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Comparing deliantra/server/common/object.C (file contents):
Revision 1.47 by root, Thu Sep 14 22:33:59 2006 UTC vs.
Revision 1.187 by root, Tue Sep 4 08:42:55 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
34 37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short 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,
42 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
43}; 47};
44short 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,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * 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
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 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)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * 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
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 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)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* 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
204 * 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
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (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)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* 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 */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* 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
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* 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
281 * 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
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
300 return 0; 299 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 301 return 0;
303 } 302 }
304 303
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
307 { 305 {
308 ob1->optimise (); 306 ob1->optimise ();
309 ob2->optimise (); 307 ob2->optimise ();
310 308
311 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
312 return 0; 311 return 0;
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
325sum_weight (object *op) 324sum_weight (object *op)
326{ 325{
327 long sum; 326 long sum;
328 object *inv; 327 object *inv;
329 328
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 330 {
332 if (inv->inv) 331 if (inv->inv)
333 sum_weight (inv); 332 sum_weight (inv);
333
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 335 }
336 336
337 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 354 op = op->env;
355 return op; 355 return op;
356} 356}
357 357
358/* 358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 360 * Some error messages.
376 * 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.
377 */ 362 */
378 363char *
379void
380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
386 char *cp;
387
388/* object *tmp;*/
389
390 if (op->arch != NULL)
391 {
392 strcat (errmsg, "arch ");
393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394 strcat (errmsg, "\n");
395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396 strcat (errmsg, cp);
397# if 0
398 /* Don't dump player diffs - they are too long, mostly meaningless, and
399 * will overflow the buffer.
400 * Changed so that we don't dump inventory either. This may
401 * also overflow the buffer.
402 */
403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404 strcat (errmsg, cp);
405 for (tmp = op->inv; tmp; tmp = tmp->below)
406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
426#endif
427}
428
429/*
430 * Dumps an object. Returns output in the static global errmsg array.
431 */
432
433void
434dump_object (object *op) 364dump_object (object *op)
435{ 365{
436 if (op == NULL) 366 if (!op)
437 { 367 return strdup ("[NULLOBJ]");
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443}
444 368
445void 369 object_freezer freezer;
446dump_all_objects (void) 370 op->write (freezer);
447{ 371 return freezer.as_string ();
448 object *op;
449
450 for (op = object::first; op != NULL; op = op->next)
451 {
452 dump_object (op);
453 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
454 }
455} 372}
456 373
457/* 374/*
458 * 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
459 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
460 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
461 */ 378 */
462
463object * 379object *
464get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
465{ 381{
466 object *tmp, *closest; 382 object *tmp, *closest;
467 int last_dist, i; 383 int last_dist, i;
475} 391}
476 392
477/* 393/*
478 * 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.
479 */ 395 */
480
481object * 396object *
482find_object (tag_t i) 397find_object (tag_t i)
483{ 398{
484 object *op; 399 for_all_objects (op)
485
486 for (op = object::first; op != NULL; op = op->next)
487 if (op->count == i) 400 if (op->count == i)
488 break;
489 return op; 401 return op;
402
403 return 0;
490} 404}
491 405
492/* 406/*
493 * 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.
494 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
495 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
496 */ 410 */
497
498object * 411object *
499find_object_name (const char *str) 412find_object_name (const char *str)
500{ 413{
501 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
502 object *op; 415 object *op;
503 416
504 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
505 if (op->name == str_) 418 if (op->name == str_)
506 break; 419 break;
507 420
508 return op; 421 return op;
509} 422}
515} 428}
516 429
517/* 430/*
518 * 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
519 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
520 */ 434 */
521void 435void
522object::set_owner (object *owner) 436object::set_owner (object *owner)
523{ 437{
438 // allow objects which own objects
524 if (!owner) 439 if (owner)
525 return;
526
527 /* next line added to allow objects which own objects */
528 /* Add a check for ownercounts in here, as I got into an endless loop
529 * with the fireball owning a poison cloud which then owned the
530 * fireball. I believe that was caused by one of the objects getting
531 * freed and then another object replacing it. Since the ownercounts
532 * didn't match, this check is valid and I believe that cause is valid.
533 */
534 while (owner->owner) 440 while (owner->owner)
535 owner = owner->owner; 441 owner = owner->owner;
536 442
537 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;
538} 510}
539 511
540/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
541 * refcounts and freeing the links. 513 * refcounts and freeing the links.
542 */ 514 */
543static void 515static void
544free_key_values (object *op) 516free_key_values (object *op)
545{ 517{
546 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
547 { 519 {
548 key_value *next = i->next; 520 key_value *next = i->next;
549 delete i; 521 delete i;
550 522
551 i = next; 523 i = next;
552 } 524 }
553 525
554 op->key_values = 0; 526 op->key_values = 0;
555} 527}
556 528
557void object::clear () 529object &
530object::operator =(const object &src)
558{ 531{
559 attachable_base::clear (); 532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
560 534
561 free_key_values (this); 535 *(object_copy *)this = src;
562 536
563 owner = 0; 537 flag [FLAG_FREED] = is_freed;
564 name = 0; 538 flag [FLAG_REMOVED] = is_removed;
565 name_pl = 0;
566 title = 0;
567 race = 0;
568 slaying = 0;
569 skill = 0;
570 msg = 0;
571 lore = 0;
572 custom_name = 0;
573 materialname = 0;
574 contr = 0;
575 below = 0;
576 above = 0;
577 inv = 0;
578 container = 0;
579 env = 0;
580 more = 0;
581 head = 0;
582 map = 0;
583 active_next = 0;
584 active_prev = 0;
585
586 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
587
588 SET_FLAG (this, FLAG_REMOVED);
589
590 /* What is not cleared is next, prev, and count */
591
592 expmul = 1.0;
593 face = blank_face;
594
595 if (settings.casting_time)
596 casting_time = -1;
597}
598
599void object::clone (object *destination)
600{
601 *(object_copy *)destination = *this;
602 *(object_pod *)destination = *this;
603
604 if (self || cb)
605 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
606}
607
608/*
609 * copy object first frees everything allocated by the second object,
610 * and then copies the contends of the first object into the second
611 * object, allocating what needs to be allocated. Basically, any
612 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
613 * if the first object is freed, the pointers in the new object
614 * will point at garbage.
615 */
616void
617copy_object (object *op2, object *op)
618{
619 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
620 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
621
622 op2->clone (op);
623
624 if (is_freed)
625 SET_FLAG (op, FLAG_FREED);
626 if (is_removed)
627 SET_FLAG (op, FLAG_REMOVED);
628
629 if (op2->speed < 0)
630 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
631 539
632 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
633 if (op2->key_values) 541 if (src.key_values)
634 { 542 {
635 key_value *tail = 0; 543 key_value *tail = 0;
636 key_value *i;
637
638 op->key_values = 0; 544 key_values = 0;
639 545
640 for (i = op2->key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
641 { 547 {
642 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
643 549
644 new_link->next = 0; 550 new_link->next = 0;
645 new_link->key = i->key; 551 new_link->key = i->key;
646 new_link->value = i->value; 552 new_link->value = i->value;
647 553
648 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
649 if (!op->key_values) 555 if (!key_values)
650 { 556 {
651 op->key_values = new_link; 557 key_values = new_link;
652 tail = new_link; 558 tail = new_link;
653 } 559 }
654 else 560 else
655 { 561 {
656 tail->next = new_link; 562 tail->next = new_link;
657 tail = new_link; 563 tail = new_link;
658 } 564 }
659 } 565 }
660 } 566 }
567}
661 568
662 update_ob_speed (op); 569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
584
585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
605}
606
607object *
608object::clone ()
609{
610 object *neu = create ();
611 copy_to (neu);
612 return neu;
663} 613}
664 614
665/* 615/*
666 * 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
667 * 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
668 * 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.
669 */ 619 */
670
671void 620void
672update_turn_face (object *op) 621update_turn_face (object *op)
673{ 622{
674 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
675 return; 624 return;
625
676 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
677 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
678} 628}
679 629
680/* 630/*
681 * 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
682 * 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.
683 * 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.
684 */ 634 */
685void 635void
686update_ob_speed (object *op) 636object::set_speed (float speed)
687{ 637{
688 extern int arch_init; 638 if (flag [FLAG_FREED] && speed)
689
690 /* No reason putting the archetypes objects on the speed list,
691 * since they never really need to be updated.
692 */
693
694 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
695 { 639 {
696 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
697#ifdef MANY_CORES
698 abort ();
699#else
700 op->speed = 0; 641 speed = 0;
701#endif
702 }
703
704 if (arch_init)
705 return;
706
707 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
708 { 642 }
709 /* If already on active list, don't do anything */
710 if (op->active_next || op->active_prev || op == active_objects)
711 return;
712 643
713 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
714 * of the list. */
715 op->active_next = active_objects;
716 645
717 if (op->active_next != NULL) 646 if (has_active_speed ())
718 op->active_next->active_prev = op; 647 activate ();
719
720 active_objects = op;
721 }
722 else 648 else
723 { 649 deactivate ();
724 /* If not on the active list, nothing needs to be done */
725 if (!op->active_next && !op->active_prev && op != active_objects)
726 return;
727
728 if (op->active_prev == NULL)
729 {
730 active_objects = op->active_next;
731
732 if (op->active_next != NULL)
733 op->active_next->active_prev = NULL;
734 }
735 else
736 {
737 op->active_prev->active_next = op->active_next;
738
739 if (op->active_next)
740 op->active_next->active_prev = op->active_prev;
741 }
742
743 op->active_next = NULL;
744 op->active_prev = NULL;
745 }
746} 650}
747 651
748/* This function removes object 'op' from the list of active
749 * objects.
750 * This should only be used for style maps or other such
751 * reference maps where you don't want an object that isn't
752 * in play chewing up cpu time getting processed.
753 * The reverse of this is to call update_ob_speed, which
754 * will do the right thing based on the speed of the object.
