_turn_face (object *op)
675{ 622{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 624 return;
625
678 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
680} 628}
681 629
682/* 630/*
683 * Updates the speed of an object. If the speed changes from 0 to another 631 * Updates the speed of an object. If the speed changes from 0 to another
684 * value, or vice versa, then add/remove the object from the active list. 632 * value, or vice versa, then add/remove the object from the active list.
685 * This function needs to be called whenever the speed of an object changes. 633 * This function needs to be called whenever the speed of an object changes.
686 */ 634 */
687void 635void
688update_ob_speed (object *op) 636object::set_speed (float speed)
689{ 637{
690 extern int arch_init; 638 if (flag [FLAG_FREED] && speed)
691
692 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated.
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 639 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 641 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 642 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 643
715 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 645
719 if (op->active_next != NULL) 646 if (has_active_speed ())
720 op->active_next->active_prev = op; 647 activate ();
721
722 active_objects = op;
723 }
724 else 648 else
725 { 649 deactivate ();
726 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects)
728 return;
729
730 if (op->active_prev == NULL)
731 {
732 active_objects = op->active_next;
733
734 if (op->active_next != NULL)
735 op->active_next->active_prev = NULL;
736 }
737 else
738 {
739 op->active_prev->active_next = op->active_next;
740
741 if (op->active_next)
742 op->active_next->active_prev = op->active_prev;
743 }
744
745 op->active_next = NULL;
746 op->active_prev = NULL;
747 }
748} 650}
749 651
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759remove_from_active_list (object *op)
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 {
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779}
780
781/* 652/*
782 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...) 656 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
787 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
789 * 660 *
790 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 662 * current action are:
796 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
799 * as that is easier than trying to look at what may have changed. 666 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
801 */ 668 */
802
803void 669void
804update_object (object *op, int action) 670update_object (object *op, int action)
805{ 671{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow;
808
809 if (op == NULL) 672 if (op == NULL)
810 { 673 {
811 /* this should never happen */ 674 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 676 return;
814 } 677 }
815 678
816 if (op->env != NULL) 679 if (op->env)
817 { 680 {
818 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
819 * to do in this case. 682 * to do in this case.
820 */ 683 */
821 return; 684 return;
826 */ 689 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 690 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 691 return;
829 692
830 /* make sure the object is within map boundaries */ 693 /* make sure the object is within map boundaries */
831 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 695 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 697#ifdef MANY_CORES
835 abort (); 698 abort ();
836#endif 699#endif
837 return; 700 return;
838 } 701 }
839 702
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 703 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
847 if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
848 { 708 {
709 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 716 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 717 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 718 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* This isn't perfect, but I don't expect a lot of objects to 719 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 720 * to have move_allow right now.
872 */ 721 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 724 m.flags_ = 0;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 725 }
879 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 728 * that is being removed.
882 */ 729 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 731 m.flags_ = 0;
885 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
887 else 734 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 736
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 737 if (op->more)
897 update_object (op->more, action); 738 update_object (op->more, action);
898}
899
900static unordered_vector<object *> mortals;
901
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920} 739}
921 740
922object::object () 741object::object ()
923{ 742{
924 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
927 face = blank_face; 746 face = blank_face;
928} 747}
929 748
930object::~object () 749object::~object ()
931{ 750{
751 unlink ();
752
932 free_key_values (this); 753 free_key_values (this);
933} 754}
934 755
756static int object_count;
757
935void object::link () 758void object::link ()
936{ 759{
937 count = ++ob_count; 760 assert (!index);//D
938 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
939 763
940 prev = 0; 764 refcnt_inc ();
941 next = objects; 765 objects.insert (this);
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 766}
948 767
949void object::unlink () 768void object::unlink ()
950{ 769{
951 //count = 0;//D 770 if (!index)
952 if (!prev && !next) return;//D 771 return;
953 772
954 if (this == objects) 773 objects.erase (this);
955 objects = next; 774 refcnt_dec ();
775}
956 776
957 /* Remove this object from the list of used objects */ 777void
958 if (prev) prev->next = next; 778object::activate ()
959 if (next) next->prev = prev; 779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
960 783
961 prev = 0; 784 if (has_active_speed ())
962 next = 0; 785 actives.insert (this);
786}
787
788void
789object::activate_recursive ()
790{
791 activate ();
792
793 for (object *op = inv; op; op = op->below)
794 op->activate_recursive ();
795}
796
797/* This function removes object 'op' from the list of active
798 * objects.
799 * This should only be used for style maps or other such
800 * reference maps where you don't want an object that isn't
801 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which
803 * will do the right thing based on the speed of the object.
804 */
805void
806object::deactivate ()
807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
811
812 actives.erase (this);
813}
814
815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
832}
833
834/*
835 * Remove and free all objects in the inventory of the given object.
836 * object.c ?
837 */
838void
839object::destroy_inv (bool drop_to_ground)
840{
841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
846 if (!inv)
847 return;
848
849 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects
851 * drop on that space.
852 */
853 if (!drop_to_ground
854 || !map
855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
857 || ms ().move_block == MOVE_ALL)
858 {
859 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy ();
863 }
864 }
865 else
866 { /* Put objects in inventory onto this space */
867 while (inv)
868 {
869 object *op = inv;
870
871 if (op->flag [FLAG_STARTEQUIP]
872 || op->flag [FLAG_NO_DROP]
873 || op->type == RUNE
874 || op->type == TRAP
875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
877 op->destroy ();
878 else
879 map->insert (op, x, y);
880 }
881 }
963} 882}
964 883
965object *object::create () 884object *object::create ()
966{ 885{
967 object *op = new object; 886 object *op = new object;
968 op->link (); 887 op->link ();
969 return op; 888 return op;
970} 889}
971 890
972/* 891void
973 * free_object() frees everything allocated by an object, removes 892object::do_destroy ()
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 893{
984 if (QUERY_FLAG (this, FLAG_FREED)) 894 attachable::do_destroy ();
895
896 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this);
898
899 if (flag [FLAG_FRIENDLY])
900 remove_friendly_object (this);
901
902 if (!flag [FLAG_REMOVED])
903 remove ();
904
905 destroy_inv (true);
906
907 deactivate ();
908 unlink ();
909
910 flag [FLAG_FREED] = 1;
911
912 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
917 {
918 freed_map = new maptile;
919
920 freed_map->name = "/internal/freed_objects_map";
921 freed_map->width = 3;
922 freed_map->height = 3;
923
924 freed_map->alloc ();
925 freed_map->in_memory = MAP_IN_MEMORY;
926 }
927
928 map = freed_map;
929 x = 1;
930 y = 1;
931 }
932
933 if (more)
934 {
935 more->destroy ();
936 more = 0;
937 }
938
939 head = 0;
940
941 // clear those pointers that likely might cause circular references
942 owner = 0;
943 enemy = 0;
944 attacked_by = 0;
945 current_weapon = 0;
946}
947
948void
949object::destroy (bool destroy_inventory)
950{
951 if (destroyed ())
985 return; 952 return;
986 953
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 954 if (destroy_inventory)
988 remove_friendly_object (this); 955 destroy_inv (false);
989 956
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 957 if (is_head ())
991 remove_ob (this); 958 if (sound_destroy)
959 play_sound (sound_destroy);
960 else if (flag [FLAG_MONSTER])
961 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
992 962
993 SET_FLAG (this, FLAG_FREED); 963 attachable::destroy ();
994
995 if (more)
996 {
997 more->free (free_inventory);
998 more = 0;
999 }
1000
1001 if (inv)
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 }
1042
1043 // clear those pointers that likely might have circular references to us
1044 owner = 0;
1045 enemy = 0;
1046 attacked_by = 0;
1047
1048 /* Remove object from the active list */
1049 speed = 0;
1050 update_ob_speed (this);
1051
1052 unlink ();
1053
1054 mortals.push_back (this);
1055} 964}
1056 965
1057/* 966/*
1058 * sub_weight() recursively (outwards) subtracts a number from the 967 * sub_weight() recursively (outwards) subtracts a number from the
1059 * weight of an object (and what is carried by it's environment(s)). 968 * weight of an object (and what is carried by it's environment(s)).
1060 */ 969 */
1061
1062void 970void
1063sub_weight (object *op, signed long weight) 971sub_weight (object *op, signed long weight)
1064{ 972{
1065 while (op != NULL) 973 while (op != NULL)
1066 { 974 {
1067 if (op->type == CONTAINER) 975 if (op->type == CONTAINER)
1068 {
1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 976 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070 } 977
1071 op->carrying -= weight; 978 op->carrying -= weight;
1072 op = op->env; 979 op = op->env;
1073 } 980 }
1074} 981}
1075 982
1076/* remove_ob(op): 983/* op->remove ():
1077 * This function removes the object op from the linked list of objects 984 * 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 985 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 986 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 987 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 988 * the previous environment.
1082 * Beware: This function is called from the editor as well!
