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Comparing deliantra/server/common/object.C (file contents):
Revision 1.49 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.183 by root, Mon Aug 20 19:13:10 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 %s\n", 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.
475} 392}
476 393
477/* 394/*
478 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
479 */ 396 */
480
481object * 397object *
482find_object (tag_t i) 398find_object (tag_t i)
483{ 399{
484 object *op; 400 for_all_objects (op)
485
486 for (op = object::first; op != NULL; op = op->next)
487 if (op->count == i) 401 if (op->count == i)
488 break;
489
490 return op; 402 return op;
403
404 return 0;
491} 405}
492 406
493/* 407/*
494 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
497 */ 411 */
498
499object * 412object *
500find_object_name (const char *str) 413find_object_name (const char *str)
501{ 414{
502 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
503 object *op; 416 object *op;
504 417
505 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
506 if (op->name == str_) 419 if (op->name == str_)
507 break; 420 break;
508 421
509 return op; 422 return op;
510} 423}
516} 429}
517 430
518/* 431/*
519 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
520 * skill and experience objects. 433 * skill and experience objects.
434 * ACTUALLY NO! investigate! TODO
521 */ 435 */
522void 436void
523object::set_owner (object *owner) 437object::set_owner (object *owner)
524{ 438{
439 // allow objects which own objects
525 if (!owner) 440 if (owner)
526 return;
527
528 /* next line added to allow objects which own objects */
529 /* Add a check for ownercounts in here, as I got into an endless loop
530 * with the fireball owning a poison cloud which then owned the
531 * fireball. I believe that was caused by one of the objects getting
532 * freed and then another object replacing it. Since the ownercounts
533 * didn't match, this check is valid and I believe that cause is valid.
534 */
535 while (owner->owner) 441 while (owner->owner)
536 owner = owner->owner; 442 owner = owner->owner;
537 443
538 this->owner = owner; 444 this->owner = owner;
445}
446
447int
448object::slottype () const
449{
450 if (type == SKILL)
451 {
452 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
453 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
454 }
455 else
456 {
457 if (slot [body_combat].info) return slot_combat;
458 if (slot [body_range ].info) return slot_ranged;
459 }
460
461 return slot_none;
462}
463
464bool
465object::change_weapon (object *ob)
466{
467 if (current_weapon == ob)
468 return true;
469
470 if (chosen_skill)
471 chosen_skill->flag [FLAG_APPLIED] = false;
472
473 current_weapon = ob;
474 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
475
476 if (chosen_skill)
477 chosen_skill->flag [FLAG_APPLIED] = true;
478
479 update_stats ();
480
481 if (ob)
482 {
483 // now check wether any body locations became invalid, in which case
484 // we cannot apply the weapon at the moment.
485 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
486 if (slot[i].used < 0)
487 {
488 current_weapon = chosen_skill = 0;
489 update_stats ();
490
491 new_draw_info_format (NDI_UNIQUE, 0, this,
492 "You try to balance all your items at once, "
493 "but the %s is just too much for your body. "
494 "[You need to unapply some items first.]", &ob->name);
495 return false;
496 }
497
498 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
499 }
500 else
501 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
502
503 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
504 {
505 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
506 &name, ob->debug_desc ());
507 return false;
508 }
509
510 return true;
539} 511}
540 512
541/* Zero the key_values on op, decrementing the shared-string 513/* Zero the key_values on op, decrementing the shared-string
542 * refcounts and freeing the links. 514 * refcounts and freeing the links.
543 */ 515 */
544static void 516static void
545free_key_values (object *op) 517free_key_values (object *op)
546{ 518{
547 for (key_value *i = op->key_values; i != 0;) 519 for (key_value *i = op->key_values; i; )
548 { 520 {
549 key_value *next = i->next; 521 key_value *next = i->next;
550 delete i; 522 delete i;
551 523
552 i = next; 524 i = next;
553 } 525 }
554 526
555 op->key_values = 0; 527 op->key_values = 0;
556} 528}
557 529
558void object::clear () 530object &
531object::operator =(const object &src)
559{ 532{
560 attachable_base::clear (); 533 bool is_freed = flag [FLAG_FREED];
534 bool is_removed = flag [FLAG_REMOVED];
561 535
562 free_key_values (this); 536 *(object_copy *)this = src;
563 537
564 owner = 0; 538 flag [FLAG_FREED] = is_freed;
565 name = 0; 539 flag [FLAG_REMOVED] = is_removed;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/*
610 * copy object first frees everything allocated by the second object,
611 * and then copies the contends of the first object into the second
612 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object
615 * will point at garbage.
616 */
617void
618copy_object (object *op2, object *op)
619{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
622
623 op2->clone (op);
624
625 if (is_freed)
626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED);
629
630 if (op2->speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
632 540
633 /* Copy over key_values, if any. */ 541 /* Copy over key_values, if any. */
634 if (op2->key_values) 542 if (src.key_values)
635 { 543 {
636 key_value *tail = 0; 544 key_value *tail = 0;
637 key_value *i;
638
639 op->key_values = 0; 545 key_values = 0;
640 546
641 for (i = op2->key_values; i; i = i->next) 547 for (key_value *i = src.key_values; i; i = i->next)
642 { 548 {
643 key_value *new_link = new key_value; 549 key_value *new_link = new key_value;
644 550
645 new_link->next = 0; 551 new_link->next = 0;
646 new_link->key = i->key; 552 new_link->key = i->key;
647 new_link->value = i->value; 553 new_link->value = i->value;
648 554
649 /* Try and be clever here, too. */ 555 /* Try and be clever here, too. */
650 if (!op->key_values) 556 if (!key_values)
651 { 557 {
652 op->key_values = new_link; 558 key_values = new_link;
653 tail = new_link; 559 tail = new_link;
654 } 560 }
655 else 561 else
656 { 562 {
657 tail->next = new_link; 563 tail->next = new_link;
658 tail = new_link; 564 tail = new_link;
659 } 565 }
660 } 566 }
661 } 567 }
568}
662 569
663 update_ob_speed (op); 570/*
571 * copy_to first frees everything allocated by the dst object,
572 * and then copies the contents of itself into the second
573 * object, allocating what needs to be allocated. Basically, any
574 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
575 * if the first object is freed, the pointers in the new object
576 * will point at garbage.
577 */
578void
579object::copy_to (object *dst)
580{
581 *dst = *this;
582
583 if (speed < 0)
584 dst->speed_left = speed_left - rndm ();
585
586 dst->set_speed (dst->speed);
587}
588
589void
590object::instantiate ()
591{
592 if (!uuid.seq) // HACK
593 uuid = gen_uuid ();
594
595 speed_left = -0.1f;
596 /* copy the body_info to the body_used - this is only really
597 * need for monsters, but doesn't hurt to do it for everything.
598 * by doing so, when a monster is created, it has good starting
599 * values for the body_used info, so when items are created
600 * for it, they can be properly equipped.
601 */
602 for (int i = NUM_BODY_LOCATIONS; i--; )
603 slot[i].used = slot[i].info;
604
605 attachable::instantiate ();
606}
607
608object *
609object::clone ()
610{
611 object *neu = create ();
612 copy_to (neu);
613 return neu;
664} 614}
665 615
666/* 616/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 617 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can 618 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map. 619 * be called to update the face variable, _and_ how it looks on the map.
670 */ 620 */
671
672void 621void
673update_turn_face (object *op) 622update_turn_face (object *op)
674{ 623{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 624 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 625 return;
626
677 SET_ANIMATION (op, op->direction); 627 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 628 update_object (op, UP_OBJ_FACE);
679} 629}
680 630
681/* 631/*
682 * Updates the speed of an object. If the speed changes from 0 to another 632 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 633 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 634 * This function needs to be called whenever the speed of an object changes.
685 */ 635 */
686void 636void
687update_ob_speed (object *op) 637object::set_speed (float speed)
688{ 638{
689 extern int arch_init; 639 if (flag [FLAG_FREED] && speed)
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 640 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 641 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 642 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 643 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 644
714 /* process_events() expects us to insert the object at the beginning 645 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 646
718 if (op->active_next != NULL) 647 if (has_active_speed ())
719 op->active_next->active_prev = op; 648 activate ();
720
721 active_objects = op;
722 }
723 else 649 else
724 { 650 deactivate ();
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 651}
748 652
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778}
779
780/* 653/*
781 * update_object() updates the array which represents the map. 654 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 655 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 656 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 657 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 658 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 659 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 660 * updating that window, though, since update_object() is called _often_)
788 * 661 *
789 * action is a hint of what the caller believes need to be done. 662 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 663 * current action are:
795 * UP_OBJ_INSERT: op was inserted 664 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 665 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 666 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 667 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 668 * UP_OBJ_FACE: only the objects face has changed.
800 */ 669 */
801
802void 670void
803update_object (object *op, int action) 671update_object (object *op, int action)
804{ 672{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow;
807
808 if (op == NULL) 673 if (op == NULL)
809 { 674 {
810 /* this should never happen */ 675 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 676 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 677 return;
813 } 678 }
814 679
815 if (op->env != NULL) 680 if (op->env)
816 { 681 {
817 /* Animation is currently handled by client, so nothing 682 /* Animation is currently handled by client, so nothing
818 * to do in this case. 683 * to do in this case.
819 */ 684 */
820 return; 685 return;
825 */ 690 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 691 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 692 return;
828 693
829 /* make sure the object is within map boundaries */ 694 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 695 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 696 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 697 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 698#ifdef MANY_CORES
834 abort (); 699 abort ();
835#endif 700#endif
836 return; 701 return;
837 } 702 }
838 703
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 704 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 705
706 if (!(m.flags_ & P_UPTODATE))
707 /* nop */;
846 if (action == UP_OBJ_INSERT) 708 else if (action == UP_OBJ_INSERT)
847 { 709 {
710 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 711 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 712 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 713 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 714 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
715 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 716 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 717 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 718 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 719 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 720 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 721 * to have move_allow right now.
