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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 1.182 by root, Mon Aug 20 18:11:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
34 37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid; 111 uuid.seq = uid;
108 write_uuid (); 112 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
300 return 0; 299 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 301 return 0;
303 } 302 }
304 303
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
307 { 305 {
308 ob1->optimise (); 306 ob1->optimise ();
309 ob2->optimise (); 307 ob2->optimise ();
310 308
311 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
312 return 0; 311 return 0;
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
325sum_weight (object *op) 324sum_weight (object *op)
326{ 325{
327 long sum; 326 long sum;
328 object *inv; 327 object *inv;
329 328
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 330 {
332 if (inv->inv) 331 if (inv->inv)
333 sum_weight (inv); 332 sum_weight (inv);
333
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 335 }
336 336
337 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 354 op = op->env;
355 return op; 355 return op;
356} 356}
357 357
358/* 358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 360 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
377 */ 362 */
378
379char * 363char *
380dump_object (object *op) 364dump_object (object *op)
381{ 365{
382 if (!op) 366 if (!op)
383 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
384 368
385 object_freezer freezer; 369 object_freezer freezer;
386 save_object (freezer, op, 3); 370 op->write (freezer);
387 return freezer.as_string (); 371 return freezer.as_string ();
388} 372}
389 373
390/* 374/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
408} 392}
409 393
410/* 394/*
411 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
412 */ 396 */
413
414object * 397object *
415find_object (tag_t i) 398find_object (tag_t i)
416{ 399{
417 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
418 if (op->count == i) 401 if (op->count == i)
419 return op; 402 return op;
420 403
421 return 0; 404 return 0;
422} 405}
423 406
424/* 407/*
425 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
428 */ 411 */
429
430object * 412object *
431find_object_name (const char *str) 413find_object_name (const char *str)
432{ 414{
433 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
434 object *op; 416 object *op;
435 417
436 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
437 if (op->name == str_) 419 if (op->name == str_)
438 break; 420 break;
439 421
440 return op; 422 return op;
441} 423}
467 owner = owner->owner; 449 owner = owner->owner;
468 450
469 this->owner = owner; 451 this->owner = owner;
470} 452}
471 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
472/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 521 * refcounts and freeing the links.
474 */ 522 */
475static void 523static void
476free_key_values (object *op) 524free_key_values (object *op)
477{ 525{
478 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
479 { 527 {
480 key_value *next = i->next; 528 key_value *next = i->next;
481 delete i; 529 delete i;
482 530
483 i = next; 531 i = next;
484 } 532 }
485 533
486 op->key_values = 0; 534 op->key_values = 0;
487} 535}
488 536
489void object::clear () 537object &
538object::operator =(const object &src)
490{ 539{
491 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
492 542
493 free_key_values (this); 543 *(object_copy *)this = src;
494 544
495 owner = 0; 545 flag [FLAG_FREED] = is_freed;
496 name = 0; 546 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;
563 547
564 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
565 if (op2->key_values) 549 if (src.key_values)
566 { 550 {
567 key_value *tail = 0; 551 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 552 key_values = 0;
571 553
572 for (i = op2->key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
573 { 555 {
574 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
575 557
576 new_link->next = 0; 558 new_link->next = 0;
577 new_link->key = i->key; 559 new_link->key = i->key;
578 new_link->value = i->value; 560 new_link->value = i->value;
579 561
580 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
581 if (!op->key_values) 563 if (!key_values)
582 { 564 {
583 op->key_values = new_link; 565 key_values = new_link;
584 tail = new_link; 566 tail = new_link;
585 } 567 }
586 else 568 else
587 { 569 {
588 tail->next = new_link; 570 tail->next = new_link;
589 tail = new_link; 571 tail = new_link;
590 } 572 }
591 } 573 }
592 } 574 }
575}
593 576
594 update_ob_speed (op); 577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
613}
614
615object *
616object::clone ()
617{
618 object *neu = create ();
619 copy_to (neu);
620 return neu;
595} 621}
596 622
597/* 623/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 624 * 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 625 * 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. 626 * be called to update the face variable, _and_ how it looks on the map.
601 */ 627 */
602
603void 628void
604update_turn_face (object *op) 629update_turn_face (object *op)
605{ 630{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
607 return; 632 return;
633
608 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
610} 636}
611 637
612/* 638/*
613 * Updates the speed of an object. If the speed changes from 0 to another 639 * 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. 640 * 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. 641 * This function needs to be called whenever the speed of an object changes.
616 */ 642 */
617void 643void
618update_ob_speed (object *op) 644object::set_speed (float speed)
619{ 645{
620 extern int arch_init; 646 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 { 647 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 649 speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 { 650 }
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644 651
645 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
646 * of the list. */
647 op->active_next = active_objects;
648 653
649 if (op->active_next != NULL) 654 if (has_active_speed ())
650 op->active_next->active_prev = op; 655 activate ();
651
652 active_objects = op;
653 }
654 else 656 else
655 { 657 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} 658}
679 659
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/* 660/*
712 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 663 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 664 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 665 * 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 666 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
719 * 668 *
720 * action is a hint of what the caller believes need to be done. 669 * 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: 670 * current action are:
726 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 673 * 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. 674 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
731 */ 676 */
732
733void 677void
734update_object (object *op, int action) 678update_object (object *op, int action)
735{ 679{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL) 680 if (op == NULL)
740 { 681 {
741 /* this should never happen */ 682 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 684 return;
744 } 685 }
745 686
746 if (op->env != NULL) 687 if (op->env)
747 { 688 {
748 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
749 * to do in this case. 690 * to do in this case.
750 */ 691 */
751 return; 692 return;
756 */ 697 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 699 return;
759 700
760 /* make sure the object is within map boundaries */ 701 /* 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)) 702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 703 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 705#ifdef MANY_CORES
765 abort (); 706 abort ();
766#endif 707#endif
767 return; 708 return;
768 } 709 }
769 710
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 711 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);
776 712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
777 if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
778 { 716 {
717 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 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)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (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) 724 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 725 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 726 || (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 727 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 728 * to have move_allow right now.
802 */ 729 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 732 m.flags_ = 0;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 733 }
809 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 736 * that is being removed.
812 */ 737 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 739 m.flags_ = 0;
815 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 741 /* Nothing to do for that case */ ;
817 else 742 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 744
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) 745 if (op->more)
827 update_object (op->more, action); 746 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} 747}
853 748
854object::object () 749object::object ()
855{ 750{
856 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
859 face = blank_face; 754 face = blank_face;
860} 755}
861 756
862object::~object () 757object::~object ()
863{ 758{
759 unlink ();
760
864 free_key_values (this); 761 free_key_values (this);
865} 762}
866 763
764static int object_count;
765
867void object::link () 766void object::link ()
868{ 767{
869 count = ++ob_count; 768 assert (!index);//D
870 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
871 771
872 prev = 0; 772 refcnt_inc ();
873 next = object::first; 773 objects.insert (this);
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879} 774}
880 775
881void object::unlink () 776void object::unlink ()
882{ 777{
883 if (this == object::first) 778 if (!index)
884 object::first = next; 779 return;
885 780
886 /* Remove this object from the list of used objects */ 781 objects.erase (this);
887 if (prev) prev->next = next; 782 refcnt_dec ();
888 if (next) next->prev = prev; 783}
889 784
890 prev = 0; 785void
891 next = 0; 786object::activate ()
787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794}
795
796void
797object::activate_recursive ()
798{
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803}
804
805/* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813void
814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840}
841
842/*
843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846void
847object::destroy_inv (bool drop_to_ground)
848{
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
866 {
867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy ();
871 }
872 }
873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
892} 890}
893 891
894object *object::create () 892object *object::create ()
895{ 893{
896 object *op = new object; 894 object *op = new object;
897 op->link (); 895 op->link ();
898 return op; 896 return op;
899} 897}
900 898
901/* 899void
902 * free_object() frees everything allocated by an object, removes 900object::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{ 901{
913 if (QUERY_FLAG (this, FLAG_FREED)) 902 attachable::do_destroy ();
914 return;
915 903
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 904 if (flag [FLAG_IS_LINKED])
905 remove_button_link (this);
906
907 if (flag [FLAG_FRIENDLY])
917 remove_friendly_object (this); 908 remove_friendly_object (this);
918 909
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 910 if (!flag [FLAG_REMOVED])
920 remove_ob (this); 911 remove ();
921 912
922 SET_FLAG (this, FLAG_FREED); 913 destroy_inv (true);
923 914
924 if (more) 915 deactivate ();
925 { 916 unlink ();
926 more->destroy (destroy_inventory);
927 more = 0;
928 }
929 917
930 if (inv) 918 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 }
971 919
972 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
973 { 921 {
974 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
975 923
979 927
980 freed_map->name = "/internal/freed_objects_map"; 928 freed_map->name = "/internal/freed_objects_map";
981 freed_map->width = 3; 929 freed_map->width = 3;
982 freed_map->height = 3; 930 freed_map->height = 3;
983 931
984 freed_map->allocate (); 932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
985 } 934 }
986 935
987 map = freed_map; 936 map = freed_map;
988 x = 1; 937 x = 1;
989 y = 1; 938 y = 1;
990 } 939 }
991 940
941 if (more)
942 {
943 more->destroy ();
944 more = 0;
945 }
946
947 head = 0;
948
992 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
993 owner = 0; 950 owner = 0;
994 enemy = 0; 951 enemy = 0;
995 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
954}
996 955
997 // only relevant for players(?), but make sure of it anyways 956void
998 contr = 0; 957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
960 return;
999 961
1000 /* Remove object from the active list */ 962 if (destroy_inventory)
1001 speed = 0; 963 destroy_inv (false);
1002 update_ob_speed (this);
1003 964
1004 unlink (); 965 if (is_head ())
966 if (sound_destroy)
967 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1005 970
1006 mortals.push_back (this); 971 attachable::destroy ();
1007} 972}
1008 973
1009/* 974/*
1010 * sub_weight() recursively (outwards) subtracts a number from the 975 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)). 976 * weight of an object (and what is carried by it's environment(s)).
