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Comparing deliantra/server/common/object.C (file contents):
Revision 1.57 by root, Sun Dec 3 02:46:33 2006 UTC vs.
Revision 1.149 by root, Mon May 14 19:56:45 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
36
37#include <bitset>
34 38
35int nrofallocobjects = 0; 39int nrofallocobjects = 0;
36static UUID uuid; 40static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
38 42
39object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
40 45
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, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 48};
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, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
104 _exit (1); 109 _exit (1);
105 } 110 }
106 111
107 uuid.seq = uid; 112 uuid.seq = uid;
108 write_uuid (); 113 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 115 fclose (fp);
111} 116}
112 117
113UUID 118UUID
114gen_uuid () 119gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
141 */ 146 */
142 147
143 /* For each field in wants, */ 148 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 150 {
146 key_value *has_field; 151 key_value *has_field;
147 152
148 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
183 * 188 *
184 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
187 * 192 *
188 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
189 * 194 *
190 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
191 * check weight 196 * check weight
192 */ 197 */
193
194bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
195{ 199{
196 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
198 return 0; 206 return 0;
199 207
200 if (ob1->speed != ob2->speed) 208 //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 209 /* 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 210 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 211 * used to store nrof).
206 */ 212 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 224
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 227
222 228 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 229 || 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) || 230 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 249 || 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)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 253 return 0;
254 254
255 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 256 * check all objects in the inventory.
257 */ 257 */
260 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 262 return 0;
263 263
264 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 266 return 0;
267 267
268 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 269 * if it is valid.
270 */ 270 */
279 279
280 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
282 * check? 282 * check?
283 */ 283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 285 return 0;
286 286
287 switch (ob1->type) 287 switch (ob1->type)
288 { 288 {
289 case SCROLL: 289 case SCROLL:
325sum_weight (object *op) 325sum_weight (object *op)
326{ 326{
327 long sum; 327 long sum;
328 object *inv; 328 object *inv;
329 329
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 331 {
332 if (inv->inv) 332 if (inv->inv)
333 sum_weight (inv); 333 sum_weight (inv);
334
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 336 }
336 337
337 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 355 op = op->env;
355 return op; 356 return op;
356} 357}
357 358
358/* 359/*
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. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 361 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
377 */ 363 */
378
379char * 364char *
380dump_object (object *op) 365dump_object (object *op)
381{ 366{
382 if (!op) 367 if (!op)
383 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
384 369
385 object_freezer freezer; 370 object_freezer freezer;
386 save_object (freezer, op, 3); 371 op->write (freezer);
387 return freezer.as_string (); 372 return freezer.as_string ();
388} 373}
389 374
390/* 375/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
408} 393}
409 394
410/* 395/*
411 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
412 */ 397 */
413
414object * 398object *
415find_object (tag_t i) 399find_object (tag_t i)
416{ 400{
417 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
418 if (op->count == i) 402 if (op->count == i)
419 return op; 403 return op;
420 404
421 return 0; 405 return 0;
422} 406}
423 407
424/* 408/*
425 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
428 */ 412 */
429
430object * 413object *
431find_object_name (const char *str) 414find_object_name (const char *str)
432{ 415{
433 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
434 object *op; 417 object *op;
435 418
436 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
437 if (op->name == str_) 420 if (op->name == str_)
438 break; 421 break;
439 422
440 return op; 423 return op;
441} 424}
467 owner = owner->owner; 450 owner = owner->owner;
468 451
469 this->owner = owner; 452 this->owner = owner;
470} 453}
471 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 current_weapon = ob;
479 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
480
481 update_stats ();
482
483 if (ob)
484 {
485 // now check wether any body locations became invalid, in which case
486 // we cannot apply the weapon at the moment.
487 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
488 if (slot[i].used < 0)
489 {
490 current_weapon = chosen_skill = 0;
491 update_stats ();
492
493 new_draw_info_format (NDI_UNIQUE, 0, this,
494 "You try to balance your applied items all at once, but the %s is too much. "
495 "You need to unapply some items first.", &ob->name);
496 return false;
497 }
498
499 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
500 }
501 else
502 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
503
504 return true;
505}
506
472/* Zero the key_values on op, decrementing the shared-string 507/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 508 * refcounts and freeing the links.
474 */ 509 */
475static void 510static void
476free_key_values (object *op) 511free_key_values (object *op)
477{ 512{
478 for (key_value *i = op->key_values; i != 0;) 513 for (key_value *i = op->key_values; i; )
479 { 514 {
480 key_value *next = i->next; 515 key_value *next = i->next;
481 delete i; 516 delete i;
482 517
483 i = next; 518 i = next;
484 } 519 }
485 520
486 op->key_values = 0; 521 op->key_values = 0;
487} 522}
488 523
489void object::clear () 524object &
525object::operator =(const object &src)
490{ 526{
491 attachable_base::clear (); 527 bool is_freed = flag [FLAG_FREED];
528 bool is_removed = flag [FLAG_REMOVED];
492 529
493 free_key_values (this); 530 *(object_copy *)this = src;
494 531
495 owner = 0; 532 flag [FLAG_FREED] = is_freed;
496 name = 0; 533 flag [FLAG_REMOVED] = is_removed;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548void
549copy_object (object *op2, object *op)
550{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 534
564 /* Copy over key_values, if any. */ 535 /* Copy over key_values, if any. */
565 if (op2->key_values) 536 if (src.key_values)
566 { 537 {
567 key_value *tail = 0; 538 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 539 key_values = 0;
571 540
572 for (i = op2->key_values; i; i = i->next) 541 for (key_value *i = src.key_values; i; i = i->next)
573 { 542 {
574 key_value *new_link = new key_value; 543 key_value *new_link = new key_value;
575 544
576 new_link->next = 0; 545 new_link->next = 0;
577 new_link->key = i->key; 546 new_link->key = i->key;
578 new_link->value = i->value; 547 new_link->value = i->value;
579 548
580 /* Try and be clever here, too. */ 549 /* Try and be clever here, too. */
581 if (!op->key_values) 550 if (!key_values)
582 { 551 {
583 op->key_values = new_link; 552 key_values = new_link;
584 tail = new_link; 553 tail = new_link;
585 } 554 }
586 else 555 else
587 { 556 {
588 tail->next = new_link; 557 tail->next = new_link;
589 tail = new_link; 558 tail = new_link;
590 } 559 }
591 } 560 }
592 } 561 }
562}
593 563
594 update_ob_speed (op); 564/*
565 * copy_to first frees everything allocated by the dst object,
566 * and then copies the contents of itself into the second
567 * object, allocating what needs to be allocated. Basically, any
568 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
569 * if the first object is freed, the pointers in the new object
570 * will point at garbage.
571 */
572void
573object::copy_to (object *dst)
574{
575 *dst = *this;
576
577 if (speed < 0)
578 dst->speed_left = speed_left - rndm ();
579
580 dst->set_speed (dst->speed);
581}
582
583void
584object::instantiate ()
585{
586 if (!uuid.seq) // HACK
587 uuid = gen_uuid ();
588
589 speed_left = -0.1f;
590 /* copy the body_info to the body_used - this is only really
591 * need for monsters, but doesn't hurt to do it for everything.
592 * by doing so, when a monster is created, it has good starting
593 * values for the body_used info, so when items are created
594 * for it, they can be properly equipped.
595 */
596 for (int i = NUM_BODY_LOCATIONS; i--; )
597 slot[i].used = slot[i].info;
598
599 attachable::instantiate ();
600}
601
602object *
603object::clone ()
604{
605 object *neu = create ();
606 copy_to (neu);
607 return neu;
595} 608}
596 609
597/* 610/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 611 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 612 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 613 * be called to update the face variable, _and_ how it looks on the map.
601 */ 614 */
602
603void 615void
604update_turn_face (object *op) 616update_turn_face (object *op)
605{ 617{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 618 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 619 return;
620
608 SET_ANIMATION (op, op->direction); 621 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 622 update_object (op, UP_OBJ_FACE);
610} 623}
611 624
612/* 625/*
613 * Updates the speed of an object. If the speed changes from 0 to another 626 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 627 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 628 * This function needs to be called whenever the speed of an object changes.
616 */ 629 */
617void 630void
618update_ob_speed (object *op) 631object::set_speed (float speed)
619{ 632{
620 extern int arch_init; 633 if (flag [FLAG_FREED] && speed)
621
622 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated.
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 634 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 635 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 636 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 637 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 638
645 /* process_events() expects us to insert the object at the beginning 639 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 640
649 if (op->active_next != NULL) 641 if (has_active_speed ())
650 op->active_next->active_prev = op; 642 activate ();
651
652 active_objects = op;
653 }
654 else 643 else
655 { 644 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 645}
679 646
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 647/*
712 * update_object() updates the array which represents the map. 648 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 649 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 650 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 651 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 652 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 653 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 654 * updating that window, though, since update_object() is called _often_)
719 * 655 *
720 * action is a hint of what the caller believes need to be done. 656 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 657 * current action are:
726 * UP_OBJ_INSERT: op was inserted 658 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 659 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 660 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 661 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 662 * UP_OBJ_FACE: only the objects face has changed.
731 */ 663 */
732
733void 664void
734update_object (object *op, int action) 665update_object (object *op, int action)
735{ 666{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL) 667 if (op == NULL)
740 { 668 {
741 /* this should never happen */ 669 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 670 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 671 return;
744 } 672 }
745 673
746 if (op->env != NULL) 674 if (op->env)
747 { 675 {
748 /* Animation is currently handled by client, so nothing 676 /* Animation is currently handled by client, so nothing
749 * to do in this case. 677 * to do in this case.
750 */ 678 */
751 return; 679 return;
756 */ 684 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 685 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 686 return;
759 687
760 /* make sure the object is within map boundaries */ 688 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 689 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 690 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 691 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 692#ifdef MANY_CORES
765 abort (); 693 abort ();
766#endif 694#endif
767 return; 695 return;
768 } 696 }
769 697
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 698 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 699
700 if (!(m.flags_ & P_UPTODATE))
701 /* nop */;
777 if (action == UP_OBJ_INSERT) 702 else if (action == UP_OBJ_INSERT)
778 { 703 {
704 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 705 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 706 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 707 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 708 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
709 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 710 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 711 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 712 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 713 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 714 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 715 * to have move_allow right now.
802 */ 716 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 717 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 718 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 719 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 720 }
809 /* if the object is being removed, we can't make intelligent 721 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 722 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 723 * that is being removed.