871 */ 722 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 723 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 724 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 725 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 726 }
878 /* if the object is being removed, we can't make intelligent 727 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 728 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 729 * that is being removed.
881 */ 730 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 731 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 732 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 733 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 734 /* Nothing to do for that case */ ;
886 else 735 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 736 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 737
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 738 if (op->more)
896 update_object (op->more, action); 739 update_object (op->more, action);
897}
898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921} 740}
922 741
923object::object () 742object::object ()
924{ 743{
925 SET_FLAG (this, FLAG_REMOVED); 744 SET_FLAG (this, FLAG_REMOVED);
928 face = blank_face; 747 face = blank_face;
929} 748}
930 749
931object::~object () 750object::~object ()
932{ 751{
752 unlink ();
753
933 free_key_values (this); 754 free_key_values (this);
934} 755}
935 756
757static int object_count;
758
936void object::link () 759void object::link ()
937{ 760{
938 count = ++ob_count; 761 assert (!index);//D
939 uuid = gen_uuid (); 762 uuid = gen_uuid ();
763 count = ++object_count;
940 764
941 prev = 0; 765 refcnt_inc ();
942 next = object::first; 766 objects.insert (this);
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 767}
949 768
950void object::unlink () 769void object::unlink ()
951{ 770{
952 if (this == object::first) 771 if (!index)
953 object::first = next; 772 return;
954 773
955 /* Remove this object from the list of used objects */ 774 objects.erase (this);
956 if (prev) prev->next = next; 775 refcnt_dec ();
957 if (next) next->prev = prev; 776}
958 777
959 prev = 0; 778void
960 next = 0; 779object::activate ()
780{
781 /* If already on active list, don't do anything */
782 if (active)
783 return;
784
785 if (has_active_speed ())
786 actives.insert (this);
787}
788
789void
790object::activate_recursive ()
791{
792 activate ();
793
794 for (object *op = inv; op; op = op->below)
795 op->activate_recursive ();
796}
797
798/* This function removes object 'op' from the list of active
799 * objects.
800 * This should only be used for style maps or other such
801 * reference maps where you don't want an object that isn't
802 * in play chewing up cpu time getting processed.
803 * The reverse of this is to call update_ob_speed, which
804 * will do the right thing based on the speed of the object.
805 */
806void
807object::deactivate ()
808{
809 /* If not on the active list, nothing needs to be done */
810 if (!active)
811 return;
812
813 actives.erase (this);
814}
815
816void
817object::deactivate_recursive ()
818{
819 for (object *op = inv; op; op = op->below)
820 op->deactivate_recursive ();
821
822 deactivate ();
823}
824
825void
826object::set_flag_inv (int flag, int value)
827{
828 for (object *op = inv; op; op = op->below)
829 {
830 op->flag [flag] = value;
831 op->set_flag_inv (flag, value);
832 }
833}
834
835/*
836 * Remove and free all objects in the inventory of the given object.
837 * object.c ?
838 */
839void
840object::destroy_inv (bool drop_to_ground)
841{
842 // need to check first, because the checks below might segfault
843 // as we might be on an invalid mapspace and crossfire code
844 // is too buggy to ensure that the inventory is empty.
845 // corollary: if you create arrows etc. with stuff in tis inventory,
846 // cf will crash below with off-map x and y
847 if (!inv)
848 return;
849
850 /* Only if the space blocks everything do we not process -
851 * if some form of movement is allowed, let objects
852 * drop on that space.
853 */
854 if (!drop_to_ground
855 || !map
856 || map->in_memory != MAP_IN_MEMORY
857 || map->nodrop
858 || ms ().move_block == MOVE_ALL)
859 {
860 while (inv)
861 {
862 inv->destroy_inv (drop_to_ground);
863 inv->destroy ();
864 }
865 }
866 else
867 { /* Put objects in inventory onto this space */
868 while (inv)
869 {
870 object *op = inv;
871
872 if (op->flag [FLAG_STARTEQUIP]
873 || op->flag [FLAG_NO_DROP]
874 || op->type == RUNE
875 || op->type == TRAP
876 || op->flag [FLAG_IS_A_TEMPLATE]
877 || op->flag [FLAG_DESTROY_ON_DEATH])
878 op->destroy ();
879 else
880 map->insert (op, x, y);
881 }
882 }
961} 883}
962 884
963object *object::create () 885object *object::create ()
964{ 886{
965 object *op = new object; 887 object *op = new object;
966 op->link (); 888 op->link ();
967 return op; 889 return op;
968} 890}
969 891
970/* 892void
971 * free_object() frees everything allocated by an object, removes 893object::do_destroy ()
972 * it from the list of used objects, and puts it on the list of
973 * free objects. The IS_FREED() flag is set in the object.
974 * The object must have been removed by remove_ob() first for
975 * this function to succeed.
976 *
977 * If free_inventory is set, free inventory as well. Else drop items in
978 * inventory to the ground.
979 */
980void object::free (bool free_inventory)
981{ 894{
982 if (QUERY_FLAG (this, FLAG_FREED)) 895 attachable::do_destroy ();
896
897 if (flag [FLAG_IS_LINKED])
898 remove_button_link (this);
899
900 if (flag [FLAG_FRIENDLY])
901 remove_friendly_object (this);
902
903 if (!flag [FLAG_REMOVED])
904 remove ();
905
906 destroy_inv (true);
907
908 deactivate ();
909 unlink ();
910
911 flag [FLAG_FREED] = 1;
912
913 // hack to ensure that freed objects still have a valid map
914 {
915 static maptile *freed_map; // freed objects are moved here to avoid crashes
916
917 if (!freed_map)
918 {
919 freed_map = new maptile;
920
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 ())
983 return; 953 return;
984 954
985 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 955 if (destroy_inventory)
986 remove_friendly_object (this); 956 destroy_inv (false);
987 957
988 if (!QUERY_FLAG (this, FLAG_REMOVED)) 958 if (is_head ())
989 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
990 963
991 SET_FLAG (this, FLAG_FREED); 964 attachable::destroy ();
992
993 if (more)
994 {
995 more->free (free_inventory);
996 more = 0;
997 }
998
999 if (inv)
1000 {
1001 /* Only if the space blocks everything do we not process -
1002 * if some form of movement is allowed, let objects
1003 * drop on that space.
1004 */
1005 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1006 {
1007 object *op = inv;
1008
1009 while (op)
1010 {
1011 object *tmp = op->below;
1012 op->free (free_inventory);
1013 op = tmp;
1014 }
1015 }
1016 else
1017 { /* Put objects in inventory onto this space */
1018 object *op = inv;
1019
1020 while (op)
1021 {
1022 object *tmp = op->below;
1023
1024 remove_ob (op);
1025
1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1028 free_object (op);
1029 else
1030 {
1031 op->x = x;
1032 op->y = y;
1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1034 }
1035
1036 op = tmp;
1037 }
1038 }
1039 }
1040
1041 // clear those pointers that likely might have circular references to us
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
1045
1046 /* Remove object from the active list */
1047 speed = 0;
1048 update_ob_speed (this);
1049
1050 unlink ();
1051
1052 mortals.push_back (this);
1053} 965}
1054 966
1055/* 967/*
1056 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1057 * 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)).
1058 */ 970 */
1059
1060void 971void
1061sub_weight (object *op, signed long weight) 972sub_weight (object *op, signed long weight)
1062{ 973{
1063 while (op != NULL) 974 while (op != NULL)
1064 { 975 {
1068 op->carrying -= weight; 979 op->carrying -= weight;
1069 op = op->env; 980 op = op->env;
1070 } 981 }
1071} 982}
1072 983
1073/* remove_ob(op): 984/* op->remove ():
1074 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
1075 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
1076 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 989 * the previous environment.
1079 * Beware: This function is called from the editor as well!
1080 */ 990 */
1081
1082void 991void
1083remove_ob (object *op) 992object::do_remove ()
1084{ 993{
1085 object *tmp, *last = 0; 994 object *tmp, *last = 0;
1086 object *otmp; 995 object *otmp;
1087 996
1088 int check_walk_off;
1089 maptile *m;
1090
1091 sint16 x, y;
1092
1093 if (QUERY_FLAG (op, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1094 return; 998 return;
1095 999
1096 SET_FLAG (op, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1097 1002
1098 if (op->more != NULL) 1003 if (more)
1099 remove_ob (op->more); 1004 more->remove ();
1100 1005
1101 /* 1006 /*
1102 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1103 * inventory. 1008 * inventory.
1104 */ 1009 */
1105 if (op->env != NULL) 1010 if (env)
1106 { 1011 {
1107 if (op->nrof) 1012 if (nrof)
1108 sub_weight (op->env, op->weight * op->nrof); 1013 sub_weight (env, weight * nrof);
1109 else 1014 else
1110 sub_weight (op->env, op->weight + op->carrying); 1015 sub_weight (env, weight + carrying);
1111 1016
1112 /* 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
1113 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1114 * to save cpu time. 1019 * to save cpu time.
1115 */ 1020 */
1116 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))
1117 fix_player (otmp); 1022 otmp->update_stats ();
1118 1023
1119 if (op->above != NULL) 1024 if (above)
1120 op->above->below = op->below; 1025 above->below = below;
1121 else 1026 else
1122 op->env->inv = op->below; 1027 env->inv = below;
1123 1028
1124 if (op->below != NULL) 1029 if (below)
1125 op->below->above = op->above; 1030 below->above = above;
1126 1031
1127 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1128 * 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
1129 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1130 */ 1035 */
1131 op->x = op->env->x, op->y = op->env->y; 1036 x = env->x, y = env->y;
1132 op->map = op->env->map; 1037 map = env->map;
1133 op->above = NULL, op->below = NULL; 1038 above = 0, below = 0;
1134 op->env = NULL; 1039 env = 0;
1135 } 1040 }
1136 else if (op->map) 1041 else if (map)
1137 { 1042 {
1138 x = op->x; 1043 if (type == PLAYER)
1139 y = op->y;
1140 m = get_map_from_coord (op->map, &x, &y);
1141
1142 if (!m)
1143 { 1044 {
1144 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
1145 op->map->path, op->x, op->y); 1046 if (container && !container->env)
1146 /* in old days, we used to set x and y to 0 and continue. 1047 // this causes spurious floorbox updates, but it ensures
1147 * it seems if we get into this case, something is probablye 1048 // that the CLOSE event is being sent.