1012 */ 977 */
1013
1014void 978void
1015sub_weight (object *op, signed long weight) 979sub_weight (object *op, signed long weight)
1016{ 980{
1017 while (op != NULL) 981 while (op != NULL)
1018 { 982 {
1022 op->carrying -= weight; 986 op->carrying -= weight;
1023 op = op->env; 987 op = op->env;
1024 } 988 }
1025} 989}
1026 990
1027/* remove_ob(op): 991/* op->remove ():
1028 * This function removes the object op from the linked list of objects 992 * 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 993 * which it is currently tied to. When this function is done, the
1030 * object will have no environment. If the object previously had an 994 * object will have no environment. If the object previously had an
1031 * environment, the x and y coordinates will be updated to 995 * environment, the x and y coordinates will be updated to
1032 * the previous environment. 996 * the previous environment.
1033 * Beware: This function is called from the editor as well!
1034 */ 997 */
1035
1036void 998void
1037remove_ob (object *op) 999object::do_remove ()
1038{ 1000{
1039 object *tmp, *last = 0; 1001 object *tmp, *last = 0;
1040 object *otmp; 1002 object *otmp;
1041 1003
1042 int check_walk_off;
1043 maptile *m;
1044
1045 sint16 x, y;
1046
1047 if (QUERY_FLAG (op, FLAG_REMOVED)) 1004 if (QUERY_FLAG (this, FLAG_REMOVED))
1048 return; 1005 return;
1049 1006
1050 SET_FLAG (op, FLAG_REMOVED); 1007 SET_FLAG (this, FLAG_REMOVED);
1008 INVOKE_OBJECT (REMOVE, this);
1051 1009
1052 if (op->more != NULL) 1010 if (more)
1053 remove_ob (op->more); 1011 more->remove ();
1054 1012
1055 /* 1013 /*
1056 * In this case, the object to be removed is in someones 1014 * In this case, the object to be removed is in someones
1057 * inventory. 1015 * inventory.
1058 */ 1016 */
1059 if (op->env != NULL) 1017 if (env)
1060 { 1018 {
1061 if (op->nrof) 1019 if (nrof)
1062 sub_weight (op->env, op->weight * op->nrof); 1020 sub_weight (env, weight * nrof);
1063 else 1021 else
1064 sub_weight (op->env, op->weight + op->carrying); 1022 sub_weight (env, weight + carrying);
1065 1023
1066 /* NO_FIX_PLAYER is set when a great many changes are being 1024 /* NO_FIX_PLAYER is set when a great many changes are being
1067 * made to players inventory. If set, avoiding the call 1025 * made to players inventory. If set, avoiding the call
1068 * to save cpu time. 1026 * to save cpu time.
1069 */ 1027 */
1070 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1071 fix_player (otmp); 1029 otmp->update_stats ();
1072 1030
1073 if (op->above != NULL) 1031 if (above)
1074 op->above->below = op->below; 1032 above->below = below;
1075 else 1033 else
1076 op->env->inv = op->below; 1034 env->inv = below;
1077 1035
1078 if (op->below != NULL) 1036 if (below)
1079 op->below->above = op->above; 1037 below->above = above;
1080 1038
1081 /* we set up values so that it could be inserted into 1039 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up 1040 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do. 1041 * to the caller to decide what we want to do.
1084 */ 1042 */
1085 op->x = op->env->x, op->y = op->env->y; 1043 x = env->x, y = env->y;
1086 op->map = op->env->map; 1044 map = env->map;
1087 op->above = NULL, op->below = NULL; 1045 above = 0, below = 0;
1088 op->env = NULL; 1046 env = 0;
1089 } 1047 }
1090 else if (op->map) 1048 else if (map)
1091 { 1049 {
1092 x = op->x; 1050 if (type == PLAYER)
1093 y = op->y;
1094 m = get_map_from_coord (op->map, &x, &y);
1095
1096 if (!m)
1097 { 1051 {
1098 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1052 // leaving a spot always closes any open container on the ground
1099 op->map->path, op->x, op->y); 1053 if (container && !container->env)
1100 /* in old days, we used to set x and y to 0 and continue. 1054 // this causes spurious floorbox updates, but it ensures
1101 * it seems if we get into this case, something is probablye 1055 // that the CLOSE event is being sent.
1102 * screwed up and should be fixed. 1056 close_container ();
1103 */ 1057
1104 abort (); 1058 --map->players;
1059 map->touch ();
1105 } 1060 }
1106 1061
1107 if (op->map != m) 1062 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", 1063 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 1064
1115 /* link the object above us */ 1065 /* link the object above us */
1116 if (op->above) 1066 if (above)
1117 op->above->below = op->below; 1067 above->below = below;
1118 else 1068 else
1119 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1069 ms.top = below; /* we were top, set new top */
1120 1070
1121 /* Relink the object below us, if there is one */ 1071 /* Relink the object below us, if there is one */
1122 if (op->below) 1072 if (below)
1123 op->below->above = op->above; 1073 below->above = above;
1124 else 1074 else
1125 { 1075 {
1126 /* Nothing below, which means we need to relink map object for this space 1076 /* 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 1077 * use translated coordinates in case some oddness with map tiling is
1128 * evident 1078 * evident
1129 */ 1079 */
1130 if (GET_MAP_OB (m, x, y) != op) 1080 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); 1081 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 1082
1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1083 ms.bot = above; /* goes on above it. */
1142 } 1084 }
1143 1085
1144 op->above = 0; 1086 above = 0;
1145 op->below = 0; 1087 below = 0;
1146 1088
1147 if (op->map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1148 return; 1090 return;
1149 1091
1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1151 1093
1152 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1153 { 1107 {
1154 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1155 * being removed. 1109 * being removed.
1156 */ 1110 */
1157 1111
1158 if (tmp->type == PLAYER && tmp != op) 1112 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1159 { 1116 {
1160 /* If a container that the player is currently using somehow gets
1161 * removed (most likely destroyed), update the player view
1162 * appropriately.
1163 */
1164 if (tmp->container == op)
1165 {
1166 CLEAR_FLAG (op, FLAG_APPLIED);
1167 tmp->container = NULL;
1168 }
1169
1170 tmp->contr->socket.update_look = 1;
1171 }
1172
1173 /* See if player moving off should effect something */
1174 if (check_walk_off
1175 && ((op->move_type & tmp->move_off)
1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1177 {
1178 move_apply (tmp, op, NULL); 1117 move_apply (tmp, this, 0);
1179 1118
1180 if (op->destroyed ()) 1119 if (destroyed ())
1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 } 1121 }
1183 1122
1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1185
1186 if (tmp->above == tmp)
1187 tmp->above = NULL;
1188
1189 last = tmp; 1123 last = tmp;
1190 } 1124 }
1191 1125
1192 /* last == NULL of there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1193 if (last == NULL) 1128 if (!last)
1194 { 1129 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 1130 else
1204 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1205 1132
1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1207 update_all_los (op->map, op->x, op->y); 1134 update_all_los (map, x, y);
1208 } 1135 }
1209} 1136}
1210 1137
1211/* 1138/*
1212 * merge_ob(op,top): 1139 * merge_ob(op,top):
1220merge_ob (object *op, object *top) 1147merge_ob (object *op, object *top)
1221{ 1148{
1222 if (!op->nrof) 1149 if (!op->nrof)
1223 return 0; 1150 return 0;
1224 1151
1225 if (top == NULL) 1152 if (top)
1226 for (top = op; top != NULL && top->above != NULL; top = top->above); 1153 for (top = op; top && top->above; top = top->above)
1154 ;
1227 1155
1228 for (; top != NULL; top = top->below) 1156 for (; top; top = top->below)
1229 { 1157 {
1230 if (top == op) 1158 if (top == op)
1231 continue; 1159 continue;
1232 if (CAN_MERGE (op, top)) 1160
1161 if (object::can_merge (op, top))
1233 { 1162 {
1234 top->nrof += op->nrof; 1163 top->nrof += op->nrof;
1235 1164
1236/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1237 op->weight = 0; /* Don't want any adjustements now */ 1166 op->weight = 0; /* Don't want any adjustements now */
1238 remove_ob (op); 1167 op->destroy ();
1239 free_object (op);
1240 return top; 1168 return top;
1241 } 1169 }
1242 } 1170 }
1243 1171
1244 return 0; 1172 return 0;
1245} 1173}
1246 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1247/* 1198/*
1248 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1249 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1250 */ 1201 */
1251object * 1202object *
1252insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1253{ 1204{
1254 object *tmp;
1255
1256 if (op->head)
1257 op = op->head;
1258
1259 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1260 { 1206 {
1261 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1262 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1263 } 1209 }
1264 1210
1265 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1266} 1212}
1267 1213
1283 * Return value: 1229 * Return value:
1284 * new object if 'op' was merged with other object 1230 * new object if 'op' was merged with other object
1285 * NULL if 'op' was destroyed 1231 * NULL if 'op' was destroyed
1286 * just 'op' otherwise 1232 * just 'op' otherwise
1287 */ 1233 */
1288
1289object * 1234object *
1290insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1291{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1292 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1293 sint16 x, y;
1294 1240
1295 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1296 {
1297 LOG (llevError, "Trying to insert freed object!\n");
1298 return NULL;
1299 }
1300
1301 if (m == NULL)
1302 {
1303 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1305 free (dump);
1306 return op;
1307 }
1308 1242
1309 if (out_of_map (m, op->x, op->y)) 1243 if (out_of_map (m, op->x, op->y))
1310 { 1244 {
1311 char *dump = dump_object (op);
1312 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1245 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1313#ifdef MANY_CORES 1246#ifdef MANY_CORES
1314 /* Better to catch this here, as otherwise the next use of this object 1247 /* 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 1248 * is likely to cause a crash. Better to find out where it is getting
1316 * improperly inserted. 1249 * improperly inserted.
