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Comparing deliantra/server/common/object.C (file contents):
Revision 1.69 by root, Mon Dec 18 03:00:02 2006 UTC vs.
Revision 1.207 by root, Sun Apr 20 23:25:09 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <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
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39UUID UUID::cur;
38static UUID uuid; 40static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 41static const uint64 UUID_GAP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = {
47 0,
48 0, 1, 1, 1, 0, -1, -1, -1,
49 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 50 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 51};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 52short freearr_y[SIZEOFFREE] = {
53 0,
54 -1, -1, 0, 1, 1, 1, 0, -1,
55 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 56 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 57};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 58int maxfree[SIZEOFFREE] = {
59 0,
60 9, 10, 13, 14, 17, 18, 21, 22,
61 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 62 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 63};
52int freedir[SIZEOFFREE] = { 64int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 0,
66 1, 2, 3, 4, 5, 6, 7, 8,
67 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 68 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 69};
56 70
57static void 71static void
58write_uuid (void) 72write_uuid (uval64 skip, bool sync)
59{ 73{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
61 75 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 78 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 79}
77 80
78static void 81static void
79read_uuid (void) 82read_uuid (void)
80{ 83{
81 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
82 85
83 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
84 87
88 seq_next_save = 0;
89
85 FILE *fp; 90 FILE *fp;
86 91
87 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
88 { 93 {
89 if (errno == ENOENT) 94 if (errno == ENOENT)
90 { 95 {
91 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 97 UUID::cur.seq = 0;
93 write_uuid (); 98 write_uuid (UUID_GAP, true);
94 return; 99 return;
95 } 100 }
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 int version; 106 UUID::BUF buf;
102 unsigned long long uid; 107 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
104 { 111 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 113 _exit (1);
107 } 114 }
108 115
109 uuid.seq = uid; 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 117
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 118 write_uuid (UUID_GAP, true);
112 fclose (fp); 119 fclose (fp);
113} 120}
114 121
115UUID 122UUID
116gen_uuid () 123UUID::gen ()
117{ 124{
118 UUID uid; 125 UUID uid;
119 126
120 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
121 128
122 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
124 135
125 return uid; 136 return uid;
126} 137}
127 138
128void 139void
129init_uuid () 140UUID::init ()
130{ 141{
131 read_uuid (); 142 read_uuid ();
132} 143}
133 144
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 146static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
137{ 148{
138 key_value *wants_field; 149 key_value *wants_field;
139 150
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 151 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 152 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 153 * different structure or at least keep the lists sorted...
143 */ 154 */
144 155
145 /* For each field in wants, */ 156 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 157 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 158 {
148 key_value *has_field; 159 key_value *has_field;
149 160
150 /* Look for a field in has with the same key. */ 161 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 162 has_field = get_ob_key_link (has, wants_field->key);
152 163
153 if (has_field == NULL) 164 if (!has_field)
154 {
155 /* No field with that name. */ 165 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 166
159 /* Found the matching field. */ 167 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 168 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 169 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 170
166 /* If we get here, we found a match. Now for the next field in wants. */ 171 /* If we get here, we found a match. Now for the next field in wants. */
167 } 172 }
168 173
169 /* If we get here, every field in wants has a matching field in has. */ 174 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 175 return 1;
171} 176}
172 177
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 178/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 179static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 180compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 181{
177 /* However, there may be fields in has which aren't partnered in wants, 182 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 183 * so we need to run the comparison *twice*. :(
179 */ 184 */
190 * Check nrof variable *before* calling can_merge() 195 * Check nrof variable *before* calling can_merge()
191 * 196 *
192 * Improvements made with merge: Better checking on potion, and also 197 * Improvements made with merge: Better checking on potion, and also
193 * check weight 198 * check weight
194 */ 199 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 200bool object::can_merge_slow (object *ob1, object *ob2)
197{ 201{
198 /* A couple quicksanity checks */ 202 /* A couple quicksanity checks */
199 if (ob1 == ob2 203 if (ob1 == ob2
200 || ob1->type != ob2->type 204 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 205 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 206 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 207 || ob1->name != ob2->name)
204 return 0; 208 return 0;
205 209
206 //TODO: this ain't working well, use nicer and correct overflow check 210 /* Do not merge objects if nrof would overflow. First part checks
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 211 * for unsigned overflow (2c), second part checks wether the result
208 * value could not be stored in a sint32 (which unfortunately sometimes is 212 * would fit into a 32 bit signed int, which is often used to hold
209 * used to store nrof). 213 * nrof values.
210 */ 214 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 215 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 216 return 0;
213 217
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 218 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 219 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 220 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 221 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 222 * flags lose any meaning.
219 */ 223 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 226
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 227 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 228 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 229
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 230 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 231 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 232 || ob1->name != ob2->name
229 || ob1->title != ob2->title 233 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 234 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 235 || ob1->weight != ob2->weight
248 || ob1->move_off != ob2->move_off 252 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 253 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 254 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0; 255 return 0;
252 256
253 /* This is really a spellbook check - really, we should 257 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 258 * not merge objects with real inventories, as splitting them
259 * is hard.
255 */ 260 */
256 if (ob1->inv || ob2->inv) 261 if (ob1->inv || ob2->inv)
257 { 262 {
258 /* if one object has inventory but the other doesn't, not equiv */ 263 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 264 return 0; /* inventories differ in length */
260 return 0;
261 265
262 /* Now check to see if the two inventory objects could merge */ 266 if (ob1->inv->below || ob2->inv->below)
267 return 0; /* more than one object in inv */
268
263 if (!object::can_merge (ob1->inv, ob2->inv)) 269 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 270 return 0; /* inventory objects differ */
265 271
266 /* inventory ok - still need to check rest of this object to see 272 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 273 * if it is valid.
268 */ 274 */
269 } 275 }
277 283
278 /* Note sure why the following is the case - either the object has to 284 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 285 * be animated or have a very low speed. Is this an attempted monster
280 * check? 286 * check?
281 */ 287 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 288 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 289 return 0;
284 290
285 switch (ob1->type) 291 switch (ob1->type)
286 { 292 {
287 case SCROLL: 293 case SCROLL:
288 if (ob1->level != ob2->level) 294 if (ob1->level != ob2->level)
289 return 0; 295 return 0;
290 break; 296 break;
291 } 297 }
292 298
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 299 if (ob1->key_values || ob2->key_values)
294 { 300 {
295 /* At least one of these has key_values. */ 301 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 302 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 303 /* One has fields, but the other one doesn't. */
298 return 0; 304 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 305 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 306 return 0;
301 } 307 }
302 308
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
305 { 310 {
306 ob1->optimise (); 311 ob1->optimise ();
307 ob2->optimise (); 312 ob2->optimise ();
308 313
309 if (ob1->self || ob2->self) 314 if (ob1->self || ob2->self)
315 {
316 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
317 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
318
319 if (k1 != k2)
310 return 0; 320 return 0;
321 else if (k1 == 0)
322 return 1;
323 else if (!cfperl_can_merge (ob1, ob2))
324 return 0;
325 }
311 } 326 }
312 327
313 /* Everything passes, must be OK. */ 328 /* Everything passes, must be OK. */
314 return 1; 329 return 1;
315} 330}
316 331
332static sint32
333weight_adjust (object *op, sint32 weight)
334{
335 return op->type == CONTAINER
336 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
337 : weight;
338}
339
317/* 340/*
341 * add_weight(object, weight) adds the specified weight to an object,
342 * and also updates how much the environment(s) is/are carrying.
343 */
344static void
345add_weight (object *op, sint32 weight)
346{
347 while (op)
348 {
349 weight = weight_adjust (op, weight);
350
351 op->carrying += weight;
352 op = op->env;
353 }
354}
355
356/*
357 * sub_weight() recursively (outwards) subtracts a number from the
358 * weight of an object (and what is carried by it's environment(s)).
359 */
360static void
361sub_weight (object *op, long weight)
362{
363 add_weight (op, -weight);
364}
365
366/*
318 * sum_weight() is a recursive function which calculates the weight 367 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 368 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 369 * containers are carrying, and sums it up.