812 */ 724 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 725 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 726 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 727 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 728 /* Nothing to do for that case */ ;
817 else 729 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 730 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 731
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 732 if (op->more)
827 update_object (op->more, action); 733 update_object (op->more, action);
828}
829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852} 734}
853 735
854object::object () 736object::object ()
855{ 737{
856 SET_FLAG (this, FLAG_REMOVED); 738 SET_FLAG (this, FLAG_REMOVED);
859 face = blank_face; 741 face = blank_face;
860} 742}
861 743
862object::~object () 744object::~object ()
863{ 745{
746 unlink ();
747
864 free_key_values (this); 748 free_key_values (this);
865} 749}
866 750
751static int object_count;
752
867void object::link () 753void object::link ()
868{ 754{
869 count = ++ob_count; 755 assert (!index);//D
870 uuid = gen_uuid (); 756 uuid = gen_uuid ();
757 count = ++object_count;
871 758
872 prev = 0; 759 refcnt_inc ();
873 next = object::first; 760 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 761}
880 762
881void object::unlink () 763void object::unlink ()
882{ 764{
883 if (this == object::first) 765 if (!index)
884 object::first = next; 766 return;
885 767
886 /* Remove this object from the list of used objects */ 768 objects.erase (this);
887 if (prev) prev->next = next; 769 refcnt_dec ();
888 if (next) next->prev = prev; 770}
889 771
890 prev = 0; 772void
891 next = 0; 773object::activate ()
774{
775 /* If already on active list, don't do anything */
776 if (active)
777 return;
778
779 if (has_active_speed ())
780 actives.insert (this);
781}
782
783void
784object::activate_recursive ()
785{
786 activate ();
787
788 for (object *op = inv; op; op = op->below)
789 op->activate_recursive ();
790}
791
792/* This function removes object 'op' from the list of active
793 * objects.
794 * This should only be used for style maps or other such
795 * reference maps where you don't want an object that isn't
796 * in play chewing up cpu time getting processed.
797 * The reverse of this is to call update_ob_speed, which
798 * will do the right thing based on the speed of the object.
799 */
800void
801object::deactivate ()
802{
803 /* If not on the active list, nothing needs to be done */
804 if (!active)
805 return;
806
807 actives.erase (this);
808}
809
810void
811object::deactivate_recursive ()
812{
813 for (object *op = inv; op; op = op->below)
814 op->deactivate_recursive ();
815
816 deactivate ();
817}
818
819void
820object::set_flag_inv (int flag, int value)
821{
822 for (object *op = inv; op; op = op->below)
823 {
824 op->flag [flag] = value;
825 op->set_flag_inv (flag, value);
826 }
827}
828
829/*
830 * Remove and free all objects in the inventory of the given object.
831 * object.c ?
832 */
833void
834object::destroy_inv (bool drop_to_ground)
835{
836 // need to check first, because the checks below might segfault
837 // as we might be on an invalid mapspace and crossfire code
838 // is too buggy to ensure that the inventory is empty.
839 // corollary: if you create arrows etc. with stuff in tis inventory,
840 // cf will crash below with off-map x and y
841 if (!inv)
842 return;
843
844 /* Only if the space blocks everything do we not process -
845 * if some form of movement is allowed, let objects
846 * drop on that space.
847 */
848 if (!drop_to_ground
849 || !map
850 || map->in_memory != MAP_IN_MEMORY
851 || map->nodrop
852 || ms ().move_block == MOVE_ALL)
853 {
854 while (inv)
855 {
856 inv->destroy_inv (drop_to_ground);
857 inv->destroy ();
858 }
859 }
860 else
861 { /* Put objects in inventory onto this space */
862 while (inv)
863 {
864 object *op = inv;
865
866 if (op->flag [FLAG_STARTEQUIP]
867 || op->flag [FLAG_NO_DROP]
868 || op->type == RUNE
869 || op->type == TRAP
870 || op->flag [FLAG_IS_A_TEMPLATE]
871 || op->flag [FLAG_DESTROY_ON_DEATH])
872 op->destroy ();
873 else
874 map->insert (op, x, y);
875 }
876 }
892} 877}
893 878
894object *object::create () 879object *object::create ()
895{ 880{
896 object *op = new object; 881 object *op = new object;
897 op->link (); 882 op->link ();
898 return op; 883 return op;
899} 884}
900 885
901/* 886void
902 * free_object() frees everything allocated by an object, removes 887object::do_destroy ()
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{ 888{
913 if (QUERY_FLAG (this, FLAG_FREED)) 889 attachable::do_destroy ();
914 return;
915 890
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 891 if (flag [FLAG_IS_LINKED])
892 remove_button_link (this);
893
894 if (flag [FLAG_FRIENDLY])
917 remove_friendly_object (this); 895 remove_friendly_object (this);
918 896
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 897 if (!flag [FLAG_REMOVED])
920 remove_ob (this); 898 remove ();
921 899
922 SET_FLAG (this, FLAG_FREED); 900 destroy_inv (true);
923 901
924 if (more) 902 deactivate ();
925 { 903 unlink ();
926 more->destroy (destroy_inventory);
927 more = 0;
928 }
929 904
930 if (inv) 905 flag [FLAG_FREED] = 1;
931 {
932 /* Only if the space blocks everything do we not process -
933 * if some form of movement is allowed, let objects
934 * drop on that space.
935 */
936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
937 {
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943 op->destroy (destroy_inventory);
944 op = tmp;
945 }
946 }
947 else
948 { /* Put objects in inventory onto this space */
949 object *op = inv;
950
951 while (op)
952 {
953 object *tmp = op->below;
954
955 remove_ob (op);
956
957 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
959 free_object (op);
960 else
961 {
962 op->x = x;
963 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
965 }
966
967 op = tmp;
968 }
969 }
970 }
971 906
972 // hack to ensure that freed objects still have a valid map 907 // hack to ensure that freed objects still have a valid map
973 { 908 {
974 static maptile *freed_map; // freed objects are moved here to avoid crashes 909 static maptile *freed_map; // freed objects are moved here to avoid crashes
975 910
979 914
980 freed_map->name = "/internal/freed_objects_map"; 915 freed_map->name = "/internal/freed_objects_map";
981 freed_map->width = 3; 916 freed_map->width = 3;
982 freed_map->height = 3; 917 freed_map->height = 3;
983 918
984 freed_map->allocate (); 919 freed_map->alloc ();
920 freed_map->in_memory = MAP_IN_MEMORY;
985 } 921 }
986 922
987 map = freed_map; 923 map = freed_map;
988 x = 1; 924 x = 1;
989 y = 1; 925 y = 1;
990 } 926 }
991 927
928 head = 0;
929
930 if (more)
931 {
932 more->destroy ();
933 more = 0;
934 }
935
992 // clear those pointers that likely might have circular references to us 936 // clear those pointers that likely might have circular references to us
993 owner = 0; 937 owner = 0;
994 enemy = 0; 938 enemy = 0;
995 attacked_by = 0; 939 attacked_by = 0;
940}
996 941
997 // only relevant for players(?), but make sure of it anyways 942void
998 contr = 0; 943object::destroy (bool destroy_inventory)
944{
945 if (destroyed ())
946 return;
999 947
1000 /* Remove object from the active list */ 948 if (destroy_inventory)
1001 speed = 0; 949 destroy_inv (false);
1002 update_ob_speed (this);
1003 950
1004 unlink (); 951 attachable::destroy ();
1005
1006 mortals.push_back (this);
1007} 952}
1008 953
1009/* 954/*
1010 * sub_weight() recursively (outwards) subtracts a number from the 955 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)). 956 * weight of an object (and what is carried by it's environment(s)).
1012 */ 957 */
1013
1014void 958void
1015sub_weight (object *op, signed long weight) 959sub_weight (object *op, signed long weight)
1016{ 960{
1017 while (op != NULL) 961 while (op != NULL)
1018 { 962 {
1022 op->carrying -= weight; 966 op->carrying -= weight;
1023 op = op->env; 967 op = op->env;
1024 } 968 }
1025} 969}
1026 970
1027/* remove_ob(op): 971/* op->remove ():
1028 * This function removes the object op from the linked list of objects 972 * This function removes the object op from the linked list of objects
1029 * which it is currently tied to. When this function is done, the 973 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 974 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 975 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 976 * the previous environment.
1033 * Beware: This function is called from the editor as well!
1034 */ 977 */
1035
1036void 978void
1037remove_ob (object *op) 979object::do_remove ()
1038{ 980{
1039 object *tmp, *last = 0; 981 object *tmp, *last = 0;
1040 object *otmp; 982 object *otmp;
1041 983
1042 int check_walk_off;
1043 maptile *m;
1044
1045 sint16 x, y;
1046
1047 if (QUERY_FLAG (op, FLAG_REMOVED)) 984 if (QUERY_FLAG (this, FLAG_REMOVED))
1048 return; 985 return;
1049 986
1050 SET_FLAG (op, FLAG_REMOVED); 987 SET_FLAG (this, FLAG_REMOVED);
988 INVOKE_OBJECT (REMOVE, this);
1051 989
1052 if (op->more != NULL) 990 if (more)
1053 remove_ob (op->more); 991 more->remove ();
1054 992
1055 /* 993 /*
1056 * In this case, the object to be removed is in someones 994 * In this case, the object to be removed is in someones
1057 * inventory. 995 * inventory.
1058 */ 996 */
1059 if (op->env != NULL) 997 if (env)
1060 { 998 {
1061 if (op->nrof) 999 if (nrof)
1062 sub_weight (op->env, op->weight * op->nrof); 1000 sub_weight (env, weight * nrof);
1063 else 1001 else
1064 sub_weight (op->env, op->weight + op->carrying); 1002 sub_weight (env, weight + carrying);
1065 1003
1066 /* NO_FIX_PLAYER is set when a great many changes are being 1004 /* NO_FIX_PLAYER is set when a great many changes are being
1067 * made to players inventory. If set, avoiding the call 1005 * made to players inventory. If set, avoiding the call
1068 * to save cpu time. 1006 * to save cpu time.
1069 */ 1007 */
1070 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1008 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1071 fix_player (otmp); 1009 otmp->update_stats ();
1072 1010
1073 if (op->above != NULL) 1011 if (above)
1074 op->above->below = op->below; 1012 above->below = below;
1075 else 1013 else
1076 op->env->inv = op->below; 1014 env->inv = below;
1077 1015
1078 if (op->below != NULL) 1016 if (below)
1079 op->below->above = op->above; 1017 below->above = above;
1080 1018
1081 /* we set up values so that it could be inserted into 1019 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up 1020 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do. 1021 * to the caller to decide what we want to do.
1084 */ 1022 */
1085 op->x = op->env->x, op->y = op->env->y; 1023 x = env->x, y = env->y;
1086 op->map = op->env->map; 1024 map = env->map;
1087 op->above = NULL, op->below = NULL; 1025 above = 0, below = 0;
1088 op->env = NULL; 1026 env = 0;
1089 } 1027 }
1090 else if (op->map) 1028 else if (map)
1091 { 1029 {
1092 x = op->x; 1030 if (type == PLAYER)
1093 y = op->y;
1094 m = get_map_from_coord (op->map, &x, &y);
1095
1096 if (!m)
1097 { 1031 {
1098 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1032 // leaving a spot always closes any open container on the ground
1099 op->map->path, op->x, op->y); 1033 if (container && !container->env)
1100 /* in old days, we used to set x and y to 0 and continue. 1034 // this causes spurious floorbox updates, but it ensures
1101 * it seems if we get into this case, something is probablye 1035 // that the CLOSE event is being sent.