1148 * screwed up and should be fixed. 1049 close_container ();
1149 */ 1050
1150 abort (); 1051 --map->players;
1052 map->touch ();
1151 } 1053 }
1152 1054
1153 if (op->map != m) 1055 map->dirty = true;
1154 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 ();
1155 op->map->path, m->path, op->x, op->y, x, y);
1156
1157 /* Re did the following section of code - it looks like it had
1158 * lots of logic for things we no longer care about
1159 */
1160 1057
1161 /* link the object above us */ 1058 /* link the object above us */
1162 if (op->above) 1059 if (above)
1163 op->above->below = op->below; 1060 above->below = below;
1164 else 1061 else
1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1166 1063
1167 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1168 if (op->below) 1065 if (below)
1169 op->below->above = op->above; 1066 below->above = above;
1170 else 1067 else
1171 { 1068 {
1172 /* 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
1173 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1174 * evident 1071 * evident
1175 */ 1072 */
1176 if (GET_MAP_OB (m, x, y) != op) 1073 if (GET_MAP_OB (map, x, y) != this)
1177 {
1178 dump_object (op);
1179 LOG (llevError,
1180 "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 ());
1181 dump_object (GET_MAP_OB (m, x, y));
1182 LOG (llevError, "%s\n", errmsg);
1183 }
1184 1075
1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1186 } 1077 }
1187 1078
1188 op->above = 0; 1079 above = 0;
1189 op->below = 0; 1080 below = 0;
1190 1081
1191 if (op->map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1192 return; 1083 return;
1193 1084
1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1195 1086
1196 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)
1197 { 1100 {
1198 /* 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
1199 * being removed. 1102 * being removed.
1200 */ 1103 */
1201 1104
1202 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))
1203 { 1109 {
1204 /* If a container that the player is currently using somehow gets 1110 move_apply (tmp, this, 0);
1205 * removed (most likely destroyed), update the player view
1206 * appropriately.
1207 */
1208 if (tmp->container == op)
1209 {
1210 CLEAR_FLAG (op, FLAG_APPLIED);
1211 tmp->container = NULL;
1212 }
1213 1111
1214 tmp->contr->socket.update_look = 1; 1112 if (destroyed ())
1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1215 } 1114 }
1216
1217 /* See if player moving off should effect something */
1218 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1219 {
1220 move_apply (tmp, op, NULL);
1221
1222 if (op->destroyed ());
1223 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1224 }
1225
1226 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1227
1228 if (tmp->above == tmp)
1229 tmp->above = NULL;
1230 1115
1231 last = tmp; 1116 last = tmp;
1232 } 1117 }
1233 1118
1234 /* 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?
1235 if (last == NULL) 1121 if (!last)
1236 { 1122 map->at (x, y).flags_ = 0;
1237 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1238 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1239 * those out anyways, and if there are any flags set right now, they won't
1240 * be correct anyways.
1241 */
1242 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1243 update_position (op->map, op->x, op->y);
1244 }
1245 else 1123 else
1246 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1247 1125
1248 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1249 update_all_los (op->map, op->x, op->y); 1127 update_all_los (map, x, y);
1250 } 1128 }
1251} 1129}
1252 1130
1253/* 1131/*
1254 * merge_ob(op,top): 1132 * merge_ob(op,top):
1262merge_ob (object *op, object *top) 1140merge_ob (object *op, object *top)
1263{ 1141{
1264 if (!op->nrof) 1142 if (!op->nrof)
1265 return 0; 1143 return 0;
1266 1144
1267 if (top == NULL) 1145 if (top)
1268 for (top = op; top != NULL && top->above != NULL; top = top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1269 1148
1270 for (; top != NULL; top = top->below) 1149 for (; top; top = top->below)
1271 { 1150 {
1272 if (top == op) 1151 if (top == op)
1273 continue; 1152 continue;
1274 if (CAN_MERGE (op, top)) 1153
1154 if (object::can_merge (op, top))
1275 { 1155 {
1276 top->nrof += op->nrof; 1156 top->nrof += op->nrof;
1277 1157
1278/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1279 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1280 remove_ob (op); 1160 op->destroy ();
1281 free_object (op);
1282 return top; 1161 return top;
1283 } 1162 }
1284 } 1163 }
1285 1164
1286 return 0; 1165 return 0;
1287} 1166}
1288 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
1289/* 1191/*
1290 * 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
1291 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1292 */ 1194 */
1293object * 1195object *
1294insert_ob_in_map_at (object *op, maptile *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)
1295{ 1197{
1296 object *tmp;
1297
1298 if (op->head)
1299 op = op->head;
1300
1301 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1302 { 1199 {
1303 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1304 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1305 } 1202 }
1306 1203
1307 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1308} 1205}
1309 1206
1325 * Return value: 1222 * Return value:
1326 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1327 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1328 * just 'op' otherwise 1225 * just 'op' otherwise
1329 */ 1226 */
1330
1331object * 1227object *
1332insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1333{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1334 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1335 sint16 x, y;
1336 1233
1337 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1338 {
1339 LOG (llevError, "Trying to insert freed object!\n");
1340 return NULL;
1341 }
1342
1343 if (m == NULL)
1344 {
1345 dump_object (op);
1346 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1347 return op;
1348 }
1349 1235
1350 if (out_of_map (m, op->x, op->y)) 1236 if (out_of_map (m, op->x, op->y))
1351 { 1237 {
1352 dump_object (op);
1353 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1238 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1354#ifdef MANY_CORES 1239#ifdef MANY_CORES
1355 /* Better to catch this here, as otherwise the next use of this object 1240 /* Better to catch this here, as otherwise the next use of this object
1356 * is likely to cause a crash. Better to find out where it is getting 1241 * is likely to cause a crash. Better to find out where it is getting
1357 * improperly inserted. 1242 * improperly inserted.
1358 */ 1243 */
1359 abort (); 1244 abort ();
1360#endif 1245#endif
1361 return op; 1246 return op;
1362 } 1247 }
1363 1248
1364 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1249 if (object *more = op->more)
1365 { 1250 if (!insert_ob_in_map (more, m, originator, flag))
1366 dump_object (op);
1367 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1368 return op; 1251 return 0;
1369 }
1370
1371 if (op->more != NULL)
1372 {
1373 /* The part may be on a different map. */
1374
1375 object *more = op->more;
1376
1377 /* We really need the caller to normalize coordinates - if
1378 * we set the map, that doesn't work if the location is within
1379 * a map and this is straddling an edge. So only if coordinate
1380 * is clear wrong do we normalize it.
1381 */
1382 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1383 more->map = get_map_from_coord (m, &more->x, &more->y);
1384 else if (!more->map)
1385 {
1386 /* For backwards compatibility - when not dealing with tiled maps,
1387 * more->map should always point to the parent.
1388 */
1389 more->map = m;
1390 }
1391
1392 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1393 {
1394 if (!op->head)
1395 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1396
1397 return NULL;
1398 }
1399 }
1400 1252
1401 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1402 1254
1403 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1404 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1405 * need extra work 1257 * need extra work
1406 */ 1258 */
1407 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1408 x = op->x; 1260 return 0;
1409 y = op->y; 1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1410 1264
1411 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1412 */ 1266 */
1413 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1414 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1415 if (CAN_MERGE (op, tmp)) 1269 if (object::can_merge (op, tmp))
1416 { 1270 {
1417 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1418 remove_ob (tmp); 1272 tmp->destroy ();
1419 free_object (tmp);
1420 } 1273 }
1421 1274
1422 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1423 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1276 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1424 1277
1437 op->below = originator->below; 1290 op->below = originator->below;
1438 1291
1439 if (op->below) 1292 if (op->below)
1440 op->below->above = op; 1293 op->below->above = op;
1441 else 1294 else
1442 SET_MAP_OB (op->map, op->x, op->y, op); 1295 ms.bot = op;
1443 1296
1444 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1445 originator->below = op; 1298 originator->below = op;
1446 } 1299 }
1447 else 1300 else
1448 { 1301 {
1302 top = ms.bot;
1303
1449 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1450 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1451 { 1306 {
1452 object *last = NULL; 1307 object *last = 0;
1453 1308
1454 /* 1309 /*
1455 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1456 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1457 * Generally, we want to put the new object on top. But if 1312 * Generally, we want to put the new object on top. But if
1461 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1462 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1463 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1464 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1465 */ 1320 */
1466 1321 for (top = ms.bot; top; top = top->above)
1467 while (top != NULL)
1468 { 1322 {
1469 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1470 floor = top; 1324 floor = top;
1471 1325
1472 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1475 top = top->below; 1329 top = top->below;
1476 break; 1330 break;
1477 } 1331 }
1478 1332
1479 last = top; 1333 last = top;
1480 top = top->above;
1481 } 1334 }
1482 1335
1483 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1484 top = last; 1337 top = last;
1485 1338
1487 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1488 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1489 */ 1342 */
1490 1343
1491 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1492 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1493 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1494 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1495 * stacking is a bit odd. 1348 * stacking is a bit odd.
1496 */ 1349 */
1497 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1498 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1499 { 1353 {
1500 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1501 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1502 break; 1356 break;
1357
1503 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1504 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1505 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1506 * set top to the object below us. 1361 * set top to the object below us.
1507 */ 1362 */
1508 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1509 top = last->below; 1364 top = last->below;
1510 } 1365 }
1511 } /* If objects on this space */ 1366 } /* If objects on this space */
1512
1513 if (flag & INS_MAP_LOAD) 1367 if (flag & INS_MAP_LOAD)
1514 top = GET_MAP_TOP (op->map, op->x, op->y); 1368 top = ms.top;
1515 1369
1516 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1517 top = floor; 1371 top = floor;
1518 1372
1519 /* Top is the object that our object (op) is going to get inserted above. 1373 /* Top is the object that our object (op) is going to get inserted above.