755 */
756void
757remove_from_active_list (object *op)
758{
759 /* If not on the active list, nothing needs to be done */
760 if (!op->active_next && !op->active_prev && op != active_objects)
761 return;
762
763 if (op->active_prev == NULL)
764 {
765 active_objects = op->active_next;
766 if (op->active_next != NULL)
767 op->active_next->active_prev = NULL;
768 }
769 else
770 {
771 op->active_prev->active_next = op->active_next;
772 if (op->active_next)
773 op->active_next->active_prev = op->active_prev;
774 }
775 op->active_next = NULL;
776 op->active_prev = NULL;
777}
778
779/* 652/*
780 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
781 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
782 * 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
783 * invisible object, etc...) 656 * invisible object, etc...)
784 * 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
785 * 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
786 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
787 * 660 *
788 * 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.
789 * For example, if the only thing that has changed is the face (due to
790 * an animation), we don't need to call update_position until that actually
791 * comes into view of a player. OTOH, many other things, like addition/removal
792 * of walls or living creatures may need us to update the flags now.
793 * current action are: 662 * current action are:
794 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
795 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
796 * 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
797 * 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.
798 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
799 */ 668 */
800
801void 669void
802update_object (object *op, int action) 670update_object (object *op, int action)
803{ 671{
804 int update_now = 0, flags;
805 MoveType move_on, move_off, move_block, move_slow;
806
807 if (op == NULL) 672 if (op == NULL)
808 { 673 {
809 /* this should never happen */ 674 /* this should never happen */
810 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
811 return; 676 return;
812 } 677 }
813 678
814 if (op->env != NULL) 679 if (op->env)
815 { 680 {
816 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
817 * to do in this case. 682 * to do in this case.
818 */ 683 */
819 return; 684 return;
824 */ 689 */
825 if (!op->map || op->map->in_memory == MAP_SAVING) 690 if (!op->map || op->map->in_memory == MAP_SAVING)
826 return; 691 return;
827 692
828 /* make sure the object is within map boundaries */ 693 /* make sure the object is within map boundaries */
829 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)
830 { 695 {
831 LOG (llevError, "update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
832#ifdef MANY_CORES 697#ifdef MANY_CORES
833 abort (); 698 abort ();
834#endif 699#endif
835 return; 700 return;
836 } 701 }
837 702
838 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 703 mapspace &m = op->ms ();
839 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
840 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
841 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
842 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
843 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
844 704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
845 if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
846 { 708 {
709 // this is likely overkill, TODO: revisit (schmorp)
847 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
848 update_now = 1;
849
850 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
851 update_now = 1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
852 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
853 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
854 update_now = 1;
855
856 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
857 update_now = 1;
858
859 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
860 update_now = 1;
861
862 if ((move_on | op->move_on) != move_on) 716 || (m.move_on | op->move_on ) != m.move_on
863 update_now = 1;
864
865 if ((move_off | op->move_off) != move_off) 717 || (m.move_off | op->move_off ) != m.move_off
866 update_now = 1; 718 || (m.move_slow | op->move_slow) != m.move_slow
867
868 /* 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
869 * to have move_allow right now. 720 * to have move_allow right now.
870 */ 721 */
871 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
872 update_now = 1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
873 724 m.flags_ = 0;
874 if ((move_slow | op->move_slow) != move_slow)
875 update_now = 1;
876 } 725 }
877 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
878 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
879 * that is being removed. 728 * that is being removed.
880 */ 729 */
881 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
882 update_now = 1; 731 m.flags_ = 0;
883 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
884 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
885 else 734 else
886 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
887 736
888 if (update_now)
889 {
890 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
891 update_position (op->map, op->x, op->y);
892 }
893
894 if (op->more != NULL) 737 if (op->more)
895 update_object (op->more, action); 738 update_object (op->more, action);
896}
897
898object::vector object::mortals;
899object::vector object::objects; // not yet used
900object *object::first;
901
902void object::free_mortals ()
903{
904 for (AUTODECL (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 = object::first; 765 objects.insert (this);
942
943 if (object::first)
944 object::first->prev = this;
945
946 object::first = 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 == object::first) 773 objects.erase (this);
955 object::first = next; 774 refcnt_dec ();
775}
956 776
957 /* Remove this object from the list of used objects */ 777void
958 if (prev) prev->next = next; 778object::activate ()
959 if (next) next->prev = prev; 779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
960 783
961 prev = 0; 784 if (has_active_speed ())
962 next = 0; 785 actives.insert (this);
786}
787
788void
789object::activate_recursive ()
790{
791 activate ();
792
793 for (object *op = inv; op; op = op->below)
794 op->activate_recursive ();
795}
796
797/* This function removes object 'op' from the list of active
798 * objects.
799 * This should only be used for style maps or other such
800 * reference maps where you don't want an object that isn't
801 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which
803 * will do the right thing based on the speed of the object.
804 */
805void
806object::deactivate ()
807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
811
812 actives.erase (this);
813}
814
815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
832}
833
834/*
835 * Remove and free all objects in the inventory of the given object.
836 * object.c ?
837 */
838void
839object::destroy_inv (bool drop_to_ground)
840{
841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
846 if (!inv)
847 return;
848
849 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects
851 * drop on that space.
852 */
853 if (!drop_to_ground
854 || !map
855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
857 || ms ().move_block == MOVE_ALL)
858 {
859 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy ();
863 }
864 }
865 else
866 { /* Put objects in inventory onto this space */
867 while (inv)
868 {
869 object *op = inv;
870
871 if (op->flag [FLAG_STARTEQUIP]
872 || op->flag [FLAG_NO_DROP]
873 || op->type == RUNE
874 || op->type == TRAP
875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
877 op->destroy ();
878 else
879 map->insert (op, x, y);
880 }
881 }
963} 882}
964 883
965object *object::create () 884object *object::create ()
966{ 885{
967 object *op = new object; 886 object *op = new object;
968 op->link (); 887 op->link ();
969 return op; 888 return op;
970} 889}
971 890
972/* 891void
973 * free_object() frees everything allocated by an object, removes 892object::do_destroy ()
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 893{
984 if (QUERY_FLAG (this, FLAG_FREED)) 894 attachable::do_destroy ();
895
896 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this);
898
899 if (flag [FLAG_FRIENDLY])
900 remove_friendly_object (this);
901
902 if (!flag [FLAG_REMOVED])
903 remove ();
904
905 destroy_inv (true);
906
907 deactivate ();
908 unlink ();
909
910 flag [FLAG_FREED] = 1;
911
912 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
917 {
918 freed_map = new maptile;
919
920 freed_map->path = "<freed objects map>";
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
927 }
928
929 map = freed_map;
930 x = 1;
931 y = 1;
932 }
933
934 if (more)
935 {
936 more->destroy ();
937 more = 0;
938 }
939
940 head = 0;
941
942 // clear those pointers that likely might cause circular references
943 owner = 0;
944 enemy = 0;
945 attacked_by = 0;
946 current_weapon = 0;
947}
948
949void
950object::destroy (bool destroy_inventory)
951{
952 if (destroyed ())
985 return; 953 return;
986 954
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 955 if (destroy_inventory)
988 remove_friendly_object (this); 956 destroy_inv (false);
989 957
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 958 if (is_head ())
991 remove_ob (this); 959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
992 963
993 SET_FLAG (this, FLAG_FREED); 964 attachable::destroy ();
994
995 if (more)
996 {
997 more->free (free_inventory);
998 more = 0;
999 }
1000
1001 if (inv)
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 }
1042
1043 // 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} 965}
1056 966
1057/* 967/*
1058 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1059 * weight of an object (and what is carried by it's environment(s)). 969 * weight of an object (and what is carried by it's environment(s)).
1060 */ 970 */
1061
1062void 971void
1063sub_weight (object *op, signed long weight) 972sub_weight (object *op, signed long weight)
1064{ 973{
1065 while (op != NULL) 974 while (op != NULL)
1066 { 975 {
1070 op->carrying -= weight; 979 op->carrying -= weight;
1071 op = op->env; 980 op = op->env;
1072 } 981 }
1073} 982}
1074 983
1075/* remove_ob(op): 984/* op->remove ():
1076 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
1077 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
1078 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1079 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1080 * the previous environment. 989 * the previous environment.
1081 * Beware: This function is called from the editor as well!
1082 */ 990 */
1083
1084void 991void
1085remove_ob (object *op) 992object::do_remove ()
1086{ 993{
1087 object *tmp, *last = 0; 994 object *tmp, *last = 0;
1088 object *otmp; 995 object *otmp;
1089 996
1090 tag_t tag;
1091 int check_walk_off;
1092 mapstruct *m;
1093
1094 sint16 x, y;
1095
1096 if (QUERY_FLAG (op, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1097 return; 998 return;
1098 999
1099 SET_FLAG (op, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1100 1002
1101 if (op->more != NULL) 1003 if (more)
1102 remove_ob (op->more); 1004 more->remove ();
1103 1005
1104 /* 1006 /*
1105 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1106 * inventory. 1008 * inventory.
1107 */ 1009 */
1108 if (op->env != NULL) 1010 if (env)
1109 { 1011 {
1110 if (op->nrof) 1012 if (nrof)
1111 sub_weight (op->env, op->weight * op->nrof); 1013 sub_weight (env, weight * nrof);
1112 else 1014 else
1113 sub_weight (op->env, op->weight + op->carrying); 1015 sub_weight (env, weight + carrying);
1114 1016
1115 /* NO_FIX_PLAYER is set when a great many changes are being 1017 /* NO_FIX_PLAYER is set when a great many changes are being
1116 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1117 * to save cpu time. 1019 * to save cpu time.