1102 * screwed up and should be fixed. 1036 close_container ();
1103 */ 1037
1104 abort (); 1038 --map->players;
1039 map->touch ();
1105 } 1040 }
1106 1041
1107 if (op->map != m) 1042 map->dirty = true;
1108 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1043 mapspace &ms = this->ms ();
1109 op->map->path, m->path, op->x, op->y, x, y);
1110
1111 /* Re did the following section of code - it looks like it had
1112 * lots of logic for things we no longer care about
1113 */
1114 1044
1115 /* link the object above us */ 1045 /* link the object above us */
1116 if (op->above) 1046 if (above)
1117 op->above->below = op->below; 1047 above->below = below;
1118 else 1048 else
1119 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1049 ms.top = below; /* we were top, set new top */
1120 1050
1121 /* Relink the object below us, if there is one */ 1051 /* Relink the object below us, if there is one */
1122 if (op->below) 1052 if (below)
1123 op->below->above = op->above; 1053 below->above = above;
1124 else 1054 else
1125 { 1055 {
1126 /* Nothing below, which means we need to relink map object for this space 1056 /* Nothing below, which means we need to relink map object for this space
1127 * use translated coordinates in case some oddness with map tiling is 1057 * use translated coordinates in case some oddness with map tiling is
1128 * evident 1058 * evident
1129 */ 1059 */
1130 if (GET_MAP_OB (m, x, y) != op) 1060 if (GET_MAP_OB (map, x, y) != this)
1131 {
1132 char *dump = dump_object (op);
1133 LOG (llevError,
1134 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1061 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1135 free (dump);
1136 dump = dump_object (GET_MAP_OB (m, x, y));
1137 LOG (llevError, "%s\n", dump);
1138 free (dump);
1139 }
1140 1062
1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1063 ms.bot = above; /* goes on above it. */
1142 } 1064 }
1143 1065
1144 op->above = 0; 1066 above = 0;
1145 op->below = 0; 1067 below = 0;
1146 1068
1147 if (op->map->in_memory == MAP_SAVING) 1069 if (map->in_memory == MAP_SAVING)
1148 return; 1070 return;
1149 1071
1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1072 int check_walk_off = !flag [FLAG_NO_APPLY];
1151 1073
1152 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1074 for (tmp = ms.bot; tmp; tmp = tmp->above)
1153 { 1075 {
1154 /* No point updating the players look faces if he is the object 1076 /* No point updating the players look faces if he is the object
1155 * being removed. 1077 * being removed.
1156 */ 1078 */
1157 1079
1158 if (tmp->type == PLAYER && tmp != op) 1080 if (tmp->type == PLAYER && tmp != this)
1159 { 1081 {
1160 /* If a container that the player is currently using somehow gets 1082 /* If a container that the player is currently using somehow gets
1161 * removed (most likely destroyed), update the player view 1083 * removed (most likely destroyed), update the player view
1162 * appropriately. 1084 * appropriately.
1163 */ 1085 */
1164 if (tmp->container == op) 1086 if (tmp->container == this)
1165 { 1087 {
1166 CLEAR_FLAG (op, FLAG_APPLIED); 1088 flag [FLAG_APPLIED] = 0;
1167 tmp->container = NULL; 1089 tmp->container = 0;
1168 } 1090 }
1169 1091
1170 tmp->contr->socket.update_look = 1; 1092 if (tmp->contr->ns)
1093 tmp->contr->ns->floorbox_update ();
1171 } 1094 }
1172 1095
1173 /* See if player moving off should effect something */ 1096 /* See if object moving off should effect something */
1174 if (check_walk_off 1097 if (check_walk_off
1175 && ((op->move_type & tmp->move_off) 1098 && ((move_type & tmp->move_off)
1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1099 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1177 { 1100 {
1178 move_apply (tmp, op, NULL); 1101 move_apply (tmp, this, 0);
1179 1102
1180 if (op->destroyed ()) 1103 if (destroyed ())
1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1104 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 } 1105 }
1183 1106
1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1107 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1185 1108 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1186 if (tmp->above == tmp) 1109 if (tmp->above == tmp)
1187 tmp->above = NULL; 1110 tmp->above = 0;
1188 1111
1189 last = tmp; 1112 last = tmp;
1190 } 1113 }
1191 1114
1192 /* last == NULL of there are no objects on this space */ 1115 /* last == NULL if there are no objects on this space */
1116 //TODO: this makes little sense, why only update the topmost object?
1193 if (last == NULL) 1117 if (!last)
1194 { 1118 map->at (x, y).flags_ = 0;
1195 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1196 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1197 * those out anyways, and if there are any flags set right now, they won't
1198 * be correct anyways.
1199 */
1200 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1201 update_position (op->map, op->x, op->y);
1202 }
1203 else 1119 else
1204 update_object (last, UP_OBJ_REMOVE); 1120 update_object (last, UP_OBJ_REMOVE);
1205 1121
1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1122 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1207 update_all_los (op->map, op->x, op->y); 1123 update_all_los (map, x, y);
1208 } 1124 }
1209} 1125}
1210 1126
1211/* 1127/*
1212 * merge_ob(op,top): 1128 * merge_ob(op,top):
1220merge_ob (object *op, object *top) 1136merge_ob (object *op, object *top)
1221{ 1137{
1222 if (!op->nrof) 1138 if (!op->nrof)
1223 return 0; 1139 return 0;
1224 1140
1225 if (top == NULL) 1141 if (top)
1226 for (top = op; top != NULL && top->above != NULL; top = top->above); 1142 for (top = op; top && top->above; top = top->above)
1143 ;
1227 1144
1228 for (; top != NULL; top = top->below) 1145 for (; top; top = top->below)
1229 { 1146 {
1230 if (top == op) 1147 if (top == op)
1231 continue; 1148 continue;
1232 if (CAN_MERGE (op, top)) 1149
1150 if (object::can_merge (op, top))
1233 { 1151 {
1234 top->nrof += op->nrof; 1152 top->nrof += op->nrof;
1235 1153
1236/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1154/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1237 op->weight = 0; /* Don't want any adjustements now */ 1155 op->weight = 0; /* Don't want any adjustements now */
1238 remove_ob (op); 1156 op->destroy ();
1239 free_object (op);
1240 return top; 1157 return top;
1241 } 1158 }
1242 } 1159 }
1243 1160
1244 return 0; 1161 return 0;
1245} 1162}
1246 1163
1164void
1165object::expand_tail ()
1166{
1167 if (more)
1168 return;
1169
1170 object *prev = this;
1171
1172 for (archetype *at = arch->more; at; at = at->more)
1173 {
1174 object *op = arch_to_object (at);
1175
1176 op->name = name;
1177 op->name_pl = name_pl;
1178 op->title = title;
1179
1180 op->head = this;
1181 prev->more = op;
1182
1183 prev = op;
1184 }
1185}
1186
1247/* 1187/*
1248 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1188 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1249 * job preparing multi-part monsters 1189 * job preparing multi-part monsters.
1250 */ 1190 */
1251object * 1191object *
1252insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1192insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1253{ 1193{
1254 object *tmp;
1255
1256 if (op->head)
1257 op = op->head;
1258
1259 for (tmp = op; tmp; tmp = tmp->more) 1194 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1260 { 1195 {
1261 tmp->x = x + tmp->arch->clone.x; 1196 tmp->x = x + tmp->arch->clone.x;
1262 tmp->y = y + tmp->arch->clone.y; 1197 tmp->y = y + tmp->arch->clone.y;
1263 } 1198 }
1264 1199
1283 * Return value: 1218 * Return value:
1284 * new object if 'op' was merged with other object 1219 * new object if 'op' was merged with other object
1285 * NULL if 'op' was destroyed 1220 * NULL if 'op' was destroyed
1286 * just 'op' otherwise 1221 * just 'op' otherwise
1287 */ 1222 */
1288
1289object * 1223object *
1290insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1224insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1291{ 1225{
1226 assert (!op->flag [FLAG_FREED]);
1227
1292 object *tmp, *top, *floor = NULL; 1228 object *tmp, *top, *floor = NULL;
1293 sint16 x, y;
1294 1229
1295 if (QUERY_FLAG (op, FLAG_FREED)) 1230 op->remove ();
1296 {
1297 LOG (llevError, "Trying to insert freed object!\n");
1298 return NULL;
1299 }
1300 1231
1301 if (m == NULL) 1232#if 0
1302 { 1233 if (!m->active != !op->active)
1303 char *dump = dump_object (op); 1234 if (m->active)
1304 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1235 op->activate_recursive ();
1305 free (dump); 1236 else
1306 return op; 1237 op->deactivate_recursive ();
1307 } 1238#endif
1308 1239
1309 if (out_of_map (m, op->x, op->y)) 1240 if (out_of_map (m, op->x, op->y))
1310 { 1241 {
1311 char *dump = dump_object (op);
1312 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1242 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1313#ifdef MANY_CORES 1243#ifdef MANY_CORES
1314 /* Better to catch this here, as otherwise the next use of this object 1244 /* Better to catch this here, as otherwise the next use of this object
1315 * is likely to cause a crash. Better to find out where it is getting 1245 * is likely to cause a crash. Better to find out where it is getting
1316 * improperly inserted. 1246 * improperly inserted.
1317 */ 1247 */
1318 abort (); 1248 abort ();
1319#endif 1249#endif
1320 free (dump);
1321 return op; 1250 return op;
1322 } 1251 }
1323 1252
1324 if (!QUERY_FLAG (op, FLAG_REMOVED))
1325 {
1326 char *dump = dump_object (op);
1327 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1328 free (dump);
1329 return op;
1330 }
1331
1332 if (op->more != NULL)
1333 {
1334 /* The part may be on a different map. */
1335
1336 object *more = op->more; 1253 if (object *more = op->more)
1337 1254 {
1338 /* We really need the caller to normalize coordinates - if
1339 * we set the map, that doesn't work if the location is within
1340 * a map and this is straddling an edge. So only if coordinate
1341 * is clear wrong do we normalize it.
1342 */
1343 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1344 more->map = get_map_from_coord (m, &more->x, &more->y);
1345 else if (!more->map)
1346 {
1347 /* For backwards compatibility - when not dealing with tiled maps,
1348 * more->map should always point to the parent.
1349 */
1350 more->map = m;
1351 }
1352
1353 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1255 if (!insert_ob_in_map (more, m, originator, flag))
1354 { 1256 {
1355 if (!op->head) 1257 if (!op->head)
1356 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1258 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1357 1259
1358 return NULL; 1260 return 0;
1359 } 1261 }
1360 } 1262 }
1361 1263
1362 CLEAR_FLAG (op, FLAG_REMOVED); 1264 CLEAR_FLAG (op, FLAG_REMOVED);
1363 1265
1364 /* Ideally, the caller figures this out. However, it complicates a lot 1266 /* Ideally, the caller figures this out. However, it complicates a lot
1365 * of areas of callers (eg, anything that uses find_free_spot would now 1267 * of areas of callers (eg, anything that uses find_free_spot would now
1366 * need extra work 1268 * need extra work
1367 */ 1269 */
1368 op->map = get_map_from_coord (m, &op->x, &op->y); 1270 if (!xy_normalise (m, op->x, op->y))
1369 x = op->x; 1271 return 0;
1370 y = op->y; 1272
1273 op->map = m;
1274 mapspace &ms = op->ms ();
1371 1275
1372 /* this has to be done after we translate the coordinates. 1276 /* this has to be done after we translate the coordinates.