1520 */ 1374 */
1521 1375
1522 /* First object on this space */ 1376 /* First object on this space */
1523 if (!top) 1377 if (!top)
1524 { 1378 {
1525 op->above = GET_MAP_OB (op->map, op->x, op->y); 1379 op->above = ms.bot;
1526 1380
1527 if (op->above) 1381 if (op->above)
1528 op->above->below = op; 1382 op->above->below = op;
1529 1383
1530 op->below = NULL; 1384 op->below = 0;
1531 SET_MAP_OB (op->map, op->x, op->y, op); 1385 ms.bot = op;
1532 } 1386 }
1533 else 1387 else
1534 { /* get inserted into the stack above top */ 1388 { /* get inserted into the stack above top */
1535 op->above = top->above; 1389 op->above = top->above;
1536 1390
1539 1393
1540 op->below = top; 1394 op->below = top;
1541 top->above = op; 1395 top->above = op;
1542 } 1396 }
1543 1397
1544 if (op->above == NULL) 1398 if (!op->above)
1545 SET_MAP_TOP (op->map, op->x, op->y, op); 1399 ms.top = op;
1546 } /* else not INS_BELOW_ORIGINATOR */ 1400 } /* else not INS_BELOW_ORIGINATOR */
1547 1401
1548 if (op->type == PLAYER) 1402 if (op->type == PLAYER)
1403 {
1549 op->contr->do_los = 1; 1404 op->contr->do_los = 1;
1405 ++op->map->players;
1406 op->map->touch ();
1407 }
1550 1408
1551 /* If we have a floor, we know the player, if any, will be above 1409 op->map->dirty = true;
1552 * it, so save a few ticks and start from there. 1410
1553 */
1554 if (!(flag & INS_MAP_LOAD)) 1411 if (!(flag & INS_MAP_LOAD))
1555 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1412 if (object *pl = ms.player ())
1556 if (tmp->type == PLAYER) 1413 pl->contr->ns->floorbox_update ();
1557 tmp->contr->socket.update_look = 1;
1558 1414
1559 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1560 * visible to others on this map. But update_all_los is really 1416 * visible to others on this map. But update_all_los is really
1561 * an inefficient way to do this, as it means los for all players 1417 * an inefficient way to do this, as it means los for all players
1562 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1563 * be far away from this change and not affected in any way - 1419 * be far away from this change and not affected in any way -
1564 * this should get redone to only look for players within range, 1420 * this should get redone to only look for players within range,
1565 * or just updating the P_NEED_UPDATE for spaces within this area 1421 * or just updating the P_UPTODATE for spaces within this area
1566 * of effect may be sufficient. 1422 * of effect may be sufficient.
1567 */ 1423 */
1568 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1424 if (op->map->darkness && (op->glow_radius != 0))
1569 update_all_los (op->map, op->x, op->y); 1425 update_all_los (op->map, op->x, op->y);
1570 1426
1571 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1427 /* updates flags (blocked, alive, no magic, etc) for this map space */
1572 update_object (op, UP_OBJ_INSERT); 1428 update_object (op, UP_OBJ_INSERT);
1573 1429
1430 INVOKE_OBJECT (INSERT, op);
1431
1574 /* Don't know if moving this to the end will break anything. However, 1432 /* Don't know if moving this to the end will break anything. However,
1575 * we want to have update_look set above before calling this. 1433 * we want to have floorbox_update called before calling this.
1576 * 1434 *
1577 * check_move_on() must be after this because code called from 1435 * check_move_on() must be after this because code called from
1578 * check_move_on() depends on correct map flags (so functions like 1436 * check_move_on() depends on correct map flags (so functions like
1579 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1580 * update_object(). 1438 * update_object().
1581 */ 1439 */
1582 1440
1583 /* if this is not the head or flag has been passed, don't check walk on status */ 1441 /* if this is not the head or flag has been passed, don't check walk on status */
1584 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1585 { 1443 {
1586 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1587 return NULL; 1445 return 0;
1588 1446
1589 /* If we are a multi part object, lets work our way through the check 1447 /* If we are a multi part object, lets work our way through the check
1590 * walk on's. 1448 * walk on's.
1591 */ 1449 */
1592 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1593 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1594 return NULL; 1452 return 0;
1595 } 1453 }
1596 1454
1597 return op; 1455 return op;
1598} 1456}
1599 1457
1600/* this function inserts an object in the map, but if it 1458/* this function inserts an object in the map, but if it
1601 * finds an object of its own type, it'll remove that one first. 1459 * finds an object of its own type, it'll remove that one first.
1602 * op is the object to insert it under: supplies x and the map. 1460 * op is the object to insert it under: supplies x and the map.
1603 */ 1461 */
1604void 1462void
1605replace_insert_ob_in_map (const char *arch_string, object *op) 1463replace_insert_ob_in_map (const char *arch_string, object *op)
1606{ 1464{
1607 object * 1465 object *tmp, *tmp1;
1608 tmp;
1609 object *
1610 tmp1;
1611 1466
1612 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1613 1468
1614 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1615 {
1616 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1617 { 1471 tmp->destroy ();
1618 remove_ob (tmp);
1619 free_object (tmp);
1620 }
1621 }
1622 1472
1623 tmp1 = arch_to_object (archetype::find (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1624 1474
1625 tmp1->x = op->x; 1475 tmp1->x = op->x;
1626 tmp1->y = op->y; 1476 tmp1->y = op->y;
1627 insert_ob_in_map (tmp1, op->map, op, 0); 1477 insert_ob_in_map (tmp1, op->map, op, 0);
1478}
1479
1480object *
1481object::insert_at (object *where, object *originator, int flags)
1482{
1483 return where->map->insert (this, where->x, where->y, originator, flags);
1628} 1484}
1629 1485
1630/* 1486/*
1631 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1487 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1632 * is returned contains nr objects, and the remaining parts contains 1488 * is returned contains nr objects, and the remaining parts contains
1633 * the rest (or is removed and freed if that number is 0). 1489 * the rest (or is removed and freed if that number is 0).
1634 * On failure, NULL is returned, and the reason put into the 1490 * On failure, NULL is returned, and the reason put into the
1635 * global static errmsg array. 1491 * global static errmsg array.
1636 */ 1492 */
1637
1638object * 1493object *
1639get_split_ob (object *orig_ob, uint32 nr) 1494get_split_ob (object *orig_ob, uint32 nr)
1640{ 1495{
1641 object * 1496 object *newob;
1642 newob;
1643 int
1644 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1497 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1645 1498
1646 if (orig_ob->nrof < nr) 1499 if (orig_ob->nrof < nr)
1647 { 1500 {
1648 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1501 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1649 return NULL; 1502 return NULL;
1650 } 1503 }
1651 1504
1652 newob = object_create_clone (orig_ob); 1505 newob = object_create_clone (orig_ob);
1653 1506
1654 if ((orig_ob->nrof -= nr) < 1) 1507 if ((orig_ob->nrof -= nr) < 1)
1655 { 1508 orig_ob->destroy (1);
1656 if (!is_removed)
1657 remove_ob (orig_ob);
1658 free_object2 (orig_ob, 1);
1659 }
1660 else if (!is_removed) 1509 else if (!is_removed)
1661 { 1510 {
1662 if (orig_ob->env != NULL) 1511 if (orig_ob->env != NULL)
1663 sub_weight (orig_ob->env, orig_ob->weight * nr); 1512 sub_weight (orig_ob->env, orig_ob->weight * nr);
1664 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1513 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1679 * the amount of an object. If the amount reaches 0, the object 1528 * the amount of an object. If the amount reaches 0, the object
1680 * is subsequently removed and freed. 1529 * is subsequently removed and freed.
1681 * 1530 *
1682 * Return value: 'op' if something is left, NULL if the amount reached 0 1531 * Return value: 'op' if something is left, NULL if the amount reached 0
1683 */ 1532 */
1684
1685object * 1533object *
1686decrease_ob_nr (object *op, uint32 i) 1534decrease_ob_nr (object *op, uint32 i)
1687{ 1535{
1688 object *tmp; 1536 object *tmp;
1689 player *pl;
1690 1537
1691 if (i == 0) /* objects with op->nrof require this check */ 1538 if (i == 0) /* objects with op->nrof require this check */
1692 return op; 1539 return op;
1693 1540
1694 if (i > op->nrof) 1541 if (i > op->nrof)
1695 i = op->nrof; 1542 i = op->nrof;
1696 1543
1697 if (QUERY_FLAG (op, FLAG_REMOVED)) 1544 if (QUERY_FLAG (op, FLAG_REMOVED))
1698 op->nrof -= i; 1545 op->nrof -= i;
1699 else if (op->env != NULL) 1546 else if (op->env)
1700 { 1547 {
1701 /* is this object in the players inventory, or sub container 1548 /* is this object in the players inventory, or sub container
1702 * therein? 1549 * therein?
1703 */ 1550 */
1704 tmp = is_player_inv (op->env); 1551 tmp = op->in_player ();
1705 /* nope. Is this a container the player has opened? 1552 /* nope. Is this a container the player has opened?
1706 * If so, set tmp to that player. 1553 * If so, set tmp to that player.
1707 * IMO, searching through all the players will mostly 1554 * IMO, searching through all the players will mostly
1708 * likely be quicker than following op->env to the map, 1555 * likely be quicker than following op->env to the map,
1709 * and then searching the map for a player. 1556 * and then searching the map for a player.