1083 */ 989 */
1084
1085void 990void
1086remove_ob (object *op) 991object::do_remove ()
1087{ 992{
993 object *tmp, *last = 0;
1088 object * 994 object *otmp;
1089 tmp, *
1090 last = NULL;
1091 object *
1092 otmp;
1093 995
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)) 996 if (QUERY_FLAG (this, FLAG_REMOVED))
1106 return; 997 return;
1107 998
1108 SET_FLAG (op, FLAG_REMOVED); 999 SET_FLAG (this, FLAG_REMOVED);
1000 INVOKE_OBJECT (REMOVE, this);
1109 1001
1110 if (op->more != NULL) 1002 if (more)
1111 remove_ob (op->more); 1003 more->remove ();
1112 1004
1113 /* 1005 /*
1114 * In this case, the object to be removed is in someones 1006 * In this case, the object to be removed is in someones
1115 * inventory. 1007 * inventory.
1116 */ 1008 */
1117 if (op->env != NULL) 1009 if (env)
1118 { 1010 {
1119 if (op->nrof) 1011 if (nrof)
1120 sub_weight (op->env, op->weight * op->nrof); 1012 sub_weight (env, weight * nrof);
1121 else 1013 else
1122 sub_weight (op->env, op->weight + op->carrying); 1014 sub_weight (env, weight + carrying);
1123 1015
1124 /* NO_FIX_PLAYER is set when a great many changes are being 1016 /* NO_FIX_PLAYER is set when a great many changes are being
1125 * made to players inventory. If set, avoiding the call 1017 * made to players inventory. If set, avoiding the call
1126 * to save cpu time. 1018 * to save cpu time.
1127 */ 1019 */
1128 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1020 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1129 fix_player (otmp); 1021 otmp->update_stats ();
1130 1022
1131 if (op->above != NULL) 1023 if (above)
1132 op->above->below = op->below; 1024 above->below = below;
1133 else 1025 else
1134 op->env->inv = op->below; 1026 env->inv = below;
1135 1027
1136 if (op->below != NULL) 1028 if (below)
1137 op->below->above = op->above; 1029 below->above = above;
1138 1030
1139 /* we set up values so that it could be inserted into 1031 /* we set up values so that it could be inserted into
1140 * the map, but we don't actually do that - it is up 1032 * the map, but we don't actually do that - it is up
1141 * to the caller to decide what we want to do. 1033 * to the caller to decide what we want to do.
1142 */ 1034 */
1143 op->x = op->env->x, op->y = op->env->y; 1035 x = env->x, y = env->y;
1144 op->map = op->env->map; 1036 map = env->map;
1145 op->above = NULL, op->below = NULL; 1037 above = 0, below = 0;
1146 op->env = NULL; 1038 env = 0;
1147 } 1039 }
1148 else if (op->map) 1040 else if (map)
1149 { 1041 {
1150 x = op->x; 1042 if (type == PLAYER)
1151 y = op->y;
1152 m = get_map_from_coord (op->map, &x, &y);
1153
1154 if (!m)
1155 { 1043 {
1156 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1044 // leaving a spot always closes any open container on the ground
1157 op->map->path, op->x, op->y); 1045 if (container && !container->env)
1158 /* in old days, we used to set x and y to 0 and continue. 1046 // this causes spurious floorbox updates, but it ensures
1159 * it seems if we get into this case, something is probablye 1047 // that the CLOSE event is being sent.
1160 * screwed up and should be fixed. 1048 close_container ();
1161 */ 1049
1162 abort (); 1050 --map->players;
1051 map->touch ();
1163 } 1052 }
1164 1053
1165 if (op->map != m) 1054 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", 1055 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 1056
1173 /* link the object above us */ 1057 /* link the object above us */
1174 if (op->above) 1058 if (above)
1175 op->above->below = op->below; 1059 above->below = below;
1176 else 1060 else
1177 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1061 ms.top = below; /* we were top, set new top */
1178 1062
1179 /* Relink the object below us, if there is one */ 1063 /* Relink the object below us, if there is one */
1180 if (op->below) 1064 if (below)
1181 op->below->above = op->above; 1065 below->above = above;
1182 else 1066 else
1183 { 1067 {
1184 /* Nothing below, which means we need to relink map object for this space 1068 /* 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 1069 * use translated coordinates in case some oddness with map tiling is
1186 * evident 1070 * evident
1187 */ 1071 */
1188 if (GET_MAP_OB (m, x, y) != op) 1072 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); 1073 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 1074
1197 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1075 ms.bot = above; /* goes on above it. */
1198 } 1076 }
1199 1077
1200 op->above = 0; 1078 above = 0;
1201 op->below = 0; 1079 below = 0;
1202 1080
1203 if (op->map->in_memory == MAP_SAVING) 1081 if (map->in_memory == MAP_SAVING)
1204 return; 1082 return;
1205 1083
1206 tag = op->count; 1084 int check_walk_off = !flag [FLAG_NO_APPLY];
1207 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1208 1085
1209 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1086 if (object *pl = ms.player ())
1087 {
1088 if (pl->container == this)
1089 /* If a container that the player is currently using somehow gets
1090 * removed (most likely destroyed), update the player view
1091 * appropriately.
1092 */
1093 pl->close_container ();
1094
1095 pl->contr->ns->floorbox_update ();
1096 }
1097
1098 for (tmp = ms.bot; tmp; tmp = tmp->above)
1210 { 1099 {
1211 /* No point updating the players look faces if he is the object 1100 /* No point updating the players look faces if he is the object
1212 * being removed. 1101 * being removed.
1213 */ 1102 */
1214 1103
1215 if (tmp->type == PLAYER && tmp != op) 1104 /* See if object moving off should effect something */
1105 if (check_walk_off
1106 && ((move_type & tmp->move_off)
1107 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1216 { 1108 {
1217 /* If a container that the player is currently using somehow gets 1109 move_apply (tmp, this, 0);
1218 * removed (most likely destroyed), update the player view
1219 * appropriately.
1220 */
1221 if (tmp->container == op)
1222 {
1223 CLEAR_FLAG (op, FLAG_APPLIED);
1224 tmp->container = NULL;
1225 }
1226 1110
1227 tmp->contr->socket.update_look = 1; 1111 if (destroyed ())
1112 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1228 } 1113 }
1229
1230 /* See if player 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))
1232 {
1233 move_apply (tmp, op, NULL);
1234
1235 if (was_destroyed (op, tag))
1236 {
1237 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1238 }
1239 }
1240
1241 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1242
1243 if (tmp->above == tmp)
1244 tmp->above = NULL;
1245 1114
1246 last = tmp; 1115 last = tmp;
1247 } 1116 }
1248 1117
1249 /* last == NULL of there are no objects on this space */ 1118 /* last == NULL if there are no objects on this space */
1119 //TODO: this makes little sense, why only update the topmost object?
1250 if (last == NULL) 1120 if (!last)
1251 { 1121 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 1122 else
1261 update_object (last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1262 1124
1263 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1125 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1264 update_all_los (op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1265 } 1127 }
1266} 1128}
1267 1129
1268/* 1130/*
1269 * merge_ob(op,top): 1131 * merge_ob(op,top):
1277merge_ob (object *op, object *top) 1139merge_ob (object *op, object *top)
1278{ 1140{
1279 if (!op->nrof) 1141 if (!op->nrof)
1280 return 0; 1142 return 0;
1281 1143
1282 if (top == NULL) 1144 if (top)
1283 for (top = op; top != NULL && top->above != NULL; top = top->above); 1145 for (top = op; top && top->above; top = top->above)
1146 ;
1284 1147
1285 for (; top != NULL; top = top->below) 1148 for (; top; top = top->below)
1286 { 1149 {
1287 if (top == op) 1150 if (top == op)
1288 continue; 1151 continue;
1289 if (CAN_MERGE (op, top)) 1152
1153 if (object::can_merge (op, top))
1290 { 1154 {
1291 top->nrof += op->nrof; 1155 top->nrof += op->nrof;
1292 1156
1293/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1157/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1294 op->weight = 0; /* Don't want any adjustements now */ 1158 op->weight = 0; /* Don't want any adjustements now */
1295 remove_ob (op); 1159 op->destroy ();
1296 free_object (op);
1297 return top; 1160 return top;
1298 } 1161 }
1299 } 1162 }
1300 1163
1301 return NULL; 1164 return 0;
1302} 1165}
1303 1166
1167void
1168object::expand_tail ()
1169{
1170 if (more)
1171 return;
1172
1173 object *prev = this;
1174
1175 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1176 {
1177 object *op = arch_to_object (at);
1178
1179 op->name = name;
1180 op->name_pl = name_pl;
1181 op->title = title;
1182
1183 op->head = this;
1184 prev->more = op;
1185
1186 prev = op;
1187 }
1188}
1189
1304/* 1190/*
1305 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1191 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1306 * job preparing multi-part monsters 1192 * job preparing multi-part monsters.