1373 */ 1277 */
1374 if (op->nrof && !(flag & INS_NO_MERGE)) 1278 if (op->nrof && !(flag & INS_NO_MERGE))
1375 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1279 for (tmp = ms.bot; tmp; tmp = tmp->above)
1376 if (CAN_MERGE (op, tmp)) 1280 if (object::can_merge (op, tmp))
1377 { 1281 {
1378 op->nrof += tmp->nrof; 1282 op->nrof += tmp->nrof;
1379 remove_ob (tmp); 1283 tmp->destroy ();
1380 free_object (tmp);
1381 } 1284 }
1382 1285
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1286 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1287 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1385 1288
1398 op->below = originator->below; 1301 op->below = originator->below;
1399 1302
1400 if (op->below) 1303 if (op->below)
1401 op->below->above = op; 1304 op->below->above = op;
1402 else 1305 else
1403 SET_MAP_OB (op->map, op->x, op->y, op); 1306 ms.bot = op;
1404 1307
1405 /* since *below* originator, no need to update top */ 1308 /* since *below* originator, no need to update top */
1406 originator->below = op; 1309 originator->below = op;
1407 } 1310 }
1408 else 1311 else
1409 { 1312 {
1313 top = ms.bot;
1314
1410 /* If there are other objects, then */ 1315 /* If there are other objects, then */
1411 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1316 if ((!(flag & INS_MAP_LOAD)) && top)
1412 { 1317 {
1413 object *last = NULL; 1318 object *last = 0;
1414 1319
1415 /* 1320 /*
1416 * If there are multiple objects on this space, we do some trickier handling. 1321 * If there are multiple objects on this space, we do some trickier handling.
1417 * We've already dealt with merging if appropriate. 1322 * We've already dealt with merging if appropriate.
1418 * Generally, we want to put the new object on top. But if 1323 * Generally, we want to put the new object on top. But if
1422 * once we get to them. This reduces the need to traverse over all of 1327 * once we get to them. This reduces the need to traverse over all of
1423 * them when adding another one - this saves quite a bit of cpu time 1328 * them when adding another one - this saves quite a bit of cpu time
1424 * when lots of spells are cast in one area. Currently, it is presumed 1329 * when lots of spells are cast in one area. Currently, it is presumed
1425 * that flying non pickable objects are spell objects. 1330 * that flying non pickable objects are spell objects.
1426 */ 1331 */
1427 1332 for (top = ms.bot; top; top = top->above)
1428 while (top != NULL)
1429 { 1333 {
1430 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1334 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1431 floor = top; 1335 floor = top;
1432 1336
1433 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1337 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1436 top = top->below; 1340 top = top->below;
1437 break; 1341 break;
1438 } 1342 }
1439 1343
1440 last = top; 1344 last = top;
1441 top = top->above;
1442 } 1345 }
1443 1346
1444 /* Don't want top to be NULL, so set it to the last valid object */ 1347 /* Don't want top to be NULL, so set it to the last valid object */
1445 top = last; 1348 top = last;
1446 1349
1448 * looks like instead of lots of conditions here. 1351 * looks like instead of lots of conditions here.
1449 * makes things faster, and effectively the same result. 1352 * makes things faster, and effectively the same result.
1450 */ 1353 */
1451 1354
1452 /* Have object 'fall below' other objects that block view. 1355 /* Have object 'fall below' other objects that block view.
1453 * Unless those objects are exits, type 66 1356 * Unless those objects are exits.
1454 * If INS_ON_TOP is used, don't do this processing 1357 * If INS_ON_TOP is used, don't do this processing
1455 * Need to find the object that in fact blocks view, otherwise 1358 * Need to find the object that in fact blocks view, otherwise
1456 * stacking is a bit odd. 1359 * stacking is a bit odd.
1457 */ 1360 */
1458 if (!(flag & INS_ON_TOP) && 1361 if (!(flag & INS_ON_TOP)
1459 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1362 && ms.flags () & P_BLOCKSVIEW
1363 && (op->face && !faces [op->face].visibility))
1460 { 1364 {
1461 for (last = top; last != floor; last = last->below) 1365 for (last = top; last != floor; last = last->below)
1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1366 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1463 break; 1367 break;
1368
1464 /* Check to see if we found the object that blocks view, 1369 /* Check to see if we found the object that blocks view,
1465 * and make sure we have a below pointer for it so that 1370 * and make sure we have a below pointer for it so that
1466 * we can get inserted below this one, which requires we 1371 * we can get inserted below this one, which requires we
1467 * set top to the object below us. 1372 * set top to the object below us.
1468 */ 1373 */
1470 top = last->below; 1375 top = last->below;
1471 } 1376 }
1472 } /* If objects on this space */ 1377 } /* If objects on this space */
1473 1378
1474 if (flag & INS_MAP_LOAD) 1379 if (flag & INS_MAP_LOAD)
1475 top = GET_MAP_TOP (op->map, op->x, op->y); 1380 top = ms.top;
1476 1381
1477 if (flag & INS_ABOVE_FLOOR_ONLY) 1382 if (flag & INS_ABOVE_FLOOR_ONLY)
1478 top = floor; 1383 top = floor;
1479 1384
1480 /* Top is the object that our object (op) is going to get inserted above. 1385 /* Top is the object that our object (op) is going to get inserted above.
1481 */ 1386 */
1482 1387
1483 /* First object on this space */ 1388 /* First object on this space */
1484 if (!top) 1389 if (!top)
1485 { 1390 {
1486 op->above = GET_MAP_OB (op->map, op->x, op->y); 1391 op->above = ms.bot;
1487 1392
1488 if (op->above) 1393 if (op->above)
1489 op->above->below = op; 1394 op->above->below = op;
1490 1395
1491 op->below = NULL; 1396 op->below = 0;
1492 SET_MAP_OB (op->map, op->x, op->y, op); 1397 ms.bot = op;
1493 } 1398 }
1494 else 1399 else
1495 { /* get inserted into the stack above top */ 1400 { /* get inserted into the stack above top */
1496 op->above = top->above; 1401 op->above = top->above;
1497 1402
1500 1405
1501 op->below = top; 1406 op->below = top;
1502 top->above = op; 1407 top->above = op;
1503 } 1408 }
1504 1409
1505 if (op->above == NULL) 1410 if (!op->above)
1506 SET_MAP_TOP (op->map, op->x, op->y, op); 1411 ms.top = op;
1507 } /* else not INS_BELOW_ORIGINATOR */ 1412 } /* else not INS_BELOW_ORIGINATOR */
1508 1413
1509 if (op->type == PLAYER) 1414 if (op->type == PLAYER)
1415 {
1510 op->contr->do_los = 1; 1416 op->contr->do_los = 1;
1417 ++op->map->players;
1418 op->map->touch ();
1419 }
1420
1421 op->map->dirty = true;
1511 1422
1512 /* If we have a floor, we know the player, if any, will be above 1423 /* If we have a floor, we know the player, if any, will be above
1513 * it, so save a few ticks and start from there. 1424 * it, so save a few ticks and start from there.
1514 */ 1425 */
1515 if (!(flag & INS_MAP_LOAD)) 1426 if (!(flag & INS_MAP_LOAD))
1516 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1427 if (object *pl = ms.player ())
1517 if (tmp->type == PLAYER) 1428 if (pl->contr->ns)
1518 tmp->contr->socket.update_look = 1; 1429 pl->contr->ns->floorbox_update ();
1519 1430
1520 /* If this object glows, it may affect lighting conditions that are 1431 /* If this object glows, it may affect lighting conditions that are
1521 * visible to others on this map. But update_all_los is really 1432 * visible to others on this map. But update_all_los is really
1522 * an inefficient way to do this, as it means los for all players 1433 * an inefficient way to do this, as it means los for all players
1523 * on the map will get recalculated. The players could very well 1434 * on the map will get recalculated. The players could very well
1524 * be far away from this change and not affected in any way - 1435 * be far away from this change and not affected in any way -
1525 * this should get redone to only look for players within range, 1436 * this should get redone to only look for players within range,
1526 * or just updating the P_NEED_UPDATE for spaces within this area 1437 * or just updating the P_UPTODATE for spaces within this area
1527 * of effect may be sufficient. 1438 * of effect may be sufficient.
1528 */ 1439 */
1529 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1440 if (op->map->darkness && (op->glow_radius != 0))
1530 update_all_los (op->map, op->x, op->y); 1441 update_all_los (op->map, op->x, op->y);
1531 1442
1532 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1443 /* updates flags (blocked, alive, no magic, etc) for this map space */
1533 update_object (op, UP_OBJ_INSERT); 1444 update_object (op, UP_OBJ_INSERT);
1534 1445
1446 INVOKE_OBJECT (INSERT, op);
1447
1535 /* Don't know if moving this to the end will break anything. However, 1448 /* Don't know if moving this to the end will break anything. However,
1536 * we want to have update_look set above before calling this. 1449 * we want to have floorbox_update called before calling this.
1537 * 1450 *
1538 * check_move_on() must be after this because code called from 1451 * check_move_on() must be after this because code called from
1539 * check_move_on() depends on correct map flags (so functions like 1452 * check_move_on() depends on correct map flags (so functions like
1540 * blocked() and wall() work properly), and these flags are updated by 1453 * blocked() and wall() work properly), and these flags are updated by
1541 * update_object(). 1454 * update_object().
1543 1456
1544 /* if this is not the head or flag has been passed, don't check walk on status */ 1457 /* if this is not the head or flag has been passed, don't check walk on status */
1545 if (!(flag & INS_NO_WALK_ON) && !op->head) 1458 if (!(flag & INS_NO_WALK_ON) && !op->head)
1546 { 1459 {
1547 if (check_move_on (op, originator)) 1460 if (check_move_on (op, originator))
1548 return NULL; 1461 return 0;
1549 1462
1550 /* If we are a multi part object, lets work our way through the check 1463 /* If we are a multi part object, lets work our way through the check
1551 * walk on's. 1464 * walk on's.
1552 */ 1465 */
1553 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1466 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1554 if (check_move_on (tmp, originator)) 1467 if (check_move_on (tmp, originator))
1555 return NULL; 1468 return 0;
1556 } 1469 }
1557 1470
1558 return op; 1471 return op;
1559} 1472}
1560 1473
1561/* this function inserts an object in the map, but if it 1474/* this function inserts an object in the map, but if it
1562 * finds an object of its own type, it'll remove that one first. 1475 * finds an object of its own type, it'll remove that one first.
1563 * op is the object to insert it under: supplies x and the map. 1476 * op is the object to insert it under: supplies x and the map.