1317 */ 1250 */
1318 abort (); 1251 abort ();
1319#endif 1252#endif
1320 free (dump);
1321 return op; 1253 return op;
1322 } 1254 }
1323 1255
1324 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1256 if (object *more = op->more)
1325 { 1257 if (!insert_ob_in_map (more, m, originator, flag))
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; 1258 return 0;
1330 }
1331
1332 if (op->more != NULL)
1333 {
1334 /* The part may be on a different map. */
1335
1336 object *more = op->more;
1337
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)
1354 {
1355 if (!op->head)
1356 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1357
1358 return NULL;
1359 }
1360 }
1361 1259
1362 CLEAR_FLAG (op, FLAG_REMOVED); 1260 CLEAR_FLAG (op, FLAG_REMOVED);
1363 1261
1364 /* Ideally, the caller figures this out. However, it complicates a lot 1262 /* 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 1263 * of areas of callers (eg, anything that uses find_free_spot would now
1366 * need extra work 1264 * need extra work
1367 */ 1265 */
1368 op->map = get_map_from_coord (m, &op->x, &op->y); 1266 if (!xy_normalise (m, op->x, op->y))
1369 x = op->x; 1267 return 0;
1370 y = op->y; 1268
1269 op->map = m;
1270 mapspace &ms = op->ms ();
1371 1271
1372 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1373 */ 1273 */
1374 if (op->nrof && !(flag & INS_NO_MERGE)) 1274 if (op->nrof && !(flag & INS_NO_MERGE))
1375 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1376 if (CAN_MERGE (op, tmp)) 1276 if (object::can_merge (op, tmp))
1377 { 1277 {
1378 op->nrof += tmp->nrof; 1278 op->nrof += tmp->nrof;
1379 remove_ob (tmp); 1279 tmp->destroy ();
1380 free_object (tmp);
1381 } 1280 }
1382 1281
1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1282 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1283 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1385 1284
1398 op->below = originator->below; 1297 op->below = originator->below;
1399 1298
1400 if (op->below) 1299 if (op->below)
1401 op->below->above = op; 1300 op->below->above = op;
1402 else 1301 else
1403 SET_MAP_OB (op->map, op->x, op->y, op); 1302 ms.bot = op;
1404 1303
1405 /* since *below* originator, no need to update top */ 1304 /* since *below* originator, no need to update top */
1406 originator->below = op; 1305 originator->below = op;
1407 } 1306 }
1408 else 1307 else
1409 { 1308 {
1309 top = ms.bot;
1310
1410 /* If there are other objects, then */ 1311 /* If there are other objects, then */
1411 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1312 if ((!(flag & INS_MAP_LOAD)) && top)
1412 { 1313 {
1413 object *last = NULL; 1314 object *last = 0;
1414 1315
1415 /* 1316 /*
1416 * If there are multiple objects on this space, we do some trickier handling. 1317 * If there are multiple objects on this space, we do some trickier handling.
1417 * We've already dealt with merging if appropriate. 1318 * We've already dealt with merging if appropriate.
1418 * Generally, we want to put the new object on top. But if 1319 * 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 1323 * 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 1324 * 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 1325 * when lots of spells are cast in one area. Currently, it is presumed
1425 * that flying non pickable objects are spell objects. 1326 * that flying non pickable objects are spell objects.
1426 */ 1327 */
1427 1328 for (top = ms.bot; top; top = top->above)
1428 while (top != NULL)
1429 { 1329 {
1430 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1330 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1431 floor = top; 1331 floor = top;
1432 1332
1433 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1333 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; 1336 top = top->below;
1437 break; 1337 break;
1438 } 1338 }
1439 1339
1440 last = top; 1340 last = top;
1441 top = top->above;
1442 } 1341 }
1443 1342
1444 /* Don't want top to be NULL, so set it to the last valid object */ 1343 /* Don't want top to be NULL, so set it to the last valid object */
1445 top = last; 1344 top = last;
1446 1345
1448 * looks like instead of lots of conditions here. 1347 * looks like instead of lots of conditions here.
1449 * makes things faster, and effectively the same result. 1348 * makes things faster, and effectively the same result.
1450 */ 1349 */
1451 1350
1452 /* Have object 'fall below' other objects that block view. 1351 /* Have object 'fall below' other objects that block view.
1453 * Unless those objects are exits, type 66 1352 * Unless those objects are exits.
1454 * If INS_ON_TOP is used, don't do this processing 1353 * If INS_ON_TOP is used, don't do this processing
1455 * Need to find the object that in fact blocks view, otherwise 1354 * Need to find the object that in fact blocks view, otherwise
1456 * stacking is a bit odd. 1355 * stacking is a bit odd.
1457 */ 1356 */
1458 if (!(flag & INS_ON_TOP) && 1357 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)) 1358 && ms.flags () & P_BLOCKSVIEW
1359 && (op->face && !faces [op->face].visibility))
1460 { 1360 {
1461 for (last = top; last != floor; last = last->below) 1361 for (last = top; last != floor; last = last->below)
1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1463 break; 1363 break;
1364
1464 /* Check to see if we found the object that blocks view, 1365 /* Check to see if we found the object that blocks view,
1465 * and make sure we have a below pointer for it so that 1366 * and make sure we have a below pointer for it so that
1466 * we can get inserted below this one, which requires we 1367 * we can get inserted below this one, which requires we
1467 * set top to the object below us. 1368 * set top to the object below us.
1468 */ 1369 */
1469 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1470 top = last->below; 1371 top = last->below;
1471 } 1372 }
1472 } /* If objects on this space */ 1373 } /* If objects on this space */
1473
1474 if (flag & INS_MAP_LOAD) 1374 if (flag & INS_MAP_LOAD)
1475 top = GET_MAP_TOP (op->map, op->x, op->y); 1375 top = ms.top;
1476 1376
1477 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1478 top = floor; 1378 top = floor;
1479 1379
1480 /* Top is the object that our object (op) is going to get inserted above. 1380 /* Top is the object that our object (op) is going to get inserted above.