321 */ 370 */
322long 371void
323sum_weight (object *op) 372object::update_weight ()
324{ 373{
325 long sum; 374 sint32 sum = 0;
326 object *inv;
327 375
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 376 for (object *op = inv; op; op = op->below)
329 { 377 {
330 if (inv->inv) 378 if (op->inv)
331 sum_weight (inv); 379 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 }
334 380
335 if (op->type == CONTAINER && op->stats.Str) 381 sum += op->total_weight ();
336 sum = (sum * (100 - op->stats.Str)) / 100; 382 }
337 383
338 if (op->carrying != sum) 384 carrying = weight_adjust (this, sum);
339 op->carrying = sum;
340
341 return sum;
342}
343
344/**
345 * Return the outermost environment object for a given object.
346 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369} 385}
370 386
371/* 387/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 388 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages. 389 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array. 390 * The result of the dump is stored in the static global errmsg array.
375 */ 391 */
376
377char * 392char *
378dump_object (object *op) 393dump_object (object *op)
379{ 394{
380 if (!op) 395 if (!op)
381 return strdup ("[NULLOBJ]"); 396 return strdup ("[NULLOBJ]");
382 397
383 object_freezer freezer; 398 object_freezer freezer;
384 save_object (freezer, op, 3); 399 op->write (freezer);
385 return freezer.as_string (); 400 return freezer.as_string ();
386} 401}
387 402
388/* 403/*
389 * get_nearest_part(multi-object, object 2) returns the part of the 404 * get_nearest_part(multi-object, object 2) returns the part of the
390 * multi-object 1 which is closest to the second object. 405 * multi-object 1 which is closest to the second object.
391 * If it's not a multi-object, it is returned. 406 * If it's not a multi-object, it is returned.
392 */ 407 */
393
394object * 408object *
395get_nearest_part (object *op, const object *pl) 409get_nearest_part (object *op, const object *pl)
396{ 410{
397 object *tmp, *closest; 411 object *tmp, *closest;
398 int last_dist, i; 412 int last_dist, i;
406} 420}
407 421
408/* 422/*
409 * Returns the object which has the count-variable equal to the argument. 423 * Returns the object which has the count-variable equal to the argument.
410 */ 424 */
411
412object * 425object *
413find_object (tag_t i) 426find_object (tag_t i)
414{ 427{
415 for (object *op = object::first; op; op = op->next) 428 for_all_objects (op)
416 if (op->count == i) 429 if (op->count == i)
417 return op; 430 return op;
418 431
419 return 0; 432 return 0;
420} 433}
421 434
422/* 435/*
423 * Returns the first object which has a name equal to the argument. 436 * Returns the first object which has a name equal to the argument.
424 * Used only by the patch command, but not all that useful. 437 * Used only by the patch command, but not all that useful.
425 * Enables features like "patch <name-of-other-player> food 999" 438 * Enables features like "patch <name-of-other-player> food 999"
426 */ 439 */
427
428object * 440object *
429find_object_name (const char *str) 441find_object_name (const char *str)
430{ 442{
431 shstr_cmp str_ (str); 443 shstr_cmp str_ (str);
432 object *op; 444 object *op;
433 445
434 for (op = object::first; op != NULL; op = op->next) 446 for_all_objects (op)
435 if (op->name == str_) 447 if (op->name == str_)
436 break; 448 break;
437 449
438 return op; 450 return op;
439} 451}
440 452
441void
442free_all_object_data ()
443{
444 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
445}
446
447/* 453/*
448 * Sets the owner and sets the skill and exp pointers to owner's current 454 * Sets the owner and sets the skill and exp pointers to owner's current
449 * skill and experience objects. 455 * skill and experience objects.
456 * ACTUALLY NO! investigate! TODO
450 */ 457 */
451void 458void
452object::set_owner (object *owner) 459object::set_owner (object *owner)
453{ 460{
461 // allow objects which own objects
454 if (!owner) 462 if (owner)
455 return;
456
457 /* next line added to allow objects which own objects */
458 /* Add a check for ownercounts in here, as I got into an endless loop
459 * with the fireball owning a poison cloud which then owned the
460 * fireball. I believe that was caused by one of the objects getting
461 * freed and then another object replacing it. Since the ownercounts
462 * didn't match, this check is valid and I believe that cause is valid.
463 */
464 while (owner->owner) 463 while (owner->owner)
465 owner = owner->owner; 464 owner = owner->owner;
465
466 if (flag [FLAG_FREED])
467 {
468 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
469 return;
470 }
466 471
467 this->owner = owner; 472 this->owner = owner;
473}
474
475int
476object::slottype () const
477{
478 if (type == SKILL)
479 {
480 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
481 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
482 }
483 else
484 {
485 if (slot [body_combat].info) return slot_combat;
486 if (slot [body_range ].info) return slot_ranged;
487 }
488
489 return slot_none;
490}
491
492bool
493object::change_weapon (object *ob)
494{
495 if (current_weapon == ob)
496 return true;
497
498 if (chosen_skill)
499 chosen_skill->flag [FLAG_APPLIED] = false;
500
501 current_weapon = ob;
502 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
503
504 if (chosen_skill)
505 chosen_skill->flag [FLAG_APPLIED] = true;
506
507 update_stats ();
508
509 if (ob)
510 {
511 // now check wether any body locations became invalid, in which case
512 // we cannot apply the weapon at the moment.
513 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
514 if (slot[i].used < 0)
515 {
516 current_weapon = chosen_skill = 0;
517 update_stats ();
518
519 new_draw_info_format (NDI_UNIQUE, 0, this,
520 "You try to balance all your items at once, "
521 "but the %s is just too much for your body. "
522 "[You need to unapply some items first.]", &ob->name);
523 return false;
524 }
525
526 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
527 }
528 else
529 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
530
531 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
532 {
533 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
534 &name, ob->debug_desc ());
535 return false;
536 }
537
538 return true;
468} 539}
469 540
470/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
471 * refcounts and freeing the links. 542 * refcounts and freeing the links.
472 */ 543 */
473static void 544static void
474free_key_values (object *op) 545free_key_values (object *op)
475{ 546{
476 for (key_value *i = op->key_values; i != 0;) 547 for (key_value *i = op->key_values; i; )
477 { 548 {
478 key_value *next = i->next; 549 key_value *next = i->next;
479 delete i; 550 delete i;
480 551
481 i = next; 552 i = next;
482 } 553 }
483 554
484 op->key_values = 0; 555 op->key_values = 0;
485} 556}
486 557
487void object::clear () 558object &
559object::operator =(const object &src)
488{ 560{
489 attachable_base::clear (); 561 bool is_freed = flag [FLAG_FREED];
562 bool is_removed = flag [FLAG_REMOVED];
490 563
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527}
528
529/*
530 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second
532 * object, allocating what needs to be allocated. Basically, any
533 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
534 * if the first object is freed, the pointers in the new object
535 * will point at garbage.
536 */
537void
538object::copy_to (object *dst)
539{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542
543 *(object_copy *)dst = *this; 564 *(object_copy *)this = src;
544 *(object_pod *)dst = *this;
545 565
546 if (self || cb) 566 flag [FLAG_FREED] = is_freed;
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 567 flag [FLAG_REMOVED] = is_removed;
548
549 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED);
551
552 if (is_removed)
553 SET_FLAG (dst, FLAG_REMOVED);
554
555 if (speed < 0)
556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
557 568
558 /* Copy over key_values, if any. */ 569 /* Copy over key_values, if any. */
559 if (key_values) 570 if (src.key_values)
560 { 571 {
561 key_value *tail = 0; 572 key_value *tail = 0;
562 key_value *i;
563
564 dst->key_values = 0; 573 key_values = 0;
565 574
566 for (i = key_values; i; i = i->next) 575 for (key_value *i = src.key_values; i; i = i->next)
567 { 576 {
568 key_value *new_link = new key_value; 577 key_value *new_link = new key_value;
569 578
570 new_link->next = 0; 579 new_link->next = 0;
571 new_link->key = i->key; 580 new_link->key = i->key;
572 new_link->value = i->value; 581 new_link->value = i->value;
573 582
574 /* Try and be clever here, too. */ 583 /* Try and be clever here, too. */
575 if (!dst->key_values) 584 if (!key_values)
576 { 585 {
577 dst->key_values = new_link; 586 key_values = new_link;
578 tail = new_link; 587 tail = new_link;
579 } 588 }
580 else 589 else
581 { 590 {
582 tail->next = new_link; 591 tail->next = new_link;
583 tail = new_link; 592 tail = new_link;
584 } 593 }
585 } 594 }
586 } 595 }
596}
587 597
588 update_ob_speed (dst); 598/*
599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
608{
609 *dst = *this;
610
611 if (speed < 0)
612 dst->speed_left -= rndm ();
613
614 dst->set_speed (dst->speed);
615}
616
617void
618object::instantiate ()
619{
620 if (!uuid.seq) // HACK
621 uuid = UUID::gen ();
622
623 speed_left = -0.1f;
624 /* copy the body_info to the body_used - this is only really
625 * need for monsters, but doesn't hurt to do it for everything.