1710 */ 1557 */
1711 if (!tmp) 1558 if (!tmp)
1712 { 1559 for_all_players (pl)
1713 for (pl = first_player; pl; pl = pl->next)
1714 if (pl->ob->container == op->env) 1560 if (pl->ob->container == op->env)
1561 {
1562 tmp = pl->ob;
1715 break; 1563 break;
1716 if (pl)
1717 tmp = pl->ob;
1718 else
1719 tmp = NULL;
1720 } 1564 }
1721 1565
1722 if (i < op->nrof) 1566 if (i < op->nrof)
1723 { 1567 {
1724 sub_weight (op->env, op->weight * i); 1568 sub_weight (op->env, op->weight * i);
1725 op->nrof -= i; 1569 op->nrof -= i;
1726 if (tmp) 1570 if (tmp)
1727 {
1728 esrv_send_item (tmp, op); 1571 esrv_send_item (tmp, op);
1729 }
1730 } 1572 }
1731 else 1573 else
1732 { 1574 {
1733 remove_ob (op); 1575 op->remove ();
1734 op->nrof = 0; 1576 op->nrof = 0;
1735 if (tmp) 1577 if (tmp)
1736 {
1737 esrv_del_item (tmp->contr, op->count); 1578 esrv_del_item (tmp->contr, op->count);
1738 }
1739 } 1579 }
1740 } 1580 }
1741 else 1581 else
1742 { 1582 {
1743 object *above = op->above; 1583 object *above = op->above;
1744 1584
1745 if (i < op->nrof) 1585 if (i < op->nrof)
1746 op->nrof -= i; 1586 op->nrof -= i;
1747 else 1587 else
1748 { 1588 {
1749 remove_ob (op); 1589 op->remove ();
1750 op->nrof = 0; 1590 op->nrof = 0;
1751 } 1591 }
1752 1592
1753 /* Since we just removed op, op->above is null */ 1593 /* Since we just removed op, op->above is null */
1754 for (tmp = above; tmp != NULL; tmp = tmp->above) 1594 for (tmp = above; tmp; tmp = tmp->above)
1755 if (tmp->type == PLAYER) 1595 if (tmp->type == PLAYER)
1756 { 1596 {
1757 if (op->nrof) 1597 if (op->nrof)
1758 esrv_send_item (tmp, op); 1598 esrv_send_item (tmp, op);
1759 else 1599 else
1763 1603
1764 if (op->nrof) 1604 if (op->nrof)
1765 return op; 1605 return op;
1766 else 1606 else
1767 { 1607 {
1768 free_object (op); 1608 op->destroy ();
1769 return NULL; 1609 return 0;
1770 } 1610 }
1771} 1611}
1772 1612
1773/* 1613/*
1774 * add_weight(object, weight) adds the specified weight to an object, 1614 * add_weight(object, weight) adds the specified weight to an object,
1775 * and also updates how much the environment(s) is/are carrying. 1615 * and also updates how much the environment(s) is/are carrying.
1776 */ 1616 */
1777
1778void 1617void
1779add_weight (object *op, signed long weight) 1618add_weight (object *op, signed long weight)
1780{ 1619{
1781 while (op != NULL) 1620 while (op != NULL)
1782 { 1621 {
1786 op->carrying += weight; 1625 op->carrying += weight;
1787 op = op->env; 1626 op = op->env;
1788 } 1627 }
1789} 1628}
1790 1629
1630object *
1631insert_ob_in_ob (object *op, object *where)
1632{
1633 if (!where)
1634 {
1635 char *dump = dump_object (op);
1636 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1637 free (dump);
1638 return op;
1639 }
1640
1641 if (where->head_ () != where)
1642 {
1643 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1644 where = where->head;
1645 }
1646
1647 return where->insert (op);
1648}
1649
1791/* 1650/*
1792 * insert_ob_in_ob(op,environment): 1651 * env->insert (op)
1793 * This function inserts the object op in the linked list 1652 * This function inserts the object op in the linked list
1794 * inside the object environment. 1653 * inside the object environment.
1795 * 1654 *
1796 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1797 * the inventory at the last position or next to other objects of the same
1798 * type.
1799 * Frank: Now sorted by type, archetype and magic!
1800 *
1801 * The function returns now pointer to inserted item, and return value can 1655 * The function returns now pointer to inserted item, and return value can
1802 * be != op, if items are merged. -Tero 1656 * be != op, if items are merged. -Tero
1803 */ 1657 */
1804
1805object * 1658object *
1806insert_ob_in_ob (object *op, object *where) 1659object::insert (object *op)
1807{ 1660{
1808 object *
1809 tmp, *
1810 otmp;
1811
1812 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1661 if (!QUERY_FLAG (op, FLAG_REMOVED))
1813 { 1662 op->remove ();
1814 dump_object (op);
1815 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1816 return op;
1817 }
1818
1819 if (where == NULL)
1820 {
1821 dump_object (op);
1822 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where->head)
1827 {
1828 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1829 where = where->head;
1830 }
1831 1663
1832 if (op->more) 1664 if (op->more)
1833 { 1665 {
1834 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1666 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1835 return op; 1667 return op;
1836 } 1668 }
1837 1669
1838 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1670 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1839 CLEAR_FLAG (op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672
1840 if (op->nrof) 1673 if (op->nrof)
1841 { 1674 {
1842 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1675 for (object *tmp = inv; tmp; tmp = tmp->below)
1843 if (CAN_MERGE (tmp, op)) 1676 if (object::can_merge (tmp, op))
1844 { 1677 {
1845 /* return the original object and remove inserted object 1678 /* return the original object and remove inserted object
1846 (client needs the original object) */ 1679 (client needs the original object) */
1847 tmp->nrof += op->nrof; 1680 tmp->nrof += op->nrof;
1848 /* Weight handling gets pretty funky. Since we are adding to 1681 /* Weight handling gets pretty funky. Since we are adding to
1849 * tmp->nrof, we need to increase the weight. 1682 * tmp->nrof, we need to increase the weight.
1850 */ 1683 */
1851 add_weight (where, op->weight * op->nrof); 1684 add_weight (this, op->weight * op->nrof);
1852 SET_FLAG (op, FLAG_REMOVED); 1685 SET_FLAG (op, FLAG_REMOVED);
1853 free_object (op); /* free the inserted object */ 1686 op->destroy (); /* free the inserted object */
1854 op = tmp; 1687 op = tmp;
1855 remove_ob (op); /* and fix old object's links */ 1688 op->remove (); /* and fix old object's links */
1856 CLEAR_FLAG (op, FLAG_REMOVED); 1689 CLEAR_FLAG (op, FLAG_REMOVED);
1857 break; 1690 break;
1858 } 1691 }
1859 1692
1860 /* I assume combined objects have no inventory 1693 /* I assume combined objects have no inventory
1861 * We add the weight - this object could have just been removed 1694 * We add the weight - this object could have just been removed
1862 * (if it was possible to merge). calling remove_ob will subtract 1695 * (if it was possible to merge). calling remove_ob will subtract
1863 * the weight, so we need to add it in again, since we actually do 1696 * the weight, so we need to add it in again, since we actually do
1864 * the linking below 1697 * the linking below
1865 */ 1698 */
1866 add_weight (where, op->weight * op->nrof); 1699 add_weight (this, op->weight * op->nrof);
1867 } 1700 }
1868 else 1701 else
1869 add_weight (where, (op->weight + op->carrying)); 1702 add_weight (this, (op->weight + op->carrying));
1870 1703
1871 otmp = is_player_inv (where); 1704 if (object *otmp = this->in_player ())
1872 if (otmp && otmp->contr != NULL)
1873 {
1874 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1705 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1875 fix_player (otmp); 1706 otmp->update_stats ();
1876 }
1877 1707
1708 op->owner = 0; // its his/hers now. period.
1878 op->map = NULL; 1709 op->map = 0;
1879 op->env = where; 1710 op->env = this;
1880 op->above = NULL; 1711 op->above = 0;
1881 op->below = NULL; 1712 op->below = 0;
1882 op->x = 0, op->y = 0; 1713 op->x = op->y = 0;
1883 1714
1884 /* reset the light list and los of the players on the map */ 1715 /* reset the light list and los of the players on the map */
1885 if ((op->glow_radius != 0) && where->map) 1716 if (op->glow_radius && map)
1886 { 1717 {
1887#ifdef DEBUG_LIGHTS 1718#ifdef DEBUG_LIGHTS
1888 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1719 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1889#endif /* DEBUG_LIGHTS */ 1720#endif /* DEBUG_LIGHTS */
1890 if (MAP_DARKNESS (where->map)) 1721 if (map->darkness)
1891 update_all_los (where->map, where->x, where->y); 1722 update_all_los (map, x, y);
1892 } 1723 }
1893 1724
1894 /* Client has no idea of ordering so lets not bother ordering it here. 1725 /* Client has no idea of ordering so lets not bother ordering it here.
1895 * It sure simplifies this function... 1726 * It sure simplifies this function...
1896 */ 1727 */
1897 if (where->inv == NULL) 1728 if (!inv)
1898 where->inv = op; 1729 inv = op;
1899 else 1730 else
1900 { 1731 {
1901 op->below = where->inv; 1732 op->below = inv;
1902 op->below->above = op; 1733 op->below->above = op;
1903 where->inv = op; 1734 inv = op;
1904 } 1735 }
1736
1737 INVOKE_OBJECT (INSERT, this);
1738
1905 return op; 1739 return op;
1906} 1740}
1907 1741
1908/* 1742/*
1909 * Checks if any objects has a move_type that matches objects 1743 * Checks if any objects has a move_type that matches objects
1923 * 1757 *
1924 * MSW 2001-07-08: Check all objects on space, not just those below 1758 * MSW 2001-07-08: Check all objects on space, not just those below
1925 * object being inserted. insert_ob_in_map may not put new objects 1759 * object being inserted. insert_ob_in_map may not put new objects
1926 * on top. 1760 * on top.
1927 */ 1761 */
1928
1929int 1762int
1930check_move_on (object *op, object *originator) 1763check_move_on (object *op, object *originator)
1931{ 1764{
1932 object *tmp; 1765 object *tmp;
1933 maptile *m = op->map; 1766 maptile *m = op->map;
1960 1793
1961 /* The objects have to be checked from top to bottom. 1794 /* The objects have to be checked from top to bottom.