1481 */ 1381 */
1482 1382
1483 /* First object on this space */ 1383 /* First object on this space */
1484 if (!top) 1384 if (!top)
1485 { 1385 {
1486 op->above = GET_MAP_OB (op->map, op->x, op->y); 1386 op->above = ms.bot;
1487 1387
1488 if (op->above) 1388 if (op->above)
1489 op->above->below = op; 1389 op->above->below = op;
1490 1390
1491 op->below = NULL; 1391 op->below = 0;
1492 SET_MAP_OB (op->map, op->x, op->y, op); 1392 ms.bot = op;
1493 } 1393 }
1494 else 1394 else
1495 { /* get inserted into the stack above top */ 1395 { /* get inserted into the stack above top */
1496 op->above = top->above; 1396 op->above = top->above;
1497 1397
1500 1400
1501 op->below = top; 1401 op->below = top;
1502 top->above = op; 1402 top->above = op;
1503 } 1403 }
1504 1404
1505 if (op->above == NULL) 1405 if (!op->above)
1506 SET_MAP_TOP (op->map, op->x, op->y, op); 1406 ms.top = op;
1507 } /* else not INS_BELOW_ORIGINATOR */ 1407 } /* else not INS_BELOW_ORIGINATOR */
1508 1408
1509 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1410 {
1510 op->contr->do_los = 1; 1411 op->contr->do_los = 1;
1412 ++op->map->players;
1413 op->map->touch ();
1414 }
1511 1415
1512 /* If we have a floor, we know the player, if any, will be above 1416 op->map->dirty = true;
1513 * it, so save a few ticks and start from there. 1417
1514 */
1515 if (!(flag & INS_MAP_LOAD)) 1418 if (!(flag & INS_MAP_LOAD))
1516 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1419 if (object *pl = ms.player ())
1517 if (tmp->type == PLAYER) 1420 pl->contr->ns->floorbox_update ();
1518 tmp->contr->socket.update_look = 1;
1519 1421
1520 /* If this object glows, it may affect lighting conditions that are 1422 /* If this object glows, it may affect lighting conditions that are
1521 * visible to others on this map. But update_all_los is really 1423 * 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 1424 * 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 1425 * on the map will get recalculated. The players could very well
1524 * be far away from this change and not affected in any way - 1426 * be far away from this change and not affected in any way -
1525 * this should get redone to only look for players within range, 1427 * this should get redone to only look for players within range,
1526 * or just updating the P_NEED_UPDATE for spaces within this area 1428 * or just updating the P_UPTODATE for spaces within this area
1527 * of effect may be sufficient. 1429 * of effect may be sufficient.
1528 */ 1430 */
1529 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1431 if (op->map->darkness && (op->glow_radius != 0))
1530 update_all_los (op->map, op->x, op->y); 1432 update_all_los (op->map, op->x, op->y);
1531 1433
1532 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1434 /* updates flags (blocked, alive, no magic, etc) for this map space */
1533 update_object (op, UP_OBJ_INSERT); 1435 update_object (op, UP_OBJ_INSERT);
1534 1436
1437 INVOKE_OBJECT (INSERT, op);
1438
1535 /* Don't know if moving this to the end will break anything. However, 1439 /* 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. 1440 * we want to have floorbox_update called before calling this.
1537 * 1441 *
1538 * check_move_on() must be after this because code called from 1442 * check_move_on() must be after this because code called from
1539 * check_move_on() depends on correct map flags (so functions like 1443 * check_move_on() depends on correct map flags (so functions like
1540 * blocked() and wall() work properly), and these flags are updated by 1444 * blocked() and wall() work properly), and these flags are updated by
1541 * update_object(). 1445 * update_object().
1542 */ 1446 */
1543 1447
1544 /* if this is not the head or flag has been passed, don't check walk on status */ 1448 /* 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) 1449 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1546 { 1450 {
1547 if (check_move_on (op, originator)) 1451 if (check_move_on (op, originator))
1548 return NULL; 1452 return 0;
1549 1453
1550 /* If we are a multi part object, lets work our way through the check 1454 /* If we are a multi part object, lets work our way through the check
1551 * walk on's. 1455 * walk on's.
1552 */ 1456 */
1553 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1457 for (object *tmp = op->more; tmp; tmp = tmp->more)
1554 if (check_move_on (tmp, originator)) 1458 if (check_move_on (tmp, originator))
1555 return NULL; 1459 return 0;
1556 } 1460 }
1557 1461
1558 return op; 1462 return op;
1559} 1463}
1560 1464
1561/* this function inserts an object in the map, but if it 1465/* 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. 1466 * 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. 1467 * op is the object to insert it under: supplies x and the map.
1564 */ 1468 */
1565void 1469void
1566replace_insert_ob_in_map (const char *arch_string, object *op) 1470replace_insert_ob_in_map (const char *arch_string, object *op)
1567{ 1471{
1568 object * 1472 object *tmp, *tmp1;
1569 tmp;
1570 object *
1571 tmp1;
1572 1473
1573 /* first search for itself and remove any old instances */ 1474 /* first search for itself and remove any old instances */
1574 1475
1575 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1476 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1576 {
1577 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1477 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1578 { 1478 tmp->destroy ();
1579 remove_ob (tmp);
1580 free_object (tmp);
1581 }
1582 }
1583 1479
1584 tmp1 = arch_to_object (archetype::find (arch_string)); 1480 tmp1 = arch_to_object (archetype::find (arch_string));
1585 1481
1586 tmp1->x = op->x; 1482 tmp1->x = op->x;
1587 tmp1->y = op->y; 1483 tmp1->y = op->y;
1588 insert_ob_in_map (tmp1, op->map, op, 0); 1484 insert_ob_in_map (tmp1, op->map, op, 0);
1485}
1486
1487object *
1488object::insert_at (object *where, object *originator, int flags)
1489{
1490 return where->map->insert (this, where->x, where->y, originator, flags);
1589} 1491}
1590 1492
1591/* 1493/*
1592 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1494 * 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 1495 * is returned contains nr objects, and the remaining parts contains
1594 * the rest (or is removed and freed if that number is 0). 1496 * the rest (or is removed and freed if that number is 0).
1595 * On failure, NULL is returned, and the reason put into the 1497 * On failure, NULL is returned, and the reason put into the
1596 * global static errmsg array. 1498 * global static errmsg array.
1597 */ 1499 */
1598
1599object * 1500object *
1600get_split_ob (object *orig_ob, uint32 nr) 1501get_split_ob (object *orig_ob, uint32 nr)
1601{ 1502{
1602 object * 1503 object *newob;
1603 newob;
1604 int
1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1504 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1606 1505
1607 if (orig_ob->nrof < nr) 1506 if (orig_ob->nrof < nr)
1608 { 1507 {
1609 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1508 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1610 return NULL; 1509 return NULL;
1611 } 1510 }
1612 1511
1613 newob = object_create_clone (orig_ob); 1512 newob = object_create_clone (orig_ob);
1614 1513
1615 if ((orig_ob->nrof -= nr) < 1) 1514 if ((orig_ob->nrof -= nr) < 1)
1616 { 1515 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) 1516 else if (!is_removed)
1622 { 1517 {
1623 if (orig_ob->env != NULL) 1518 if (orig_ob->env != NULL)
1624 sub_weight (orig_ob->env, orig_ob->weight * nr); 1519 sub_weight (orig_ob->env, orig_ob->weight * nr);
1625 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1520 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 1535 * the amount of an object. If the amount reaches 0, the object
1641 * is subsequently removed and freed. 1536 * is subsequently removed and freed.
1642 * 1537 *
1643 * Return value: 'op' if something is left, NULL if the amount reached 0 1538 * Return value: 'op' if something is left, NULL if the amount reached 0
1644 */ 1539 */
1645
1646object * 1540object *
1647decrease_ob_nr (object *op, uint32 i) 1541decrease_ob_nr (object *op, uint32 i)
1648{ 1542{
1649 object *tmp; 1543 object *tmp;
1650 player *pl;
1651 1544
1652 if (i == 0) /* objects with op->nrof require this check */ 1545 if (i == 0) /* objects with op->nrof require this check */
1653 return op; 1546 return op;
1654 1547
1655 if (i > op->nrof) 1548 if (i > op->nrof)
1656 i = op->nrof; 1549 i = op->nrof;
1657 1550
1658 if (QUERY_FLAG (op, FLAG_REMOVED)) 1551 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i; 1552 op->nrof -= i;
1660 else if (op->env != NULL) 1553 else if (op->env)
1661 { 1554 {
1662 /* is this object in the players inventory, or sub container 1555 /* is this object in the players inventory, or sub container
1663 * therein? 1556 * therein?
1664 */ 1557 */
1665 tmp = is_player_inv (op->env); 1558 tmp = op->in_player ();
1666 /* nope. Is this a container the player has opened? 1559 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player. 1560 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly 1561 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map, 1562 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player. 1563 * and then searching the map for a player.