1307 */ 1193 */
1308object * 1194object *
1309insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1195insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310{ 1196{
1311 object *tmp;
1312
1313 if (op->head)
1314 op = op->head;
1315
1316 for (tmp = op; tmp; tmp = tmp->more) 1197 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1317 { 1198 {
1318 tmp->x = x + tmp->arch->clone.x; 1199 tmp->x = x + tmp->arch->x;
1319 tmp->y = y + tmp->arch->clone.y; 1200 tmp->y = y + tmp->arch->y;
1320 } 1201 }
1321 1202
1322 return insert_ob_in_map (op, m, originator, flag); 1203 return insert_ob_in_map (op, m, originator, flag);
1323} 1204}
1324 1205
1340 * Return value: 1221 * Return value:
1341 * new object if 'op' was merged with other object 1222 * new object if 'op' was merged with other object
1342 * NULL if 'op' was destroyed 1223 * NULL if 'op' was destroyed
1343 * just 'op' otherwise 1224 * just 'op' otherwise
1344 */ 1225 */
1345
1346object * 1226object *
1347insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1227insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1348{ 1228{
1229 assert (!op->flag [FLAG_FREED]);
1230
1349 object *tmp, *top, *floor = NULL; 1231 object *top, *floor = NULL;
1350 sint16 x, y;
1351 1232
1352 if (QUERY_FLAG (op, FLAG_FREED)) 1233 op->remove ();
1353 {
1354 LOG (llevError, "Trying to insert freed object!\n");
1355 return NULL;
1356 }
1357
1358 if (m == NULL)
1359 {
1360 dump_object (op);
1361 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1362 return op;
1363 }
1364 1234
1365 if (out_of_map (m, op->x, op->y)) 1235 if (out_of_map (m, op->x, op->y))
1366 { 1236 {
1367 dump_object (op);
1368 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1369#ifdef MANY_CORES 1238#ifdef MANY_CORES
1370 /* Better to catch this here, as otherwise the next use of this object 1239 /* 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 1240 * is likely to cause a crash. Better to find out where it is getting
1372 * improperly inserted. 1241 * improperly inserted.
1373 */ 1242 */
1374 abort (); 1243 abort ();
1375#endif 1244#endif
1376 return op; 1245 return op;
1377 } 1246 }
1378 1247
1379 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1248 if (object *more = op->more)
1380 { 1249 if (!insert_ob_in_map (more, m, originator, flag))
1381 dump_object (op);
1382 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1383 return op; 1250 return 0;
1384 }
1385
1386 if (op->more != NULL)
1387 {
1388 /* The part may be on a different map. */
1389
1390 object *more = op->more;
1391
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)
1408 {
1409 if (!op->head)
1410 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1411
1412 return NULL;
1413 }
1414 }
1415 1251
1416 CLEAR_FLAG (op, FLAG_REMOVED); 1252 CLEAR_FLAG (op, FLAG_REMOVED);
1417 1253
1418 /* Ideally, the caller figures this out. However, it complicates a lot 1254 /* 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 1255 * of areas of callers (eg, anything that uses find_free_spot would now
1420 * need extra work 1256 * need extra work
1421 */ 1257 */
1422 op->map = get_map_from_coord (m, &op->x, &op->y); 1258 if (!xy_normalise (m, op->x, op->y))
1423 x = op->x; 1259 return 0;
1424 y = op->y; 1260
1261 op->map = m;
1262 mapspace &ms = op->ms ();
1425 1263
1426 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1427 */ 1265 */
1428 if (op->nrof && !(flag & INS_NO_MERGE)) 1266 if (op->nrof && !(flag & INS_NO_MERGE))
1429 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1267 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1430 if (CAN_MERGE (op, tmp)) 1268 if (object::can_merge (op, tmp))
1431 { 1269 {
1432 op->nrof += tmp->nrof; 1270 op->nrof += tmp->nrof;
1433 remove_ob (tmp); 1271 tmp->destroy ();
1434 free_object (tmp);
1435 } 1272 }
1436 1273
1437 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1274 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1438 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1275 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1439 1276
1452 op->below = originator->below; 1289 op->below = originator->below;
1453 1290
1454 if (op->below) 1291 if (op->below)
1455 op->below->above = op; 1292 op->below->above = op;
1456 else 1293 else
1457 SET_MAP_OB (op->map, op->x, op->y, op); 1294 ms.bot = op;
1458 1295
1459 /* since *below* originator, no need to update top */ 1296 /* since *below* originator, no need to update top */
1460 originator->below = op; 1297 originator->below = op;
1461 } 1298 }
1462 else 1299 else
1463 { 1300 {
1301 top = ms.bot;
1302
1464 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1465 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1304 if ((!(flag & INS_MAP_LOAD)) && top)
1466 { 1305 {
1467 object *last = NULL; 1306 object *last = 0;
1468 1307
1469 /* 1308 /*
1470 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1471 * We've already dealt with merging if appropriate. 1310 * We've already dealt with merging if appropriate.
1472 * Generally, we want to put the new object on top. But if 1311 * 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 1315 * 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 1316 * 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 1317 * when lots of spells are cast in one area. Currently, it is presumed
1479 * that flying non pickable objects are spell objects. 1318 * that flying non pickable objects are spell objects.
1480 */ 1319 */
1481 1320 for (top = ms.bot; top; top = top->above)
1482 while (top != NULL)
1483 { 1321 {
1484 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1322 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1485 floor = top; 1323 floor = top;
1486 1324
1487 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1325 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; 1328 top = top->below;
1491 break; 1329 break;
1492 } 1330 }
1493 1331
1494 last = top; 1332 last = top;
1495 top = top->above;
1496 } 1333 }
1497 1334
1498 /* Don't want top to be NULL, so set it to the last valid object */ 1335 /* Don't want top to be NULL, so set it to the last valid object */
1499 top = last; 1336 top = last;
1500 1337
1502 * looks like instead of lots of conditions here. 1339 * looks like instead of lots of conditions here.
1503 * makes things faster, and effectively the same result. 1340 * makes things faster, and effectively the same result.
1504 */ 1341 */
1505 1342
1506 /* Have object 'fall below' other objects that block view. 1343 /* Have object 'fall below' other objects that block view.
1507 * Unless those objects are exits, type 66 1344 * Unless those objects are exits.
1508 * If INS_ON_TOP is used, don't do this processing 1345 * If INS_ON_TOP is used, don't do this processing
1509 * Need to find the object that in fact blocks view, otherwise 1346 * Need to find the object that in fact blocks view, otherwise
1510 * stacking is a bit odd. 1347 * stacking is a bit odd.
1511 */ 1348 */
1512 if (!(flag & INS_ON_TOP) && 1349 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)) 1350 && ms.flags () & P_BLOCKSVIEW
1351 && (op->face && !faces [op->face].visibility))
1514 { 1352 {
1515 for (last = top; last != floor; last = last->below) 1353 for (last = top; last != floor; last = last->below)
1516 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1354 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1517 break; 1355 break;
1356
1518 /* Check to see if we found the object that blocks view, 1357 /* Check to see if we found the object that blocks view,
1519 * and make sure we have a below pointer for it so that 1358 * and make sure we have a below pointer for it so that
1520 * we can get inserted below this one, which requires we 1359 * we can get inserted below this one, which requires we
1521 * set top to the object below us. 1360 * set top to the object below us.
1522 */ 1361 */
1523 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1524 top = last->below; 1363 top = last->below;
1525 } 1364 }
1526 } /* If objects on this space */ 1365 } /* If objects on this space */
1527
1528 if (flag & INS_MAP_LOAD) 1366 if (flag & INS_MAP_LOAD)
1529 top = GET_MAP_TOP (op->map, op->x, op->y); 1367 top = ms.top;
1530 1368
1531 if (flag & INS_ABOVE_FLOOR_ONLY) 1369 if (flag & INS_ABOVE_FLOOR_ONLY)
1532 top = floor; 1370 top = floor;
1533 1371
1534 /* Top is the object that our object (op) is going to get inserted above. 1372 /* Top is the object that our object (op) is going to get inserted above.
1535 */ 1373 */
1536 1374
1537 /* First object on this space */ 1375 /* First object on this space */
1538 if (!top) 1376 if (!top)
1539 { 1377 {
1540 op->above = GET_MAP_OB (op->map, op->x, op->y); 1378 op->above = ms.bot;
1541 1379
1542 if (op->above) 1380 if (op->above)
1543 op->above->below = op; 1381 op->above->below = op;
1544 1382
1545 op->below = NULL; 1383 op->below = 0;
1546 SET_MAP_OB (op->map, op->x, op->y, op); 1384 ms.bot = op;
1547 } 1385 }
1548 else 1386 else
1549 { /* get inserted into the stack above top */ 1387 { /* get inserted into the stack above top */
1550 op->above = top->above; 1388 op->above = top->above;
1551 1389
1554 1392
1555 op->below = top; 1393 op->below = top;
1556 top->above = op; 1394 top->above = op;
1557 } 1395 }
1558 1396
1559 if (op->above == NULL) 1397 if (!op->above)
1560 SET_MAP_TOP (op->map, op->x, op->y, op); 1398 ms.top = op;
1561 } /* else not INS_BELOW_ORIGINATOR */ 1399 } /* else not INS_BELOW_ORIGINATOR */
1562 1400
1563 if (op->type == PLAYER) 1401 if (op->type == PLAYER)
1402 {
1564 op->contr->do_los = 1; 1403 op->contr->do_los = 1;
1404 ++op->map->players;
1405 op->map->touch ();
1406 }
1565 1407
1566 /* If we have a floor, we know the player, if any, will be above 1408 op->map->dirty = true;
1567 * it, so save a few ticks and start from there. 1409
1568 */
1569 if (!(flag & INS_MAP_LOAD)) 1410 if (!(flag & INS_MAP_LOAD))
1570 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1411 if (object *pl = ms.player ())
1571 if (tmp->type == PLAYER) 1412 pl->contr->ns->floorbox_update ();
1572 tmp->contr->socket.update_look = 1;
1573 1413
1574 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1575 * visible to others on this map. But update_all_los is really 1415 * 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 1416 * 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 1417 * on the map will get recalculated. The players could very well
1578 * be far away from this change and not affected in any way - 1418 * be far away from this change and not affected in any way -
1579 * this should get redone to only look for players within range, 1419 * this should get redone to only look for players within range,
1580 * or just updating the P_NEED_UPDATE for spaces within this area 1420 * or just updating the P_UPTODATE for spaces within this area
1581 * of effect may be sufficient. 1421 * of effect may be sufficient.