1962 * Hence, we first go to the top: 1795 * Hence, we first go to the top:
1963 */ 1796 */
1964 1797
1965 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1798 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1966 { 1799 {
1967 /* Trim the search when we find the first other spell effect 1800 /* Trim the search when we find the first other spell effect
1968 * this helps performance so that if a space has 50 spell objects, 1801 * this helps performance so that if a space has 50 spell objects,
1969 * we don't need to check all of them. 1802 * we don't need to check all of them.
1970 */ 1803 */
1988 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1989 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1822 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1990 { 1823 {
1991 1824
1992 float 1825 float
1993 diff = tmp->move_slow_penalty * FABS (op->speed); 1826 diff = tmp->move_slow_penalty * fabs (op->speed);
1994 1827
1995 if (op->type == PLAYER) 1828 if (op->type == PLAYER)
1996 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1829 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1997 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1830 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1998 diff /= 4.0; 1831 diff /= 4.0;
2025/* 1858/*
2026 * present_arch(arch, map, x, y) searches for any objects with 1859 * present_arch(arch, map, x, y) searches for any objects with
2027 * a matching archetype at the given map and coordinates. 1860 * a matching archetype at the given map and coordinates.
2028 * The first matching object is returned, or NULL if none. 1861 * The first matching object is returned, or NULL if none.
2029 */ 1862 */
2030
2031object * 1863object *
2032present_arch (const archetype *at, maptile *m, int x, int y) 1864present_arch (const archetype *at, maptile *m, int x, int y)
2033{ 1865{
2034 object *
2035 tmp;
2036
2037 if (m == NULL || out_of_map (m, x, y)) 1866 if (!m || out_of_map (m, x, y))
2038 { 1867 {
2039 LOG (llevError, "Present_arch called outside map.\n"); 1868 LOG (llevError, "Present_arch called outside map.\n");
2040 return NULL; 1869 return NULL;
2041 } 1870 }
2042 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1871
1872 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2043 if (tmp->arch == at) 1873 if (tmp->arch == at)
2044 return tmp; 1874 return tmp;
1875
2045 return NULL; 1876 return NULL;
2046} 1877}
2047 1878
2048/* 1879/*
2049 * present(type, map, x, y) searches for any objects with 1880 * present(type, map, x, y) searches for any objects with
2050 * a matching type variable at the given map and coordinates. 1881 * a matching type variable at the given map and coordinates.
2051 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
2052 */ 1883 */
2053
2054object * 1884object *
2055present (unsigned char type, maptile *m, int x, int y) 1885present (unsigned char type, maptile *m, int x, int y)
2056{ 1886{
2057 object *
2058 tmp;
2059
2060 if (out_of_map (m, x, y)) 1887 if (out_of_map (m, x, y))
2061 { 1888 {
2062 LOG (llevError, "Present called outside map.\n"); 1889 LOG (llevError, "Present called outside map.\n");
2063 return NULL; 1890 return NULL;
2064 } 1891 }
2065 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1892
1893 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2066 if (tmp->type == type) 1894 if (tmp->type == type)
2067 return tmp; 1895 return tmp;
1896
2068 return NULL; 1897 return NULL;
2069} 1898}
2070 1899
2071/* 1900/*
2072 * present_in_ob(type, object) searches for any objects with 1901 * present_in_ob(type, object) searches for any objects with
2073 * a matching type variable in the inventory of the given object. 1902 * a matching type variable in the inventory of the given object.
2074 * The first matching object is returned, or NULL if none. 1903 * The first matching object is returned, or NULL if none.
2075 */ 1904 */
2076
2077object * 1905object *
2078present_in_ob (unsigned char type, const object *op) 1906present_in_ob (unsigned char type, const object *op)
2079{ 1907{
2080 object *
2081 tmp;
2082
2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2084 if (tmp->type == type) 1909 if (tmp->type == type)
2085 return tmp; 1910 return tmp;
1911
2086 return NULL; 1912 return NULL;
2087} 1913}
2088 1914
2089/* 1915/*
2090 * present_in_ob (type, str, object) searches for any objects with 1916 * present_in_ob (type, str, object) searches for any objects with
2098 * str is the string to match against. Note that we match against 1924 * str is the string to match against. Note that we match against
2099 * the object name, not the archetype name. this is so that the 1925 * the object name, not the archetype name. this is so that the
2100 * spell code can use one object type (force), but change it's name 1926 * spell code can use one object type (force), but change it's name
2101 * to be unique. 1927 * to be unique.
2102 */ 1928 */
2103
2104object * 1929object *
2105present_in_ob_by_name (int type, const char *str, const object *op) 1930present_in_ob_by_name (int type, const char *str, const object *op)
2106{ 1931{
2107 object *
2108 tmp;
2109
2110 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2111 {
2112 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1933 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2113 return tmp; 1934 return tmp;
2114 } 1935
2115 return NULL; 1936 return 0;
2116} 1937}
2117 1938
2118/* 1939/*
2119 * present_arch_in_ob(archetype, object) searches for any objects with 1940 * present_arch_in_ob(archetype, object) searches for any objects with
2120 * a matching archetype in the inventory of the given object. 1941 * a matching archetype in the inventory of the given object.
2121 * The first matching object is returned, or NULL if none. 1942 * The first matching object is returned, or NULL if none.
2122 */ 1943 */
2123
2124object * 1944object *
2125present_arch_in_ob (const archetype *at, const object *op) 1945present_arch_in_ob (const archetype *at, const object *op)
2126{ 1946{
2127 object *
2128 tmp;
2129
2130 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1947 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2131 if (tmp->arch == at) 1948 if (tmp->arch == at)
2132 return tmp; 1949 return tmp;
1950
2133 return NULL; 1951 return NULL;
2134} 1952}
2135 1953
2136/* 1954/*
2137 * activate recursively a flag on an object inventory 1955 * activate recursively a flag on an object inventory
2138 */ 1956 */
2139void 1957void
2140flag_inv (object *op, int flag) 1958flag_inv (object *op, int flag)
2141{ 1959{
2142 object *
2143 tmp;
2144
2145 if (op->inv) 1960 if (op->inv)
2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1961 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 { 1962 {
2148 SET_FLAG (tmp, flag); 1963 SET_FLAG (tmp, flag);
2149 flag_inv (tmp, flag); 1964 flag_inv (tmp, flag);
2150 } 1965 }
2151} /* 1966}
1967
1968/*
2152 * desactivate recursively a flag on an object inventory 1969 * deactivate recursively a flag on an object inventory
2153 */ 1970 */
2154void 1971void
2155unflag_inv (object *op, int flag) 1972unflag_inv (object *op, int flag)
2156{ 1973{
2157 object *
2158 tmp;
2159
2160 if (op->inv) 1974 if (op->inv)
2161 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1975 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2162 { 1976 {
2163 CLEAR_FLAG (tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
2164 unflag_inv (tmp, flag); 1978 unflag_inv (tmp, flag);
2165 } 1979 }
2166}
2167
2168/*
2169 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2170 * all it's inventory (recursively).
2171 * If checksums are used, a player will get set_cheat called for
2172 * him/her-self and all object carried by a call to this function.
2173 */
2174
2175void
2176set_cheat (object *op)
2177{
2178 SET_FLAG (op, FLAG_WAS_WIZ);
2179 flag_inv (op, FLAG_WAS_WIZ);
2180} 1980}
2181 1981
2182/* 1982/*
2183 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * find_free_spot(object, map, x, y, start, stop) will search for
2184 * a spot at the given map and coordinates which will be able to contain 1984 * a spot at the given map and coordinates which will be able to contain
2198 * because arch_blocked (now ob_blocked) needs to know the movement type 1998 * because arch_blocked (now ob_blocked) needs to know the movement type
2199 * to know if the space in question will block the object. We can't use 1999 * to know if the space in question will block the object. We can't use
2200 * the archetype because that isn't correct if the monster has been 2000 * the archetype because that isn't correct if the monster has been
2201 * customized, changed states, etc. 2001 * customized, changed states, etc.
2202 */ 2002 */
2203
2204int 2003int
2205find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2206{ 2005{
2207 int
2208 i,
2209 index = 0, flag; 2006 int index = 0, flag;
2210 static int
2211 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2212 2008
2213 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2214 { 2010 {
2215 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2216 if (!flag) 2012 if (!flag)
2217 altern[index++] = i; 2013 altern [index++] = i;
2218 2014
2219 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* Basically, if we find a wall on a space, we cut down the search size.
2220 * In this way, we won't return spaces that are on another side of a wall. 2016 * In this way, we won't return spaces that are on another side of a wall.
2221 * This mostly work, but it cuts down the search size in all directions - 2017 * This mostly work, but it cuts down the search size in all directions -
2222 * if the space being examined only has a wall to the north and empty 2018 * if the space being examined only has a wall to the north and empty
2223 * spaces in all the other directions, this will reduce the search space 2019 * spaces in all the other directions, this will reduce the search space
2224 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2225 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2226 */ 2022 */
2227 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2228 stop = maxfree[i]; 2024 stop = maxfree[i];
2229 } 2025 }
2026
2230 if (!index) 2027 if (!index)
2231 return -1; 2028 return -1;
2029
2232 return altern[RANDOM () % index]; 2030 return altern [rndm (index)];
2233} 2031}
2234 2032
2235/* 2033/*
2236 * find_first_free_spot(archetype, maptile, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2237 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2238 * But it will return the first available spot, not a random choice. 2036 * But it will return the first available spot, not a random choice.