1118 */ 1020 */
1119 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1120 fix_player (otmp); 1022 otmp->update_stats ();
1121 1023
1122 if (op->above != NULL) 1024 if (above)
1123 op->above->below = op->below; 1025 above->below = below;
1124 else 1026 else
1125 op->env->inv = op->below; 1027 env->inv = below;
1126 1028
1127 if (op->below != NULL) 1029 if (below)
1128 op->below->above = op->above; 1030 below->above = above;
1129 1031
1130 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1131 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
1132 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1133 */ 1035 */
1134 op->x = op->env->x, op->y = op->env->y; 1036 x = env->x, y = env->y;
1135 op->map = op->env->map; 1037 map = env->map;
1136 op->above = NULL, op->below = NULL; 1038 above = 0, below = 0;
1137 op->env = NULL; 1039 env = 0;
1138 } 1040 }
1139 else if (op->map) 1041 else if (map)
1140 { 1042 {
1141 x = op->x; 1043 if (type == PLAYER)
1142 y = op->y;
1143 m = get_map_from_coord (op->map, &x, &y);
1144
1145 if (!m)
1146 { 1044 {
1147 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1045 // leaving a spot always closes any open container on the ground
1148 op->map->path, op->x, op->y); 1046 if (container && !container->env)
1149 /* in old days, we used to set x and y to 0 and continue. 1047 // this causes spurious floorbox updates, but it ensures
1150 * it seems if we get into this case, something is probablye 1048 // that the CLOSE event is being sent.
1151 * screwed up and should be fixed. 1049 close_container ();
1152 */ 1050
1153 abort (); 1051 --map->players;
1052 map->touch ();
1154 } 1053 }
1155 1054
1156 if (op->map != m) 1055 map->dirty = true;
1157 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1056 mapspace &ms = this->ms ();
1158 op->map->path, m->path, op->x, op->y, x, y);
1159
1160 /* Re did the following section of code - it looks like it had
1161 * lots of logic for things we no longer care about
1162 */
1163 1057
1164 /* link the object above us */ 1058 /* link the object above us */
1165 if (op->above) 1059 if (above)
1166 op->above->below = op->below; 1060 above->below = below;
1167 else 1061 else
1168 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1169 1063
1170 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1171 if (op->below) 1065 if (below)
1172 op->below->above = op->above; 1066 below->above = above;
1173 else 1067 else
1174 { 1068 {
1175 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1176 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1177 * evident 1071 * evident
1178 */ 1072 */
1179 if (GET_MAP_OB (m, x, y) != op) 1073 if (GET_MAP_OB (map, x, y) != this)
1180 {
1181 dump_object (op);
1182 LOG (llevError,
1183 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1184 dump_object (GET_MAP_OB (m, x, y));
1185 LOG (llevError, "%s\n", errmsg);
1186 }
1187 1075
1188 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1189 } 1077 }
1190 1078
1191 op->above = 0; 1079 above = 0;
1192 op->below = 0; 1080 below = 0;
1193 1081
1194 if (op->map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1195 return; 1083 return;
1196 1084
1197 tag = op->count; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1198 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1199 1086
1200 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1201 { 1100 {
1202 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1203 * being removed. 1102 * being removed.
1204 */ 1103 */
1205 1104
1206 if (tmp->type == PLAYER && tmp != op) 1105 /* See if object moving off should effect something */
1106 if (check_walk_off
1107 && ((move_type & tmp->move_off)
1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1207 { 1109 {
1208 /* If a container that the player is currently using somehow gets 1110 move_apply (tmp, this, 0);
1209 * removed (most likely destroyed), update the player view
1210 * appropriately.
1211 */
1212 if (tmp->container == op)
1213 {
1214 CLEAR_FLAG (op, FLAG_APPLIED);
1215 tmp->container = NULL;
1216 }
1217 1111
1218 tmp->contr->socket.update_look = 1; 1112 if (destroyed ())
1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1219 } 1114 }
1220
1221 /* See if player moving off should effect something */
1222 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1223 {
1224 move_apply (tmp, op, NULL);
1225
1226 if (was_destroyed (op, tag))
1227 {
1228 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1229 }
1230 }
1231
1232 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1233
1234 if (tmp->above == tmp)
1235 tmp->above = NULL;
1236 1115
1237 last = tmp; 1116 last = tmp;
1238 } 1117 }
1239 1118
1240 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1241 if (last == NULL) 1121 if (!last)
1242 { 1122 map->at (x, y).flags_ = 0;
1243 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1244 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1245 * those out anyways, and if there are any flags set right now, they won't
1246 * be correct anyways.
1247 */
1248 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1249 update_position (op->map, op->x, op->y);
1250 }
1251 else 1123 else
1252 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1253 1125
1254 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1255 update_all_los (op->map, op->x, op->y); 1127 update_all_los (map, x, y);
1256 } 1128 }
1257} 1129}
1258 1130
1259/* 1131/*
1260 * merge_ob(op,top): 1132 * merge_ob(op,top):
1268merge_ob (object *op, object *top) 1140merge_ob (object *op, object *top)
1269{ 1141{
1270 if (!op->nrof) 1142 if (!op->nrof)
1271 return 0; 1143 return 0;
1272 1144
1273 if (top == NULL) 1145 if (top)
1274 for (top = op; top != NULL && top->above != NULL; top = top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1275 1148
1276 for (; top != NULL; top = top->below) 1149 for (; top; top = top->below)
1277 { 1150 {
1278 if (top == op) 1151 if (top == op)
1279 continue; 1152 continue;
1280 if (CAN_MERGE (op, top)) 1153
1154 if (object::can_merge (op, top))
1281 { 1155 {
1282 top->nrof += op->nrof; 1156 top->nrof += op->nrof;
1283 1157
1284/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1285 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1286 remove_ob (op); 1160 op->destroy ();
1287 free_object (op);
1288 return top; 1161 return top;
1289 } 1162 }
1290 } 1163 }
1291 1164
1292 return 0; 1165 return 0;
1293} 1166}
1294 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1295/* 1191/*
1296 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1297 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1298 */ 1194 */
1299object * 1195object *
1300insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1301{ 1197{
1302 object *tmp;
1303
1304 if (op->head)
1305 op = op->head;
1306
1307 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1308 { 1199 {
1309 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1310 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1311 } 1202 }
1312 1203
1313 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1314} 1205}
1315 1206
1331 * Return value: 1222 * Return value:
1332 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1333 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1334 * just 'op' otherwise 1225 * just 'op' otherwise
1335 */ 1226 */
1336
1337object * 1227object *
1338insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1339{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1340 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1341 sint16 x, y;
1342 1233
1343 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1344 {
1345 LOG (llevError, "Trying to insert freed object!\n");
1346 return NULL;
1347 }
1348
1349 if (m == NULL)
1350 {
1351 dump_object (op);
1352 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1353 return op;
1354 }
1355
1356 if (out_of_map (m, op->x, op->y))
1357 {
1358 dump_object (op);
1359 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1360#ifdef MANY_CORES
1361 /* Better to catch this here, as otherwise the next use of this object
1362 * is likely to cause a crash. Better to find out where it is getting
1363 * improperly inserted.
1364 */
1365 abort ();
1366#endif
1367 return op;
1368 }
1369
1370 if (!QUERY_FLAG (op, FLAG_REMOVED))
1371 {
1372 dump_object (op);
1373 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1374 return op;
1375 }
1376
1377 if (op->more != NULL)
1378 {
1379 /* The part may be on a different map. */
1380
1381 object *more = op->more;
1382
1383 /* We really need the caller to normalize coordinates - if
1384 * we set the map, that doesn't work if the location is within
1385 * a map and this is straddling an edge. So only if coordinate
1386 * is clear wrong do we normalize it.
1387 */
1388 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1389 more->map = get_map_from_coord (m, &more->x, &more->y);
1390 else if (!more->map)
1391 {
1392 /* For backwards compatibility - when not dealing with tiled maps,
1393 * more->map should always point to the parent.
1394 */
1395 more->map = m;
1396 }
1397
1398 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1399 {
1400 if (!op->head)
1401 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1402
1403 return NULL;
1404 }
1405 }
1406
1407 CLEAR_FLAG (op, FLAG_REMOVED);
1408 1235
1409 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1410 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1411 * need extra work 1238 * need extra work
1412 */ 1239 */
1413 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1414 x = op->x; 1241 {
1415 y = op->y; 1242 op->destroy ();
1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1251
1252 op->map = m;
1253 mapspace &ms = op->ms ();
1416 1254
1417 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1418 */ 1256 */
1419 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1420 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1421 if (CAN_MERGE (op, tmp)) 1259 if (object::can_merge (op, tmp))
1422 { 1260 {
1423 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1424 remove_ob (tmp); 1262 tmp->destroy ();
1425 free_object (tmp);
1426 } 1263 }
1427 1264
1428 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1265 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1429 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1266 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1430 1267
1443 op->below = originator->below; 1280 op->below = originator->below;
1444 1281
1445 if (op->below) 1282 if (op->below)
1446 op->below->above = op; 1283 op->below->above = op;
1447 else 1284 else
1448 SET_MAP_OB (op->map, op->x, op->y, op); 1285 ms.bot = op;
1449 1286
1450 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1451 originator->below = op; 1288 originator->below = op;
1452 } 1289 }
1453 else 1290 else
1454 { 1291 {
1292 top = ms.bot;
1293
1455 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1456 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1457 { 1296 {
1458 object *last = NULL; 1297 object *last = 0;
1459 1298
1460 /* 1299 /*
1461 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1462 * We've already dealt with merging if appropriate. 1301 * We've already dealt with merging if appropriate.
1463 * Generally, we want to put the new object on top. But if 1302 * Generally, we want to put the new object on top. But if
1467 * once we get to them. This reduces the need to traverse over all of 1306 * once we get to them. This reduces the need to traverse over all of
1468 * them when adding another one - this saves quite a bit of cpu time 1307 * them when adding another one - this saves quite a bit of cpu time
1469 * when lots of spells are cast in one area. Currently, it is presumed 1308 * when lots of spells are cast in one area. Currently, it is presumed
1470 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1471 */ 1310 */
1472 1311 for (top = ms.bot; top; top = top->above)
1473 while (top != NULL)
1474 { 1312 {
1475 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1476 floor = top; 1314 floor = top;
1477 1315
1478 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1481 top = top->below; 1319 top = top->below;
1482 break; 1320 break;
1483 } 1321 }
1484 1322
1485 last = top; 1323 last = top;
1486 top = top->above;
1487 } 1324 }
1488 1325
1489 /* Don't want top to be NULL, so set it to the last valid object */ 1326 /* Don't want top to be NULL, so set it to the last valid object */
1490 top = last; 1327 top = last;
1491 1328
1493 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1494 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1495 */ 1332 */
1496 1333
1497 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1498 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1499 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1500 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1501 * stacking is a bit odd. 1338 * stacking is a bit odd.