1564 */ 1477 */
1565void 1478void
1566replace_insert_ob_in_map (const char *arch_string, object *op) 1479replace_insert_ob_in_map (const char *arch_string, object *op)
1567{ 1480{
1568 object * 1481 object *tmp, *tmp1;
1569 tmp;
1570 object *
1571 tmp1;
1572 1482
1573 /* first search for itself and remove any old instances */ 1483 /* first search for itself and remove any old instances */
1574 1484
1575 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1485 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1576 {
1577 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1486 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1578 { 1487 tmp->destroy ();
1579 remove_ob (tmp);
1580 free_object (tmp);
1581 }
1582 }
1583 1488
1584 tmp1 = arch_to_object (archetype::find (arch_string)); 1489 tmp1 = arch_to_object (archetype::find (arch_string));
1585 1490
1586 tmp1->x = op->x; 1491 tmp1->x = op->x;
1587 tmp1->y = op->y; 1492 tmp1->y = op->y;
1588 insert_ob_in_map (tmp1, op->map, op, 0); 1493 insert_ob_in_map (tmp1, op->map, op, 0);
1494}
1495
1496object *
1497object::insert_at (object *where, object *originator, int flags)
1498{
1499 return where->map->insert (this, where->x, where->y, originator, flags);
1589} 1500}
1590 1501
1591/* 1502/*
1592 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1593 * is returned contains nr objects, and the remaining parts contains 1504 * is returned contains nr objects, and the remaining parts contains
1594 * the rest (or is removed and freed if that number is 0). 1505 * the rest (or is removed and freed if that number is 0).
1595 * On failure, NULL is returned, and the reason put into the 1506 * On failure, NULL is returned, and the reason put into the
1596 * global static errmsg array. 1507 * global static errmsg array.
1597 */ 1508 */
1598
1599object * 1509object *
1600get_split_ob (object *orig_ob, uint32 nr) 1510get_split_ob (object *orig_ob, uint32 nr)
1601{ 1511{
1602 object * 1512 object *newob;
1603 newob;
1604 int
1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1513 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1606 1514
1607 if (orig_ob->nrof < nr) 1515 if (orig_ob->nrof < nr)
1608 { 1516 {
1609 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1517 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1610 return NULL; 1518 return NULL;
1611 } 1519 }
1612 1520
1613 newob = object_create_clone (orig_ob); 1521 newob = object_create_clone (orig_ob);
1614 1522
1615 if ((orig_ob->nrof -= nr) < 1) 1523 if ((orig_ob->nrof -= nr) < 1)
1616 { 1524 orig_ob->destroy (1);
1617 if (!is_removed)
1618 remove_ob (orig_ob);
1619 free_object2 (orig_ob, 1);
1620 }
1621 else if (!is_removed) 1525 else if (!is_removed)
1622 { 1526 {
1623 if (orig_ob->env != NULL) 1527 if (orig_ob->env != NULL)
1624 sub_weight (orig_ob->env, orig_ob->weight * nr); 1528 sub_weight (orig_ob->env, orig_ob->weight * nr);
1625 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1529 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1640 * the amount of an object. If the amount reaches 0, the object 1544 * the amount of an object. If the amount reaches 0, the object
1641 * is subsequently removed and freed. 1545 * is subsequently removed and freed.
1642 * 1546 *
1643 * Return value: 'op' if something is left, NULL if the amount reached 0 1547 * Return value: 'op' if something is left, NULL if the amount reached 0
1644 */ 1548 */
1645
1646object * 1549object *
1647decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1648{ 1551{
1649 object *tmp; 1552 object *tmp;
1650 player *pl;
1651 1553
1652 if (i == 0) /* objects with op->nrof require this check */ 1554 if (i == 0) /* objects with op->nrof require this check */
1653 return op; 1555 return op;
1654 1556
1655 if (i > op->nrof) 1557 if (i > op->nrof)
1656 i = op->nrof; 1558 i = op->nrof;
1657 1559
1658 if (QUERY_FLAG (op, FLAG_REMOVED)) 1560 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i; 1561 op->nrof -= i;
1660 else if (op->env != NULL) 1562 else if (op->env)
1661 { 1563 {
1662 /* is this object in the players inventory, or sub container 1564 /* is this object in the players inventory, or sub container
1663 * therein? 1565 * therein?
1664 */ 1566 */
1665 tmp = is_player_inv (op->env); 1567 tmp = op->in_player ();
1666 /* nope. Is this a container the player has opened? 1568 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player. 1569 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly 1570 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map, 1571 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player. 1572 * and then searching the map for a player.
1671 */ 1573 */
1672 if (!tmp) 1574 if (!tmp)
1673 { 1575 for_all_players (pl)
1674 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env) 1576 if (pl->ob->container == op->env)
1577 {
1578 tmp = pl->ob;
1676 break; 1579 break;
1677 if (pl)
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 } 1580 }
1682 1581
1683 if (i < op->nrof) 1582 if (i < op->nrof)
1684 { 1583 {
1685 sub_weight (op->env, op->weight * i); 1584 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i; 1585 op->nrof -= i;
1687 if (tmp) 1586 if (tmp)
1688 {
1689 esrv_send_item (tmp, op); 1587 esrv_send_item (tmp, op);
1690 }
1691 } 1588 }
1692 else 1589 else
1693 { 1590 {
1694 remove_ob (op); 1591 op->remove ();
1695 op->nrof = 0; 1592 op->nrof = 0;
1696 if (tmp) 1593 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count); 1594 esrv_del_item (tmp->contr, op->count);
1699 }
1700 } 1595 }
1701 } 1596 }
1702 else 1597 else
1703 { 1598 {
1704 object *above = op->above; 1599 object *above = op->above;
1705 1600
1706 if (i < op->nrof) 1601 if (i < op->nrof)
1707 op->nrof -= i; 1602 op->nrof -= i;
1708 else 1603 else
1709 { 1604 {
1710 remove_ob (op); 1605 op->remove ();
1711 op->nrof = 0; 1606 op->nrof = 0;
1712 } 1607 }
1713 1608
1714 /* Since we just removed op, op->above is null */ 1609 /* Since we just removed op, op->above is null */
1715 for (tmp = above; tmp != NULL; tmp = tmp->above) 1610 for (tmp = above; tmp; tmp = tmp->above)
1716 if (tmp->type == PLAYER) 1611 if (tmp->type == PLAYER)
1717 { 1612 {
1718 if (op->nrof) 1613 if (op->nrof)
1719 esrv_send_item (tmp, op); 1614 esrv_send_item (tmp, op);
1720 else 1615 else
1724 1619
1725 if (op->nrof) 1620 if (op->nrof)
1726 return op; 1621 return op;
1727 else 1622 else
1728 { 1623 {
1729 free_object (op); 1624 op->destroy ();
1730 return NULL; 1625 return 0;
1731 } 1626 }
1732} 1627}
1733 1628
1734/* 1629/*
1735 * add_weight(object, weight) adds the specified weight to an object, 1630 * add_weight(object, weight) adds the specified weight to an object,
1736 * and also updates how much the environment(s) is/are carrying. 1631 * and also updates how much the environment(s) is/are carrying.
1737 */ 1632 */
1738
1739void 1633void
1740add_weight (object *op, signed long weight) 1634add_weight (object *op, signed long weight)
1741{ 1635{
1742 while (op != NULL) 1636 while (op != NULL)
1743 { 1637 {
1747 op->carrying += weight; 1641 op->carrying += weight;
1748 op = op->env; 1642 op = op->env;
1749 } 1643 }
1750} 1644}
1751 1645
1752/*
1753 * insert_ob_in_ob(op,environment):
1754 * This function inserts the object op in the linked list
1755 * inside the object environment.
1756 *
1757 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1758 * the inventory at the last position or next to other objects of the same
1759 * type.
1760 * Frank: Now sorted by type, archetype and magic!
1761 *
1762 * The function returns now pointer to inserted item, and return value can
1763 * be != op, if items are merged. -Tero
1764 */
1765
1766object * 1646object *
1767insert_ob_in_ob (object *op, object *where) 1647insert_ob_in_ob (object *op, object *where)
1768{ 1648{
1769 object * 1649 if (!where)
1770 tmp, *
1771 otmp;
1772
1773 if (!QUERY_FLAG (op, FLAG_REMOVED))
1774 {
1775 char *dump = dump_object (op);
1776 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1777 free (dump);
1778 return op;
1779 }
1780
1781 if (where == NULL)
1782 { 1650 {
1783 char *dump = dump_object (op); 1651 char *dump = dump_object (op);
1784 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1652 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1785 free (dump); 1653 free (dump);
1786 return op; 1654 return op;
1787 } 1655 }
1788 1656
1789 if (where->head) 1657 if (where->head)
1790 { 1658 {
1791 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1659 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1792 where = where->head; 1660 where = where->head;
1793 } 1661 }
1662
1663 return where->insert (op);
1664}
1665
1666/*
1667 * env->insert (op)
1668 * This function inserts the object op in the linked list
1669 * inside the object environment.
1670 *
1671 * The function returns now pointer to inserted item, and return value can
1672 * be != op, if items are merged. -Tero
1673 */
1674object *
1675object::insert (object *op)
1676{
1677 object *tmp, *otmp;
1678
1679 if (!QUERY_FLAG (op, FLAG_REMOVED))
1680 op->remove ();
1794 1681
1795 if (op->more) 1682 if (op->more)
1796 { 1683 {
1797 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1684 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1798 return op; 1685 return op;
1800 1687
1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1688 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1802 CLEAR_FLAG (op, FLAG_REMOVED); 1689 CLEAR_FLAG (op, FLAG_REMOVED);
1803 if (op->nrof) 1690 if (op->nrof)
1804 { 1691 {
1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1692 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1806 if (CAN_MERGE (tmp, op)) 1693 if (object::can_merge (tmp, op))
1807 { 1694 {
1808 /* return the original object and remove inserted object 1695 /* return the original object and remove inserted object
1809 (client needs the original object) */ 1696 (client needs the original object) */
1810 tmp->nrof += op->nrof; 1697 tmp->nrof += op->nrof;
1811 /* Weight handling gets pretty funky. Since we are adding to 1698 /* Weight handling gets pretty funky. Since we are adding to
1812 * tmp->nrof, we need to increase the weight. 1699 * tmp->nrof, we need to increase the weight.