1582 */ 1422 */
1583 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1423 if (op->map->darkness && (op->glow_radius != 0))
1584 update_all_los (op->map, op->x, op->y); 1424 update_all_los (op->map, op->x, op->y);
1585 1425
1586 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1426 /* updates flags (blocked, alive, no magic, etc) for this map space */
1587 update_object (op, UP_OBJ_INSERT); 1427 update_object (op, UP_OBJ_INSERT);
1588 1428
1429 INVOKE_OBJECT (INSERT, op);
1430
1589 /* Don't know if moving this to the end will break anything. However, 1431 /* 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. 1432 * we want to have floorbox_update called before calling this.
1591 * 1433 *
1592 * check_move_on() must be after this because code called from 1434 * check_move_on() must be after this because code called from
1593 * check_move_on() depends on correct map flags (so functions like 1435 * check_move_on() depends on correct map flags (so functions like
1594 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1595 * update_object(). 1437 * update_object().
1596 */ 1438 */
1597 1439
1598 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* 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) 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1600 { 1442 {
1601 if (check_move_on (op, originator)) 1443 if (check_move_on (op, originator))
1602 return NULL; 1444 return 0;
1603 1445
1604 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1605 * walk on's. 1447 * walk on's.
1606 */ 1448 */
1607 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1608 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1609 return NULL; 1451 return 0;
1610 } 1452 }
1611 1453
1612 return op; 1454 return op;
1613} 1455}
1614 1456
1615/* this function inserts an object in the map, but if it 1457/* 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. 1458 * 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. 1459 * op is the object to insert it under: supplies x and the map.
1618 */ 1460 */
1619void 1461void
1620replace_insert_ob_in_map (const char *arch_string, object *op) 1462replace_insert_ob_in_map (const char *arch_string, object *op)
1621{ 1463{
1622 object * 1464 object *tmp, *tmp1;
1623 tmp;
1624 object *
1625 tmp1;
1626 1465
1627 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1628 1467
1629 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1630 {
1631 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1632 { 1470 tmp->destroy ();
1633 remove_ob (tmp);
1634 free_object (tmp);
1635 }
1636 }
1637 1471
1638 tmp1 = arch_to_object (find_archetype (arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1639 1473
1640 tmp1->x = op->x; 1474 tmp1->x = op->x;
1641 tmp1->y = op->y; 1475 tmp1->y = op->y;
1642 insert_ob_in_map (tmp1, op->map, op, 0); 1476 insert_ob_in_map (tmp1, op->map, op, 0);
1477}
1478
1479object *
1480object::insert_at (object *where, object *originator, int flags)
1481{
1482 return where->map->insert (this, where->x, where->y, originator, flags);
1643} 1483}
1644 1484
1645/* 1485/*
1646 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1486 * 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 1487 * is returned contains nr objects, and the remaining parts contains
1648 * the rest (or is removed and freed if that number is 0). 1488 * the rest (or is removed and freed if that number is 0).
1649 * On failure, NULL is returned, and the reason put into the 1489 * On failure, NULL is returned, and the reason put into the
1650 * global static errmsg array. 1490 * global static errmsg array.
1651 */ 1491 */
1652
1653object * 1492object *
1654get_split_ob (object *orig_ob, uint32 nr) 1493get_split_ob (object *orig_ob, uint32 nr)
1655{ 1494{
1656 object * 1495 object *newob;
1657 newob;
1658 int
1659 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1660 1497
1661 if (orig_ob->nrof < nr) 1498 if (orig_ob->nrof < nr)
1662 { 1499 {
1663 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1664 return NULL; 1501 return NULL;
1665 } 1502 }
1666 1503
1667 newob = object_create_clone (orig_ob); 1504 newob = object_create_clone (orig_ob);
1668 1505
1669 if ((orig_ob->nrof -= nr) < 1) 1506 if ((orig_ob->nrof -= nr) < 1)
1670 { 1507 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) 1508 else if (!is_removed)
1676 { 1509 {
1677 if (orig_ob->env != NULL) 1510 if (orig_ob->env != NULL)
1678 sub_weight (orig_ob->env, orig_ob->weight * nr); 1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1679 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1512 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 1527 * the amount of an object. If the amount reaches 0, the object
1695 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1696 * 1529 *
1697 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1698 */ 1531 */
1699
1700object * 1532object *
1701decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1702{ 1534{
1703 object *tmp; 1535 object *tmp;
1704 player *pl;
1705 1536
1706 if (i == 0) /* objects with op->nrof require this check */ 1537 if (i == 0) /* objects with op->nrof require this check */
1707 return op; 1538 return op;
1708 1539
1709 if (i > op->nrof) 1540 if (i > op->nrof)
1710 i = op->nrof; 1541 i = op->nrof;
1711 1542
1712 if (QUERY_FLAG (op, FLAG_REMOVED)) 1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1713 op->nrof -= i; 1544 op->nrof -= i;
1714 else if (op->env != NULL) 1545 else if (op->env)
1715 { 1546 {
1716 /* is this object in the players inventory, or sub container 1547 /* is this object in the players inventory, or sub container
1717 * therein? 1548 * therein?
1718 */ 1549 */
1719 tmp = is_player_inv (op->env); 1550 tmp = op->in_player ();
1720 /* nope. Is this a container the player has opened? 1551 /* nope. Is this a container the player has opened?
1721 * If so, set tmp to that player. 1552 * If so, set tmp to that player.
1722 * IMO, searching through all the players will mostly 1553 * IMO, searching through all the players will mostly
1723 * likely be quicker than following op->env to the map, 1554 * likely be quicker than following op->env to the map,
1724 * and then searching the map for a player. 1555 * and then searching the map for a player.
1725 */ 1556 */
1726 if (!tmp) 1557 if (!tmp)
1727 { 1558 for_all_players (pl)
1728 for (pl = first_player; pl; pl = pl->next)
1729 if (pl->ob->container == op->env) 1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1730 break; 1562 break;
1731 if (pl)
1732 tmp = pl->ob;
1733 else
1734 tmp = NULL;
1735 } 1563 }
1736 1564
1737 if (i < op->nrof) 1565 if (i < op->nrof)
1738 { 1566 {
1739 sub_weight (op->env, op->weight * i); 1567 sub_weight (op->env, op->weight * i);
1740 op->nrof -= i; 1568 op->nrof -= i;
1741 if (tmp) 1569 if (tmp)
1742 {
1743 esrv_send_item (tmp, op); 1570 esrv_send_item (tmp, op);
1744 }
1745 } 1571 }
1746 else 1572 else
1747 { 1573 {
1748 remove_ob (op); 1574 op->remove ();
1749 op->nrof = 0; 1575 op->nrof = 0;
1750 if (tmp) 1576 if (tmp)
1751 {
1752 esrv_del_item (tmp->contr, op->count); 1577 esrv_del_item (tmp->contr, op->count);
1753 }
1754 } 1578 }
1755 } 1579 }
1756 else 1580 else
1757 { 1581 {
1758 object *above = op->above; 1582 object *above = op->above;
1759 1583
1760 if (i < op->nrof) 1584 if (i < op->nrof)
1761 op->nrof -= i; 1585 op->nrof -= i;
1762 else 1586 else
1763 { 1587 {
1764 remove_ob (op); 1588 op->remove ();
1765 op->nrof = 0; 1589 op->nrof = 0;
1766 } 1590 }
1767 1591
1768 /* Since we just removed op, op->above is null */ 1592 /* Since we just removed op, op->above is null */
1769 for (tmp = above; tmp != NULL; tmp = tmp->above) 1593 for (tmp = above; tmp; tmp = tmp->above)
1770 if (tmp->type == PLAYER) 1594 if (tmp->type == PLAYER)
1771 { 1595 {
1772 if (op->nrof) 1596 if (op->nrof)
1773 esrv_send_item (tmp, op); 1597 esrv_send_item (tmp, op);
1774 else 1598 else
1778 1602
1779 if (op->nrof) 1603 if (op->nrof)
1780 return op; 1604 return op;
1781 else 1605 else
1782 { 1606 {
1783 free_object (op); 1607 op->destroy ();
1784 return NULL; 1608 return 0;
1785 } 1609 }
1786} 1610}
1787 1611
1788/* 1612/*
1789 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1790 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1791 */ 1615 */
1792
1793void 1616void
1794add_weight (object *op, signed long weight) 1617add_weight (object *op, signed long weight)
1795{ 1618{
1796 while (op != NULL) 1619 while (op != NULL)
1797 { 1620 {
1801 op->carrying += weight; 1624 op->carrying += weight;
1802 op = op->env; 1625 op = op->env;
1803 } 1626 }
1804} 1627}
1805 1628
1629object *
1630insert_ob_in_ob (object *op, object *where)
1631{
1632 if (!where)
1633 {
1634 char *dump = dump_object (op);
1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1636 free (dump);
1637 return op;
1638 }
1639
1640 if (where->head_ () != where)
1641 {
1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1643 where = where->head;
1644 }
1645
1646 return where->insert (op);
1647}
1648
1806/* 1649/*
1807 * insert_ob_in_ob(op,environment): 1650 * env->insert (op)
1808 * This function inserts the object op in the linked list 1651 * This function inserts the object op in the linked list
1809 * inside the object environment. 1652 * inside the object environment.