1502 */ 1339 */
1503 if (!(flag & INS_ON_TOP) && 1340 if (!(flag & INS_ON_TOP)
1504 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1505 { 1343 {
1506 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1507 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1508 break; 1346 break;
1347
1509 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1510 * and make sure we have a below pointer for it so that 1349 * and make sure we have a below pointer for it so that
1511 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1512 * set top to the object below us. 1351 * set top to the object below us.
1513 */ 1352 */
1514 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1515 top = last->below; 1354 top = last->below;
1516 } 1355 }
1517 } /* If objects on this space */ 1356 } /* If objects on this space */
1518
1519 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1520 top = GET_MAP_TOP (op->map, op->x, op->y); 1358 top = ms.top;
1521 1359
1522 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1523 top = floor; 1361 top = floor;
1524 1362
1525 /* Top is the object that our object (op) is going to get inserted above. 1363 /* Top is the object that our object (op) is going to get inserted above.
1526 */ 1364 */
1527 1365
1528 /* First object on this space */ 1366 /* First object on this space */
1529 if (!top) 1367 if (!top)
1530 { 1368 {
1531 op->above = GET_MAP_OB (op->map, op->x, op->y); 1369 op->above = ms.bot;
1532 1370
1533 if (op->above) 1371 if (op->above)
1534 op->above->below = op; 1372 op->above->below = op;
1535 1373
1536 op->below = NULL; 1374 op->below = 0;
1537 SET_MAP_OB (op->map, op->x, op->y, op); 1375 ms.bot = op;
1538 } 1376 }
1539 else 1377 else
1540 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1541 op->above = top->above; 1379 op->above = top->above;
1542 1380
1545 1383
1546 op->below = top; 1384 op->below = top;
1547 top->above = op; 1385 top->above = op;
1548 } 1386 }
1549 1387
1550 if (op->above == NULL) 1388 if (!op->above)
1551 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 ms.top = op;
1552 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1553 1391
1554 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1393 {
1555 op->contr->do_los = 1; 1394 op->contr->do_los = 1;
1395 ++op->map->players;
1396 op->map->touch ();
1397 }
1556 1398
1557 /* If we have a floor, we know the player, if any, will be above 1399 op->map->dirty = true;
1558 * it, so save a few ticks and start from there. 1400
1559 */
1560 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1561 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = ms.player ())
1562 if (tmp->type == PLAYER) 1403 pl->contr->ns->floorbox_update ();
1563 tmp->contr->socket.update_look = 1;
1564 1404
1565 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1566 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1567 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1568 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1569 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1570 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1571 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1572 * of effect may be sufficient. 1412 * of effect may be sufficient.
1573 */ 1413 */
1574 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1575 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1576 1416
1577 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1578 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1579 1419
1420 INVOKE_OBJECT (INSERT, op);
1421
1580 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1581 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1582 * 1424 *
1583 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1584 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1585 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1586 * update_object(). 1428 * update_object().
1587 */ 1429 */
1588 1430
1589 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1590 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1591 { 1433 {
1592 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1593 return NULL; 1435 return 0;
1594 1436
1595 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1596 * walk on's. 1438 * walk on's.
1597 */ 1439 */
1598 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1599 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1600 return NULL; 1442 return 0;
1601 } 1443 }
1602 1444
1603 return op; 1445 return op;
1604} 1446}
1605 1447
1606/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1607 * finds an object of its own type, it'll remove that one first. 1449 * finds an object of its own type, it'll remove that one first.
1608 * op is the object to insert it under: supplies x and the map. 1450 * op is the object to insert it under: supplies x and the map.
1609 */ 1451 */
1610void 1452void
1611replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1612{ 1454{
1613 object * 1455 object *tmp, *tmp1;
1614 tmp;
1615 object *
1616 tmp1;
1617 1456
1618 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1619 1458
1620 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1621 {
1622 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1623 { 1461 tmp->destroy ();
1624 remove_ob (tmp);
1625 free_object (tmp);
1626 }
1627 }
1628 1462
1629 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1630 1464
1631 tmp1->x = op->x; 1465 tmp1->x = op->x;
1632 tmp1->y = op->y; 1466 tmp1->y = op->y;
1633 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 return where->map->insert (this, where->x, where->y, originator, flags);
1634} 1474}
1635 1475
1636/* 1476/*
1637 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1638 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1639 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1640 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1641 * global static errmsg array. 1481 * global static errmsg array.
1642 */ 1482 */
1643
1644object * 1483object *
1645get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1646{ 1485{
1647 object * 1486 object *newob;
1648 newob;
1649 int
1650 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1651 1488
1652 if (orig_ob->nrof < nr) 1489 if (orig_ob->nrof < nr)
1653 { 1490 {
1654 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1655 return NULL; 1492 return NULL;
1656 } 1493 }
1657 1494
1658 newob = object_create_clone (orig_ob); 1495 newob = object_create_clone (orig_ob);
1659 1496
1660 if ((orig_ob->nrof -= nr) < 1) 1497 if ((orig_ob->nrof -= nr) < 1)
1661 { 1498 orig_ob->destroy (1);
1662 if (!is_removed)
1663 remove_ob (orig_ob);
1664 free_object2 (orig_ob, 1);
1665 }
1666 else if (!is_removed) 1499 else if (!is_removed)
1667 { 1500 {
1668 if (orig_ob->env != NULL) 1501 if (orig_ob->env != NULL)
1669 sub_weight (orig_ob->env, orig_ob->weight * nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1670 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1685 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1686 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1687 * 1520 *
1688 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1689 */ 1522 */
1690
1691object * 1523object *
1692decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1693{ 1525{
1694 object *tmp; 1526 object *tmp;
1695 player *pl;
1696 1527
1697 if (i == 0) /* objects with op->nrof require this check */ 1528 if (i == 0) /* objects with op->nrof require this check */
1698 return op; 1529 return op;
1699 1530
1700 if (i > op->nrof) 1531 if (i > op->nrof)
1701 i = op->nrof; 1532 i = op->nrof;
1702 1533
1703 if (QUERY_FLAG (op, FLAG_REMOVED)) 1534 if (QUERY_FLAG (op, FLAG_REMOVED))
1704 op->nrof -= i; 1535 op->nrof -= i;
1705 else if (op->env != NULL) 1536 else if (op->env)
1706 { 1537 {
1707 /* is this object in the players inventory, or sub container 1538 /* is this object in the players inventory, or sub container
1708 * therein? 1539 * therein?
1709 */ 1540 */
1710 tmp = is_player_inv (op->env); 1541 tmp = op->in_player ();
1711 /* nope. Is this a container the player has opened? 1542 /* nope. Is this a container the player has opened?
1712 * If so, set tmp to that player. 1543 * If so, set tmp to that player.
1713 * IMO, searching through all the players will mostly 1544 * IMO, searching through all the players will mostly
1714 * likely be quicker than following op->env to the map, 1545 * likely be quicker than following op->env to the map,
1715 * and then searching the map for a player. 1546 * and then searching the map for a player.
1716 */ 1547 */
1717 if (!tmp) 1548 if (!tmp)
1718 { 1549 for_all_players (pl)
1719 for (pl = first_player; pl; pl = pl->next)
1720 if (pl->ob->container == op->env) 1550 if (pl->ob->container == op->env)
1551 {
1552 tmp = pl->ob;
1721 break; 1553 break;
1722 if (pl)
1723 tmp = pl->ob;
1724 else
1725 tmp = NULL;
1726 } 1554 }
1727 1555
1728 if (i < op->nrof) 1556 if (i < op->nrof)
1729 { 1557 {
1730 sub_weight (op->env, op->weight * i); 1558 sub_weight (op->env, op->weight * i);
1731 op->nrof -= i; 1559 op->nrof -= i;
1732 if (tmp) 1560 if (tmp)
1733 {
1734 esrv_send_item (tmp, op); 1561 esrv_send_item (tmp, op);
1735 }
1736 } 1562 }
1737 else 1563 else
1738 { 1564 {
1739 remove_ob (op); 1565 op->remove ();
1740 op->nrof = 0; 1566 op->nrof = 0;
1741 if (tmp) 1567 if (tmp)
1742 {
1743 esrv_del_item (tmp->contr, op->count); 1568 esrv_del_item (tmp->contr, op->count);
1744 }
1745 } 1569 }
1746 } 1570 }
1747 else 1571 else
1748 { 1572 {
1749 object *above = op->above; 1573 object *above = op->above;
1750 1574
1751 if (i < op->nrof) 1575 if (i < op->nrof)
1752 op->nrof -= i; 1576 op->nrof -= i;
1753 else 1577 else
1754 { 1578 {
1755 remove_ob (op); 1579 op->remove ();
1756 op->nrof = 0; 1580 op->nrof = 0;
1757 } 1581 }
1758 1582
1759 /* Since we just removed op, op->above is null */ 1583 /* Since we just removed op, op->above is null */
1760 for (tmp = above; tmp != NULL; tmp = tmp->above) 1584 for (tmp = above; tmp; tmp = tmp->above)
1761 if (tmp->type == PLAYER) 1585 if (tmp->type == PLAYER)
1762 { 1586 {
1763 if (op->nrof) 1587 if (op->nrof)
1764 esrv_send_item (tmp, op); 1588 esrv_send_item (tmp, op);
1765 else 1589 else
1769 1593
1770 if (op->nrof) 1594 if (op->nrof)
1771 return op; 1595 return op;
1772 else 1596 else
1773 { 1597 {
1774 free_object (op); 1598 op->destroy ();
1775 return NULL; 1599 return 0;
1776 } 1600 }
1777} 1601}
1778 1602
1779/* 1603/*
1780 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1781 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1782 */ 1606 */
1783
1784void 1607void
1785add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1786{ 1609{
1787 while (op != NULL) 1610 while (op != NULL)
1788 { 1611 {
1792 op->carrying += weight; 1615 op->carrying += weight;
1793 op = op->env; 1616 op = op->env;
1794 } 1617 }
1795} 1618}
1796 1619
1620object *
1621insert_ob_in_ob (object *op, object *where)
1622{
1623 if (!where)
1624 {
1625 char *dump = dump_object (op);
1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1627 free (dump);
1628 return op;
1629 }
1630
1631 if (where->head_ () != where)
1632 {
1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1634 where = where->head;
1635 }
1636
1637 return where->insert (op);
1638}
1639
1797/* 1640/*
1798 * insert_ob_in_ob(op,environment): 1641 * env->insert (op)
1799 * This function inserts the object op in the linked list 1642 * This function inserts the object op in the linked list
1800 * inside the object environment. 1643 * inside the object environment.