1671 */ 1564 */
1672 if (!tmp) 1565 if (!tmp)
1673 { 1566 for_all_players (pl)
1674 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env) 1567 if (pl->ob->container == op->env)
1568 {
1569 tmp = pl->ob;
1676 break; 1570 break;
1677 if (pl)
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 } 1571 }
1682 1572
1683 if (i < op->nrof) 1573 if (i < op->nrof)
1684 { 1574 {
1685 sub_weight (op->env, op->weight * i); 1575 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i; 1576 op->nrof -= i;
1687 if (tmp) 1577 if (tmp)
1688 {
1689 esrv_send_item (tmp, op); 1578 esrv_send_item (tmp, op);
1690 }
1691 } 1579 }
1692 else 1580 else
1693 { 1581 {
1694 remove_ob (op); 1582 op->remove ();
1695 op->nrof = 0; 1583 op->nrof = 0;
1696 if (tmp) 1584 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count); 1585 esrv_del_item (tmp->contr, op->count);
1699 }
1700 } 1586 }
1701 } 1587 }
1702 else 1588 else
1703 { 1589 {
1704 object *above = op->above; 1590 object *above = op->above;
1705 1591
1706 if (i < op->nrof) 1592 if (i < op->nrof)
1707 op->nrof -= i; 1593 op->nrof -= i;
1708 else 1594 else
1709 { 1595 {
1710 remove_ob (op); 1596 op->remove ();
1711 op->nrof = 0; 1597 op->nrof = 0;
1712 } 1598 }
1713 1599
1714 /* Since we just removed op, op->above is null */ 1600 /* Since we just removed op, op->above is null */
1715 for (tmp = above; tmp != NULL; tmp = tmp->above) 1601 for (tmp = above; tmp; tmp = tmp->above)
1716 if (tmp->type == PLAYER) 1602 if (tmp->type == PLAYER)
1717 { 1603 {
1718 if (op->nrof) 1604 if (op->nrof)
1719 esrv_send_item (tmp, op); 1605 esrv_send_item (tmp, op);
1720 else 1606 else
1724 1610
1725 if (op->nrof) 1611 if (op->nrof)
1726 return op; 1612 return op;
1727 else 1613 else
1728 { 1614 {
1729 free_object (op); 1615 op->destroy ();
1730 return NULL; 1616 return 0;
1731 } 1617 }
1732} 1618}
1733 1619
1734/* 1620/*
1735 * add_weight(object, weight) adds the specified weight to an object, 1621 * add_weight(object, weight) adds the specified weight to an object,
1736 * and also updates how much the environment(s) is/are carrying. 1622 * and also updates how much the environment(s) is/are carrying.
1737 */ 1623 */
1738
1739void 1624void
1740add_weight (object *op, signed long weight) 1625add_weight (object *op, signed long weight)
1741{ 1626{
1742 while (op != NULL) 1627 while (op != NULL)
1743 { 1628 {
1747 op->carrying += weight; 1632 op->carrying += weight;
1748 op = op->env; 1633 op = op->env;
1749 } 1634 }
1750} 1635}
1751 1636
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 * 1637object *
1767insert_ob_in_ob (object *op, object *where) 1638insert_ob_in_ob (object *op, object *where)
1768{ 1639{
1769 object * 1640 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 { 1641 {
1783 char *dump = dump_object (op); 1642 char *dump = dump_object (op);
1784 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1643 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1785 free (dump); 1644 free (dump);
1786 return op; 1645 return op;
1787 } 1646 }
1788 1647
1789 if (where->head) 1648 if (where->head_ () != where)
1790 { 1649 {
1791 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1650 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1792 where = where->head; 1651 where = where->head;
1793 } 1652 }
1653
1654 return where->insert (op);
1655}
1656
1657/*
1658 * env->insert (op)
1659 * This function inserts the object op in the linked list
1660 * inside the object environment.
1661 *
1662 * The function returns now pointer to inserted item, and return value can
1663 * be != op, if items are merged. -Tero
1664 */
1665object *
1666object::insert (object *op)
1667{
1668 if (!QUERY_FLAG (op, FLAG_REMOVED))
1669 op->remove ();
1794 1670
1795 if (op->more) 1671 if (op->more)
1796 { 1672 {
1797 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1798 return op; 1674 return op;
1799 } 1675 }
1800 1676
1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1802 CLEAR_FLAG (op, FLAG_REMOVED); 1678 CLEAR_FLAG (op, FLAG_REMOVED);
1679
1803 if (op->nrof) 1680 if (op->nrof)
1804 { 1681 {
1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1682 for (object *tmp = inv; tmp; tmp = tmp->below)
1806 if (CAN_MERGE (tmp, op)) 1683 if (object::can_merge (tmp, op))
1807 { 1684 {
1808 /* return the original object and remove inserted object 1685 /* return the original object and remove inserted object
1809 (client needs the original object) */ 1686 (client needs the original object) */
1810 tmp->nrof += op->nrof; 1687 tmp->nrof += op->nrof;
1811 /* Weight handling gets pretty funky. Since we are adding to 1688 /* Weight handling gets pretty funky. Since we are adding to
1812 * tmp->nrof, we need to increase the weight. 1689 * tmp->nrof, we need to increase the weight.
1813 */ 1690 */
1814 add_weight (where, op->weight * op->nrof); 1691 add_weight (this, op->weight * op->nrof);
1815 SET_FLAG (op, FLAG_REMOVED); 1692 SET_FLAG (op, FLAG_REMOVED);
1816 free_object (op); /* free the inserted object */ 1693 op->destroy (); /* free the inserted object */
1817 op = tmp; 1694 op = tmp;
1818 remove_ob (op); /* and fix old object's links */ 1695 op->remove (); /* and fix old object's links */
1819 CLEAR_FLAG (op, FLAG_REMOVED); 1696 CLEAR_FLAG (op, FLAG_REMOVED);
1820 break; 1697 break;
1821 } 1698 }
1822 1699
1823 /* I assume combined objects have no inventory 1700 /* I assume combined objects have no inventory
1824 * We add the weight - this object could have just been removed 1701 * We add the weight - this object could have just been removed
1825 * (if it was possible to merge). calling remove_ob will subtract 1702 * (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 1703 * the weight, so we need to add it in again, since we actually do
1827 * the linking below 1704 * the linking below
1828 */ 1705 */
1829 add_weight (where, op->weight * op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1830 } 1707 }
1831 else 1708 else
1832 add_weight (where, (op->weight + op->carrying)); 1709 add_weight (this, (op->weight + op->carrying));
1833 1710
1834 otmp = is_player_inv (where); 1711 if (object *otmp = this->in_player ())
1835 if (otmp && otmp->contr != NULL)
1836 {
1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1712 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1838 fix_player (otmp); 1713 otmp->update_stats ();
1839 }
1840 1714
1715 op->owner = 0; // its his/hers now. period.
1841 op->map = NULL; 1716 op->map = 0;
1842 op->env = where; 1717 op->env = this;
1843 op->above = NULL; 1718 op->above = 0;
1844 op->below = NULL; 1719 op->below = 0;
1845 op->x = 0, op->y = 0; 1720 op->x = op->y = 0;
1846 1721
1847 /* reset the light list and los of the players on the map */ 1722 /* reset the light list and los of the players on the map */
1848 if ((op->glow_radius != 0) && where->map) 1723 if (op->glow_radius && map)
1849 { 1724 {
1850#ifdef DEBUG_LIGHTS 1725#ifdef DEBUG_LIGHTS
1851 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1726 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1852#endif /* DEBUG_LIGHTS */ 1727#endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map)) 1728 if (map->darkness)
1854 update_all_los (where->map, where->x, where->y); 1729 update_all_los (map, x, y);
1855 } 1730 }
1856 1731
1857 /* Client has no idea of ordering so lets not bother ordering it here. 1732 /* Client has no idea of ordering so lets not bother ordering it here.
1858 * It sure simplifies this function... 1733 * It sure simplifies this function...
1859 */ 1734 */
1860 if (where->inv == NULL) 1735 if (!inv)
1861 where->inv = op; 1736 inv = op;
1862 else 1737 else
1863 { 1738 {
1864 op->below = where->inv; 1739 op->below = inv;
1865 op->below->above = op; 1740 op->below->above = op;
1866 where->inv = op; 1741 inv = op;
1867 } 1742 }
1743
1744 INVOKE_OBJECT (INSERT, this);
1745
1868 return op; 1746 return op;
1869} 1747}
1870 1748
1871/* 1749/*
1872 * Checks if any objects has a move_type that matches objects 1750 * Checks if any objects has a move_type that matches objects
1886 * 1764 *
1887 * MSW 2001-07-08: Check all objects on space, not just those below 1765 * 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 1766 * object being inserted. insert_ob_in_map may not put new objects
1889 * on top. 1767 * on top.
1890 */ 1768 */
1891
1892int 1769int
1893check_move_on (object *op, object *originator) 1770check_move_on (object *op, object *originator)
1894{ 1771{
1895 object *tmp; 1772 object *tmp;
1896 maptile *m = op->map; 1773 maptile *m = op->map;
1923 1800
1924 /* The objects have to be checked from top to bottom. 1801 /* The objects have to be checked from top to bottom.
1925 * Hence, we first go to the top: 1802 * Hence, we first go to the top:
1926 */ 1803 */
1927 1804
1928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1805 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1929 { 1806 {
1930 /* Trim the search when we find the first other spell effect 1807 /* Trim the search when we find the first other spell effect
1931 * this helps performance so that if a space has 50 spell objects, 1808 * this helps performance so that if a space has 50 spell objects,
1932 * we don't need to check all of them. 1809 * we don't need to check all of them.
1933 */ 1810 */
1951 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1828 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)) 1829 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1953 { 1830 {
1954 1831
1955 float 1832 float
1956 diff = tmp->move_slow_penalty * FABS (op->speed); 1833 diff = tmp->move_slow_penalty * fabs (op->speed);
1957 1834
1958 if (op->type == PLAYER) 1835 if (op->type == PLAYER)
1959 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1836 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))) 1837 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1961 diff /= 4.0; 1838 diff /= 4.0;
1988/* 1865/*
1989 * present_arch(arch, map, x, y) searches for any objects with 1866 * present_arch(arch, map, x, y) searches for any objects with
1990 * a matching archetype at the given map and coordinates. 1867 * a matching archetype at the given map and coordinates.