1810 * 1653 *
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 1654 * The function returns now pointer to inserted item, and return value can
1817 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1818 */ 1656 */
1819
1820object * 1657object *
1821insert_ob_in_ob (object *op, object *where) 1658object::insert (object *op)
1822{ 1659{
1823 object *
1824 tmp, *
1825 otmp;
1826
1827 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1828 { 1661 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 1662
1847 if (op->more) 1663 if (op->more)
1848 { 1664 {
1849 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1665 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1850 return op; 1666 return op;
1851 } 1667 }
1852 1668
1853 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1854 CLEAR_FLAG (op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1855 if (op->nrof) 1672 if (op->nrof)
1856 { 1673 {
1857 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1858 if (CAN_MERGE (tmp, op)) 1675 if (object::can_merge (tmp, op))
1859 { 1676 {
1860 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1861 (client needs the original object) */ 1678 (client needs the original object) */
1862 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1863 /* Weight handling gets pretty funky. Since we are adding to 1680 /* Weight handling gets pretty funky. Since we are adding to
1864 * tmp->nrof, we need to increase the weight. 1681 * tmp->nrof, we need to increase the weight.
1865 */ 1682 */
1866 add_weight (where, op->weight * op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1867 SET_FLAG (op, FLAG_REMOVED); 1684 SET_FLAG (op, FLAG_REMOVED);
1868 free_object (op); /* free the inserted object */ 1685 op->destroy (); /* free the inserted object */
1869 op = tmp; 1686 op = tmp;
1870 remove_ob (op); /* and fix old object's links */ 1687 op->remove (); /* and fix old object's links */
1871 CLEAR_FLAG (op, FLAG_REMOVED); 1688 CLEAR_FLAG (op, FLAG_REMOVED);
1872 break; 1689 break;
1873 } 1690 }
1874 1691
1875 /* I assume combined objects have no inventory 1692 /* I assume combined objects have no inventory
1876 * We add the weight - this object could have just been removed 1693 * We add the weight - this object could have just been removed
1877 * (if it was possible to merge). calling remove_ob will subtract 1694 * (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 1695 * the weight, so we need to add it in again, since we actually do
1879 * the linking below 1696 * the linking below
1880 */ 1697 */
1881 add_weight (where, op->weight * op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1882 } 1699 }
1883 else 1700 else
1884 add_weight (where, (op->weight + op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1885 1702
1886 otmp = is_player_inv (where); 1703 if (object *otmp = this->in_player ())
1887 if (otmp && otmp->contr != NULL)
1888 {
1889 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1890 fix_player (otmp); 1705 otmp->update_stats ();
1891 }
1892 1706
1707 op->owner = 0; // its his/hers now. period.
1893 op->map = NULL; 1708 op->map = 0;
1894 op->env = where; 1709 op->env = this;
1895 op->above = NULL; 1710 op->above = 0;
1896 op->below = NULL; 1711 op->below = 0;
1897 op->x = 0, op->y = 0; 1712 op->x = op->y = 0;
1898 1713
1899 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1900 if ((op->glow_radius != 0) && where->map) 1715 if (op->glow_radius && map)
1901 { 1716 {
1902#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1903 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1904#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1905 if (MAP_DARKNESS (where->map)) 1720 if (map->darkness)
1906 update_all_los (where->map, where->x, where->y); 1721 update_all_los (map, x, y);
1907 } 1722 }
1908 1723
1909 /* Client has no idea of ordering so lets not bother ordering it here. 1724 /* Client has no idea of ordering so lets not bother ordering it here.
1910 * It sure simplifies this function... 1725 * It sure simplifies this function...
1911 */ 1726 */
1912 if (where->inv == NULL) 1727 if (!inv)
1913 where->inv = op; 1728 inv = op;
1914 else 1729 else
1915 { 1730 {
1916 op->below = where->inv; 1731 op->below = inv;
1917 op->below->above = op; 1732 op->below->above = op;
1918 where->inv = op; 1733 inv = op;
1919 } 1734 }
1735
1736 INVOKE_OBJECT (INSERT, this);
1737
1920 return op; 1738 return op;
1921} 1739}
1922 1740
1923/* 1741/*
1924 * Checks if any objects has a move_type that matches objects 1742 * Checks if any objects has a move_type that matches objects
1938 * 1756 *
1939 * MSW 2001-07-08: Check all objects on space, not just those below 1757 * 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 1758 * object being inserted. insert_ob_in_map may not put new objects
1941 * on top. 1759 * on top.
1942 */ 1760 */
1943
1944int 1761int
1945check_move_on (object *op, object *originator) 1762check_move_on (object *op, object *originator)
1946{ 1763{
1947 object * 1764 object *tmp;
1948 tmp; 1765 maptile *m = op->map;
1949 tag_t
1950 tag;
1951 mapstruct *
1952 m = op->map;
1953 int
1954 x = op->x, y = op->y; 1766 int x = op->x, y = op->y;
1955 1767
1956 MoveType 1768 MoveType move_on, move_slow, move_block;
1957 move_on,
1958 move_slow,
1959 move_block;
1960 1769
1961 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1770 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1962 return 0; 1771 return 0;
1963
1964 tag = op->count;
1965 1772
1966 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1773 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); 1774 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); 1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1969 1776
1985 1792
1986 /* The objects have to be checked from top to bottom. 1793 /* The objects have to be checked from top to bottom.
1987 * Hence, we first go to the top: 1794 * Hence, we first go to the top:
1988 */ 1795 */
1989 1796
1990 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1991 { 1798 {
1992 /* Trim the search when we find the first other spell effect 1799 /* Trim the search when we find the first other spell effect
1993 * this helps performance so that if a space has 50 spell objects, 1800 * this helps performance so that if a space has 50 spell objects,
1994 * we don't need to check all of them. 1801 * we don't need to check all of them.
1995 */ 1802 */
2013 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1820 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)) 1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2015 { 1822 {
2016 1823
2017 float 1824 float
2018 diff = tmp->move_slow_penalty * FABS (op->speed); 1825 diff = tmp->move_slow_penalty * fabs (op->speed);
2019 1826
2020 if (op->type == PLAYER) 1827 if (op->type == PLAYER)
2021 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1828 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))) 1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2023 diff /= 4.0; 1830 diff /= 4.0;
2030 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1837 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)) 1838 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2032 { 1839 {
2033 move_apply (tmp, op, originator); 1840 move_apply (tmp, op, originator);
2034 1841
2035 if (was_destroyed (op, tag)) 1842 if (op->destroyed ())
2036 return 1; 1843 return 1;
2037 1844
2038 /* what the person/creature stepped onto has moved the object 1845 /* what the person/creature stepped onto has moved the object
2039 * someplace new. Don't process any further - if we did, 1846 * someplace new. Don't process any further - if we did,
2040 * have a feeling strange problems would result. 1847 * have a feeling strange problems would result.
2050/* 1857/*
2051 * present_arch(arch, map, x, y) searches for any objects with 1858 * present_arch(arch, map, x, y) searches for any objects with
2052 * a matching archetype at the given map and coordinates. 1859 * a matching archetype at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none. 1860 * The first matching object is returned, or NULL if none.
2054 */ 1861 */
2055
2056object * 1862object *
2057present_arch (const archetype *at, mapstruct *m, int x, int y) 1863present_arch (const archetype *at, maptile *m, int x, int y)
2058{ 1864{
2059 object *
2060 tmp;
2061
2062 if (m == NULL || out_of_map (m, x, y)) 1865 if (!m || out_of_map (m, x, y))
2063 { 1866 {
2064 LOG (llevError, "Present_arch called outside map.\n"); 1867 LOG (llevError, "Present_arch called outside map.\n");
2065 return NULL; 1868 return NULL;
2066 } 1869 }
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1870
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2068 if (tmp->arch == at) 1872 if (tmp->arch == at)
2069 return tmp; 1873 return tmp;
1874
2070 return NULL; 1875 return NULL;
2071} 1876}
2072 1877
2073/* 1878/*
2074 * present(type, map, x, y) searches for any objects with 1879 * present(type, map, x, y) searches for any objects with
2075 * a matching type variable at the given map and coordinates. 1880 * a matching type variable at the given map and coordinates.