1801 * 1644 *
1802 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1803 * the inventory at the last position or next to other objects of the same
1804 * type.
1805 * Frank: Now sorted by type, archetype and magic!
1806 *
1807 * The function returns now pointer to inserted item, and return value can 1645 * The function returns now pointer to inserted item, and return value can
1808 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1809 */ 1647 */
1810
1811object * 1648object *
1812insert_ob_in_ob (object *op, object *where) 1649object::insert (object *op)
1813{ 1650{
1814 object *
1815 tmp, *
1816 otmp;
1817
1818 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1819 { 1652 op->remove ();
1820 dump_object (op);
1821 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1822 return op;
1823 }
1824
1825 if (where == NULL)
1826 {
1827 dump_object (op);
1828 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1829 return op;
1830 }
1831
1832 if (where->head)
1833 {
1834 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1835 where = where->head;
1836 }
1837 1653
1838 if (op->more) 1654 if (op->more)
1839 { 1655 {
1840 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1656 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1841 return op; 1657 return op;
1842 } 1658 }
1843 1659
1844 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1845 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1846 if (op->nrof) 1663 if (op->nrof)
1847 { 1664 {
1848 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1849 if (CAN_MERGE (tmp, op)) 1666 if (object::can_merge (tmp, op))
1850 { 1667 {
1851 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1852 (client needs the original object) */ 1669 (client needs the original object) */
1853 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1854 /* Weight handling gets pretty funky. Since we are adding to 1671 /* Weight handling gets pretty funky. Since we are adding to
1855 * tmp->nrof, we need to increase the weight. 1672 * tmp->nrof, we need to increase the weight.
1856 */ 1673 */
1857 add_weight (where, op->weight * op->nrof); 1674 add_weight (this, op->weight * op->nrof);
1858 SET_FLAG (op, FLAG_REMOVED); 1675 SET_FLAG (op, FLAG_REMOVED);
1859 free_object (op); /* free the inserted object */ 1676 op->destroy (); /* free the inserted object */
1860 op = tmp; 1677 op = tmp;
1861 remove_ob (op); /* and fix old object's links */ 1678 op->remove (); /* and fix old object's links */
1862 CLEAR_FLAG (op, FLAG_REMOVED); 1679 CLEAR_FLAG (op, FLAG_REMOVED);
1863 break; 1680 break;
1864 } 1681 }
1865 1682
1866 /* I assume combined objects have no inventory 1683 /* I assume combined objects have no inventory
1867 * We add the weight - this object could have just been removed 1684 * We add the weight - this object could have just been removed
1868 * (if it was possible to merge). calling remove_ob will subtract 1685 * (if it was possible to merge). calling remove_ob will subtract
1869 * the weight, so we need to add it in again, since we actually do 1686 * the weight, so we need to add it in again, since we actually do
1870 * the linking below 1687 * the linking below
1871 */ 1688 */
1872 add_weight (where, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1873 } 1690 }
1874 else 1691 else
1875 add_weight (where, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1876 1693
1877 otmp = is_player_inv (where); 1694 if (object *otmp = this->in_player ())
1878 if (otmp && otmp->contr != NULL)
1879 {
1880 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1881 fix_player (otmp); 1696 otmp->update_stats ();
1882 }
1883 1697
1698 op->owner = 0; // its his/hers now. period.
1884 op->map = NULL; 1699 op->map = 0;
1885 op->env = where; 1700 op->env = this;
1886 op->above = NULL; 1701 op->above = 0;
1887 op->below = NULL; 1702 op->below = 0;
1888 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1889 1704
1890 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1891 if ((op->glow_radius != 0) && where->map) 1706 if (op->glow_radius && map)
1892 { 1707 {
1893#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1894 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1895#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1896 if (MAP_DARKNESS (where->map)) 1711 if (map->darkness)
1897 update_all_los (where->map, where->x, where->y); 1712 update_all_los (map, x, y);
1898 } 1713 }
1899 1714
1900 /* Client has no idea of ordering so lets not bother ordering it here. 1715 /* Client has no idea of ordering so lets not bother ordering it here.
1901 * It sure simplifies this function... 1716 * It sure simplifies this function...
1902 */ 1717 */
1903 if (where->inv == NULL) 1718 if (!inv)
1904 where->inv = op; 1719 inv = op;
1905 else 1720 else
1906 { 1721 {
1907 op->below = where->inv; 1722 op->below = inv;
1908 op->below->above = op; 1723 op->below->above = op;
1909 where->inv = op; 1724 inv = op;
1910 } 1725 }
1726
1727 INVOKE_OBJECT (INSERT, this);
1728
1911 return op; 1729 return op;
1912} 1730}
1913 1731
1914/* 1732/*
1915 * Checks if any objects has a move_type that matches objects 1733 * Checks if any objects has a move_type that matches objects
1929 * 1747 *
1930 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * MSW 2001-07-08: Check all objects on space, not just those below
1931 * object being inserted. insert_ob_in_map may not put new objects 1749 * object being inserted. insert_ob_in_map may not put new objects
1932 * on top. 1750 * on top.
1933 */ 1751 */
1934
1935int 1752int
1936check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1937{ 1754{
1938 object * 1755 object *tmp;
1939 tmp; 1756 maptile *m = op->map;
1940 tag_t
1941 tag;
1942 mapstruct *
1943 m = op->map;
1944 int
1945 x = op->x, y = op->y; 1757 int x = op->x, y = op->y;
1946 1758
1947 MoveType 1759 MoveType move_on, move_slow, move_block;
1948 move_on,
1949 move_slow,
1950 move_block;
1951 1760
1952 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1761 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1953 return 0; 1762 return 0;
1954
1955 tag = op->count;
1956 1763
1957 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1764 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1958 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1765 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1959 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1766 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1960 1767
1976 1783
1977 /* The objects have to be checked from top to bottom. 1784 /* The objects have to be checked from top to bottom.
1978 * Hence, we first go to the top: 1785 * Hence, we first go to the top:
1979 */ 1786 */
1980 1787
1981 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1788 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1982 { 1789 {
1983 /* Trim the search when we find the first other spell effect 1790 /* Trim the search when we find the first other spell effect
1984 * this helps performance so that if a space has 50 spell objects, 1791 * this helps performance so that if a space has 50 spell objects,
1985 * we don't need to check all of them. 1792 * we don't need to check all of them.
1986 */ 1793 */
2004 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2005 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2006 { 1813 {
2007 1814
2008 float 1815 float
2009 diff = tmp->move_slow_penalty * FABS (op->speed); 1816 diff = tmp->move_slow_penalty * fabs (op->speed);
2010 1817
2011 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
2012 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1819 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2013 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2014 diff /= 4.0; 1821 diff /= 4.0;
2021 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1828 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2022 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1829 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2023 { 1830 {
2024 move_apply (tmp, op, originator); 1831 move_apply (tmp, op, originator);
2025 1832
2026 if (was_destroyed (op, tag)) 1833 if (op->destroyed ())
2027 return 1; 1834 return 1;
2028 1835
2029 /* what the person/creature stepped onto has moved the object 1836 /* what the person/creature stepped onto has moved the object
2030 * someplace new. Don't process any further - if we did, 1837 * someplace new. Don't process any further - if we did,
2031 * have a feeling strange problems would result. 1838 * have a feeling strange problems would result.
2041/* 1848/*
2042 * present_arch(arch, map, x, y) searches for any objects with 1849 * present_arch(arch, map, x, y) searches for any objects with
2043 * a matching archetype at the given map and coordinates. 1850 * a matching archetype at the given map and coordinates.
2044 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2045 */ 1852 */
2046
2047object * 1853object *
2048present_arch (const archetype *at, mapstruct *m, int x, int y) 1854present_arch (const archetype *at, maptile *m, int x, int y)
2049{ 1855{
2050 object *
2051 tmp;
2052
2053 if (m == NULL || out_of_map (m, x, y)) 1856 if (!m || out_of_map (m, x, y))
2054 { 1857 {
2055 LOG (llevError, "Present_arch called outside map.\n"); 1858 LOG (llevError, "Present_arch called outside map.\n");
2056 return NULL; 1859 return NULL;
2057 } 1860 }
2058 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1861
1862 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2059 if (tmp->arch == at) 1863 if (tmp->arch == at)
2060 return tmp; 1864 return tmp;
1865
2061 return NULL; 1866 return NULL;
2062} 1867}
2063 1868
2064/* 1869/*
2065 * present(type, map, x, y) searches for any objects with 1870 * present(type, map, x, y) searches for any objects with
2066 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
2067 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
2068 */ 1873 */
2069
2070object * 1874object *
2071present (unsigned char type, mapstruct *m, int x, int y) 1875present (unsigned char type, maptile *m, int x, int y)
2072{ 1876{
2073 object *
2074 tmp;
2075
2076 if (out_of_map (m, x, y)) 1877 if (out_of_map (m, x, y))
2077 { 1878 {
2078 LOG (llevError, "Present called outside map.\n"); 1879 LOG (llevError, "Present called outside map.\n");
2079 return NULL; 1880 return NULL;
2080 } 1881 }
2081 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1882
1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2082 if (tmp->type == type) 1884 if (tmp->type == type)
2083 return tmp; 1885 return tmp;
1886
2084 return NULL; 1887 return NULL;
2085} 1888}
2086 1889
2087/* 1890/*
2088 * present_in_ob(type, object) searches for any objects with 1891 * present_in_ob(type, object) searches for any objects with
2089 * a matching type variable in the inventory of the given object. 1892 * a matching type variable in the inventory of the given object.