626 * by doing so, when a monster is created, it has good starting
627 * values for the body_used info, so when items are created
628 * for it, they can be properly equipped.
629 */
630 for (int i = NUM_BODY_LOCATIONS; i--; )
631 slot[i].used = slot[i].info;
632
633 attachable::instantiate ();
589} 634}
590 635
591object * 636object *
592object::clone () 637object::clone ()
593{ 638{
599/* 644/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 645 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 646 * to the closest player being on the other side, this function can
602 * be called to update the face variable, _and_ how it looks on the map. 647 * be called to update the face variable, _and_ how it looks on the map.
603 */ 648 */
604
605void 649void
606update_turn_face (object *op) 650update_turn_face (object *op)
607{ 651{
608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 652 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
609 return; 653 return;
654
610 SET_ANIMATION (op, op->direction); 655 SET_ANIMATION (op, op->direction);
611 update_object (op, UP_OBJ_FACE); 656 update_object (op, UP_OBJ_FACE);
612} 657}
613 658
614/* 659/*
615 * Updates the speed of an object. If the speed changes from 0 to another 660 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 661 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 662 * This function needs to be called whenever the speed of an object changes.
618 */ 663 */
619void 664void
620update_ob_speed (object *op) 665object::set_speed (float speed)
621{ 666{
622 extern int arch_init; 667 if (flag [FLAG_FREED] && speed)
623
624 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated.
626 */
627
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 668 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 669 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 670 speed = 0;
635#endif
636 }
637
638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 { 671 }
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646 672
647 /* process_events() expects us to insert the object at the beginning 673 this->speed = speed;
648 * of the list. */
649 op->active_next = active_objects;
650 674
651 if (op->active_next != NULL) 675 if (has_active_speed ())
652 op->active_next->active_prev = op; 676 activate ();
653
654 active_objects = op;
655 }
656 else 677 else
657 { 678 deactivate ();
658 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects)
660 return;
661
662 if (op->active_prev == NULL)
663 {
664 active_objects = op->active_next;
665
666 if (op->active_next != NULL)
667 op->active_next->active_prev = NULL;
668 }
669 else
670 {
671 op->active_prev->active_next = op->active_next;
672
673 if (op->active_next)
674 op->active_next->active_prev = op->active_prev;
675 }
676
677 op->active_next = NULL;
678 op->active_prev = NULL;
679 }
680} 679}
681 680
682/* This function removes object 'op' from the list of active
683 * objects.
684 * This should only be used for style maps or other such
685 * reference maps where you don't want an object that isn't
686 * in play chewing up cpu time getting processed.
687 * The reverse of this is to call update_ob_speed, which
688 * will do the right thing based on the speed of the object.
689 */
690void
691remove_from_active_list (object *op)
692{
693 /* If not on the active list, nothing needs to be done */
694 if (!op->active_next && !op->active_prev && op != active_objects)
695 return;
696
697 if (op->active_prev == NULL)
698 {
699 active_objects = op->active_next;
700 if (op->active_next != NULL)
701 op->active_next->active_prev = NULL;
702 }
703 else
704 {
705 op->active_prev->active_next = op->active_next;
706 if (op->active_next)
707 op->active_next->active_prev = op->active_prev;
708 }
709 op->active_next = NULL;
710 op->active_prev = NULL;
711}
712
713/* 681/*
714 * update_object() updates the array which represents the map. 682 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 683 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 684 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 685 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 686 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 687 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 688 * updating that window, though, since update_object() is called _often_)
721 * 689 *
722 * action is a hint of what the caller believes need to be done. 690 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 691 * current action are:
728 * UP_OBJ_INSERT: op was inserted 692 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 693 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 694 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 695 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 696 * UP_OBJ_FACE: only the objects face has changed.
733 */ 697 */
734
735void 698void
736update_object (object *op, int action) 699update_object (object *op, int action)
737{ 700{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow;
740
741 if (op == NULL) 701 if (op == NULL)
742 { 702 {
743 /* this should never happen */ 703 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 704 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 705 return;
746 } 706 }
747 707
748 if (op->env != NULL) 708 if (op->env)
749 { 709 {
750 /* Animation is currently handled by client, so nothing 710 /* Animation is currently handled by client, so nothing
751 * to do in this case. 711 * to do in this case.
752 */ 712 */
753 return; 713 return;
758 */ 718 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 719 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 720 return;
761 721
762 /* make sure the object is within map boundaries */ 722 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 723 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 724 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 725 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 726#ifdef MANY_CORES
767 abort (); 727 abort ();
768#endif 728#endif
769 return; 729 return;
770 } 730 }
771 731
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 732 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 733
734 if (!(m.flags_ & P_UPTODATE))
735 /* nop */;
779 if (action == UP_OBJ_INSERT) 736 else if (action == UP_OBJ_INSERT)
780 { 737 {
738 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 739 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 740 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 741 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 742 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
743 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 744 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 745 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 746 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 747 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 748 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 749 * to have move_allow right now.
804 */ 750 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 751 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 752 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 753 m.flags_ = 0;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 754 }
811
812 /* if the object is being removed, we can't make intelligent 755 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 756 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 757 * that is being removed.
815 */ 758 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 759 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 760 m.flags_ = 0;
818 else if (action == UP_OBJ_FACE) 761 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 762 /* Nothing to do for that case */ ;
820 else 763 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 764 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 765
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL) 766 if (op->more)
830 update_object (op->more, action); 767 update_object (op->more, action);
831}
832
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847} 768}
848 769
849object::object () 770object::object ()
850{ 771{
851 SET_FLAG (this, FLAG_REMOVED); 772 SET_FLAG (this, FLAG_REMOVED);
854 face = blank_face; 775 face = blank_face;
855} 776}
856 777
857object::~object () 778object::~object ()
858{ 779{
780 unlink ();
781
859 free_key_values (this); 782 free_key_values (this);
860} 783}
861 784
785static int object_count;
786
862void object::link () 787void object::link ()
863{ 788{
789 assert (!index);//D
790 uuid = UUID::gen ();
864 count = ++ob_count; 791 count = ++object_count;
865 uuid = gen_uuid ();
866 792
867 prev = 0; 793 refcnt_inc ();
868 next = object::first; 794 objects.insert (this);
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874} 795}
875 796
876void object::unlink () 797void object::unlink ()
877{ 798{
878 if (this == object::first) 799 if (!index)
879 object::first = next; 800 return;
880 801
881 /* Remove this object from the list of used objects */ 802 objects.erase (this);
882 if (prev) prev->next = next; 803 refcnt_dec ();
883 if (next) next->prev = prev; 804}
884 805
885 prev = 0; 806void
886 next = 0; 807object::activate ()
808{
809 /* If already on active list, don't do anything */
810 if (active)
811 return;
812
813 if (has_active_speed ())
814 actives.insert (this);
815}
816
817void
818object::activate_recursive ()
819{
820 activate ();
821
822 for (object *op = inv; op; op = op->below)
823 op->activate_recursive ();
824}
825
826/* This function removes object 'op' from the list of active
827 * objects.
828 * This should only be used for style maps or other such
829 * reference maps where you don't want an object that isn't
830 * in play chewing up cpu time getting processed.
831 * The reverse of this is to call update_ob_speed, which
832 * will do the right thing based on the speed of the object.
833 */
834void
835object::deactivate ()
836{
837 /* If not on the active list, nothing needs to be done */
838 if (!active)
839 return;
840
841 actives.erase (this);
842}
843
844void
845object::deactivate_recursive ()
846{
847 for (object *op = inv; op; op = op->below)
848 op->deactivate_recursive ();
849
850 deactivate ();
851}
852
853void
854object::set_flag_inv (int flag, int value)
855{
856 for (object *op = inv; op; op = op->below)
857 {
858 op->flag [flag] = value;
859 op->set_flag_inv (flag, value);
860 }
861}
862
863/*
864 * Remove and free all objects in the inventory of the given object.