2076 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
2077 */ 1882 */
2078
2079object * 1883object *
2080present (unsigned char type, mapstruct *m, int x, int y) 1884present (unsigned char type, maptile *m, int x, int y)
2081{ 1885{
2082 object *
2083 tmp;
2084
2085 if (out_of_map (m, x, y)) 1886 if (out_of_map (m, x, y))
2086 { 1887 {
2087 LOG (llevError, "Present called outside map.\n"); 1888 LOG (llevError, "Present called outside map.\n");
2088 return NULL; 1889 return NULL;
2089 } 1890 }
2090 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1891
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2091 if (tmp->type == type) 1893 if (tmp->type == type)
2092 return tmp; 1894 return tmp;
1895
2093 return NULL; 1896 return NULL;
2094} 1897}
2095 1898
2096/* 1899/*
2097 * present_in_ob(type, object) searches for any objects with 1900 * present_in_ob(type, object) searches for any objects with
2098 * a matching type variable in the inventory of the given object. 1901 * a matching type variable in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
2100 */ 1903 */
2101
2102object * 1904object *
2103present_in_ob (unsigned char type, const object *op) 1905present_in_ob (unsigned char type, const object *op)
2104{ 1906{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->type == type) 1908 if (tmp->type == type)
2110 return tmp; 1909 return tmp;
1910
2111 return NULL; 1911 return NULL;
2112} 1912}
2113 1913
2114/* 1914/*
2115 * present_in_ob (type, str, object) searches for any objects with 1915 * present_in_ob (type, str, object) searches for any objects with
2123 * str is the string to match against. Note that we match against 1923 * 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 1924 * 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 1925 * spell code can use one object type (force), but change it's name
2126 * to be unique. 1926 * to be unique.
2127 */ 1927 */
2128
2129object * 1928object *
2130present_in_ob_by_name (int type, const char *str, const object *op) 1929present_in_ob_by_name (int type, const char *str, const object *op)
2131{ 1930{
2132 object *
2133 tmp;
2134
2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2136 {
2137 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1932 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2138 return tmp; 1933 return tmp;
2139 } 1934
2140 return NULL; 1935 return 0;
2141} 1936}
2142 1937
2143/* 1938/*
2144 * present_arch_in_ob(archetype, object) searches for any objects with 1939 * present_arch_in_ob(archetype, object) searches for any objects with
2145 * a matching archetype in the inventory of the given object. 1940 * a matching archetype in the inventory of the given object.
2146 * The first matching object is returned, or NULL if none. 1941 * The first matching object is returned, or NULL if none.
2147 */ 1942 */
2148
2149object * 1943object *
2150present_arch_in_ob (const archetype *at, const object *op) 1944present_arch_in_ob (const archetype *at, const object *op)
2151{ 1945{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2156 if (tmp->arch == at) 1947 if (tmp->arch == at)
2157 return tmp; 1948 return tmp;
1949
2158 return NULL; 1950 return NULL;
2159} 1951}
2160 1952
2161/* 1953/*
2162 * activate recursively a flag on an object inventory 1954 * activate recursively a flag on an object inventory
2163 */ 1955 */
2164void 1956void
2165flag_inv (object *op, int flag) 1957flag_inv (object *op, int flag)
2166{ 1958{
2167 object *
2168 tmp;
2169
2170 if (op->inv) 1959 if (op->inv)
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2172 { 1961 {
2173 SET_FLAG (tmp, flag); 1962 SET_FLAG (tmp, flag);
2174 flag_inv (tmp, flag); 1963 flag_inv (tmp, flag);
2175 } 1964 }
2176} /* 1965}
1966
1967/*
2177 * desactivate recursively a flag on an object inventory 1968 * deactivate recursively a flag on an object inventory
2178 */ 1969 */
2179void 1970void
2180unflag_inv (object *op, int flag) 1971unflag_inv (object *op, int flag)
2181{ 1972{
2182 object *
2183 tmp;
2184
2185 if (op->inv) 1973 if (op->inv)
2186 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1974 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2187 { 1975 {
2188 CLEAR_FLAG (tmp, flag); 1976 CLEAR_FLAG (tmp, flag);
2189 unflag_inv (tmp, flag); 1977 unflag_inv (tmp, flag);
2190 } 1978 }
2191}
2192
2193/*
2194 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2195 * all it's inventory (recursively).
2196 * 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.
2198 */
2199
2200void
2201set_cheat (object *op)
2202{
2203 SET_FLAG (op, FLAG_WAS_WIZ);
2204 flag_inv (op, FLAG_WAS_WIZ);
2205} 1979}
2206 1980
2207/* 1981/*
2208 * find_free_spot(object, map, x, y, start, stop) will search for 1982 * find_free_spot(object, map, x, y, start, stop) will search for
2209 * a spot at the given map and coordinates which will be able to contain 1983 * a spot at the given map and coordinates which will be able to contain
2223 * because arch_blocked (now ob_blocked) needs to know the movement type 1997 * 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 1998 * 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 1999 * the archetype because that isn't correct if the monster has been
2226 * customized, changed states, etc. 2000 * customized, changed states, etc.
2227 */ 2001 */
2228
2229int 2002int
2230find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2231{ 2004{
2232 int
2233 i,
2234 index = 0, flag; 2005 int index = 0, flag;
2235 static int
2236 altern[SIZEOFFREE]; 2006 int altern[SIZEOFFREE];
2237 2007
2238 for (i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
2239 { 2009 {
2240 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2241 if (!flag) 2011 if (!flag)
2242 altern[index++] = i; 2012 altern [index++] = i;
2243 2013
2244 /* Basically, if we find a wall on a space, we cut down the search size. 2014 /* 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. 2015 * 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 - 2016 * 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 2017 * 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 2018 * spaces in all the other directions, this will reduce the search space
2249 * to only the spaces immediately surrounding the target area, and 2019 * to only the spaces immediately surrounding the target area, and
2250 * won't look 2 spaces south of the target space. 2020 * won't look 2 spaces south of the target space.
2251 */ 2021 */
2252 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2022 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2253 stop = maxfree[i]; 2023 stop = maxfree[i];
2254 } 2024 }
2025
2255 if (!index) 2026 if (!index)
2256 return -1; 2027 return -1;
2028
2257 return altern[RANDOM () % index]; 2029 return altern [rndm (index)];
2258} 2030}
2259 2031
2260/* 2032/*
2261 * find_first_free_spot(archetype, mapstruct, x, y) works like 2033 * find_first_free_spot(archetype, maptile, x, y) works like
2262 * find_free_spot(), but it will search max number of squares. 2034 * find_free_spot(), but it will search max number of squares.
2263 * But it will return the first available spot, not a random choice. 2035 * 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. 2036 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2265 */ 2037 */
2266
2267int 2038int
2268find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2039find_first_free_spot (const object *ob, maptile *m, int x, int y)
2269{ 2040{
2270 int
2271 i;
2272
2273 for (i = 0; i < SIZEOFFREE; i++) 2041 for (int i = 0; i < SIZEOFFREE; i++)
2274 {
2275 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2042 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2276 return i; 2043 return i;
2277 } 2044
2278 return -1; 2045 return -1;
2279} 2046}
2280 2047
2281/* 2048/*
2282 * The function permute(arr, begin, end) randomly reorders the array 2049 * The function permute(arr, begin, end) randomly reorders the array
2283 * arr[begin..end-1]. 2050 * arr[begin..end-1].
2051 * now uses a fisher-yates shuffle, old permute was broken
2284 */ 2052 */
2285static void 2053static void
2286permute (int *arr, int begin, int end) 2054permute (int *arr, int begin, int end)
2287{ 2055{
2288 int 2056 arr += begin;
2289 i,
2290 j,
2291 tmp,
2292 len;
2293
2294 len = end - begin; 2057 end -= begin;
2295 for (i = begin; i < end; i++)
2296 {
2297 j = begin + RANDOM () % len;
2298 2058
2299 tmp = arr[i]; 2059 while (--end)
2300 arr[i] = arr[j]; 2060 swap (arr [end], arr [rndm (end + 1)]);
2301 arr[j] = tmp;
2302 }
2303} 2061}
2304 2062
2305/* new function to make monster searching more efficient, and effective! 2063/* new function to make monster searching more efficient, and effective!
2306 * This basically returns a randomized array (in the passed pointer) of 2064 * 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 2065 * 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. 2068 * the 3x3 area will be searched, just not in a predictable order.
2311 */ 2069 */
2312void 2070void
2313get_search_arr (int *search_arr) 2071get_search_arr (int *search_arr)
2314{ 2072{
2315 int 2073 int i;
2316 i;
2317 2074
2318 for (i = 0; i < SIZEOFFREE; i++) 2075 for (i = 0; i < SIZEOFFREE; i++)
2319 {
2320 search_arr[i] = i; 2076 search_arr[i] = i;
2321 }
2322 2077
2323 permute (search_arr, 1, SIZEOFFREE1 + 1); 2078 permute (search_arr, 1, SIZEOFFREE1 + 1);
2324 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2079 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2325 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2080 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2326} 2081}
2335 * Perhaps incorrectly, but I'm making the assumption that exclude 2090 * 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 2091 * 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 2092 * because we have to know what movement the thing looking to move
2338 * there is capable of. 2093 * there is capable of.