1991 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
1992 */ 1869 */
1993
1994object * 1870object *
1995present_arch (const archetype *at, maptile *m, int x, int y) 1871present_arch (const archetype *at, maptile *m, int x, int y)
1996{ 1872{
1997 object *
1998 tmp;
1999
2000 if (m == NULL || out_of_map (m, x, y)) 1873 if (!m || out_of_map (m, x, y))
2001 { 1874 {
2002 LOG (llevError, "Present_arch called outside map.\n"); 1875 LOG (llevError, "Present_arch called outside map.\n");
2003 return NULL; 1876 return NULL;
2004 } 1877 }
2005 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1878
1879 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2006 if (tmp->arch == at) 1880 if (tmp->arch == at)
2007 return tmp; 1881 return tmp;
1882
2008 return NULL; 1883 return NULL;
2009} 1884}
2010 1885
2011/* 1886/*
2012 * present(type, map, x, y) searches for any objects with 1887 * present(type, map, x, y) searches for any objects with
2013 * a matching type variable at the given map and coordinates. 1888 * a matching type variable at the given map and coordinates.
2014 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2015 */ 1890 */
2016
2017object * 1891object *
2018present (unsigned char type, maptile *m, int x, int y) 1892present (unsigned char type, maptile *m, int x, int y)
2019{ 1893{
2020 object *
2021 tmp;
2022
2023 if (out_of_map (m, x, y)) 1894 if (out_of_map (m, x, y))
2024 { 1895 {
2025 LOG (llevError, "Present called outside map.\n"); 1896 LOG (llevError, "Present called outside map.\n");
2026 return NULL; 1897 return NULL;
2027 } 1898 }
2028 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1899
1900 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2029 if (tmp->type == type) 1901 if (tmp->type == type)
2030 return tmp; 1902 return tmp;
1903
2031 return NULL; 1904 return NULL;
2032} 1905}
2033 1906
2034/* 1907/*
2035 * present_in_ob(type, object) searches for any objects with 1908 * present_in_ob(type, object) searches for any objects with
2036 * a matching type variable in the inventory of the given object. 1909 * a matching type variable in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1910 * The first matching object is returned, or NULL if none.
2038 */ 1911 */
2039
2040object * 1912object *
2041present_in_ob (unsigned char type, const object *op) 1913present_in_ob (unsigned char type, const object *op)
2042{ 1914{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->type == type) 1916 if (tmp->type == type)
2048 return tmp; 1917 return tmp;
1918
2049 return NULL; 1919 return NULL;
2050} 1920}
2051 1921
2052/* 1922/*
2053 * present_in_ob (type, str, object) searches for any objects with 1923 * present_in_ob (type, str, object) searches for any objects with
2061 * str is the string to match against. Note that we match against 1931 * 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 1932 * 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 1933 * spell code can use one object type (force), but change it's name
2064 * to be unique. 1934 * to be unique.
2065 */ 1935 */
2066
2067object * 1936object *
2068present_in_ob_by_name (int type, const char *str, const object *op) 1937present_in_ob_by_name (int type, const char *str, const object *op)
2069{ 1938{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1939 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2074 {
2075 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1940 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2076 return tmp; 1941 return tmp;
2077 } 1942
2078 return NULL; 1943 return 0;
2079} 1944}
2080 1945
2081/* 1946/*
2082 * present_arch_in_ob(archetype, object) searches for any objects with 1947 * present_arch_in_ob(archetype, object) searches for any objects with
2083 * a matching archetype in the inventory of the given object. 1948 * a matching archetype in the inventory of the given object.
2084 * The first matching object is returned, or NULL if none. 1949 * The first matching object is returned, or NULL if none.
2085 */ 1950 */
2086
2087object * 1951object *
2088present_arch_in_ob (const archetype *at, const object *op) 1952present_arch_in_ob (const archetype *at, const object *op)
2089{ 1953{
2090 object *
2091 tmp;
2092
2093 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1954 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2094 if (tmp->arch == at) 1955 if (tmp->arch == at)
2095 return tmp; 1956 return tmp;
1957
2096 return NULL; 1958 return NULL;
2097} 1959}
2098 1960
2099/* 1961/*
2100 * activate recursively a flag on an object inventory 1962 * activate recursively a flag on an object inventory
2101 */ 1963 */
2102void 1964void
2103flag_inv (object *op, int flag) 1965flag_inv (object *op, int flag)
2104{ 1966{
2105 object *
2106 tmp;
2107
2108 if (op->inv) 1967 if (op->inv)
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1968 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 { 1969 {
2111 SET_FLAG (tmp, flag); 1970 SET_FLAG (tmp, flag);
2112 flag_inv (tmp, flag); 1971 flag_inv (tmp, flag);
2113 } 1972 }
2114} /* 1973}
1974
1975/*
2115 * desactivate recursively a flag on an object inventory 1976 * deactivate recursively a flag on an object inventory
2116 */ 1977 */
2117void 1978void
2118unflag_inv (object *op, int flag) 1979unflag_inv (object *op, int flag)
2119{ 1980{
2120 object *
2121 tmp;
2122
2123 if (op->inv) 1981 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1982 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 { 1983 {
2126 CLEAR_FLAG (tmp, flag); 1984 CLEAR_FLAG (tmp, flag);
2127 unflag_inv (tmp, flag); 1985 unflag_inv (tmp, flag);
2128 } 1986 }
2129}
2130
2131/*
2132 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2133 * all it's inventory (recursively).
2134 * 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.
2136 */
2137
2138void
2139set_cheat (object *op)
2140{
2141 SET_FLAG (op, FLAG_WAS_WIZ);
2142 flag_inv (op, FLAG_WAS_WIZ);
2143} 1987}
2144 1988
2145/* 1989/*
2146 * find_free_spot(object, map, x, y, start, stop) will search for 1990 * find_free_spot(object, map, x, y, start, stop) will search for
2147 * a spot at the given map and coordinates which will be able to contain 1991 * a spot at the given map and coordinates which will be able to contain
2161 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * 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 2006 * 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 2007 * the archetype because that isn't correct if the monster has been
2164 * customized, changed states, etc. 2008 * customized, changed states, etc.
2165 */ 2009 */
2166
2167int 2010int
2168find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2169{ 2012{
2170 int
2171 i,
2172 index = 0, flag; 2013 int index = 0, flag;
2173 static int
2174 altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2175 2015
2176 for (i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2177 { 2017 {
2178 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2179 if (!flag) 2019 if (!flag)
2180 altern[index++] = i; 2020 altern [index++] = i;
2181 2021
2182 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* 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. 2023 * 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 - 2024 * 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 2025 * 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 2026 * spaces in all the other directions, this will reduce the search space
2187 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2188 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2189 */ 2029 */
2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2191 stop = maxfree[i]; 2031 stop = maxfree[i];
2192 } 2032 }
2033
2193 if (!index) 2034 if (!index)
2194 return -1; 2035 return -1;
2036
2195 return altern[RANDOM () % index]; 2037 return altern [rndm (index)];
2196} 2038}
2197 2039
2198/* 2040/*
2199 * find_first_free_spot(archetype, maptile, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2200 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2201 * But it will return the first available spot, not a random choice. 2043 * 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. 2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2203 */ 2045 */
2204
2205int 2046int
2206find_first_free_spot (const object *ob, maptile *m, int x, int y) 2047find_first_free_spot (const object *ob, maptile *m, int x, int y)
2207{ 2048{
2208 int
2209 i;
2210
2211 for (i = 0; i < SIZEOFFREE; i++) 2049 for (int i = 0; i < SIZEOFFREE; i++)
2212 {
2213 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2214 return i; 2051 return i;
2215 } 2052
2216 return -1; 2053 return -1;
2217} 2054}
2218 2055
2219/* 2056/*
2220 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2221 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2222 */ 2060 */
2223static void 2061static void
2224permute (int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2225{ 2063{
2226 int 2064 arr += begin;
2227 i,
2228 j,
2229 tmp,
2230 len;
2231
2232 len = end - begin; 2065 end -= begin;
2233 for (i = begin; i < end; i++)
2234 {
2235 j = begin + RANDOM () % len;
2236 2066
2237 tmp = arr[i]; 2067 while (--end)
2238 arr[i] = arr[j]; 2068 swap (arr [end], arr [rndm (end + 1)]);
2239 arr[j] = tmp;
2240 }
2241} 2069}
2242 2070
2243/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2244 * This basically returns a randomized array (in the passed pointer) of 2072 * 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 2073 * 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. 2076 * the 3x3 area will be searched, just not in a predictable order.