1813 */ 1700 */
1814 add_weight (where, op->weight * op->nrof); 1701 add_weight (this, op->weight * op->nrof);
1815 SET_FLAG (op, FLAG_REMOVED); 1702 SET_FLAG (op, FLAG_REMOVED);
1816 free_object (op); /* free the inserted object */ 1703 op->destroy (); /* free the inserted object */
1817 op = tmp; 1704 op = tmp;
1818 remove_ob (op); /* and fix old object's links */ 1705 op->remove (); /* and fix old object's links */
1819 CLEAR_FLAG (op, FLAG_REMOVED); 1706 CLEAR_FLAG (op, FLAG_REMOVED);
1820 break; 1707 break;
1821 } 1708 }
1822 1709
1823 /* I assume combined objects have no inventory 1710 /* I assume combined objects have no inventory
1824 * We add the weight - this object could have just been removed 1711 * We add the weight - this object could have just been removed
1825 * (if it was possible to merge). calling remove_ob will subtract 1712 * (if it was possible to merge). calling remove_ob will subtract
1826 * the weight, so we need to add it in again, since we actually do 1713 * the weight, so we need to add it in again, since we actually do
1827 * the linking below 1714 * the linking below
1828 */ 1715 */
1829 add_weight (where, op->weight * op->nrof); 1716 add_weight (this, op->weight * op->nrof);
1830 } 1717 }
1831 else 1718 else
1832 add_weight (where, (op->weight + op->carrying)); 1719 add_weight (this, (op->weight + op->carrying));
1833 1720
1834 otmp = is_player_inv (where); 1721 otmp = this->in_player ();
1835 if (otmp && otmp->contr != NULL) 1722 if (otmp && otmp->contr)
1836 {
1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1723 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1838 fix_player (otmp); 1724 otmp->update_stats ();
1839 }
1840 1725
1841 op->map = NULL; 1726 op->map = 0;
1842 op->env = where; 1727 op->env = this;
1843 op->above = NULL; 1728 op->above = 0;
1844 op->below = NULL; 1729 op->below = 0;
1845 op->x = 0, op->y = 0; 1730 op->x = 0, op->y = 0;
1846 1731
1847 /* reset the light list and los of the players on the map */ 1732 /* reset the light list and los of the players on the map */
1848 if ((op->glow_radius != 0) && where->map) 1733 if ((op->glow_radius != 0) && map)
1849 { 1734 {
1850#ifdef DEBUG_LIGHTS 1735#ifdef DEBUG_LIGHTS
1851 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1736 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1852#endif /* DEBUG_LIGHTS */ 1737#endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map)) 1738 if (map->darkness)
1854 update_all_los (where->map, where->x, where->y); 1739 update_all_los (map, x, y);
1855 } 1740 }
1856 1741
1857 /* Client has no idea of ordering so lets not bother ordering it here. 1742 /* Client has no idea of ordering so lets not bother ordering it here.
1858 * It sure simplifies this function... 1743 * It sure simplifies this function...
1859 */ 1744 */
1860 if (where->inv == NULL) 1745 if (!inv)
1861 where->inv = op; 1746 inv = op;
1862 else 1747 else
1863 { 1748 {
1864 op->below = where->inv; 1749 op->below = inv;
1865 op->below->above = op; 1750 op->below->above = op;
1866 where->inv = op; 1751 inv = op;
1867 } 1752 }
1753
1754 INVOKE_OBJECT (INSERT, this);
1755
1868 return op; 1756 return op;
1869} 1757}
1870 1758
1871/* 1759/*
1872 * Checks if any objects has a move_type that matches objects 1760 * Checks if any objects has a move_type that matches objects
1886 * 1774 *
1887 * MSW 2001-07-08: Check all objects on space, not just those below 1775 * MSW 2001-07-08: Check all objects on space, not just those below
1888 * object being inserted. insert_ob_in_map may not put new objects 1776 * object being inserted. insert_ob_in_map may not put new objects
1889 * on top. 1777 * on top.
1890 */ 1778 */
1891
1892int 1779int
1893check_move_on (object *op, object *originator) 1780check_move_on (object *op, object *originator)
1894{ 1781{
1895 object *tmp; 1782 object *tmp;
1896 maptile *m = op->map; 1783 maptile *m = op->map;
1923 1810
1924 /* The objects have to be checked from top to bottom. 1811 /* The objects have to be checked from top to bottom.
1925 * Hence, we first go to the top: 1812 * Hence, we first go to the top:
1926 */ 1813 */
1927 1814
1928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1815 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1929 { 1816 {
1930 /* Trim the search when we find the first other spell effect 1817 /* Trim the search when we find the first other spell effect
1931 * this helps performance so that if a space has 50 spell objects, 1818 * this helps performance so that if a space has 50 spell objects,
1932 * we don't need to check all of them. 1819 * we don't need to check all of them.
1933 */ 1820 */
1951 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1838 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1952 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1839 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1953 { 1840 {
1954 1841
1955 float 1842 float
1956 diff = tmp->move_slow_penalty * FABS (op->speed); 1843 diff = tmp->move_slow_penalty * fabs (op->speed);
1957 1844
1958 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1959 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1960 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1961 diff /= 4.0; 1848 diff /= 4.0;
1988/* 1875/*
1989 * present_arch(arch, map, x, y) searches for any objects with 1876 * present_arch(arch, map, x, y) searches for any objects with
1990 * a matching archetype at the given map and coordinates. 1877 * a matching archetype at the given map and coordinates.
1991 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1992 */ 1879 */
1993
1994object * 1880object *
1995present_arch (const archetype *at, maptile *m, int x, int y) 1881present_arch (const archetype *at, maptile *m, int x, int y)
1996{ 1882{
1997 object *
1998 tmp;
1999
2000 if (m == NULL || out_of_map (m, x, y)) 1883 if (!m || out_of_map (m, x, y))
2001 { 1884 {
2002 LOG (llevError, "Present_arch called outside map.\n"); 1885 LOG (llevError, "Present_arch called outside map.\n");
2003 return NULL; 1886 return NULL;
2004 } 1887 }
2005 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1888
1889 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2006 if (tmp->arch == at) 1890 if (tmp->arch == at)
2007 return tmp; 1891 return tmp;
1892
2008 return NULL; 1893 return NULL;
2009} 1894}
2010 1895
2011/* 1896/*
2012 * present(type, map, x, y) searches for any objects with 1897 * present(type, map, x, y) searches for any objects with
2013 * a matching type variable at the given map and coordinates. 1898 * a matching type variable at the given map and coordinates.
2014 * The first matching object is returned, or NULL if none. 1899 * The first matching object is returned, or NULL if none.
2015 */ 1900 */
2016
2017object * 1901object *
2018present (unsigned char type, maptile *m, int x, int y) 1902present (unsigned char type, maptile *m, int x, int y)
2019{ 1903{
2020 object *
2021 tmp;
2022
2023 if (out_of_map (m, x, y)) 1904 if (out_of_map (m, x, y))
2024 { 1905 {
2025 LOG (llevError, "Present called outside map.\n"); 1906 LOG (llevError, "Present called outside map.\n");
2026 return NULL; 1907 return NULL;
2027 } 1908 }
2028 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1909
1910 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2029 if (tmp->type == type) 1911 if (tmp->type == type)
2030 return tmp; 1912 return tmp;
1913
2031 return NULL; 1914 return NULL;
2032} 1915}
2033 1916
2034/* 1917/*
2035 * present_in_ob(type, object) searches for any objects with 1918 * present_in_ob(type, object) searches for any objects with
2036 * a matching type variable in the inventory of the given object. 1919 * a matching type variable in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1920 * The first matching object is returned, or NULL if none.
2038 */ 1921 */
2039
2040object * 1922object *
2041present_in_ob (unsigned char type, const object *op) 1923present_in_ob (unsigned char type, const object *op)
2042{ 1924{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->type == type) 1926 if (tmp->type == type)
2048 return tmp; 1927 return tmp;
1928
2049 return NULL; 1929 return NULL;
2050} 1930}
2051 1931
2052/* 1932/*
2053 * present_in_ob (type, str, object) searches for any objects with 1933 * present_in_ob (type, str, object) searches for any objects with
2061 * str is the string to match against. Note that we match against 1941 * str is the string to match against. Note that we match against
2062 * the object name, not the archetype name. this is so that the 1942 * the object name, not the archetype name. this is so that the
2063 * spell code can use one object type (force), but change it's name 1943 * spell code can use one object type (force), but change it's name
2064 * to be unique. 1944 * to be unique.
2065 */ 1945 */
2066
2067object * 1946object *
2068present_in_ob_by_name (int type, const char *str, const object *op) 1947present_in_ob_by_name (int type, const char *str, const object *op)
2069{ 1948{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2074 {
2075 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1950 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2076 return tmp; 1951 return tmp;
2077 } 1952
2078 return NULL; 1953 return 0;
2079} 1954}
2080 1955
2081/* 1956/*
2082 * present_arch_in_ob(archetype, object) searches for any objects with 1957 * present_arch_in_ob(archetype, object) searches for any objects with
2083 * a matching archetype in the inventory of the given object. 1958 * a matching archetype in the inventory of the given object.
2084 * The first matching object is returned, or NULL if none. 1959 * The first matching object is returned, or NULL if none.
2085 */ 1960 */
2086
2087object * 1961object *
2088present_arch_in_ob (const archetype *at, const object *op) 1962present_arch_in_ob (const archetype *at, const object *op)
2089{ 1963{
2090 object *
2091 tmp;
2092
2093 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2094 if (tmp->arch == at) 1965 if (tmp->arch == at)
2095 return tmp; 1966 return tmp;
1967
2096 return NULL; 1968 return NULL;
2097} 1969}
2098 1970
2099/* 1971/*
2100 * activate recursively a flag on an object inventory 1972 * activate recursively a flag on an object inventory
2101 */ 1973 */
2102void 1974void
2103flag_inv (object *op, int flag) 1975flag_inv (object *op, int flag)
2104{ 1976{
2105 object *
2106 tmp;
2107
2108 if (op->inv) 1977 if (op->inv)
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1978 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 { 1979 {
2111 SET_FLAG (tmp, flag); 1980 SET_FLAG (tmp, flag);
2112 flag_inv (tmp, flag); 1981 flag_inv (tmp, flag);
2113 } 1982 }
2114} /* 1983}
1984
1985/*
2115 * desactivate recursively a flag on an object inventory 1986 * deactivate recursively a flag on an object inventory
2116 */ 1987 */
2117void 1988void
2118unflag_inv (object *op, int flag) 1989unflag_inv (object *op, int flag)
2119{ 1990{
2120 object *
2121 tmp;
2122
2123 if (op->inv) 1991 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1992 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 { 1993 {
2126 CLEAR_FLAG (tmp, flag); 1994 CLEAR_FLAG (tmp, flag);
2127 unflag_inv (tmp, flag); 1995 unflag_inv (tmp, flag);
2128 } 1996 }
2129} 1997}
2132 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2000 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2133 * all it's inventory (recursively). 2001 * all it's inventory (recursively).
2134 * If checksums are used, a player will get set_cheat called for 2002 * If checksums are used, a player will get set_cheat called for
2135 * him/her-self and all object carried by a call to this function. 2003 * him/her-self and all object carried by a call to this function.
2136 */ 2004 */
2137
2138void 2005void
2139set_cheat (object *op) 2006set_cheat (object *op)
2140{ 2007{
2141 SET_FLAG (op, FLAG_WAS_WIZ); 2008 SET_FLAG (op, FLAG_WAS_WIZ);
2142 flag_inv (op, FLAG_WAS_WIZ); 2009 flag_inv (op, FLAG_WAS_WIZ);
2161 * because arch_blocked (now ob_blocked) needs to know the movement type 2028 * because arch_blocked (now ob_blocked) needs to know the movement type
2162 * to know if the space in question will block the object. We can't use 2029 * to know if the space in question will block the object. We can't use
2163 * the archetype because that isn't correct if the monster has been 2030 * the archetype because that isn't correct if the monster has been
2164 * customized, changed states, etc. 2031 * customized, changed states, etc.