865 * object.c ?
866 */
867void
868object::destroy_inv (bool drop_to_ground)
869{
870 // need to check first, because the checks below might segfault
871 // as we might be on an invalid mapspace and crossfire code
872 // is too buggy to ensure that the inventory is empty.
873 // corollary: if you create arrows etc. with stuff in tis inventory,
874 // cf will crash below with off-map x and y
875 if (!inv)
876 return;
877
878 /* Only if the space blocks everything do we not process -
879 * if some form of movement is allowed, let objects
880 * drop on that space.
881 */
882 if (!drop_to_ground
883 || !map
884 || map->in_memory != MAP_ACTIVE
885 || map->nodrop
886 || ms ().move_block == MOVE_ALL)
887 {
888 while (inv)
889 {
890 inv->destroy_inv (drop_to_ground);
891 inv->destroy ();
892 }
893 }
894 else
895 { /* Put objects in inventory onto this space */
896 while (inv)
897 {
898 object *op = inv;
899
900 if (op->flag [FLAG_STARTEQUIP]
901 || op->flag [FLAG_NO_DROP]
902 || op->type == RUNE
903 || op->type == TRAP
904 || op->flag [FLAG_IS_A_TEMPLATE]
905 || op->flag [FLAG_DESTROY_ON_DEATH])
906 op->destroy ();
907 else
908 map->insert (op, x, y);
909 }
910 }
887} 911}
888 912
889object *object::create () 913object *object::create ()
890{ 914{
891 object *op = new object; 915 object *op = new object;
892 op->link (); 916 op->link ();
893 return op; 917 return op;
894} 918}
895 919
896/* 920void
897 * free_object() frees everything allocated by an object, removes 921object::do_destroy ()
898 * it from the list of used objects, and puts it on the list of
899 * free objects. The IS_FREED() flag is set in the object.
900 * The object must have been removed by remove_ob() first for
901 * this function to succeed.
902 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground.
905 */
906void object::destroy (bool destroy_inventory)
907{ 922{
908 if (QUERY_FLAG (this, FLAG_FREED)) 923 attachable::do_destroy ();
909 return;
910 924
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 925 if (flag [FLAG_IS_LINKED])
926 remove_button_link (this);
927
928 if (flag [FLAG_FRIENDLY])
912 remove_friendly_object (this); 929 remove_friendly_object (this);
913 930
914 if (!QUERY_FLAG (this, FLAG_REMOVED)) 931 if (!flag [FLAG_REMOVED])
915 remove (); 932 remove ();
916 933
917 SET_FLAG (this, FLAG_FREED); 934 destroy_inv (true);
918 935
919 if (more) 936 deactivate ();
920 { 937 unlink ();
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924 938
925 if (inv) 939 flag [FLAG_FREED] = 1;
926 {
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
932 {
933 object *op = inv;
934
935 while (op)
936 {
937 object *tmp = op->below;
938 op->destroy (destroy_inventory);
939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
965 }
966 940
967 // hack to ensure that freed objects still have a valid map 941 // hack to ensure that freed objects still have a valid map
968 { 942 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes 943 static maptile *freed_map; // freed objects are moved here to avoid crashes
970 944
971 if (!freed_map) 945 if (!freed_map)
972 { 946 {
973 freed_map = new maptile; 947 freed_map = new maptile;
974 948
949 freed_map->path = "<freed objects map>";
975 freed_map->name = "/internal/freed_objects_map"; 950 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3; 951 freed_map->width = 3;
977 freed_map->height = 3; 952 freed_map->height = 3;
953 freed_map->nodrop = 1;
978 954
979 freed_map->allocate (); 955 freed_map->alloc ();
956 freed_map->in_memory = MAP_ACTIVE;
980 } 957 }
981 958
982 map = freed_map; 959 map = freed_map;
983 x = 1; 960 x = 1;
984 y = 1; 961 y = 1;
985 } 962 }
986 963
964 if (more)
965 {
966 more->destroy ();
967 more = 0;
968 }
969
970 head = 0;
971
987 // clear those pointers that likely might have circular references to us 972 // clear those pointers that likely might cause circular references
988 owner = 0; 973 owner = 0;
989 enemy = 0; 974 enemy = 0;
990 attacked_by = 0; 975 attacked_by = 0;
991 976 current_weapon = 0;
992 // only relevant for players(?), but make sure of it anyways
993 contr = 0;
994
995 /* Remove object from the active list */
996 speed = 0;
997 update_ob_speed (this);
998
999 unlink ();
1000
1001 mortals.push_back (this);
1002} 977}
1003 978
1004/*
1005 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)).
1007 */
1008void 979void
1009sub_weight (object *op, signed long weight) 980object::destroy (bool destroy_inventory)
1010{ 981{
1011 while (op != NULL) 982 if (destroyed ())
1012 { 983 return;
1013 if (op->type == CONTAINER)
1014 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1015 984
1016 op->carrying -= weight; 985 if (destroy_inventory)
1017 op = op->env; 986 destroy_inv (false);
1018 } 987
988 if (is_head ())
989 if (sound_destroy)
990 play_sound (sound_destroy);
991 else if (flag [FLAG_MONSTER])
992 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
993
994 attachable::destroy ();
1019} 995}
1020 996
1021/* op->remove (): 997/* op->remove ():
1022 * This function removes the object op from the linked list of objects 998 * This function removes the object op from the linked list of objects
1023 * which it is currently tied to. When this function is done, the 999 * which it is currently tied to. When this function is done, the
1024 * object will have no environment. If the object previously had an 1000 * object will have no environment. If the object previously had an
1025 * environment, the x and y coordinates will be updated to 1001 * environment, the x and y coordinates will be updated to
1026 * the previous environment. 1002 * the previous environment.
1027 * Beware: This function is called from the editor as well!
1028 */ 1003 */
1029void 1004void
1030object::remove () 1005object::do_remove ()
1031{ 1006{
1032 object *tmp, *last = 0; 1007 object *tmp, *last = 0;
1033 object *otmp; 1008 object *otmp;
1034 1009
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED)) 1010 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 1011 return;
1039 1012
1040 SET_FLAG (this, FLAG_REMOVED); 1013 SET_FLAG (this, FLAG_REMOVED);
1014 INVOKE_OBJECT (REMOVE, this);
1041 1015
1042 if (more) 1016 if (more)
1043 more->remove (); 1017 more->remove ();
1044 1018
1045 /* 1019 /*
1055 1029
1056 /* NO_FIX_PLAYER is set when a great many changes are being 1030 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 1031 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 1032 * to save cpu time.
1059 */ 1033 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1034 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 1035 otmp->update_stats ();
1062 1036
1063 if (above != NULL) 1037 if (above)
1064 above->below = below; 1038 above->below = below;
1065 else 1039 else
1066 env->inv = below; 1040 env->inv = below;
1067 1041
1068 if (below != NULL) 1042 if (below)
1069 below->above = above; 1043 below->above = above;
1070 1044
1071 /* we set up values so that it could be inserted into 1045 /* we set up values so that it could be inserted into
1072 * the map, but we don't actually do that - it is up 1046 * the map, but we don't actually do that - it is up
1073 * to the caller to decide what we want to do. 1047 * to the caller to decide what we want to do.
1077 above = 0, below = 0; 1051 above = 0, below = 0;
1078 env = 0; 1052 env = 0;
1079 } 1053 }
1080 else if (map) 1054 else if (map)
1081 { 1055 {
1082 /* Re did the following section of code - it looks like it had 1056 if (type == PLAYER)
1083 * lots of logic for things we no longer care about
1084 */ 1057 {
1058 // leaving a spot always closes any open container on the ground
1059 if (container && !container->env)
1060 // this causes spurious floorbox updates, but it ensures
1061 // that the CLOSE event is being sent.