2239 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2240 */ 2038 */
2241
2242int 2039int
2243find_first_free_spot (const object *ob, maptile *m, int x, int y) 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2244{ 2041{
2245 int
2246 i;
2247
2248 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2249 {
2250 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2251 return i; 2044 return i;
2252 } 2045
2253 return -1; 2046 return -1;
2254} 2047}
2255 2048
2256/* 2049/*
2257 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2258 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2259 */ 2053 */
2260static void 2054static void
2261permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2262{ 2056{
2263 int 2057 arr += begin;
2264 i,
2265 j,
2266 tmp,
2267 len;
2268
2269 len = end - begin; 2058 end -= begin;
2270 for (i = begin; i < end; i++)
2271 {
2272 j = begin + RANDOM () % len;
2273 2059
2274 tmp = arr[i]; 2060 while (--end)
2275 arr[i] = arr[j]; 2061 swap (arr [end], arr [rndm (end + 1)]);
2276 arr[j] = tmp;
2277 }
2278} 2062}
2279 2063
2280/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2281 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2282 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2285 * the 3x3 area will be searched, just not in a predictable order. 2069 * the 3x3 area will be searched, just not in a predictable order.
2286 */ 2070 */
2287void 2071void
2288get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2289{ 2073{
2290 int 2074 int i;
2291 i;
2292 2075
2293 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2294 {
2295 search_arr[i] = i; 2077 search_arr[i] = i;
2296 }
2297 2078
2298 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2299 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2300 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2301} 2082}
2310 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2311 * is actually want is going to try and move there. We need this info 2092 * is actually want is going to try and move there. We need this info
2312 * because we have to know what movement the thing looking to move 2093 * because we have to know what movement the thing looking to move
2313 * there is capable of. 2094 * there is capable of.
2314 */ 2095 */
2315
2316int 2096int
2317find_dir (maptile *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2318{ 2098{
2319 int
2320 i,
2321 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2322 2100
2323 sint16 nx, ny; 2101 sint16 nx, ny;
2324 object * 2102 object *tmp;
2325 tmp;
2326 maptile * 2103 maptile *mp;
2327 mp;
2328 2104
2329 MoveType blocked, move_type; 2105 MoveType blocked, move_type;
2330 2106
2331 if (exclude && exclude->head) 2107 if (exclude && exclude->head_ () != exclude)
2332 { 2108 {
2333 exclude = exclude->head; 2109 exclude = exclude->head;
2334 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2335 } 2111 }
2336 else 2112 else
2344 mp = m; 2120 mp = m;
2345 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2346 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2347 2123
2348 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2349 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2350 {
2351 max = maxfree[i]; 2127 max = maxfree[i];
2352 }
2353 else 2128 else
2354 { 2129 {
2355 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2356 2133
2357 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2358 {
2359 max = maxfree[i]; 2135 max = maxfree[i];
2360 }
2361 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2362 { 2137 {
2363 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2364 { 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2365 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2366 {
2367 break; 2141 break;
2368 } 2142
2369 }
2370 if (tmp) 2143 if (tmp)
2371 {
2372 return freedir[i]; 2144 return freedir[i];
2373 }
2374 } 2145 }
2375 } 2146 }
2376 } 2147 }
2148
2377 return 0; 2149 return 0;
2378} 2150}
2379 2151
2380/* 2152/*
2381 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2382 * distance between the two given objects. 2154 * distance between the two given objects.
2383 */ 2155 */
2384
2385int 2156int
2386distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2387{ 2158{
2388 int
2389 i;
2390
2391 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2392 return i;
2393} 2160}
2394 2161
2395/* 2162/*
2396 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * find_dir_2(delta-x,delta-y) will return a direction in which
2397 * an object which has subtracted the x and y coordinates of another 2164 * an object which has subtracted the x and y coordinates of another
2398 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2399 */ 2166 */
2400
2401int 2167int
2402find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2403{ 2169{
2404 int 2170 int q;
2405 q;
2406 2171
2407 if (y) 2172 if (y)
2408 q = x * 100 / y; 2173 q = x * 100 / y;
2409 else if (x) 2174 else if (x)
2410 q = -300 * x; 2175 q = -300 * x;
2435 2200
2436 return 3; 2201 return 3;
2437} 2202}
2438 2203
2439/* 2204/*
2440 * absdir(int): Returns a number between 1 and 8, which represent
2441 * the "absolute" direction of a number (it actually takes care of
2442 * "overflow" in previous calculations of a direction).
2443 */
2444
2445int
2446absdir (int d)
2447{
2448 while (d < 1)
2449 d += 8;
2450 while (d > 8)
2451 d -= 8;
2452 return d;
2453}
2454
2455/*
2456 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2205 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2457 * between two directions (which are expected to be absolute (see absdir()) 2206 * between two directions (which are expected to be absolute (see absdir())
2458 */ 2207 */
2459
2460int 2208int
2461dirdiff (int dir1, int dir2) 2209dirdiff (int dir1, int dir2)
2462{ 2210{
2463 int 2211 int d;
2464 d;
2465 2212
2466 d = abs (dir1 - dir2); 2213 d = abs (dir1 - dir2);
2467 if (d > 4) 2214 if (d > 4)
2468 d = 8 - d; 2215 d = 8 - d;
2216
2469 return d; 2217 return d;
2470} 2218}
2471 2219
2472/* peterm: 2220/* peterm:
2473 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2221 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2476 * This basically means that if direction is 15, then it could either go 2224 * This basically means that if direction is 15, then it could either go
2477 * direction 4, 14, or 16 to get back to where we are. 2225 * direction 4, 14, or 16 to get back to where we are.
2478 * Moved from spell_util.c to object.c with the other related direction 2226 * Moved from spell_util.c to object.c with the other related direction
2479 * functions. 2227 * functions.
2480 */ 2228 */
2481
2482int
2483 reduction_dir[SIZEOFFREE][3] = { 2229int reduction_dir[SIZEOFFREE][3] = {
2484 {0, 0, 0}, /* 0 */ 2230 {0, 0, 0}, /* 0 */
2485 {0, 0, 0}, /* 1 */ 2231 {0, 0, 0}, /* 1 */
2486 {0, 0, 0}, /* 2 */ 2232 {0, 0, 0}, /* 2 */
2487 {0, 0, 0}, /* 3 */ 2233 {0, 0, 0}, /* 3 */
2488 {0, 0, 0}, /* 4 */ 2234 {0, 0, 0}, /* 4 */
2536 * find a path to that monster that we found. If not, 2282 * find a path to that monster that we found. If not,
2537 * we don't bother going toward it. Returns 1 if we 2283 * we don't bother going toward it. Returns 1 if we
2538 * can see a direct way to get it 2284 * can see a direct way to get it
2539 * Modified to be map tile aware -.MSW 2285 * Modified to be map tile aware -.MSW
2540 */ 2286 */
2541
2542
2543int 2287int
2544can_see_monsterP (maptile *m, int x, int y, int dir) 2288can_see_monsterP (maptile *m, int x, int y, int dir)
2545{ 2289{
2546 sint16 dx, dy; 2290 sint16 dx, dy;
2547 int
2548 mflags; 2291 int mflags;
2549 2292
2550 if (dir < 0) 2293 if (dir < 0)
2551 return 0; /* exit condition: invalid direction */ 2294 return 0; /* exit condition: invalid direction */
2552 2295
2553 dx = x + freearr_x[dir]; 2296 dx = x + freearr_x[dir];
2566 return 0; 2309 return 0;
2567 2310
2568 /* yes, can see. */ 2311 /* yes, can see. */
2569 if (dir < 9) 2312 if (dir < 9)
2570 return 1; 2313 return 1;
2314
2571 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2315 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2572 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2316 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2317 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2573} 2318}
2574
2575
2576 2319
2577/* 2320/*
2578 * can_pick(picker, item): finds out if an object is possible to be 2321 * can_pick(picker, item): finds out if an object is possible to be
2579 * picked up by the picker. Returnes 1 if it can be 2322 * picked up by the picker. Returnes 1 if it can be
2580 * picked up, otherwise 0. 2323 * picked up, otherwise 0.
2582 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2325 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2583 * core dumps if they do. 2326 * core dumps if they do.
2584 * 2327 *
2585 * Add a check so we can't pick up invisible objects (0.93.8) 2328 * Add a check so we can't pick up invisible objects (0.93.8)
2586 */ 2329 */
2587
2588int 2330int
2589can_pick (const object *who, const object *item) 2331can_pick (const object *who, const object *item)
2590{ 2332{
2591 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2333 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2592 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2334 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2593 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2335 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2594} 2336}
2595 2337
2596
2597/* 2338/*
2598 * create clone from object to another 2339 * create clone from object to another
2599 */ 2340 */
2600object * 2341object *
2601object_create_clone (object *asrc) 2342object_create_clone (object *asrc)
2602{ 2343{
2603 object *
2604 dst = NULL, *tmp, *src, *part, *prev, *item; 2344 object *dst = 0, *tmp, *src, *prev, *item;
2605 2345
2606 if (!asrc) 2346 if (!asrc)
2607 return NULL; 2347 return 0;
2608 src = asrc; 2348
2609 if (src->head)
2610 src = src->head; 2349 src = asrc->head_ ();
2611 2350
2612 prev = NULL; 2351 prev = 0;
2613 for (part = src; part; part = part->more) 2352 for (object *part = src; part; part = part->more)
2614 { 2353 {
2615 tmp = get_object (); 2354 tmp = part->clone ();
2616 copy_object (part, tmp);
2617 tmp->x -= src->x; 2355 tmp->x -= src->x;
2618 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2619 if (!part->head) 2358 if (!part->head)
2620 { 2359 {
2621 dst = tmp; 2360 dst = tmp;
2622 tmp->head = NULL; 2361 tmp->head = 0;
2623 } 2362 }
2624 else 2363 else
2625 {
2626 tmp->head = dst; 2364 tmp->head = dst;
2627 } 2365
2628 tmp->more = NULL; 2366 tmp->more = 0;
2367
2629 if (prev) 2368 if (prev)
2630 prev->more = tmp; 2369 prev->more = tmp;
2370
2631 prev = tmp; 2371 prev = tmp;
2632 } 2372 }
2633 2373
2634 for (item = src->inv; item; item = item->below) 2374 for (item = src->inv; item; item = item->below)
2635 insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2636 2376
2637 return dst; 2377 return dst;
2638}
2639
2640/* GROS - Creates an object using a string representing its content. */
2641/* Basically, we save the content of the string to a temp file, then call */
2642/* load_object on it. I admit it is a highly inefficient way to make things, */
2643/* but it was simple to make and allows reusing the load_object function. */
2644/* Remember not to use load_object_str in a time-critical situation. */
2645/* Also remember that multiparts objects are not supported for now. */
2646
2647object *
2648load_object_str (const char *obstr)
2649{
2650 object *op;
2651 char filename[MAX_BUF];
2652
2653 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2654
2655 FILE *tempfile = fopen (filename, "w");
2656
2657 if (tempfile == NULL)
2658 {
2659 LOG (llevError, "Error - Unable to access load object temp file\n");
2660 return NULL;
2661 }
2662
2663 fprintf (tempfile, obstr);
2664 fclose (tempfile);
2665
2666 op = get_object ();
2667
2668 object_thawer thawer (filename);
2669
2670 if (thawer)
2671 load_object (thawer, op, 0);
2672
2673 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2674 CLEAR_FLAG (op, FLAG_REMOVED);
2675
2676 return op;
2677} 2378}
2678 2379
2679/* This returns the first object in who's inventory that 2380/* This returns the first object in who's inventory that
2680 * has the same type and subtype match. 2381 * has the same type and subtype match.