2165 */ 2032 */
2166
2167int 2033int
2168find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2034find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2169{ 2035{
2170 int
2171 i,
2172 index = 0, flag; 2036 int index = 0, flag;
2173 static int
2174 altern[SIZEOFFREE]; 2037 int altern[SIZEOFFREE];
2175 2038
2176 for (i = start; i < stop; i++) 2039 for (int i = start; i < stop; i++)
2177 { 2040 {
2178 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2041 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2179 if (!flag) 2042 if (!flag)
2180 altern[index++] = i; 2043 altern [index++] = i;
2181 2044
2182 /* Basically, if we find a wall on a space, we cut down the search size. 2045 /* Basically, if we find a wall on a space, we cut down the search size.
2183 * In this way, we won't return spaces that are on another side of a wall. 2046 * In this way, we won't return spaces that are on another side of a wall.
2184 * This mostly work, but it cuts down the search size in all directions - 2047 * This mostly work, but it cuts down the search size in all directions -
2185 * if the space being examined only has a wall to the north and empty 2048 * if the space being examined only has a wall to the north and empty
2186 * spaces in all the other directions, this will reduce the search space 2049 * spaces in all the other directions, this will reduce the search space
2187 * to only the spaces immediately surrounding the target area, and 2050 * to only the spaces immediately surrounding the target area, and
2188 * won't look 2 spaces south of the target space. 2051 * won't look 2 spaces south of the target space.
2189 */ 2052 */
2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2053 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2191 stop = maxfree[i]; 2054 stop = maxfree[i];
2192 } 2055 }
2056
2193 if (!index) 2057 if (!index)
2194 return -1; 2058 return -1;
2059
2195 return altern[RANDOM () % index]; 2060 return altern [rndm (index)];
2196} 2061}
2197 2062
2198/* 2063/*
2199 * find_first_free_spot(archetype, maptile, x, y) works like 2064 * find_first_free_spot(archetype, maptile, x, y) works like
2200 * find_free_spot(), but it will search max number of squares. 2065 * find_free_spot(), but it will search max number of squares.
2201 * But it will return the first available spot, not a random choice. 2066 * But it will return the first available spot, not a random choice.
2202 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2067 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2203 */ 2068 */
2204
2205int 2069int
2206find_first_free_spot (const object *ob, maptile *m, int x, int y) 2070find_first_free_spot (const object *ob, maptile *m, int x, int y)
2207{ 2071{
2208 int
2209 i;
2210
2211 for (i = 0; i < SIZEOFFREE; i++) 2072 for (int i = 0; i < SIZEOFFREE; i++)
2212 {
2213 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2073 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2214 return i; 2074 return i;
2215 } 2075
2216 return -1; 2076 return -1;
2217} 2077}
2218 2078
2219/* 2079/*
2220 * The function permute(arr, begin, end) randomly reorders the array 2080 * The function permute(arr, begin, end) randomly reorders the array
2221 * arr[begin..end-1]. 2081 * arr[begin..end-1].
2082 * now uses a fisher-yates shuffle, old permute was broken
2222 */ 2083 */
2223static void 2084static void
2224permute (int *arr, int begin, int end) 2085permute (int *arr, int begin, int end)
2225{ 2086{
2226 int 2087 arr += begin;
2227 i,
2228 j,
2229 tmp,
2230 len;
2231
2232 len = end - begin; 2088 end -= begin;
2233 for (i = begin; i < end; i++)
2234 {
2235 j = begin + RANDOM () % len;
2236 2089
2237 tmp = arr[i]; 2090 while (--end)
2238 arr[i] = arr[j]; 2091 swap (arr [end], arr [rndm (end + 1)]);
2239 arr[j] = tmp;
2240 }
2241} 2092}
2242 2093
2243/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2244 * This basically returns a randomized array (in the passed pointer) of 2095 * This basically returns a randomized array (in the passed pointer) of
2245 * the spaces to find monsters. In this way, it won't always look for 2096 * the spaces to find monsters. In this way, it won't always look for
2248 * the 3x3 area will be searched, just not in a predictable order. 2099 * the 3x3 area will be searched, just not in a predictable order.
2249 */ 2100 */
2250void 2101void
2251get_search_arr (int *search_arr) 2102get_search_arr (int *search_arr)
2252{ 2103{
2253 int 2104 int i;
2254 i;
2255 2105
2256 for (i = 0; i < SIZEOFFREE; i++) 2106 for (i = 0; i < SIZEOFFREE; i++)
2257 {
2258 search_arr[i] = i; 2107 search_arr[i] = i;
2259 }
2260 2108
2261 permute (search_arr, 1, SIZEOFFREE1 + 1); 2109 permute (search_arr, 1, SIZEOFFREE1 + 1);
2262 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2110 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2263 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2111 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2264} 2112}
2273 * Perhaps incorrectly, but I'm making the assumption that exclude 2121 * Perhaps incorrectly, but I'm making the assumption that exclude
2274 * is actually want is going to try and move there. We need this info 2122 * is actually want is going to try and move there. We need this info
2275 * because we have to know what movement the thing looking to move 2123 * because we have to know what movement the thing looking to move
2276 * there is capable of. 2124 * there is capable of.
2277 */ 2125 */
2278
2279int 2126int
2280find_dir (maptile *m, int x, int y, object *exclude) 2127find_dir (maptile *m, int x, int y, object *exclude)
2281{ 2128{
2282 int
2283 i,
2284 max = SIZEOFFREE, mflags; 2129 int i, max = SIZEOFFREE, mflags;
2285 2130
2286 sint16 nx, ny; 2131 sint16 nx, ny;
2287 object * 2132 object *tmp;
2288 tmp;
2289 maptile * 2133 maptile *mp;
2290 mp;
2291 2134
2292 MoveType blocked, move_type; 2135 MoveType blocked, move_type;
2293 2136
2294 if (exclude && exclude->head) 2137 if (exclude && exclude->head)
2295 { 2138 {
2307 mp = m; 2150 mp = m;
2308 nx = x + freearr_x[i]; 2151 nx = x + freearr_x[i];
2309 ny = y + freearr_y[i]; 2152 ny = y + freearr_y[i];
2310 2153
2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2154 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2155
2312 if (mflags & P_OUT_OF_MAP) 2156 if (mflags & P_OUT_OF_MAP)
2313 {
2314 max = maxfree[i]; 2157 max = maxfree[i];
2315 }
2316 else 2158 else
2317 { 2159 {
2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2160 mapspace &ms = mp->at (nx, ny);
2161
2162 blocked = ms.move_block;
2319 2163
2320 if ((move_type & blocked) == move_type) 2164 if ((move_type & blocked) == move_type)
2321 {
2322 max = maxfree[i]; 2165 max = maxfree[i];
2323 }
2324 else if (mflags & P_IS_ALIVE) 2166 else if (mflags & P_IS_ALIVE)
2325 { 2167 {
2326 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2168 for (tmp = ms.bot; tmp; tmp = tmp->above)
2327 { 2169 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2328 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2170 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2329 {
2330 break; 2171 break;
2331 } 2172
2332 }
2333 if (tmp) 2173 if (tmp)
2334 {
2335 return freedir[i]; 2174 return freedir[i];
2336 }
2337 } 2175 }
2338 } 2176 }
2339 } 2177 }
2178
2340 return 0; 2179 return 0;
2341} 2180}
2342 2181
2343/* 2182/*
2344 * distance(object 1, object 2) will return the square of the 2183 * distance(object 1, object 2) will return the square of the
2345 * distance between the two given objects. 2184 * distance between the two given objects.
2346 */ 2185 */
2347
2348int 2186int
2349distance (const object *ob1, const object *ob2) 2187distance (const object *ob1, const object *ob2)
2350{ 2188{
2351 int
2352 i;
2353
2354 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2189 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2355 return i;
2356} 2190}
2357 2191
2358/* 2192/*
2359 * find_dir_2(delta-x,delta-y) will return a direction in which 2193 * find_dir_2(delta-x,delta-y) will return a direction in which
2360 * an object which has subtracted the x and y coordinates of another 2194 * an object which has subtracted the x and y coordinates of another
2361 * object, needs to travel toward it. 2195 * object, needs to travel toward it.
2362 */ 2196 */
2363
2364int 2197int
2365find_dir_2 (int x, int y) 2198find_dir_2 (int x, int y)
2366{ 2199{
2367 int 2200 int q;
2368 q;
2369 2201
2370 if (y) 2202 if (y)
2371 q = x * 100 / y; 2203 q = x * 100 / y;
2372 else if (x) 2204 else if (x)
2373 q = -300 * x; 2205 q = -300 * x;
2398 2230
2399 return 3; 2231 return 3;
2400} 2232}
2401 2233
2402/* 2234/*
2403 * absdir(int): Returns a number between 1 and 8, which represent
2404 * the "absolute" direction of a number (it actually takes care of
2405 * "overflow" in previous calculations of a direction).
2406 */
2407
2408int
2409absdir (int d)
2410{
2411 while (d < 1)
2412 d += 8;
2413 while (d > 8)
2414 d -= 8;
2415 return d;
2416}
2417
2418/*
2419 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2235 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2420 * between two directions (which are expected to be absolute (see absdir()) 2236 * between two directions (which are expected to be absolute (see absdir())
2421 */ 2237 */
2422
2423int 2238int
2424dirdiff (int dir1, int dir2) 2239dirdiff (int dir1, int dir2)
2425{ 2240{
2426 int 2241 int d;
2427 d;
2428 2242
2429 d = abs (dir1 - dir2); 2243 d = abs (dir1 - dir2);
2430 if (d > 4) 2244 if (d > 4)
2431 d = 8 - d; 2245 d = 8 - d;
2246
2432 return d; 2247 return d;
2433} 2248}
2434 2249
2435/* peterm: 2250/* peterm:
2436 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2251 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2439 * This basically means that if direction is 15, then it could either go 2254 * This basically means that if direction is 15, then it could either go
2440 * direction 4, 14, or 16 to get back to where we are. 2255 * direction 4, 14, or 16 to get back to where we are.
2441 * Moved from spell_util.c to object.c with the other related direction 2256 * Moved from spell_util.c to object.c with the other related direction
2442 * functions. 2257 * functions.