2090 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
2091 */ 1894 */
2092
2093object * 1895object *
2094present_in_ob (unsigned char type, const object *op) 1896present_in_ob (unsigned char type, const object *op)
2095{ 1897{
2096 object *
2097 tmp;
2098
2099 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2100 if (tmp->type == type) 1899 if (tmp->type == type)
2101 return tmp; 1900 return tmp;
1901
2102 return NULL; 1902 return NULL;
2103} 1903}
2104 1904
2105/* 1905/*
2106 * present_in_ob (type, str, object) searches for any objects with 1906 * present_in_ob (type, str, object) searches for any objects with
2114 * str is the string to match against. Note that we match against 1914 * str is the string to match against. Note that we match against
2115 * the object name, not the archetype name. this is so that the 1915 * the object name, not the archetype name. this is so that the
2116 * spell code can use one object type (force), but change it's name 1916 * spell code can use one object type (force), but change it's name
2117 * to be unique. 1917 * to be unique.
2118 */ 1918 */
2119
2120object * 1919object *
2121present_in_ob_by_name (int type, const char *str, const object *op) 1920present_in_ob_by_name (int type, const char *str, const object *op)
2122{ 1921{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2127 {
2128 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2129 return tmp; 1924 return tmp;
2130 } 1925
2131 return NULL; 1926 return 0;
2132} 1927}
2133 1928
2134/* 1929/*
2135 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
2136 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
2137 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
2138 */ 1933 */
2139
2140object * 1934object *
2141present_arch_in_ob (const archetype *at, const object *op) 1935present_arch_in_ob (const archetype *at, const object *op)
2142{ 1936{
2143 object *
2144 tmp;
2145
2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if (tmp->arch == at) 1938 if (tmp->arch == at)
2148 return tmp; 1939 return tmp;
1940
2149 return NULL; 1941 return NULL;
2150} 1942}
2151 1943
2152/* 1944/*
2153 * activate recursively a flag on an object inventory 1945 * activate recursively a flag on an object inventory
2154 */ 1946 */
2155void 1947void
2156flag_inv (object *op, int flag) 1948flag_inv (object *op, int flag)
2157{ 1949{
2158 object *
2159 tmp;
2160
2161 if (op->inv) 1950 if (op->inv)
2162 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2163 { 1952 {
2164 SET_FLAG (tmp, flag); 1953 SET_FLAG (tmp, flag);
2165 flag_inv (tmp, flag); 1954 flag_inv (tmp, flag);
2166 } 1955 }
2167} /* 1956}
1957
1958/*
2168 * desactivate recursively a flag on an object inventory 1959 * deactivate recursively a flag on an object inventory
2169 */ 1960 */
2170void 1961void
2171unflag_inv (object *op, int flag) 1962unflag_inv (object *op, int flag)
2172{ 1963{
2173 object *
2174 tmp;
2175
2176 if (op->inv) 1964 if (op->inv)
2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 { 1966 {
2179 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
2180 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
2181 } 1969 }
2182}
2183
2184/*
2185 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2186 * all it's inventory (recursively).
2187 * If checksums are used, a player will get set_cheat called for
2188 * him/her-self and all object carried by a call to this function.
2189 */
2190
2191void
2192set_cheat (object *op)
2193{
2194 SET_FLAG (op, FLAG_WAS_WIZ);
2195 flag_inv (op, FLAG_WAS_WIZ);
2196} 1970}
2197 1971
2198/* 1972/*
2199 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
2200 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
2214 * because arch_blocked (now ob_blocked) needs to know the movement type 1988 * because arch_blocked (now ob_blocked) needs to know the movement type
2215 * to know if the space in question will block the object. We can't use 1989 * to know if the space in question will block the object. We can't use
2216 * the archetype because that isn't correct if the monster has been 1990 * the archetype because that isn't correct if the monster has been
2217 * customized, changed states, etc. 1991 * customized, changed states, etc.
2218 */ 1992 */
2219
2220int 1993int
2221find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1994find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2222{ 1995{
2223 int
2224 i,
2225 index = 0, flag; 1996 int index = 0, flag;
2226 static int
2227 altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
2228 1998
2229 for (i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
2230 { 2000 {
2231 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2232 if (!flag) 2002 if (!flag)
2233 altern[index++] = i; 2003 altern [index++] = i;
2234 2004
2235 /* Basically, if we find a wall on a space, we cut down the search size. 2005 /* Basically, if we find a wall on a space, we cut down the search size.
2236 * In this way, we won't return spaces that are on another side of a wall. 2006 * In this way, we won't return spaces that are on another side of a wall.
2237 * This mostly work, but it cuts down the search size in all directions - 2007 * This mostly work, but it cuts down the search size in all directions -
2238 * if the space being examined only has a wall to the north and empty 2008 * if the space being examined only has a wall to the north and empty
2239 * spaces in all the other directions, this will reduce the search space 2009 * spaces in all the other directions, this will reduce the search space
2240 * to only the spaces immediately surrounding the target area, and 2010 * to only the spaces immediately surrounding the target area, and
2241 * won't look 2 spaces south of the target space. 2011 * won't look 2 spaces south of the target space.
2242 */ 2012 */
2243 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2013 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2244 stop = maxfree[i]; 2014 stop = maxfree[i];
2245 } 2015 }
2016
2246 if (!index) 2017 if (!index)
2247 return -1; 2018 return -1;
2019
2248 return altern[RANDOM () % index]; 2020 return altern [rndm (index)];
2249} 2021}
2250 2022
2251/* 2023/*
2252 * find_first_free_spot(archetype, mapstruct, x, y) works like 2024 * find_first_free_spot(archetype, maptile, x, y) works like
2253 * find_free_spot(), but it will search max number of squares. 2025 * find_free_spot(), but it will search max number of squares.
2254 * But it will return the first available spot, not a random choice. 2026 * But it will return the first available spot, not a random choice.
2255 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2027 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2256 */ 2028 */
2257
2258int 2029int
2259find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2030find_first_free_spot (const object *ob, maptile *m, int x, int y)
2260{ 2031{
2261 int
2262 i;
2263
2264 for (i = 0; i < SIZEOFFREE; i++) 2032 for (int i = 0; i < SIZEOFFREE; i++)
2265 {
2266 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2033 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2267 return i; 2034 return i;
2268 } 2035
2269 return -1; 2036 return -1;
2270} 2037}
2271 2038
2272/* 2039/*
2273 * The function permute(arr, begin, end) randomly reorders the array 2040 * The function permute(arr, begin, end) randomly reorders the array
2274 * arr[begin..end-1]. 2041 * arr[begin..end-1].
2042 * now uses a fisher-yates shuffle, old permute was broken
2275 */ 2043 */
2276static void 2044static void
2277permute (int *arr, int begin, int end) 2045permute (int *arr, int begin, int end)
2278{ 2046{
2279 int 2047 arr += begin;
2280 i,
2281 j,
2282 tmp,
2283 len;
2284
2285 len = end - begin; 2048 end -= begin;
2286 for (i = begin; i < end; i++)
2287 {
2288 j = begin + RANDOM () % len;
2289 2049
2290 tmp = arr[i]; 2050 while (--end)
2291 arr[i] = arr[j]; 2051 swap (arr [end], arr [rndm (end + 1)]);
2292 arr[j] = tmp;
2293 }
2294} 2052}
2295 2053
2296/* new function to make monster searching more efficient, and effective! 2054/* new function to make monster searching more efficient, and effective!
2297 * This basically returns a randomized array (in the passed pointer) of 2055 * This basically returns a randomized array (in the passed pointer) of
2298 * the spaces to find monsters. In this way, it won't always look for 2056 * the spaces to find monsters. In this way, it won't always look for
2301 * the 3x3 area will be searched, just not in a predictable order. 2059 * the 3x3 area will be searched, just not in a predictable order.
2302 */ 2060 */
2303void 2061void
2304get_search_arr (int *search_arr) 2062get_search_arr (int *search_arr)
2305{ 2063{
2306 int 2064 int i;
2307 i;
2308 2065
2309 for (i = 0; i < SIZEOFFREE; i++) 2066 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i; 2067 search_arr[i] = i;
2312 }
2313 2068
2314 permute (search_arr, 1, SIZEOFFREE1 + 1); 2069 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2070 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2071 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2072}
2326 * Perhaps incorrectly, but I'm making the assumption that exclude 2081 * Perhaps incorrectly, but I'm making the assumption that exclude
2327 * is actually want is going to try and move there. We need this info 2082 * is actually want is going to try and move there. We need this info
2328 * because we have to know what movement the thing looking to move 2083 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2084 * there is capable of.