2681 * returns NULL if no match. 2382 * returns NULL if no match.
2682 */ 2383 */
2683object * 2384object *
2684find_obj_by_type_subtype (const object *who, int type, int subtype) 2385find_obj_by_type_subtype (const object *who, int type, int subtype)
2685{ 2386{
2686 object *tmp;
2687
2688 for (tmp = who->inv; tmp; tmp = tmp->below) 2387 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2689 if (tmp->type == type && tmp->subtype == subtype) 2388 if (tmp->type == type && tmp->subtype == subtype)
2690 return tmp; 2389 return tmp;
2691 2390
2692 return NULL; 2391 return 0;
2693} 2392}
2694 2393
2695/* If ob has a field named key, return the link from the list, 2394/* If ob has a field named key, return the link from the list,
2696 * otherwise return NULL. 2395 * otherwise return NULL.
2697 * 2396 *
2699 * do the desired thing. 2398 * do the desired thing.
2700 */ 2399 */
2701key_value * 2400key_value *
2702get_ob_key_link (const object *ob, const char *key) 2401get_ob_key_link (const object *ob, const char *key)
2703{ 2402{
2704 key_value *link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2403 for (key_value *link = ob->key_values; link; link = link->next)
2707 if (link->key == key) 2404 if (link->key == key)
2708 return link; 2405 return link;
2709 2406
2710 return NULL; 2407 return 0;
2711} 2408}
2712 2409
2713/* 2410/*
2714 * Returns the value of op has an extra_field for key, or NULL. 2411 * Returns the value of op has an extra_field for key, or NULL.
2715 * 2412 *
2740 if (link->key == canonical_key) 2437 if (link->key == canonical_key)
2741 return link->value; 2438 return link->value;
2742 2439
2743 return 0; 2440 return 0;
2744} 2441}
2745
2746 2442
2747/* 2443/*
2748 * Updates the canonical_key in op to value. 2444 * Updates the canonical_key in op to value.
2749 * 2445 *
2750 * canonical_key is a shared string (value doesn't have to be). 2446 * canonical_key is a shared string (value doesn't have to be).
2755 * Returns TRUE on success. 2451 * Returns TRUE on success.
2756 */ 2452 */
2757int 2453int
2758set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2454set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2759{ 2455{
2760 key_value *
2761 field = NULL, *last = NULL; 2456 key_value *field = NULL, *last = NULL;
2762 2457
2763 for (field = op->key_values; field != NULL; field = field->next) 2458 for (field = op->key_values; field != NULL; field = field->next)
2764 { 2459 {
2765 if (field->key != canonical_key) 2460 if (field->key != canonical_key)
2766 { 2461 {
2775 /* Basically, if the archetype has this key set, 2470 /* Basically, if the archetype has this key set,
2776 * we need to store the null value so when we save 2471 * we need to store the null value so when we save
2777 * it, we save the empty value so that when we load, 2472 * it, we save the empty value so that when we load,
2778 * we get this value back again. 2473 * we get this value back again.
2779 */ 2474 */
2780 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2475 if (get_ob_key_link (op->arch, canonical_key))
2781 field->value = 0; 2476 field->value = 0;
2782 else 2477 else
2783 { 2478 {
2784 if (last) 2479 if (last)
2785 last->next = field->next; 2480 last->next = field->next;
2794 /* IF we get here, key doesn't exist */ 2489 /* IF we get here, key doesn't exist */
2795 2490
2796 /* No field, we'll have to add it. */ 2491 /* No field, we'll have to add it. */
2797 2492
2798 if (!add_key) 2493 if (!add_key)
2799 {
2800 return FALSE; 2494 return FALSE;
2801 } 2495
2802 /* There isn't any good reason to store a null 2496 /* There isn't any good reason to store a null
2803 * value in the key/value list. If the archetype has 2497 * value in the key/value list. If the archetype has
2804 * this key, then we should also have it, so shouldn't 2498 * this key, then we should also have it, so shouldn't
2805 * be here. If user wants to store empty strings, 2499 * be here. If user wants to store empty strings,
2806 * should pass in "" 2500 * should pass in ""
2855 } 2549 }
2856 else 2550 else
2857 item = item->env; 2551 item = item->env;
2858} 2552}
2859 2553
2554const char *
2555object::flag_desc (char *desc, int len) const
2556{
2557 char *p = desc;
2558 bool first = true;
2559
2560 *p = 0;
2561
2562 for (int i = 0; i < NUM_FLAGS; i++)
2563 {
2564 if (len <= 10) // magic constant!
2565 {
2566 snprintf (p, len, ",...");
2567 break;
2568 }
2569
2570 if (flag [i])
2571 {
2572 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2573 len -= cnt;
2574 p += cnt;
2575 first = false;
2576 }
2577 }
2578
2579 return desc;
2580}
2581
2860// return a suitable string describing an objetc in enough detail to find it 2582// return a suitable string describing an object in enough detail to find it
2861const char * 2583const char *
2862object::debug_desc (char *info) const 2584object::debug_desc (char *info) const
2863{ 2585{
2586 char flagdesc[512];
2864 char info2[256 * 3]; 2587 char info2[256 * 4];
2865 char *p = info; 2588 char *p = info;
2866 2589
2867 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2590 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2868 count, 2591 count, uuid.seq,
2869 &name, 2592 &name,
2870 title ? " " : "", 2593 title ? "\",title:\"" : "",
2871 title ? (const char *)title : ""); 2594 title ? (const char *)title : "",
2595 flag_desc (flagdesc, 512), type);
2872 2596
2873 if (env) 2597 if (!this->flag[FLAG_REMOVED] && env)
2874 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2875 2599
2876 if (map) 2600 if (map)
2877 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2878 2602
2879 return info; 2603 return info;
2880} 2604}
2881 2605
2882const char * 2606const char *
2883object::debug_desc () const 2607object::debug_desc () const
2884{ 2608{
2885 static char info[256 * 3]; 2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2886 return debug_desc (info); 2612 return debug_desc (info [++info_idx % 3]);
2887} 2613}
2888 2614
2615struct region *
2616object::region () const
2617{
2618 return map ? map->region (x, y)
2619 : region::default_region ();
2620}
2621
2622const materialtype_t *
2623object::dominant_material () const
2624{
2625 if (materialtype_t *mt = name_to_material (materialname))
2626 return mt;
2627
2628 return name_to_material (shstr_unknown);
2629}
2630
2631void
2632object::open_container (object *new_container)
2633{
2634 if (container == new_container)
2635 return;
2636
2637 if (object *old_container = container)
2638 {
2639 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2640 return;
2641
2642#if 0
2643 // remove the "Close old_container" object.
2644 if (object *closer = old_container->inv)
2645 if (closer->type == CLOSE_CON)
2646 closer->destroy ();
2647#endif
2648
2649 old_container->flag [FLAG_APPLIED] = 0;
2650 container = 0;
2651
2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2654 play_sound (sound_find ("chest_close"));
2655 }
2656
2657 if (new_container)
2658 {
2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2660 return;
2661
2662 // TODO: this does not seem to serve any purpose anymore?
2663#if 0
2664 // insert the "Close Container" object.
2665 if (archetype *closer = new_container->other_arch)
2666 {
2667 object *closer = arch_to_object (new_container->other_arch);
2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2669 new_container->insert (closer);
2670 }
2671#endif
2672
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2674
2675 new_container->flag [FLAG_APPLIED] = 1;
2676 container = new_container;
2677
2678 esrv_update_item (UPD_FLAGS, this, new_container);
2679 esrv_send_inventory (this, new_container);
2680 play_sound (sound_find ("chest_open"));
2681 }
2682}
2683
2684object *
2685object::force_find (const shstr name)
2686{
2687 /* cycle through his inventory to look for the MARK we want to
2688 * place
2689 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 if (tmp->type == FORCE && tmp->slaying == name)
2692 return splay (tmp);
2693
2694 return 0;
2695}
2696
2697void
2698object::force_add (const shstr name, int duration)
2699{
2700 if (object *force = force_find (name))
2701 force->destroy ();
2702
2703 object *force = get_archetype (FORCE_NAME);
2704
2705 force->slaying = name;
2706 force->stats.food = 1;
2707 force->speed_left = -1.f;
2708
2709 force->set_speed (duration ? 1.f / duration : 0.f);
2710 force->flag [FLAG_IS_USED_UP] = true;
2711 force->flag [FLAG_APPLIED] = true;
2712
2713 insert (force);
2714}
2715
2716void
2717object::play_sound (faceidx sound) const
2718{
2719 if (!sound)
2720 return;
2721
2722 if (flag [FLAG_REMOVED])
2723 return;
2724
2725 if (env)
2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2732}
2733

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