2249 */ 2077 */
2250void 2078void
2251get_search_arr (int *search_arr) 2079get_search_arr (int *search_arr)
2252{ 2080{
2253 int 2081 int i;
2254 i;
2255 2082
2256 for (i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2257 {
2258 search_arr[i] = i; 2084 search_arr[i] = i;
2259 }
2260 2085
2261 permute (search_arr, 1, SIZEOFFREE1 + 1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2262 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2263 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2264} 2089}
2273 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * 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 2099 * 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 2100 * because we have to know what movement the thing looking to move
2276 * there is capable of. 2101 * there is capable of.
2277 */ 2102 */
2278
2279int 2103int
2280find_dir (maptile *m, int x, int y, object *exclude) 2104find_dir (maptile *m, int x, int y, object *exclude)
2281{ 2105{
2282 int
2283 i,
2284 max = SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2285 2107
2286 sint16 nx, ny; 2108 sint16 nx, ny;
2287 object * 2109 object *tmp;
2288 tmp;
2289 maptile * 2110 maptile *mp;
2290 mp;
2291 2111
2292 MoveType blocked, move_type; 2112 MoveType blocked, move_type;
2293 2113
2294 if (exclude && exclude->head) 2114 if (exclude && exclude->head_ () != exclude)
2295 { 2115 {
2296 exclude = exclude->head; 2116 exclude = exclude->head;
2297 move_type = exclude->move_type; 2117 move_type = exclude->move_type;
2298 } 2118 }
2299 else 2119 else
2307 mp = m; 2127 mp = m;
2308 nx = x + freearr_x[i]; 2128 nx = x + freearr_x[i];
2309 ny = y + freearr_y[i]; 2129 ny = y + freearr_y[i];
2310 2130
2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2312 if (mflags & P_OUT_OF_MAP) 2133 if (mflags & P_OUT_OF_MAP)
2313 {
2314 max = maxfree[i]; 2134 max = maxfree[i];
2315 }
2316 else 2135 else
2317 { 2136 {
2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2319 2140
2320 if ((move_type & blocked) == move_type) 2141 if ((move_type & blocked) == move_type)
2321 {
2322 max = maxfree[i]; 2142 max = maxfree[i];
2323 }
2324 else if (mflags & P_IS_ALIVE) 2143 else if (mflags & P_IS_ALIVE)
2325 { 2144 {
2326 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2327 { 2146 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))) 2147 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2329 {
2330 break; 2148 break;
2331 } 2149
2332 }
2333 if (tmp) 2150 if (tmp)
2334 {
2335 return freedir[i]; 2151 return freedir[i];
2336 }
2337 } 2152 }
2338 } 2153 }
2339 } 2154 }
2155
2340 return 0; 2156 return 0;
2341} 2157}
2342 2158
2343/* 2159/*
2344 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2345 * distance between the two given objects. 2161 * distance between the two given objects.
2346 */ 2162 */
2347
2348int 2163int
2349distance (const object *ob1, const object *ob2) 2164distance (const object *ob1, const object *ob2)
2350{ 2165{
2351 int
2352 i;
2353
2354 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2166 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2355 return i;
2356} 2167}
2357 2168
2358/* 2169/*
2359 * find_dir_2(delta-x,delta-y) will return a direction in which 2170 * 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 2171 * an object which has subtracted the x and y coordinates of another
2361 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2362 */ 2173 */
2363
2364int 2174int
2365find_dir_2 (int x, int y) 2175find_dir_2 (int x, int y)
2366{ 2176{
2367 int 2177 int q;
2368 q;
2369 2178
2370 if (y) 2179 if (y)
2371 q = x * 100 / y; 2180 q = x * 100 / y;
2372 else if (x) 2181 else if (x)
2373 q = -300 * x; 2182 q = -300 * x;
2398 2207
2399 return 3; 2208 return 3;
2400} 2209}
2401 2210
2402/* 2211/*
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 2212 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2420 * between two directions (which are expected to be absolute (see absdir()) 2213 * between two directions (which are expected to be absolute (see absdir())
2421 */ 2214 */
2422
2423int 2215int
2424dirdiff (int dir1, int dir2) 2216dirdiff (int dir1, int dir2)
2425{ 2217{
2426 int 2218 int d;
2427 d;
2428 2219
2429 d = abs (dir1 - dir2); 2220 d = abs (dir1 - dir2);
2430 if (d > 4) 2221 if (d > 4)
2431 d = 8 - d; 2222 d = 8 - d;
2223
2432 return d; 2224 return d;
2433} 2225}
2434 2226
2435/* peterm: 2227/* peterm:
2436 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2228 * 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 2231 * 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. 2232 * 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 2233 * Moved from spell_util.c to object.c with the other related direction
2442 * functions. 2234 * functions.
2443 */ 2235 */
2444
2445int
2446 reduction_dir[SIZEOFFREE][3] = { 2236int reduction_dir[SIZEOFFREE][3] = {
2447 {0, 0, 0}, /* 0 */ 2237 {0, 0, 0}, /* 0 */
2448 {0, 0, 0}, /* 1 */ 2238 {0, 0, 0}, /* 1 */
2449 {0, 0, 0}, /* 2 */ 2239 {0, 0, 0}, /* 2 */
2450 {0, 0, 0}, /* 3 */ 2240 {0, 0, 0}, /* 3 */
2451 {0, 0, 0}, /* 4 */ 2241 {0, 0, 0}, /* 4 */
2499 * find a path to that monster that we found. If not, 2289 * find a path to that monster that we found. If not,
2500 * we don't bother going toward it. Returns 1 if we 2290 * we don't bother going toward it. Returns 1 if we
2501 * can see a direct way to get it 2291 * can see a direct way to get it
2502 * Modified to be map tile aware -.MSW 2292 * Modified to be map tile aware -.MSW
2503 */ 2293 */
2504
2505
2506int 2294int
2507can_see_monsterP (maptile *m, int x, int y, int dir) 2295can_see_monsterP (maptile *m, int x, int y, int dir)
2508{ 2296{
2509 sint16 dx, dy; 2297 sint16 dx, dy;
2510 int
2511 mflags; 2298 int mflags;
2512 2299
2513 if (dir < 0) 2300 if (dir < 0)
2514 return 0; /* exit condition: invalid direction */ 2301 return 0; /* exit condition: invalid direction */
2515 2302
2516 dx = x + freearr_x[dir]; 2303 dx = x + freearr_x[dir];
2529 return 0; 2316 return 0;
2530 2317
2531 /* yes, can see. */ 2318 /* yes, can see. */
2532 if (dir < 9) 2319 if (dir < 9)
2533 return 1; 2320 return 1;
2321
2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2322 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]); 2323 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2324 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2536} 2325}
2537
2538
2539 2326
2540/* 2327/*
2541 * can_pick(picker, item): finds out if an object is possible to be 2328 * 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 2329 * picked up by the picker. Returnes 1 if it can be
2543 * picked up, otherwise 0. 2330 * picked up, otherwise 0.
2545 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2332 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2546 * core dumps if they do. 2333 * core dumps if they do.
2547 * 2334 *
2548 * Add a check so we can't pick up invisible objects (0.93.8) 2335 * Add a check so we can't pick up invisible objects (0.93.8)
2549 */ 2336 */
2550
2551int 2337int
2552can_pick (const object *who, const object *item) 2338can_pick (const object *who, const object *item)
2553{ 2339{
2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2341 (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)); 2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2557} 2343}
2558 2344
2559
2560/* 2345/*
2561 * create clone from object to another 2346 * create clone from object to another
2562 */ 2347 */
2563object * 2348object *
2564object_create_clone (object *asrc) 2349object_create_clone (object *asrc)
2565{ 2350{
2566 object *
2567 dst = NULL, *tmp, *src, *part, *prev, *item; 2351 object *dst = 0, *tmp, *src, *prev, *item;
2568 2352
2569 if (!asrc) 2353 if (!asrc)
2570 return NULL; 2354 return 0;
2571 src = asrc; 2355
2572 if (src->head)
2573 src = src->head; 2356 src = asrc->head_ ();
2574 2357
2575 prev = NULL; 2358 prev = 0;
2576 for (part = src; part; part = part->more) 2359 for (object *part = src; part; part = part->more)
2577 { 2360 {
2578 tmp = get_object (); 2361 tmp = part->clone ();
2579 copy_object (part, tmp);
2580 tmp->x -= src->x; 2362 tmp->x -= src->x;
2581 tmp->y -= src->y; 2363 tmp->y -= src->y;
2364
2582 if (!part->head) 2365 if (!part->head)
2583 { 2366 {
2584 dst = tmp; 2367 dst = tmp;
2585 tmp->head = NULL; 2368 tmp->head = 0;
2586 } 2369 }
2587 else 2370 else
2588 {
2589 tmp->head = dst; 2371 tmp->head = dst;
2590 } 2372
2591 tmp->more = NULL; 2373 tmp->more = 0;
2374
2592 if (prev) 2375 if (prev)
2593 prev->more = tmp; 2376 prev->more = tmp;
2377
2594 prev = tmp; 2378 prev = tmp;
2595 } 2379 }
2596 2380
2597 for (item = src->inv; item; item = item->below) 2381 for (item = src->inv; item; item = item->below)
2598 insert_ob_in_ob (object_create_clone (item), dst); 2382 insert_ob_in_ob (object_create_clone (item), dst);
2599 2383
2600 return dst; 2384 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} 2385}
2641 2386
2642/* This returns the first object in who's inventory that 2387/* This returns the first object in who's inventory that
2643 * has the same type and subtype match. 2388 * has the same type and subtype match.