2443 */ 2258 */
2444
2445int
2446 reduction_dir[SIZEOFFREE][3] = { 2259int reduction_dir[SIZEOFFREE][3] = {
2447 {0, 0, 0}, /* 0 */ 2260 {0, 0, 0}, /* 0 */
2448 {0, 0, 0}, /* 1 */ 2261 {0, 0, 0}, /* 1 */
2449 {0, 0, 0}, /* 2 */ 2262 {0, 0, 0}, /* 2 */
2450 {0, 0, 0}, /* 3 */ 2263 {0, 0, 0}, /* 3 */
2451 {0, 0, 0}, /* 4 */ 2264 {0, 0, 0}, /* 4 */
2499 * find a path to that monster that we found. If not, 2312 * find a path to that monster that we found. If not,
2500 * we don't bother going toward it. Returns 1 if we 2313 * we don't bother going toward it. Returns 1 if we
2501 * can see a direct way to get it 2314 * can see a direct way to get it
2502 * Modified to be map tile aware -.MSW 2315 * Modified to be map tile aware -.MSW
2503 */ 2316 */
2504
2505
2506int 2317int
2507can_see_monsterP (maptile *m, int x, int y, int dir) 2318can_see_monsterP (maptile *m, int x, int y, int dir)
2508{ 2319{
2509 sint16 dx, dy; 2320 sint16 dx, dy;
2510 int
2511 mflags; 2321 int mflags;
2512 2322
2513 if (dir < 0) 2323 if (dir < 0)
2514 return 0; /* exit condition: invalid direction */ 2324 return 0; /* exit condition: invalid direction */
2515 2325
2516 dx = x + freearr_x[dir]; 2326 dx = x + freearr_x[dir];
2529 return 0; 2339 return 0;
2530 2340
2531 /* yes, can see. */ 2341 /* yes, can see. */
2532 if (dir < 9) 2342 if (dir < 9)
2533 return 1; 2343 return 1;
2344
2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2345 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2535 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2346 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2347 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2536} 2348}
2537
2538
2539 2349
2540/* 2350/*
2541 * can_pick(picker, item): finds out if an object is possible to be 2351 * can_pick(picker, item): finds out if an object is possible to be
2542 * picked up by the picker. Returnes 1 if it can be 2352 * picked up by the picker. Returnes 1 if it can be
2543 * picked up, otherwise 0. 2353 * picked up, otherwise 0.
2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2556 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2557} 2367}
2558 2368
2559
2560/* 2369/*
2561 * create clone from object to another 2370 * create clone from object to another
2562 */ 2371 */
2563object * 2372object *
2564object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2565{ 2374{
2566 object *
2567 dst = NULL, *tmp, *src, *part, *prev, *item; 2375 object *dst = 0, *tmp, *src, *part, *prev, *item;
2568 2376
2569 if (!asrc) 2377 if (!asrc)
2570 return NULL; 2378 return 0;
2379
2571 src = asrc; 2380 src = asrc;
2572 if (src->head) 2381 if (src->head)
2573 src = src->head; 2382 src = src->head;
2574 2383
2575 prev = NULL; 2384 prev = 0;
2576 for (part = src; part; part = part->more) 2385 for (part = src; part; part = part->more)
2577 { 2386 {
2578 tmp = get_object (); 2387 tmp = part->clone ();
2579 copy_object (part, tmp);
2580 tmp->x -= src->x; 2388 tmp->x -= src->x;
2581 tmp->y -= src->y; 2389 tmp->y -= src->y;
2390
2582 if (!part->head) 2391 if (!part->head)
2583 { 2392 {
2584 dst = tmp; 2393 dst = tmp;
2585 tmp->head = NULL; 2394 tmp->head = 0;
2586 } 2395 }
2587 else 2396 else
2588 {
2589 tmp->head = dst; 2397 tmp->head = dst;
2590 } 2398
2591 tmp->more = NULL; 2399 tmp->more = 0;
2400
2592 if (prev) 2401 if (prev)
2593 prev->more = tmp; 2402 prev->more = tmp;
2403
2594 prev = tmp; 2404 prev = tmp;
2595 } 2405 }
2596 2406
2597 for (item = src->inv; item; item = item->below) 2407 for (item = src->inv; item; item = item->below)
2598 insert_ob_in_ob (object_create_clone (item), dst); 2408 insert_ob_in_ob (object_create_clone (item), dst);
2599 2409
2600 return dst; 2410 return dst;
2601}
2602
2603/* GROS - Creates an object using a string representing its content. */
2604/* Basically, we save the content of the string to a temp file, then call */
2605/* load_object on it. I admit it is a highly inefficient way to make things, */
2606/* but it was simple to make and allows reusing the load_object function. */
2607/* Remember not to use load_object_str in a time-critical situation. */
2608/* Also remember that multiparts objects are not supported for now. */
2609
2610object *
2611load_object_str (const char *obstr)
2612{
2613 object *op;
2614 char filename[MAX_BUF];
2615
2616 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2617
2618 FILE *tempfile = fopen (filename, "w");
2619
2620 if (tempfile == NULL)
2621 {
2622 LOG (llevError, "Error - Unable to access load object temp file\n");
2623 return NULL;
2624 }
2625
2626 fprintf (tempfile, obstr);
2627 fclose (tempfile);
2628
2629 op = get_object ();
2630
2631 object_thawer thawer (filename);
2632
2633 if (thawer)
2634 load_object (thawer, op, 0);
2635
2636 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2637 CLEAR_FLAG (op, FLAG_REMOVED);
2638
2639 return op;
2640} 2411}
2641 2412
2642/* This returns the first object in who's inventory that 2413/* This returns the first object in who's inventory that
2643 * has the same type and subtype match. 2414 * has the same type and subtype match.
2644 * returns NULL if no match. 2415 * returns NULL if no match.
2645 */ 2416 */
2646object * 2417object *
2647find_obj_by_type_subtype (const object *who, int type, int subtype) 2418find_obj_by_type_subtype (const object *who, int type, int subtype)
2648{ 2419{
2649 object *tmp;
2650
2651 for (tmp = who->inv; tmp; tmp = tmp->below) 2420 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2652 if (tmp->type == type && tmp->subtype == subtype) 2421 if (tmp->type == type && tmp->subtype == subtype)
2653 return tmp; 2422 return tmp;
2654 2423
2655 return NULL; 2424 return 0;
2656} 2425}
2657 2426
2658/* If ob has a field named key, return the link from the list, 2427/* If ob has a field named key, return the link from the list,
2659 * otherwise return NULL. 2428 * otherwise return NULL.
2660 * 2429 *
2662 * do the desired thing. 2431 * do the desired thing.
2663 */ 2432 */
2664key_value * 2433key_value *
2665get_ob_key_link (const object *ob, const char *key) 2434get_ob_key_link (const object *ob, const char *key)
2666{ 2435{
2667 key_value *link;
2668
2669 for (link = ob->key_values; link != NULL; link = link->next) 2436 for (key_value *link = ob->key_values; link; link = link->next)
2670 if (link->key == key) 2437 if (link->key == key)
2671 return link; 2438 return link;
2672 2439
2673 return NULL; 2440 return 0;
2674} 2441}
2675 2442
2676/* 2443/*
2677 * Returns the value of op has an extra_field for key, or NULL. 2444 * Returns the value of op has an extra_field for key, or NULL.
2678 * 2445 *
2703 if (link->key == canonical_key) 2470 if (link->key == canonical_key)
2704 return link->value; 2471 return link->value;
2705 2472
2706 return 0; 2473 return 0;
2707} 2474}
2708
2709 2475
2710/* 2476/*
2711 * Updates the canonical_key in op to value. 2477 * Updates the canonical_key in op to value.
2712 * 2478 *
2713 * canonical_key is a shared string (value doesn't have to be). 2479 * canonical_key is a shared string (value doesn't have to be).
2718 * Returns TRUE on success. 2484 * Returns TRUE on success.
2719 */ 2485 */
2720int 2486int
2721set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2487set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2722{ 2488{
2723 key_value *
2724 field = NULL, *last = NULL; 2489 key_value *field = NULL, *last = NULL;
2725 2490
2726 for (field = op->key_values; field != NULL; field = field->next) 2491 for (field = op->key_values; field != NULL; field = field->next)
2727 { 2492 {
2728 if (field->key != canonical_key) 2493 if (field->key != canonical_key)
2729 { 2494 {
2757 /* IF we get here, key doesn't exist */ 2522 /* IF we get here, key doesn't exist */
2758 2523
2759 /* No field, we'll have to add it. */ 2524 /* No field, we'll have to add it. */
2760 2525
2761 if (!add_key) 2526 if (!add_key)
2762 {
2763 return FALSE; 2527 return FALSE;
2764 } 2528
2765 /* There isn't any good reason to store a null 2529 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2530 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2531 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2532 * be here. If user wants to store empty strings,
2769 * should pass in "" 2533 * should pass in ""
2818 } 2582 }
2819 else 2583 else
2820 item = item->env; 2584 item = item->env;
2821} 2585}
2822 2586
2587
2588const char *
2589object::flag_desc (char *desc, int len) const
2590{
2591 char *p = desc;
2592 bool first = true;
2593
2594 *p = 0;
2595
2596 for (int i = 0; i < NUM_FLAGS; i++)
2597 {
2598 if (len <= 10) // magic constant!
2599 {
2600 snprintf (p, len, ",...");
2601 break;
2602 }
2603
2604 if (flag [i])
2605 {
2606 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2607 len -= cnt;
2608 p += cnt;
2609 first = false;
2610 }
2611 }
2612
2613 return desc;
2614}
2615
2823// return a suitable string describing an objetc in enough detail to find it 2616// return a suitable string describing an object in enough detail to find it
2824const char * 2617const char *
2825object::debug_desc (char *info) const 2618object::debug_desc (char *info) const
2826{ 2619{
2620 char flagdesc[512];
2827 char info2[256 * 3]; 2621 char info2[256 * 4];
2828 char *p = info; 2622 char *p = info;
2829 2623
2830 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2831 count, 2625 count, uuid.seq,
2832 &name, 2626 &name,
2833 title ? " " : "", 2627 title ? "\",title:\"" : "",
2834 title ? (const char *)title : ""); 2628 title ? (const char *)title : "",
2629 flag_desc (flagdesc, 512), type);
2835 2630
2836 if (env) 2631 if (env)
2837 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2838 2633
2839 if (map) 2634 if (map)
2840 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2635 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2841 2636
2842 return info; 2637 return info;
2843} 2638}
2844 2639
2845const char * 2640const char *
2846object::debug_desc () const 2641object::debug_desc () const
2847{ 2642{
2848 static char info[256 * 3]; 2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2849 return debug_desc (info); 2646 return debug_desc (info [++info_idx % 3]);
2850} 2647}
2851 2648
2649struct region *
2650object::region () const
2651{
2652 return map ? map->region (x, y)
2653 : region::default_region ();
2654}
2655
2656const materialtype_t *
2657object::dominant_material () const
2658{
2659 if (materialtype_t *mat = name_to_material (materialname))
2660 return mat;
2661
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown);
2666}
2667
2668void
2669object::open_container (object *new_container)
2670{
2671 if (container == new_container)
2672 return;
2673
2674 if (object *old_container = container)
2675 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return;
2678
2679#if 0
2680 // remove the "Close old_container" object.
2681 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON)
2683 closer->destroy ();
2684#endif
2685
2686 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0;
2688
2689 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2691 }
2692
2693 if (new_container)
2694 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2696 return;
2697
2698 // TODO: this does not seem to serve any purpose anymore?
2699#if 0
2700 // insert the "Close Container" object.
2701 if (archetype *closer = new_container->other_arch)
2702 {
2703 object *closer = arch_to_object (new_container->other_arch);
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer);
2706 }
2707#endif
2708
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710
2711 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container;
2713
2714 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container);
2716 }
2717}
2718
2719

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