2330 */ 2085 */
2331
2332int 2086int
2333find_dir (mapstruct *m, int x, int y, object *exclude) 2087find_dir (maptile *m, int x, int y, object *exclude)
2334{ 2088{
2335 int
2336 i,
2337 max = SIZEOFFREE, mflags; 2089 int i, max = SIZEOFFREE, mflags;
2338 2090
2339 sint16 nx, ny; 2091 sint16 nx, ny;
2340 object * 2092 object *tmp;
2341 tmp; 2093 maptile *mp;
2342 mapstruct *
2343 mp;
2344 2094
2345 MoveType blocked, move_type; 2095 MoveType blocked, move_type;
2346 2096
2347 if (exclude && exclude->head) 2097 if (exclude && exclude->head_ () != exclude)
2348 { 2098 {
2349 exclude = exclude->head; 2099 exclude = exclude->head;
2350 move_type = exclude->move_type; 2100 move_type = exclude->move_type;
2351 } 2101 }
2352 else 2102 else
2360 mp = m; 2110 mp = m;
2361 nx = x + freearr_x[i]; 2111 nx = x + freearr_x[i];
2362 ny = y + freearr_y[i]; 2112 ny = y + freearr_y[i];
2363 2113
2364 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2114 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2115
2365 if (mflags & P_OUT_OF_MAP) 2116 if (mflags & P_OUT_OF_MAP)
2366 {
2367 max = maxfree[i]; 2117 max = maxfree[i];
2368 }
2369 else 2118 else
2370 { 2119 {
2371 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2120 mapspace &ms = mp->at (nx, ny);
2121
2122 blocked = ms.move_block;
2372 2123
2373 if ((move_type & blocked) == move_type) 2124 if ((move_type & blocked) == move_type)
2374 {
2375 max = maxfree[i]; 2125 max = maxfree[i];
2376 }
2377 else if (mflags & P_IS_ALIVE) 2126 else if (mflags & P_IS_ALIVE)
2378 { 2127 {
2379 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2128 for (tmp = ms.bot; tmp; tmp = tmp->above)
2380 { 2129 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2381 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2130 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2382 {
2383 break; 2131 break;
2384 } 2132
2385 }
2386 if (tmp) 2133 if (tmp)
2387 {
2388 return freedir[i]; 2134 return freedir[i];
2389 }
2390 } 2135 }
2391 } 2136 }
2392 } 2137 }
2138
2393 return 0; 2139 return 0;
2394} 2140}
2395 2141
2396/* 2142/*
2397 * distance(object 1, object 2) will return the square of the 2143 * distance(object 1, object 2) will return the square of the
2398 * distance between the two given objects. 2144 * distance between the two given objects.
2399 */ 2145 */
2400
2401int 2146int
2402distance (const object *ob1, const object *ob2) 2147distance (const object *ob1, const object *ob2)
2403{ 2148{
2404 int
2405 i;
2406
2407 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2149 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2408 return i;
2409} 2150}
2410 2151
2411/* 2152/*
2412 * find_dir_2(delta-x,delta-y) will return a direction in which 2153 * find_dir_2(delta-x,delta-y) will return a direction in which
2413 * an object which has subtracted the x and y coordinates of another 2154 * an object which has subtracted the x and y coordinates of another
2414 * object, needs to travel toward it. 2155 * object, needs to travel toward it.
2415 */ 2156 */
2416
2417int 2157int
2418find_dir_2 (int x, int y) 2158find_dir_2 (int x, int y)
2419{ 2159{
2420 int 2160 int q;
2421 q;
2422 2161
2423 if (y) 2162 if (y)
2424 q = x * 100 / y; 2163 q = x * 100 / y;
2425 else if (x) 2164 else if (x)
2426 q = -300 * x; 2165 q = -300 * x;
2451 2190
2452 return 3; 2191 return 3;
2453} 2192}
2454 2193
2455/* 2194/*
2456 * absdir(int): Returns a number between 1 and 8, which represent
2457 * the "absolute" direction of a number (it actually takes care of
2458 * "overflow" in previous calculations of a direction).
2459 */
2460
2461int
2462absdir (int d)
2463{
2464 while (d < 1)
2465 d += 8;
2466 while (d > 8)
2467 d -= 8;
2468 return d;
2469}
2470
2471/*
2472 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2195 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2473 * between two directions (which are expected to be absolute (see absdir()) 2196 * between two directions (which are expected to be absolute (see absdir())
2474 */ 2197 */
2475
2476int 2198int
2477dirdiff (int dir1, int dir2) 2199dirdiff (int dir1, int dir2)
2478{ 2200{
2479 int 2201 int d;
2480 d;
2481 2202
2482 d = abs (dir1 - dir2); 2203 d = abs (dir1 - dir2);
2483 if (d > 4) 2204 if (d > 4)
2484 d = 8 - d; 2205 d = 8 - d;
2206
2485 return d; 2207 return d;
2486} 2208}
2487 2209
2488/* peterm: 2210/* peterm:
2489 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2211 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2492 * This basically means that if direction is 15, then it could either go 2214 * This basically means that if direction is 15, then it could either go
2493 * direction 4, 14, or 16 to get back to where we are. 2215 * direction 4, 14, or 16 to get back to where we are.
2494 * Moved from spell_util.c to object.c with the other related direction 2216 * Moved from spell_util.c to object.c with the other related direction
2495 * functions. 2217 * functions.
2496 */ 2218 */
2497
2498int
2499 reduction_dir[SIZEOFFREE][3] = { 2219int reduction_dir[SIZEOFFREE][3] = {
2500 {0, 0, 0}, /* 0 */ 2220 {0, 0, 0}, /* 0 */
2501 {0, 0, 0}, /* 1 */ 2221 {0, 0, 0}, /* 1 */
2502 {0, 0, 0}, /* 2 */ 2222 {0, 0, 0}, /* 2 */
2503 {0, 0, 0}, /* 3 */ 2223 {0, 0, 0}, /* 3 */
2504 {0, 0, 0}, /* 4 */ 2224 {0, 0, 0}, /* 4 */
2552 * find a path to that monster that we found. If not, 2272 * find a path to that monster that we found. If not,
2553 * we don't bother going toward it. Returns 1 if we 2273 * we don't bother going toward it. Returns 1 if we
2554 * can see a direct way to get it 2274 * can see a direct way to get it
2555 * Modified to be map tile aware -.MSW 2275 * Modified to be map tile aware -.MSW
2556 */ 2276 */
2557
2558
2559int 2277int
2560can_see_monsterP (mapstruct *m, int x, int y, int dir) 2278can_see_monsterP (maptile *m, int x, int y, int dir)
2561{ 2279{
2562 sint16 dx, dy; 2280 sint16 dx, dy;
2563 int
2564 mflags; 2281 int mflags;
2565 2282
2566 if (dir < 0) 2283 if (dir < 0)
2567 return 0; /* exit condition: invalid direction */ 2284 return 0; /* exit condition: invalid direction */
2568 2285
2569 dx = x + freearr_x[dir]; 2286 dx = x + freearr_x[dir];
2582 return 0; 2299 return 0;
2583 2300
2584 /* yes, can see. */ 2301 /* yes, can see. */
2585 if (dir < 9) 2302 if (dir < 9)
2586 return 1; 2303 return 1;
2304
2587 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2305 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2588 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2306 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2307 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2589} 2308}
2590
2591
2592 2309
2593/* 2310/*
2594 * can_pick(picker, item): finds out if an object is possible to be 2311 * can_pick(picker, item): finds out if an object is possible to be
2595 * picked up by the picker. Returnes 1 if it can be 2312 * picked up by the picker. Returnes 1 if it can be
2596 * picked up, otherwise 0. 2313 * picked up, otherwise 0.
2598 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2315 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2599 * core dumps if they do. 2316 * core dumps if they do.
2600 * 2317 *
2601 * Add a check so we can't pick up invisible objects (0.93.8) 2318 * Add a check so we can't pick up invisible objects (0.93.8)
2602 */ 2319 */
2603
2604int 2320int
2605can_pick (const object *who, const object *item) 2321can_pick (const object *who, const object *item)
2606{ 2322{
2607 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2323 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2608 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2324 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2609 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2325 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2610} 2326}
2611 2327
2612
2613/* 2328/*
2614 * create clone from object to another 2329 * create clone from object to another
2615 */ 2330 */
2616object * 2331object *
2617object_create_clone (object *asrc) 2332object_create_clone (object *asrc)
2618{ 2333{
2619 object *
2620 dst = NULL, *tmp, *src, *part, *prev, *item; 2334 object *dst = 0, *tmp, *src, *prev, *item;
2621 2335
2622 if (!asrc) 2336 if (!asrc)
2623 return NULL; 2337 return 0;
2624 src = asrc; 2338
2625 if (src->head)
2626 src = src->head; 2339 src = asrc->head_ ();
2627 2340
2628 prev = NULL; 2341 prev = 0;
2629 for (part = src; part; part = part->more) 2342 for (object *part = src; part; part = part->more)
2630 { 2343 {
2631 tmp = get_object (); 2344 tmp = part->clone ();
2632 copy_object (part, tmp);
2633 tmp->x -= src->x; 2345 tmp->x -= src->x;
2634 tmp->y -= src->y; 2346 tmp->y -= src->y;
2347
2635 if (!part->head) 2348 if (!part->head)
2636 { 2349 {
2637 dst = tmp; 2350 dst = tmp;
2638 tmp->head = NULL; 2351 tmp->head = 0;
2639 } 2352 }
2640 else 2353 else
2641 {
2642 tmp->head = dst; 2354 tmp->head = dst;
2643 } 2355
2644 tmp->more = NULL; 2356 tmp->more = 0;
2357
2645 if (prev) 2358 if (prev)
2646 prev->more = tmp; 2359 prev->more = tmp;
2360
2647 prev = tmp; 2361 prev = tmp;
2648 } 2362 }
2649 2363
2650 /*** copy inventory ***/
2651 for (item = src->inv; item; item = item->below) 2364 for (item = src->inv; item; item = item->below)
2652 {
2653 (void) insert_ob_in_ob (object_create_clone (item), dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2654 }
2655 2366
2656 return dst; 2367 return dst;
2657}
2658
2659/* return true if the object was destroyed, 0 otherwise */
2660int
2661was_destroyed (const object *op, tag_t old_tag)
2662{
2663 /* checking for FLAG_FREED isn't necessary, but makes this function more
2664 * robust */
2665 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2666}
2667
2668/* GROS - Creates an object using a string representing its content. */
2669
2670/* Basically, we save the content of the string to a temp file, then call */
2671
2672/* load_object on it. I admit it is a highly inefficient way to make things, */
2673
2674/* but it was simple to make and allows reusing the load_object function. */
2675
2676/* Remember not to use load_object_str in a time-critical situation. */
2677
2678/* Also remember that multiparts objects are not supported for now. */
2679
2680object *
2681load_object_str (const char *obstr)
2682{
2683 object *
2684 op;
2685 char
2686 filename[MAX_BUF];
2687
2688 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2689
2690 FILE *
2691 tempfile = fopen (filename, "w");
2692
2693 if (tempfile == NULL)
2694 {
2695 LOG (llevError, "Error - Unable to access load object temp file\n");
2696 return NULL;
2697 }
2698
2699 fprintf (tempfile, obstr);
2700 fclose (tempfile);
2701
2702 op = get_object ();
2703
2704 object_thawer thawer (filename);
2705
2706 if (thawer)
2707 load_object (thawer, op, 0);
2708
2709 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2710 CLEAR_FLAG (op, FLAG_REMOVED);
2711
2712 return op;
2713} 2368}
2714 2369
2715/* This returns the first object in who's inventory that 2370/* This returns the first object in who's inventory that
2716 * has the same type and subtype match. 2371 * has the same type and subtype match.