2644 * returns NULL if no match. 2389 * returns NULL if no match.
2645 */ 2390 */
2646object * 2391object *
2647find_obj_by_type_subtype (const object *who, int type, int subtype) 2392find_obj_by_type_subtype (const object *who, int type, int subtype)
2648{ 2393{
2649 object *tmp;
2650
2651 for (tmp = who->inv; tmp; tmp = tmp->below) 2394 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2652 if (tmp->type == type && tmp->subtype == subtype) 2395 if (tmp->type == type && tmp->subtype == subtype)
2653 return tmp; 2396 return tmp;
2654 2397
2655 return NULL; 2398 return 0;
2656} 2399}
2657 2400
2658/* If ob has a field named key, return the link from the list, 2401/* If ob has a field named key, return the link from the list,
2659 * otherwise return NULL. 2402 * otherwise return NULL.
2660 * 2403 *
2662 * do the desired thing. 2405 * do the desired thing.
2663 */ 2406 */
2664key_value * 2407key_value *
2665get_ob_key_link (const object *ob, const char *key) 2408get_ob_key_link (const object *ob, const char *key)
2666{ 2409{
2667 key_value *link;
2668
2669 for (link = ob->key_values; link != NULL; link = link->next) 2410 for (key_value *link = ob->key_values; link; link = link->next)
2670 if (link->key == key) 2411 if (link->key == key)
2671 return link; 2412 return link;
2672 2413
2673 return NULL; 2414 return 0;
2674} 2415}
2675 2416
2676/* 2417/*
2677 * Returns the value of op has an extra_field for key, or NULL. 2418 * Returns the value of op has an extra_field for key, or NULL.
2678 * 2419 *
2703 if (link->key == canonical_key) 2444 if (link->key == canonical_key)
2704 return link->value; 2445 return link->value;
2705 2446
2706 return 0; 2447 return 0;
2707} 2448}
2708
2709 2449
2710/* 2450/*
2711 * Updates the canonical_key in op to value. 2451 * Updates the canonical_key in op to value.
2712 * 2452 *
2713 * canonical_key is a shared string (value doesn't have to be). 2453 * canonical_key is a shared string (value doesn't have to be).
2718 * Returns TRUE on success. 2458 * Returns TRUE on success.
2719 */ 2459 */
2720int 2460int
2721set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2461set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2722{ 2462{
2723 key_value *
2724 field = NULL, *last = NULL; 2463 key_value *field = NULL, *last = NULL;
2725 2464
2726 for (field = op->key_values; field != NULL; field = field->next) 2465 for (field = op->key_values; field != NULL; field = field->next)
2727 { 2466 {
2728 if (field->key != canonical_key) 2467 if (field->key != canonical_key)
2729 { 2468 {
2738 /* Basically, if the archetype has this key set, 2477 /* Basically, if the archetype has this key set,
2739 * we need to store the null value so when we save 2478 * we need to store the null value so when we save
2740 * it, we save the empty value so that when we load, 2479 * it, we save the empty value so that when we load,
2741 * we get this value back again. 2480 * we get this value back again.
2742 */ 2481 */
2743 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2482 if (get_ob_key_link (op->arch, canonical_key))
2744 field->value = 0; 2483 field->value = 0;
2745 else 2484 else
2746 { 2485 {
2747 if (last) 2486 if (last)
2748 last->next = field->next; 2487 last->next = field->next;
2757 /* IF we get here, key doesn't exist */ 2496 /* IF we get here, key doesn't exist */
2758 2497
2759 /* No field, we'll have to add it. */ 2498 /* No field, we'll have to add it. */
2760 2499
2761 if (!add_key) 2500 if (!add_key)
2762 {
2763 return FALSE; 2501 return FALSE;
2764 } 2502
2765 /* There isn't any good reason to store a null 2503 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2504 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2505 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2506 * be here. If user wants to store empty strings,
2769 * should pass in "" 2507 * should pass in ""
2818 } 2556 }
2819 else 2557 else
2820 item = item->env; 2558 item = item->env;
2821} 2559}
2822 2560
2561const char *
2562object::flag_desc (char *desc, int len) const
2563{
2564 char *p = desc;
2565 bool first = true;
2566
2567 *p = 0;
2568
2569 for (int i = 0; i < NUM_FLAGS; i++)
2570 {
2571 if (len <= 10) // magic constant!
2572 {
2573 snprintf (p, len, ",...");
2574 break;
2575 }
2576
2577 if (flag [i])
2578 {
2579 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2580 len -= cnt;
2581 p += cnt;
2582 first = false;
2583 }
2584 }
2585
2586 return desc;
2587}
2588
2823// return a suitable string describing an objetc in enough detail to find it 2589// return a suitable string describing an object in enough detail to find it
2824const char * 2590const char *
2825object::debug_desc (char *info) const 2591object::debug_desc (char *info) const
2826{ 2592{
2593 char flagdesc[512];
2827 char info2[256 * 3]; 2594 char info2[256 * 4];
2828 char *p = info; 2595 char *p = info;
2829 2596
2830 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2597 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2831 count, 2598 count, uuid.seq,
2832 &name, 2599 &name,
2833 title ? " " : "", 2600 title ? "\",title:\"" : "",
2834 title ? (const char *)title : ""); 2601 title ? (const char *)title : "",
2602 flag_desc (flagdesc, 512), type);
2835 2603
2836 if (env) 2604 if (!this->flag[FLAG_REMOVED] && env)
2837 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2605 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2838 2606
2839 if (map) 2607 if (map)
2840 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2608 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2841 2609
2842 return info; 2610 return info;
2843} 2611}
2844 2612
2845const char * 2613const char *
2846object::debug_desc () const 2614object::debug_desc () const
2847{ 2615{
2848 static char info[256 * 3]; 2616 static char info[3][256 * 4];
2617 static int info_idx;
2618
2849 return debug_desc (info); 2619 return debug_desc (info [++info_idx % 3]);
2850} 2620}
2851 2621
2622struct region *
2623object::region () const
2624{
2625 return map ? map->region (x, y)
2626 : region::default_region ();
2627}
2628
2629const materialtype_t *
2630object::dominant_material () const
2631{
2632 if (materialtype_t *mt = name_to_material (materialname))
2633 return mt;
2634
2635 return name_to_material (shstr_unknown);
2636}
2637
2638void
2639object::open_container (object *new_container)
2640{
2641 if (container == new_container)
2642 return;
2643
2644 if (object *old_container = container)
2645 {
2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2647 return;
2648
2649#if 0
2650 // remove the "Close old_container" object.
2651 if (object *closer = old_container->inv)
2652 if (closer->type == CLOSE_CON)
2653 closer->destroy ();
2654#endif
2655
2656 old_container->flag [FLAG_APPLIED] = 0;
2657 container = 0;
2658
2659 esrv_update_item (UPD_FLAGS, this, old_container);
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2661 play_sound (sound_find ("chest_close"));
2662 }
2663
2664 if (new_container)
2665 {
2666 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2667 return;
2668
2669 // TODO: this does not seem to serve any purpose anymore?
2670#if 0
2671 // insert the "Close Container" object.
2672 if (archetype *closer = new_container->other_arch)
2673 {
2674 object *closer = arch_to_object (new_container->other_arch);
2675 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2676 new_container->insert (closer);
2677 }
2678#endif
2679
2680 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2681
2682 new_container->flag [FLAG_APPLIED] = 1;
2683 container = new_container;
2684
2685 esrv_update_item (UPD_FLAGS, this, new_container);
2686 esrv_send_inventory (this, new_container);
2687 play_sound (sound_find ("chest_open"));
2688 }
2689}
2690
2691object *
2692object::force_find (const shstr name)
2693{
2694 /* cycle through his inventory to look for the MARK we want to
2695 * place
2696 */
2697 for (object *tmp = inv; tmp; tmp = tmp->below)
2698 if (tmp->type == FORCE && tmp->slaying == name)
2699 return splay (tmp);
2700
2701 return 0;
2702}
2703
2704void
2705object::force_add (const shstr name, int duration)
2706{
2707 if (object *force = force_find (name))
2708 force->destroy ();
2709
2710 object *force = get_archetype (FORCE_NAME);
2711
2712 force->slaying = name;
2713 force->stats.food = 1;
2714 force->speed_left = -1.f;
2715
2716 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true;
2719
2720 insert (force);
2721}
2722
2723void
2724object::play_sound (faceidx sound) const
2725{
2726 if (!sound)
2727 return;
2728
2729 if (flag [FLAG_REMOVED])
2730 return;
2731
2732 if (env)
2733 {
2734 if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736 }
2737 else
2738 map->play_sound (sound, x, y);
2739}
2740

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