2339 */ 2094 */
2340
2341int 2095int
2342find_dir (mapstruct *m, int x, int y, object *exclude) 2096find_dir (maptile *m, int x, int y, object *exclude)
2343{ 2097{
2344 int
2345 i,
2346 max = SIZEOFFREE, mflags; 2098 int i, max = SIZEOFFREE, mflags;
2347 2099
2348 sint16 nx, ny; 2100 sint16 nx, ny;
2349 object * 2101 object *tmp;
2350 tmp; 2102 maptile *mp;
2351 mapstruct *
2352 mp;
2353 2103
2354 MoveType blocked, move_type; 2104 MoveType blocked, move_type;
2355 2105
2356 if (exclude && exclude->head) 2106 if (exclude && exclude->head_ () != exclude)
2357 { 2107 {
2358 exclude = exclude->head; 2108 exclude = exclude->head;
2359 move_type = exclude->move_type; 2109 move_type = exclude->move_type;
2360 } 2110 }
2361 else 2111 else
2369 mp = m; 2119 mp = m;
2370 nx = x + freearr_x[i]; 2120 nx = x + freearr_x[i];
2371 ny = y + freearr_y[i]; 2121 ny = y + freearr_y[i];
2372 2122
2373 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2123 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2124
2374 if (mflags & P_OUT_OF_MAP) 2125 if (mflags & P_OUT_OF_MAP)
2375 {
2376 max = maxfree[i]; 2126 max = maxfree[i];
2377 }
2378 else 2127 else
2379 { 2128 {
2380 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2129 mapspace &ms = mp->at (nx, ny);
2130
2131 blocked = ms.move_block;
2381 2132
2382 if ((move_type & blocked) == move_type) 2133 if ((move_type & blocked) == move_type)
2383 {
2384 max = maxfree[i]; 2134 max = maxfree[i];
2385 }
2386 else if (mflags & P_IS_ALIVE) 2135 else if (mflags & P_IS_ALIVE)
2387 { 2136 {
2388 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2137 for (tmp = ms.bot; tmp; tmp = tmp->above)
2389 { 2138 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))) 2139 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2391 {
2392 break; 2140 break;
2393 } 2141
2394 }
2395 if (tmp) 2142 if (tmp)
2396 {
2397 return freedir[i]; 2143 return freedir[i];
2398 }
2399 } 2144 }
2400 } 2145 }
2401 } 2146 }
2147
2402 return 0; 2148 return 0;
2403} 2149}
2404 2150
2405/* 2151/*
2406 * distance(object 1, object 2) will return the square of the 2152 * distance(object 1, object 2) will return the square of the
2407 * distance between the two given objects. 2153 * distance between the two given objects.
2408 */ 2154 */
2409
2410int 2155int
2411distance (const object *ob1, const object *ob2) 2156distance (const object *ob1, const object *ob2)
2412{ 2157{
2413 int
2414 i;
2415
2416 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2158 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2417 return i;
2418} 2159}
2419 2160
2420/* 2161/*
2421 * find_dir_2(delta-x,delta-y) will return a direction in which 2162 * 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 2163 * an object which has subtracted the x and y coordinates of another
2423 * object, needs to travel toward it. 2164 * object, needs to travel toward it.
2424 */ 2165 */
2425
2426int 2166int
2427find_dir_2 (int x, int y) 2167find_dir_2 (int x, int y)
2428{ 2168{
2429 int 2169 int q;
2430 q;
2431 2170
2432 if (y) 2171 if (y)
2433 q = x * 100 / y; 2172 q = x * 100 / y;
2434 else if (x) 2173 else if (x)
2435 q = -300 * x; 2174 q = -300 * x;
2460 2199
2461 return 3; 2200 return 3;
2462} 2201}
2463 2202
2464/* 2203/*
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 2204 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2482 * between two directions (which are expected to be absolute (see absdir()) 2205 * between two directions (which are expected to be absolute (see absdir())
2483 */ 2206 */
2484
2485int 2207int
2486dirdiff (int dir1, int dir2) 2208dirdiff (int dir1, int dir2)
2487{ 2209{
2488 int 2210 int d;
2489 d;
2490 2211
2491 d = abs (dir1 - dir2); 2212 d = abs (dir1 - dir2);
2492 if (d > 4) 2213 if (d > 4)
2493 d = 8 - d; 2214 d = 8 - d;
2215
2494 return d; 2216 return d;
2495} 2217}
2496 2218
2497/* peterm: 2219/* peterm:
2498 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2220 * 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 2223 * 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. 2224 * 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 2225 * Moved from spell_util.c to object.c with the other related direction
2504 * functions. 2226 * functions.
2505 */ 2227 */
2506
2507int
2508 reduction_dir[SIZEOFFREE][3] = { 2228int reduction_dir[SIZEOFFREE][3] = {
2509 {0, 0, 0}, /* 0 */ 2229 {0, 0, 0}, /* 0 */
2510 {0, 0, 0}, /* 1 */ 2230 {0, 0, 0}, /* 1 */
2511 {0, 0, 0}, /* 2 */ 2231 {0, 0, 0}, /* 2 */
2512 {0, 0, 0}, /* 3 */ 2232 {0, 0, 0}, /* 3 */
2513 {0, 0, 0}, /* 4 */ 2233 {0, 0, 0}, /* 4 */
2561 * find a path to that monster that we found. If not, 2281 * find a path to that monster that we found. If not,
2562 * we don't bother going toward it. Returns 1 if we 2282 * we don't bother going toward it. Returns 1 if we
2563 * can see a direct way to get it 2283 * can see a direct way to get it
2564 * Modified to be map tile aware -.MSW 2284 * Modified to be map tile aware -.MSW
2565 */ 2285 */
2566
2567
2568int 2286int
2569can_see_monsterP (mapstruct *m, int x, int y, int dir) 2287can_see_monsterP (maptile *m, int x, int y, int dir)
2570{ 2288{
2571 sint16 dx, dy; 2289 sint16 dx, dy;
2572 int
2573 mflags; 2290 int mflags;
2574 2291
2575 if (dir < 0) 2292 if (dir < 0)
2576 return 0; /* exit condition: invalid direction */ 2293 return 0; /* exit condition: invalid direction */
2577 2294
2578 dx = x + freearr_x[dir]; 2295 dx = x + freearr_x[dir];
2591 return 0; 2308 return 0;
2592 2309
2593 /* yes, can see. */ 2310 /* yes, can see. */
2594 if (dir < 9) 2311 if (dir < 9)
2595 return 1; 2312 return 1;
2313
2596 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2314 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]); 2315 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2316 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2598} 2317}
2599
2600
2601 2318
2602/* 2319/*
2603 * can_pick(picker, item): finds out if an object is possible to be 2320 * 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 2321 * picked up by the picker. Returnes 1 if it can be
2605 * picked up, otherwise 0. 2322 * picked up, otherwise 0.
2607 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2324 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2608 * core dumps if they do. 2325 * core dumps if they do.
2609 * 2326 *
2610 * Add a check so we can't pick up invisible objects (0.93.8) 2327 * Add a check so we can't pick up invisible objects (0.93.8)
2611 */ 2328 */
2612
2613int 2329int
2614can_pick (const object *who, const object *item) 2330can_pick (const object *who, const object *item)
2615{ 2331{
2616 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2617 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2618 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2619} 2335}
2620 2336
2621
2622/* 2337/*
2623 * create clone from object to another 2338 * create clone from object to another
2624 */ 2339 */
2625object * 2340object *
2626object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2627{ 2342{
2628 object *
2629 dst = NULL, *tmp, *src, *part, *prev, *item; 2343 object *dst = 0, *tmp, *src, *prev, *item;
2630 2344
2631 if (!asrc) 2345 if (!asrc)
2632 return NULL; 2346 return 0;
2633 src = asrc; 2347
2634 if (src->head)
2635 src = src->head; 2348 src = asrc->head_ ();
2636 2349
2637 prev = NULL; 2350 prev = 0;
2638 for (part = src; part; part = part->more) 2351 for (object *part = src; part; part = part->more)
2639 { 2352 {
2640 tmp = get_object (); 2353 tmp = part->clone ();
2641 copy_object (part, tmp);
2642 tmp->x -= src->x; 2354 tmp->x -= src->x;
2643 tmp->y -= src->y; 2355 tmp->y -= src->y;
2356
2644 if (!part->head) 2357 if (!part->head)
2645 { 2358 {
2646 dst = tmp; 2359 dst = tmp;
2647 tmp->head = NULL; 2360 tmp->head = 0;
2648 } 2361 }
2649 else 2362 else
2650 {
2651 tmp->head = dst; 2363 tmp->head = dst;
2652 } 2364
2653 tmp->more = NULL; 2365 tmp->more = 0;
2366
2654 if (prev) 2367 if (prev)
2655 prev->more = tmp; 2368 prev->more = tmp;
2369
2656 prev = tmp; 2370 prev = tmp;
2657 } 2371 }
2658 2372
2659 /*** copy inventory ***/
2660 for (item = src->inv; item; item = item->below) 2373 for (item = src->inv; item; item = item->below)
2661 {
2662 (void) insert_ob_in_ob (object_create_clone (item), dst); 2374 insert_ob_in_ob (object_create_clone (item), dst);
2663 }
2664 2375
2665 return dst; 2376 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} 2377}
2723 2378
2724/* This returns the first object in who's inventory that 2379/* This returns the first object in who's inventory that
2725 * has the same type and subtype match. 2380 * has the same type and subtype match.