1062 close_container ();
1063
1064 --map->players;
1065 map->touch ();
1066 }
1067
1068 map->dirty = true;
1069 mapspace &ms = this->ms ();
1085 1070
1086 /* link the object above us */ 1071 /* link the object above us */
1087 if (above) 1072 if (above)
1088 above->below = below; 1073 above->below = below;
1089 else 1074 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1075 ms.top = below; /* we were top, set new top */
1091 1076
1092 /* Relink the object below us, if there is one */ 1077 /* Relink the object below us, if there is one */
1093 if (below) 1078 if (below)
1094 below->above = above; 1079 below->above = above;
1095 else 1080 else
1097 /* Nothing below, which means we need to relink map object for this space 1082 /* Nothing below, which means we need to relink map object for this space
1098 * use translated coordinates in case some oddness with map tiling is 1083 * use translated coordinates in case some oddness with map tiling is
1099 * evident 1084 * evident
1100 */ 1085 */
1101 if (GET_MAP_OB (map, x, y) != this) 1086 if (GET_MAP_OB (map, x, y) != this)
1102 {
1103 char *dump = dump_object (this);
1104 LOG (llevError,
1105 "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); 1087 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 ());
1106 free (dump);
1107 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111 1088
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1089 ms.bot = above; /* goes on above it. */
1113 } 1090 }
1114 1091
1115 above = 0; 1092 above = 0;
1116 below = 0; 1093 below = 0;
1117 1094
1118 if (map->in_memory == MAP_SAVING) 1095 if (map->in_memory == MAP_SAVING)
1119 return; 1096 return;
1120 1097
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1098 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1099
1100 if (object *pl = ms.player ())
1101 {
1102 if (pl->container == this)
1103 /* If a container that the player is currently using somehow gets
1104 * removed (most likely destroyed), update the player view
1105 * appropriately.
1106 */
1107 pl->close_container ();
1108
1109 pl->contr->ns->floorbox_update ();
1110 }
1111
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1112 for (tmp = ms.bot; tmp; tmp = tmp->above)
1124 { 1113 {
1125 /* No point updating the players look faces if he is the object 1114 /* No point updating the players look faces if he is the object
1126 * being removed. 1115 * being removed.
1127 */ 1116 */
1128 1117
1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1131 /* If a container that the player is currently using somehow gets
1132 * removed (most likely destroyed), update the player view
1133 * appropriately.
1134 */
1135 if (tmp->container == this)
1136 {
1137 CLEAR_FLAG (this, FLAG_APPLIED);
1138 tmp->container = 0;
1139 }
1140
1141 tmp->contr->socket->update_look = 1;
1142 }
1143
1144 /* See if player moving off should effect something */ 1118 /* See if object moving off should effect something */
1145 if (check_walk_off 1119 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1120 && ((move_type & tmp->move_off)
1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1121 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 { 1122 {
1149 move_apply (tmp, this, 0); 1123 move_apply (tmp, this, 0);
1150 1124
1151 if (destroyed ()) 1125 if (destroyed ())
1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1126 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1153 } 1127 }
1154 1128
1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1156
1157 if (tmp->above == tmp)
1158 tmp->above = 0;
1159
1160 last = tmp; 1129 last = tmp;
1161 } 1130 }
1162 1131
1163 /* last == NULL of there are no objects on this space */ 1132 /* last == NULL if there are no objects on this space */
1133 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last) 1134 if (!last)
1165 { 1135 map->at (x, y).flags_ = 0;
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else 1136 else
1175 update_object (last, UP_OBJ_REMOVE); 1137 update_object (last, UP_OBJ_REMOVE);
1176 1138
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1139 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1140 update_all_los (map, x, y);
1179 } 1141 }
1180} 1142}
1181 1143
1182/* 1144/*
1191merge_ob (object *op, object *top) 1153merge_ob (object *op, object *top)
1192{ 1154{
1193 if (!op->nrof) 1155 if (!op->nrof)
1194 return 0; 1156 return 0;
1195 1157
1196 if (top == NULL) 1158 if (!top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1159 for (top = op; top && top->above; top = top->above)
1160 ;
1198 1161
1199 for (; top != NULL; top = top->below) 1162 for (; top; top = top->below)
1200 { 1163 {
1201 if (top == op) 1164 if (top == op)
1202 continue; 1165 continue;
1203 1166
1204 if (object::can_merge (op, top)) 1167 if (object::can_merge (op, top))
1213 } 1176 }
1214 1177
1215 return 0; 1178 return 0;
1216} 1179}
1217 1180
1181void
1182object::expand_tail ()
1183{
1184 if (more)
1185 return;
1186
1187 object *prev = this;
1188
1189 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1190 {
1191 object *op = arch_to_object (at);
1192
1193 op->name = name;
1194 op->name_pl = name_pl;
1195 op->title = title;
1196
1197 op->head = this;
1198 prev->more = op;
1199
1200 prev = op;
1201 }
1202}
1203
1218/* 1204/*
1219 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1205 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1220 * job preparing multi-part monsters 1206 * job preparing multi-part monsters.
1221 */ 1207 */
1222object * 1208object *
1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1209insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{ 1210{
1225 object *tmp;
1226
1227 if (op->head)
1228 op = op->head;
1229
1230 for (tmp = op; tmp; tmp = tmp->more) 1211 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1231 { 1212 {
1232 tmp->x = x + tmp->arch->clone.x; 1213 tmp->x = x + tmp->arch->x;
1233 tmp->y = y + tmp->arch->clone.y; 1214 tmp->y = y + tmp->arch->y;
1234 } 1215 }
1235 1216
1236 return insert_ob_in_map (op, m, originator, flag); 1217 return insert_ob_in_map (op, m, originator, flag);
1237} 1218}
1238 1219
1254 * Return value: 1235 * Return value:
1255 * new object if 'op' was merged with other object 1236 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1237 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1238 * just 'op' otherwise
1258 */ 1239 */
1259
1260object * 1240object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1241insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1242{
1243 assert (!op->flag [FLAG_FREED]);
1244
1263 object *tmp, *top, *floor = NULL; 1245 object *top, *floor = NULL;
1264 sint16 x, y;
1265 1246
1266 if (QUERY_FLAG (op, FLAG_FREED)) 1247 op->remove ();
1267 {
1268 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL;
1270 }
1271
1272 if (m == NULL)
1273 {
1274 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (out_of_map (m, op->x, op->y))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1284#ifdef MANY_CORES
1285 /* Better to catch this here, as otherwise the next use of this object
1286 * is likely to cause a crash. Better to find out where it is getting
1287 * improperly inserted.
1288 */
1289 abort ();
1290#endif
1291 free (dump);
1292 return op;
1293 }
1294
1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1296 {
1297 char *dump = dump_object (op);
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump);
1300 return op;
1301 }
1302
1303 if (op->more != NULL)
1304 {
1305 /* The part may be on a different map. */
1306
1307 object *more = op->more;
1308
1309 /* We really need the caller to normalize coordinates - if
1310 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it.
1313 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map)
1317 {
1318 /* For backwards compatibility - when not dealing with tiled maps,
1319 * more->map should always point to the parent.
1320 */
1321 more->map = m;
1322 }
1323
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 {
1326 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328
1329 return NULL;
1330 }
1331 }
1332
1333 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1248
1335 /* Ideally, the caller figures this out. However, it complicates a lot 1249 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * of areas of callers (eg, anything that uses find_free_spot would now 1250 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work 1251 * need extra work
1338 */ 1252 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y); 1253 if (!xy_normalise (m, op->x, op->y))
1340 x = op->x; 1254 {
1341 y = op->y; 1255 op->destroy ();
1256 return 0;
1257 }
1258
1259 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag))
1261 return 0;
1262
1263 CLEAR_FLAG (op, FLAG_REMOVED);
1264
1265 op->map = m;
1266 mapspace &ms = op->ms ();
1342 1267
1343 /* this has to be done after we translate the coordinates. 1268 /* this has to be done after we translate the coordinates.
1344 */ 1269 */
1345 if (op->nrof && !(flag & INS_NO_MERGE)) 1270 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1271 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1347 if (object::can_merge (op, tmp)) 1272 if (object::can_merge (op, tmp))
1348 { 1273 {
1349 op->nrof += tmp->nrof; 1274 op->nrof += tmp->nrof;
1350 tmp->destroy (); 1275 tmp->destroy ();
1351 } 1276 }
1368 op->below = originator->below; 1293 op->below = originator->below;
1369 1294
1370 if (op->below) 1295 if (op->below)
1371 op->below->above = op; 1296 op->below->above = op;
1372 else 1297 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1298 ms.bot = op;
1374 1299
1375 /* since *below* originator, no need to update top */ 1300 /* since *below* originator, no need to update top */
1376 originator->below = op; 1301 originator->below = op;
1377 } 1302 }
1378 else 1303 else
1379 { 1304 {
1305 top = ms.bot;
1306
1380 /* If there are other objects, then */ 1307 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1308 if (top)
1382 { 1309 {
1383 object *last = NULL; 1310 object *last = 0;
1384 1311
1385 /* 1312 /*
1386 * If there are multiple objects on this space, we do some trickier handling. 1313 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate. 1314 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if 1315 * Generally, we want to put the new object on top. But if
1392 * once we get to them. This reduces the need to traverse over all of 1319 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time 1320 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed 1321 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects. 1322 * that flying non pickable objects are spell objects.