2717 * returns NULL if no match. 2372 * returns NULL if no match.
2718 */ 2373 */
2719object * 2374object *
2720find_obj_by_type_subtype (const object *who, int type, int subtype) 2375find_obj_by_type_subtype (const object *who, int type, int subtype)
2721{ 2376{
2722 object *
2723 tmp;
2724
2725 for (tmp = who->inv; tmp; tmp = tmp->below) 2377 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2726 if (tmp->type == type && tmp->subtype == subtype) 2378 if (tmp->type == type && tmp->subtype == subtype)
2727 return tmp; 2379 return tmp;
2728 2380
2729 return NULL; 2381 return 0;
2730} 2382}
2731 2383
2732/* If ob has a field named key, return the link from the list, 2384/* If ob has a field named key, return the link from the list,
2733 * otherwise return NULL. 2385 * otherwise return NULL.
2734 * 2386 *
2736 * do the desired thing. 2388 * do the desired thing.
2737 */ 2389 */
2738key_value * 2390key_value *
2739get_ob_key_link (const object *ob, const char *key) 2391get_ob_key_link (const object *ob, const char *key)
2740{ 2392{
2741 key_value *
2742 link;
2743
2744 for (link = ob->key_values; link != NULL; link = link->next) 2393 for (key_value *link = ob->key_values; link; link = link->next)
2745 {
2746 if (link->key == key) 2394 if (link->key == key)
2747 {
2748 return link; 2395 return link;
2749 }
2750 }
2751 2396
2752 return NULL; 2397 return 0;
2753} 2398}
2754 2399
2755/* 2400/*
2756 * Returns the value of op has an extra_field for key, or NULL. 2401 * Returns the value of op has an extra_field for key, or NULL.
2757 * 2402 *
2782 if (link->key == canonical_key) 2427 if (link->key == canonical_key)
2783 return link->value; 2428 return link->value;
2784 2429
2785 return 0; 2430 return 0;
2786} 2431}
2787
2788 2432
2789/* 2433/*
2790 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2791 * 2435 *
2792 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2797 * Returns TRUE on success. 2441 * Returns TRUE on success.
2798 */ 2442 */
2799int 2443int
2800set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2444set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2801{ 2445{
2802 key_value *
2803 field = NULL, *last = NULL; 2446 key_value *field = NULL, *last = NULL;
2804 2447
2805 for (field = op->key_values; field != NULL; field = field->next) 2448 for (field = op->key_values; field != NULL; field = field->next)
2806 { 2449 {
2807 if (field->key != canonical_key) 2450 if (field->key != canonical_key)
2808 { 2451 {
2817 /* Basically, if the archetype has this key set, 2460 /* Basically, if the archetype has this key set,
2818 * we need to store the null value so when we save 2461 * we need to store the null value so when we save
2819 * it, we save the empty value so that when we load, 2462 * it, we save the empty value so that when we load,
2820 * we get this value back again. 2463 * we get this value back again.
2821 */ 2464 */
2822 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2465 if (get_ob_key_link (op->arch, canonical_key))
2823 field->value = 0; 2466 field->value = 0;
2824 else 2467 else
2825 { 2468 {
2826 if (last) 2469 if (last)
2827 last->next = field->next; 2470 last->next = field->next;
2836 /* IF we get here, key doesn't exist */ 2479 /* IF we get here, key doesn't exist */
2837 2480
2838 /* No field, we'll have to add it. */ 2481 /* No field, we'll have to add it. */
2839 2482
2840 if (!add_key) 2483 if (!add_key)
2841 {
2842 return FALSE; 2484 return FALSE;
2843 } 2485
2844 /* There isn't any good reason to store a null 2486 /* There isn't any good reason to store a null
2845 * value in the key/value list. If the archetype has 2487 * value in the key/value list. If the archetype has
2846 * this key, then we should also have it, so shouldn't 2488 * this key, then we should also have it, so shouldn't
2847 * be here. If user wants to store empty strings, 2489 * be here. If user wants to store empty strings,
2848 * should pass in "" 2490 * should pass in ""
2897 } 2539 }
2898 else 2540 else
2899 item = item->env; 2541 item = item->env;
2900} 2542}
2901 2543
2544const char *
2545object::flag_desc (char *desc, int len) const
2546{
2547 char *p = desc;
2548 bool first = true;
2549
2550 *p = 0;
2551
2552 for (int i = 0; i < NUM_FLAGS; i++)
2553 {
2554 if (len <= 10) // magic constant!
2555 {
2556 snprintf (p, len, ",...");
2557 break;
2558 }
2559
2560 if (flag [i])
2561 {
2562 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2563 len -= cnt;
2564 p += cnt;
2565 first = false;
2566 }
2567 }
2568
2569 return desc;
2570}
2571
2902// return a suitable string describing an objetc in enough detail to find it 2572// return a suitable string describing an object in enough detail to find it
2903const char * 2573const char *
2904object::debug_desc (char *info) const 2574object::debug_desc (char *info) const
2905{ 2575{
2576 char flagdesc[512];
2906 char info2[256 * 3]; 2577 char info2[256 * 4];
2907 char *p = info; 2578 char *p = info;
2908 2579
2909 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2580 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2910 count, 2581 count, uuid.seq,
2911 &name, 2582 &name,
2912 title ? " " : "", 2583 title ? "\",title:\"" : "",
2913 title ? (const char *)title : ""); 2584 title ? (const char *)title : "",
2585 flag_desc (flagdesc, 512), type);
2914 2586
2915 if (env) 2587 if (!this->flag[FLAG_REMOVED] && env)
2916 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2917 2589
2918 if (map) 2590 if (map)
2919 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2920 2592
2921 return info; 2593 return info;
2922} 2594}
2923 2595
2924const char * 2596const char *
2925object::debug_desc () const 2597object::debug_desc () const
2926{ 2598{
2927 static char info[256 * 3]; 2599 static char info[3][256 * 4];
2600 static int info_idx;
2601
2928 return debug_desc (info); 2602 return debug_desc (info [++info_idx % 3]);
2929} 2603}
2930 2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mt = name_to_material (materialname))
2616 return mt;
2617
2618 return name_to_material (shstr_unknown);
2619}
2620
2621void
2622object::open_container (object *new_container)
2623{
2624 if (container == new_container)
2625 return;
2626
2627 if (object *old_container = container)
2628 {
2629 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2630 return;
2631
2632#if 0
2633 // remove the "Close old_container" object.
2634 if (object *closer = old_container->inv)
2635 if (closer->type == CLOSE_CON)
2636 closer->destroy ();
2637#endif
2638
2639 old_container->flag [FLAG_APPLIED] = 0;
2640 container = 0;
2641
2642 esrv_update_item (UPD_FLAGS, this, old_container);
2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2644 play_sound (sound_find ("chest_close"));
2645 }
2646
2647 if (new_container)
2648 {
2649 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2650 return;
2651
2652 // TODO: this does not seem to serve any purpose anymore?
2653#if 0
2654 // insert the "Close Container" object.
2655 if (archetype *closer = new_container->other_arch)
2656 {
2657 object *closer = arch_to_object (new_container->other_arch);
2658 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2659 new_container->insert (closer);
2660 }
2661#endif
2662
2663 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2664
2665 new_container->flag [FLAG_APPLIED] = 1;
2666 container = new_container;
2667
2668 esrv_update_item (UPD_FLAGS, this, new_container);
2669 esrv_send_inventory (this, new_container);
2670 play_sound (sound_find ("chest_open"));
2671 }
2672}
2673
2674object *
2675object::force_find (const shstr name)
2676{
2677 /* cycle through his inventory to look for the MARK we want to
2678 * place
2679 */
2680 for (object *tmp = inv; tmp; tmp = tmp->below)
2681 if (tmp->type == FORCE && tmp->slaying == name)
2682 return splay (tmp);
2683
2684 return 0;
2685}
2686
2687void
2688object::force_add (const shstr name, int duration)
2689{
2690 if (object *force = force_find (name))
2691 force->destroy ();
2692
2693 object *force = get_archetype (FORCE_NAME);
2694
2695 force->slaying = name;
2696 force->stats.food = 1;
2697 force->speed_left = -1.f;
2698
2699 force->set_speed (duration ? 1.f / duration : 0.f);
2700 force->flag [FLAG_IS_USED_UP] = true;
2701 force->flag [FLAG_APPLIED] = true;
2702
2703 insert (force);
2704}
2705
2706void
2707object::play_sound (faceidx sound) const
2708{
2709 if (!sound)
2710 return;
2711
2712 if (flag [FLAG_REMOVED])
2713 return;
2714
2715 if (env)
2716 {
2717 if (object *pl = in_player ())
2718 pl->contr->play_sound (sound);
2719 }
2720 else
2721 map->play_sound (sound, x, y);
2722}
2723

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