2726 * returns NULL if no match. 2381 * returns NULL if no match.
2727 */ 2382 */
2728object * 2383object *
2729find_obj_by_type_subtype (const object *who, int type, int subtype) 2384find_obj_by_type_subtype (const object *who, int type, int subtype)
2730{ 2385{
2731 object *
2732 tmp;
2733
2734 for (tmp = who->inv; tmp; tmp = tmp->below) 2386 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2735 if (tmp->type == type && tmp->subtype == subtype) 2387 if (tmp->type == type && tmp->subtype == subtype)
2736 return tmp; 2388 return tmp;
2737 2389
2738 return NULL; 2390 return 0;
2739} 2391}
2740 2392
2741/* If ob has a field named key, return the link from the list, 2393/* If ob has a field named key, return the link from the list,
2742 * otherwise return NULL. 2394 * otherwise return NULL.
2743 * 2395 *
2745 * do the desired thing. 2397 * do the desired thing.
2746 */ 2398 */
2747key_value * 2399key_value *
2748get_ob_key_link (const object *ob, const char *key) 2400get_ob_key_link (const object *ob, const char *key)
2749{ 2401{
2750 key_value *
2751 link;
2752
2753 for (link = ob->key_values; link != NULL; link = link->next) 2402 for (key_value *link = ob->key_values; link; link = link->next)
2754 {
2755 if (link->key == key) 2403 if (link->key == key)
2756 {
2757 return link; 2404 return link;
2758 }
2759 }
2760 2405
2761 return NULL; 2406 return 0;
2762} 2407}
2763 2408
2764/* 2409/*
2765 * Returns the value of op has an extra_field for key, or NULL. 2410 * Returns the value of op has an extra_field for key, or NULL.
2766 * 2411 *
2791 if (link->key == canonical_key) 2436 if (link->key == canonical_key)
2792 return link->value; 2437 return link->value;
2793 2438
2794 return 0; 2439 return 0;
2795} 2440}
2796
2797 2441
2798/* 2442/*
2799 * Updates the canonical_key in op to value. 2443 * Updates the canonical_key in op to value.
2800 * 2444 *
2801 * canonical_key is a shared string (value doesn't have to be). 2445 * canonical_key is a shared string (value doesn't have to be).
2806 * Returns TRUE on success. 2450 * Returns TRUE on success.
2807 */ 2451 */
2808int 2452int
2809set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2453set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2810{ 2454{
2811 key_value *
2812 field = NULL, *last = NULL; 2455 key_value *field = NULL, *last = NULL;
2813 2456
2814 for (field = op->key_values; field != NULL; field = field->next) 2457 for (field = op->key_values; field != NULL; field = field->next)
2815 { 2458 {
2816 if (field->key != canonical_key) 2459 if (field->key != canonical_key)
2817 { 2460 {
2826 /* Basically, if the archetype has this key set, 2469 /* Basically, if the archetype has this key set,
2827 * we need to store the null value so when we save 2470 * we need to store the null value so when we save
2828 * it, we save the empty value so that when we load, 2471 * it, we save the empty value so that when we load,
2829 * we get this value back again. 2472 * we get this value back again.
2830 */ 2473 */
2831 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2474 if (get_ob_key_link (op->arch, canonical_key))
2832 field->value = 0; 2475 field->value = 0;
2833 else 2476 else
2834 { 2477 {
2835 if (last) 2478 if (last)
2836 last->next = field->next; 2479 last->next = field->next;
2845 /* IF we get here, key doesn't exist */ 2488 /* IF we get here, key doesn't exist */
2846 2489
2847 /* No field, we'll have to add it. */ 2490 /* No field, we'll have to add it. */
2848 2491
2849 if (!add_key) 2492 if (!add_key)
2850 {
2851 return FALSE; 2493 return FALSE;
2852 } 2494
2853 /* There isn't any good reason to store a null 2495 /* There isn't any good reason to store a null
2854 * value in the key/value list. If the archetype has 2496 * value in the key/value list. If the archetype has
2855 * this key, then we should also have it, so shouldn't 2497 * this key, then we should also have it, so shouldn't
2856 * be here. If user wants to store empty strings, 2498 * be here. If user wants to store empty strings,
2857 * should pass in "" 2499 * should pass in ""
2906 } 2548 }
2907 else 2549 else
2908 item = item->env; 2550 item = item->env;
2909} 2551}
2910 2552
2553const char *
2554object::flag_desc (char *desc, int len) const
2555{
2556 char *p = desc;
2557 bool first = true;
2558
2559 *p = 0;
2560
2561 for (int i = 0; i < NUM_FLAGS; i++)
2562 {
2563 if (len <= 10) // magic constant!
2564 {
2565 snprintf (p, len, ",...");
2566 break;
2567 }
2568
2569 if (flag [i])
2570 {
2571 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2572 len -= cnt;
2573 p += cnt;
2574 first = false;
2575 }
2576 }
2577
2578 return desc;
2579}
2580
2911// return a suitable string describing an objetc in enough detail to find it 2581// return a suitable string describing an object in enough detail to find it
2912const char * 2582const char *
2913object::debug_desc (char *info) const 2583object::debug_desc (char *info) const
2914{ 2584{
2585 char flagdesc[512];
2915 char info2[256 * 3]; 2586 char info2[256 * 4];
2916 char *p = info; 2587 char *p = info;
2917 2588
2918 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2919 count, 2590 count, uuid.seq,
2920 &name, 2591 &name,
2921 title ? " " : "", 2592 title ? "\",title:\"" : "",
2922 title ? (const char *)title : ""); 2593 title ? (const char *)title : "",
2594 flag_desc (flagdesc, 512), type);
2923 2595
2924 if (env) 2596 if (!this->flag[FLAG_REMOVED] && env)
2925 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2926 2598
2927 if (map) 2599 if (map)
2928 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2600 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2929 2601
2930 return info; 2602 return info;
2931} 2603}
2932 2604
2933const char * 2605const char *
2934object::debug_desc () const 2606object::debug_desc () const
2935{ 2607{
2936 static char info[256 * 3]; 2608 static char info[3][256 * 4];
2609 static int info_idx;
2610
2937 return debug_desc (info); 2611 return debug_desc (info [++info_idx % 3]);
2938} 2612}
2939 2613
2614struct region *
2615object::region () const
2616{
2617 return map ? map->region (x, y)
2618 : region::default_region ();
2619}
2620
2621const materialtype_t *
2622object::dominant_material () const
2623{
2624 if (materialtype_t *mt = name_to_material (materialname))
2625 return mt;
2626
2627 return name_to_material (shstr_unknown);
2628}
2629
2630void
2631object::open_container (object *new_container)
2632{
2633 if (container == new_container)
2634 return;
2635
2636 if (object *old_container = container)
2637 {
2638 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2639 return;
2640
2641#if 0
2642 // remove the "Close old_container" object.
2643 if (object *closer = old_container->inv)
2644 if (closer->type == CLOSE_CON)
2645 closer->destroy ();
2646#endif
2647
2648 old_container->flag [FLAG_APPLIED] = 0;
2649 container = 0;
2650
2651 esrv_update_item (UPD_FLAGS, this, old_container);
2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2653 play_sound (sound_find ("chest_close"));
2654 }
2655
2656 if (new_container)
2657 {
2658 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 return;
2660
2661 // TODO: this does not seem to serve any purpose anymore?
2662#if 0
2663 // insert the "Close Container" object.
2664 if (archetype *closer = new_container->other_arch)
2665 {
2666 object *closer = arch_to_object (new_container->other_arch);
2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2668 new_container->insert (closer);
2669 }
2670#endif
2671
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2673
2674 new_container->flag [FLAG_APPLIED] = 1;
2675 container = new_container;
2676
2677 esrv_update_item (UPD_FLAGS, this, new_container);
2678 esrv_send_inventory (this, new_container);
2679 play_sound (sound_find ("chest_open"));
2680 }
2681}
2682
2683object *
2684object::force_find (const shstr name)
2685{
2686 /* cycle through his inventory to look for the MARK we want to
2687 * place
2688 */
2689 for (object *tmp = inv; tmp; tmp = tmp->below)
2690 if (tmp->type == FORCE && tmp->slaying == name)
2691 return splay (tmp);
2692
2693 return 0;
2694}
2695
2696void
2697object::force_add (const shstr name, int duration)
2698{
2699 if (object *force = force_find (name))
2700 force->destroy ();
2701
2702 object *force = get_archetype (FORCE_NAME);
2703
2704 force->slaying = name;
2705 force->stats.food = 1;
2706 force->speed_left = -1.f;
2707
2708 force->set_speed (duration ? 1.f / duration : 0.f);
2709 force->flag [FLAG_IS_USED_UP] = true;
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (flag [FLAG_REMOVED])
2722 return;
2723
2724 if (env)
2725 {
2726 if (object *pl = in_player ())
2727 pl->contr->play_sound (sound);
2728 }
2729 else
2730 map->play_sound (sound, x, y);
2731}
2732

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