1396 */ 1323 */
1397 1324 for (top = ms.bot; top; top = top->above)
1398 while (top != NULL)
1399 { 1325 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top; 1327 floor = top;
1402 1328
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1329 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1406 top = top->below; 1332 top = top->below;
1407 break; 1333 break;
1408 } 1334 }
1409 1335
1410 last = top; 1336 last = top;
1411 top = top->above;
1412 } 1337 }
1413 1338
1414 /* Don't want top to be NULL, so set it to the last valid object */ 1339 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last; 1340 top = last;
1416 1341
1418 * looks like instead of lots of conditions here. 1343 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1344 * makes things faster, and effectively the same result.
1420 */ 1345 */
1421 1346
1422 /* Have object 'fall below' other objects that block view. 1347 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1348 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1349 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1350 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1351 * stacking is a bit odd.
1427 */ 1352 */
1428 if (!(flag & INS_ON_TOP) && 1353 if (!(flag & INS_ON_TOP)
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1354 && ms.flags () & P_BLOCKSVIEW
1355 && (op->face && !faces [op->face].visibility))
1430 { 1356 {
1431 for (last = top; last != floor; last = last->below) 1357 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1358 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1359 break;
1360
1434 /* Check to see if we found the object that blocks view, 1361 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that 1362 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we 1363 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1364 * set top to the object below us.
1438 */ 1365 */
1439 if (last && last->below && last != floor) 1366 if (last && last->below && last != floor)
1440 top = last->below; 1367 top = last->below;
1441 } 1368 }
1442 } /* If objects on this space */ 1369 } /* If objects on this space */
1443 1370
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1371 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1372 top = floor;
1449 1373
1450 /* Top is the object that our object (op) is going to get inserted above. 1374 /* Top is the object that our object (op) is going to get inserted above.
1451 */ 1375 */
1452 1376
1453 /* First object on this space */ 1377 /* First object on this space */
1454 if (!top) 1378 if (!top)
1455 { 1379 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1380 op->above = ms.bot;
1457 1381
1458 if (op->above) 1382 if (op->above)
1459 op->above->below = op; 1383 op->above->below = op;
1460 1384
1461 op->below = NULL; 1385 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1386 ms.bot = op;
1463 } 1387 }
1464 else 1388 else
1465 { /* get inserted into the stack above top */ 1389 { /* get inserted into the stack above top */
1466 op->above = top->above; 1390 op->above = top->above;
1467 1391
1470 1394
1471 op->below = top; 1395 op->below = top;
1472 top->above = op; 1396 top->above = op;
1473 } 1397 }
1474 1398
1475 if (op->above == NULL) 1399 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1400 ms.top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1401 } /* else not INS_BELOW_ORIGINATOR */
1478 1402
1479 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1404 {
1480 op->contr->do_los = 1; 1405 op->contr->do_los = 1;
1406 ++op->map->players;
1407 op->map->touch ();
1408 }
1481 1409
1482 /* If we have a floor, we know the player, if any, will be above 1410 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1411
1484 */ 1412 if (object *pl = ms.player ())
1485 if (!(flag & INS_MAP_LOAD)) 1413 pl->contr->ns->floorbox_update ();
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket->update_look = 1;
1489 1414
1490 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1416 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1417 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1419 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1420 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1421 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1422 * of effect may be sufficient.
1498 */ 1423 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1424 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1425 update_all_los (op->map, op->x, op->y);
1501 1426
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1427 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1428 update_object (op, UP_OBJ_INSERT);
1504 1429
1430 INVOKE_OBJECT (INSERT, op);
1431
1505 /* Don't know if moving this to the end will break anything. However, 1432 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this. 1433 * we want to have floorbox_update called before calling this.
1507 * 1434 *
1508 * check_move_on() must be after this because code called from 1435 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1436 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1438 * update_object().
1512 */ 1439 */
1513 1440
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1441 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1516 { 1443 {
1517 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1518 return NULL; 1445 return 0;
1519 1446
1520 /* If we are a multi part object, lets work our way through the check 1447 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1448 * walk on's.
1522 */ 1449 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1525 return NULL; 1452 return 0;
1526 } 1453 }
1527 1454
1528 return op; 1455 return op;
1529} 1456}
1530 1457
1531/* this function inserts an object in the map, but if it 1458/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1459 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1460 * op is the object to insert it under: supplies x and the map.
1534 */ 1461 */
1535void 1462void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1463replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1464{
1538 object * 1465 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1466
1543 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1544 1468
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1547 tmp->destroy (); 1471 tmp->destroy ();
1548 1472
1549 tmp1 = arch_to_object (archetype::find (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1550 1474
1551 tmp1->x = op->x; 1475 tmp1->x = op->x;
1552 tmp1->y = op->y; 1476 tmp1->y = op->y;
1553 insert_ob_in_map (tmp1, op->map, op, 0); 1477 insert_ob_in_map (tmp1, op->map, op, 0);
1478}
1479
1480object *
1481object::insert_at (object *where, object *originator, int flags)
1482{
1483 if (where->env)
1484 return where->env->insert (this);
1485 else
1486 return where->map->insert (this, where->x, where->y, originator, flags);
1554} 1487}
1555 1488
1556/* 1489/*
1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and freed if that number is 0). 1492 * the rest (or is removed and freed if that number is 0).
1560 * On failure, NULL is returned, and the reason put into the 1493 * On failure, NULL is returned, and the reason put into the
1561 * global static errmsg array. 1494 * global static errmsg array.
1562 */ 1495 */
1563
1564object * 1496object *
1565get_split_ob (object *orig_ob, uint32 nr) 1497get_split_ob (object *orig_ob, uint32 nr)
1566{ 1498{
1567 object *newob; 1499 object *newob;
1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1579 orig_ob->destroy (1); 1511 orig_ob->destroy (1);
1580 else if (!is_removed) 1512 else if (!is_removed)
1581 { 1513 {
1582 if (orig_ob->env != NULL) 1514 if (orig_ob->env != NULL)
1583 sub_weight (orig_ob->env, orig_ob->weight * nr); 1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1584 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1585 { 1517 {
1586 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1587 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1588 return NULL; 1520 return NULL;
1589 } 1521 }
1599 * the amount of an object. If the amount reaches 0, the object 1531 * the amount of an object. If the amount reaches 0, the object
1600 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1601 * 1533 *
1602 * Return value: 'op' if something is left, NULL if the amount reached 0 1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1603 */ 1535 */
1604
1605object * 1536object *
1606decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1607{ 1538{
1608 object *tmp; 1539 object *tmp;
1609 player *pl;
1610 1540
1611 if (i == 0) /* objects with op->nrof require this check */ 1541 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1542 return op;
1613 1543
1614 if (i > op->nrof) 1544 if (i > op->nrof)
1615 i = op->nrof; 1545 i = op->nrof;
1616 1546
1617 if (QUERY_FLAG (op, FLAG_REMOVED)) 1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i; 1548 op->nrof -= i;
1619 else if (op->env != NULL) 1549 else if (op->env)
1620 { 1550 {
1621 /* is this object in the players inventory, or sub container 1551 /* is this object in the players inventory, or sub container
1622 * therein? 1552 * therein?
1623 */ 1553 */
1624 tmp = is_player_inv (op->env); 1554 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1555 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1556 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1557 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1558 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1559 * and then searching the map for a player.
1630 */ 1560 */
1631 if (!tmp) 1561 if (!tmp)
1632 { 1562 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1635 break; 1566 break;
1636 if (pl)
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 } 1567 }
1641 1568
1642 if (i < op->nrof) 1569 if (i < op->nrof)
1643 { 1570 {
1644 sub_weight (op->env, op->weight * i); 1571 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i; 1572 op->nrof -= i;
1646 if (tmp) 1573 if (tmp)
1647 {
1648 esrv_send_item (tmp, op); 1574 esrv_send_item (tmp, op);
1649 }
1650 } 1575 }
1651 else 1576 else
1652 { 1577 {
1653 op->remove (); 1578 op->remove ();
1654 op->nrof = 0; 1579 op->nrof = 0;
1655 if (tmp) 1580 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1658 }
1659 } 1582 }
1660 } 1583 }
1661 else 1584 else
1662 { 1585 {
1663 object *above = op->above; 1586 object *above = op->above;
1669 op->remove (); 1592 op->remove ();
1670 op->nrof = 0; 1593 op->nrof = 0;
1671 } 1594 }
1672 1595
1673 /* Since we just removed op, op->above is null */ 1596 /* Since we just removed op, op->above is null */
1674 for (tmp = above; tmp != NULL; tmp = tmp->above) 1597 for (tmp = above; tmp; tmp = tmp->above)
1675 if (tmp->type == PLAYER) 1598 if (tmp->type == PLAYER)
1676 { 1599 {
1677 if (op->nrof) 1600 if (op->nrof)
1678 esrv_send_item (tmp, op); 1601 esrv_send_item (tmp, op);
1679 else 1602 else
1684 if (op->nrof) 1607 if (op->nrof)
1685 return op; 1608 return op;
1686 else 1609 else
1687 { 1610 {
1688 op->destroy (); 1611 op->destroy ();
1689 return NULL; 1612 return 0;
1690 }
1691}
1692
1693/*
1694 * add_weight(object, weight) adds the specified weight to an object,
1695 * and also updates how much the environment(s) is/are carrying.
1696 */
1697
1698void
1699add_weight (object *op, signed long weight)
1700{
1701 while (op != NULL)
1702 {
1703 if (op->type == CONTAINER)
1704 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1705
1706 op->carrying += weight;
1707 op = op->env;
1708 } 1613 }
1709} 1614}
1710 1615
1711object * 1616object *
1712insert_ob_in_ob (object *op, object *where) 1617insert_ob_in_ob (object *op, object *where)
1717 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1622 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1718 free (dump); 1623 free (dump);
1719 return op; 1624 return op;
1720 } 1625 }
1721 1626
1722 if (where->head) 1627 if (where->head_ () != where)
1723 { 1628 {
1724 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1629 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1725 where = where->head; 1630 where = where->head;
1726 } 1631 }
1727 1632
1728 return where->insert (op); 1633 return where->insert (op);
1729} 1634}
1734 * inside the object environment. 1639 * inside the object environment.
1735 * 1640 *
1736 * The function returns now pointer to inserted item, and return value can 1641 * The function returns now pointer to inserted item, and return value can
1737 * be != op, if items are merged. -Tero 1642 * be != op, if items are merged. -Tero
1738 */ 1643 */
1739
1740object * 1644object *
1741object::insert (object *op) 1645object::insert (object *op)
1742{ 1646{
1743 object *tmp, *otmp;
1744
1745 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1746 op->remove (); 1648 op->remove ();
1747 1649
1748 if (op->more) 1650 if (op->more)
1749 { 1651 {
1751 return op; 1653 return op;
1752 } 1654 }
1753 1655
1754 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1755 CLEAR_FLAG (op, FLAG_REMOVED); 1657 CLEAR_FLAG (op, FLAG_REMOVED);
1658
1756 if (op->nrof) 1659 if (op->nrof)
1757 { 1660 {
1758 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1661 for (object *tmp = inv; tmp; tmp = tmp->below)
1759 if (object::can_merge (tmp, op)) 1662 if (object::can_merge (tmp, op))
1760 { 1663 {
1761 /* return the original object and remove inserted object 1664 /* return the original object and remove inserted object
1762 (client needs the original object) */ 1665 (client needs the original object) */
1763 tmp->nrof += op->nrof; 1666 tmp->nrof += op->nrof;
1782 add_weight (this, op->weight * op->nrof); 1685 add_weight (this, op->weight * op->nrof);
1783 } 1686 }
1784 else 1687 else
1785 add_weight (this, (op->weight + op->carrying)); 1688 add_weight (this, (op->weight + op->carrying));
1786 1689
1787 otmp = is_player_inv (this); 1690 if (object *otmp = this->in_player ())
1788 if (otmp && otmp->contr)
1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1691 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1790 fix_player (otmp); 1692 otmp->update_stats ();
1791 1693
1694 op->owner = 0; // its his/hers now. period.
1792 op->map = NULL; 1695 op->map = 0;
1793 op->env = this; 1696 op->env = this;
1794 op->above = NULL; 1697 op->above = 0;
1795 op->below = NULL; 1698 op->below = 0;
1796 op->x = 0, op->y = 0; 1699 op->x = op->y = 0;
1797 1700
1798 /* reset the light list and los of the players on the map */ 1701 /* reset the light list and los of the players on the map */
1799 if ((op->glow_radius != 0) && map) 1702 if (op->glow_radius && map)
1800 { 1703 {
1801#ifdef DEBUG_LIGHTS 1704#ifdef DEBUG_LIGHTS
1802 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1705 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1803#endif /* DEBUG_LIGHTS */ 1706#endif /* DEBUG_LIGHTS */
1804 if (MAP_DARKNESS (map)) 1707 if (map->darkness)
1805 update_all_los (map, x, y); 1708 update_all_los (map, x, y);
1806 } 1709 }
1807 1710
1808 /* Client has no idea of ordering so lets not bother ordering it here. 1711 /* Client has no idea of ordering so lets not bother ordering it here.
1809 * It sure simplifies this function... 1712 * It sure simplifies this function...
1814 { 1717 {
1815 op->below = inv; 1718 op->below = inv;
1816 op->below->above = op; 1719 op->below->above = op;
1817 inv = op; 1720 inv = op;
1818 } 1721 }
1722
1723 INVOKE_OBJECT (INSERT, this);
1819 1724
1820 return op; 1725 return op;
1821} 1726}
1822 1727
1823/* 1728/*
1838 * 1743 *
1839 * MSW 2001-07-08: Check all objects on space, not just those below 1744 * MSW 2001-07-08: Check all objects on space, not just those below
1840 * object being inserted. insert_ob_in_map may not put new objects 1745 * object being inserted. insert_ob_in_map may not put new objects
1841 * on top. 1746 * on top.
1842 */ 1747 */
1843
1844int 1748int
1845check_move_on (object *op, object *originator) 1749check_move_on (object *op, object *originator)
1846{ 1750{
1847 object *tmp; 1751 object *tmp;
1848 maptile *m = op->map; 1752 maptile *m = op->map;
1875 1779
1876 /* The objects have to be checked from top to bottom. 1780 /* The objects have to be checked from top to bottom.
1877 * Hence, we first go to the top: 1781 * Hence, we first go to the top:
1878 */ 1782 */
1879 1783
1880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1784 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1881 { 1785 {
1882 /* Trim the search when we find the first other spell effect 1786 /* Trim the search when we find the first other spell effect
1883 * this helps performance so that if a space has 50 spell objects, 1787 * this helps performance so that if a space has 50 spell objects,
1884 * we don't need to check all of them. 1788 * we don't need to check all of them.
1885 */ 1789 */
1903 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1807 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1904 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1808 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1905 { 1809 {
1906 1810
1907 float 1811 float
1908 diff = tmp->move_slow_penalty * FABS (op->speed); 1812 diff = tmp->move_slow_penalty * fabs (op->speed);
1909 1813
1910 if (op->type == PLAYER) 1814 if (op->type == PLAYER)
1911 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1815 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1912 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1816 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1913 diff /= 4.0; 1817 diff /= 4.0;
1940/* 1844/*
1941 * present_arch(arch, map, x, y) searches for any objects with 1845 * present_arch(arch, map, x, y) searches for any objects with
1942 * a matching archetype at the given map and coordinates. 1846 * a matching archetype at the given map and coordinates.
1943 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
1944 */ 1848 */
1945
1946object * 1849object *
1947present_arch (const archetype *at, maptile *m, int x, int y) 1850present_arch (const archetype *at, maptile *m, int x, int y)
1948{ 1851{
1949 object *
1950 tmp;
1951
1952 if (m == NULL || out_of_map (m, x, y)) 1852 if (!m || out_of_map (m, x, y))
1953 { 1853 {
1954 LOG (llevError, "Present_arch called outside map.\n"); 1854 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1855 return NULL;
1956 } 1856 }
1957 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1857
1858 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1958 if (tmp->arch == at) 1859 if (tmp->arch == at)
1959 return tmp; 1860 return tmp;
1861
1960 return NULL; 1862 return NULL;
1961} 1863}
1962 1864
1963/* 1865/*
1964 * present(type, map, x, y) searches for any objects with 1866 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1867 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
1967 */ 1869 */
1968
1969object * 1870object *
1970present (unsigned char type, maptile *m, int x, int y) 1871present (unsigned char type, maptile *m, int x, int y)
1971{ 1872{
1972 object *
1973 tmp;
1974
1975 if (out_of_map (m, x, y)) 1873 if (out_of_map (m, x, y))
1976 { 1874 {
1977 LOG (llevError, "Present called outside map.\n"); 1875 LOG (llevError, "Present called outside map.\n");
1978 return NULL; 1876 return NULL;
1979 } 1877 }
1980 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)
1981 if (tmp->type == type) 1880 if (tmp->type == type)
1982 return tmp; 1881 return tmp;
1882
1983 return NULL; 1883 return NULL;
1984} 1884}
1985 1885
1986/* 1886/*
1987 * present_in_ob(type, object) searches for any objects with 1887 * present_in_ob(type, object) searches for any objects with
1988 * a matching type variable in the inventory of the given object. 1888 * a matching type variable in the inventory of the given object.
1989 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
1990 */ 1890 */
1991
1992object * 1891object *
1993present_in_ob (unsigned char type, const object *op) 1892present_in_ob (unsigned char type, const object *op)
1994{ 1893{
1995 object *
1996 tmp;
1997
1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if (tmp->type == type) 1895 if (tmp->type == type)
2000 return tmp; 1896 return tmp;
1897
2001 return NULL; 1898 return NULL;
2002} 1899}
2003 1900
2004/* 1901/*
2005 * present_in_ob (type, str, object) searches for any objects with 1902 * present_in_ob (type, str, object) searches for any objects with
2013 * str is the string to match against. Note that we match against 1910 * str is the string to match against. Note that we match against
2014 * the object name, not the archetype name. this is so that the 1911 * the object name, not the archetype name. this is so that the
2015 * spell code can use one object type (force), but change it's name 1912 * spell code can use one object type (force), but change it's name
2016 * to be unique. 1913 * to be unique.
2017 */ 1914 */
2018
2019object * 1915object *
2020present_in_ob_by_name (int type, const char *str, const object *op) 1916present_in_ob_by_name (int type, const char *str, const object *op)
2021{ 1917{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1918 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2026 {
2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1919 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2028 return tmp; 1920 return tmp;
2029 } 1921
2030 return NULL; 1922 return 0;
2031} 1923}
2032 1924
2033/* 1925/*
2034 * present_arch_in_ob(archetype, object) searches for any objects with 1926 * present_arch_in_ob(archetype, object) searches for any objects with
2035 * a matching archetype in the inventory of the given object. 1927 * a matching archetype in the inventory of the given object.
2036 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
2037 */ 1929 */
2038
2039object * 1930object *
2040present_arch_in_ob (const archetype *at, const object *op) 1931present_arch_in_ob (const archetype *at, const object *op)
2041{ 1932{
2042 object *
2043 tmp;
2044
2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1933 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2046 if (tmp->arch == at) 1934 if (tmp->arch == at)
2047 return tmp; 1935 return tmp;
1936
2048 return NULL; 1937 return NULL;
2049} 1938}
2050 1939
2051/* 1940/*
2052 * activate recursively a flag on an object inventory 1941 * activate recursively a flag on an object inventory
2053 */ 1942 */
2054void 1943void
2055flag_inv (object *op, int flag) 1944flag_inv (object *op, int flag)
2056{ 1945{
2057 object *
2058 tmp;
2059
2060 if (op->inv)
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2062 { 1947 {
2063 SET_FLAG (tmp, flag); 1948 SET_FLAG (tmp, flag);
2064 flag_inv (tmp, flag); 1949 flag_inv (tmp, flag);
2065 } 1950 }
2066} /* 1951}
1952
1953/*
2067 * desactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
2068 */ 1955 */
2069void 1956void
2070unflag_inv (object *op, int flag) 1957unflag_inv (object *op, int flag)
2071{ 1958{
2072 object *
2073 tmp;
2074
2075 if (op->inv)
2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2077 { 1960 {
2078 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2079 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
2080 } 1963 }
2081}
2082
2083/*
2084 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2085 * all it's inventory (recursively).
2086 * If checksums are used, a player will get set_cheat called for
2087 * him/her-self and all object carried by a call to this function.
2088 */
2089
2090void
2091set_cheat (object *op)
2092{
2093 SET_FLAG (op, FLAG_WAS_WIZ);
2094 flag_inv (op, FLAG_WAS_WIZ);
2095} 1964}
2096 1965
2097/* 1966/*
2098 * find_free_spot(object, map, x, y, start, stop) will search for 1967 * find_free_spot(object, map, x, y, start, stop) will search for
2099 * a spot at the given map and coordinates which will be able to contain 1968 * a spot at the given map and coordinates which will be able to contain
2101 * to search (see the freearr_x/y[] definition). 1970 * to search (see the freearr_x/y[] definition).
2102 * It returns a random choice among the alternatives found. 1971 * It returns a random choice among the alternatives found.
2103 * start and stop are where to start relative to the free_arr array (1,9 1972 * start and stop are where to start relative to the free_arr array (1,9
2104 * does all 4 immediate directions). This returns the index into the 1973 * does all 4 immediate directions). This returns the index into the
2105 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1974 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2106 * Note - this only checks to see if there is space for the head of the
2107 * object - if it is a multispace object, this should be called for all
2108 * pieces.
2109 * Note2: This function does correctly handle tiled maps, but does not 1975 * Note: This function does correctly handle tiled maps, but does not
2110 * inform the caller. However, insert_ob_in_map will update as 1976 * inform the caller. However, insert_ob_in_map will update as
2111 * necessary, so the caller shouldn't need to do any special work. 1977 * necessary, so the caller shouldn't need to do any special work.
2112 * Note - updated to take an object instead of archetype - this is necessary 1978 * Note - updated to take an object instead of archetype - this is necessary
2113 * because arch_blocked (now ob_blocked) needs to know the movement type 1979 * because arch_blocked (now ob_blocked) needs to know the movement type
2114 * to know if the space in question will block the object. We can't use 1980 * to know if the space in question will block the object. We can't use
2115 * the archetype because that isn't correct if the monster has been 1981 * the archetype because that isn't correct if the monster has been
2116 * customized, changed states, etc. 1982 * customized, changed states, etc.
2117 */ 1983 */
2118
2119int 1984int
2120find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1985find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2121{ 1986{
2122 int
2123 i,
2124 index = 0, flag;
2125 static int
2126 altern[SIZEOFFREE]; 1987 int altern[SIZEOFFREE];
1988 int index = 0, flag;
2127 1989
2128 for (i = start; i < stop; i++) 1990 for (int i = start; i < stop; i++)
2129 { 1991 {
2130 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1992 mapxy pos (m, x, y); pos.move (i);
2131 if (!flag) 1993
1994 if (!pos.normalise ())
1995 continue;
1996
1997 mapspace &ms = *pos;
1998
1999 if (ms.flags () & P_IS_ALIVE)
2000 continue;
2001
2002 /* However, often
2003 * ob doesn't have any move type (when used to place exits)
2004 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2005 */
2006 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2007 {
2132 altern[index++] = i; 2008 altern [index++] = i;
2009 continue;
2010 }
2133 2011
2134 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2135 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2136 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2137 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2138 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2139 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2140 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2141 */ 2019 */
2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2020 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2021 {
2143 stop = maxfree[i]; 2022 stop = maxfree[i];
2023 continue;
2024 }
2025
2026 /* Note it is intentional that we check ob - the movement type of the
2027 * head of the object should correspond for the entire object.
2028 */
2029 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2030 continue;
2031
2032 if (ob->blocked (m, pos.x, pos.y))
2033 continue;
2034
2035 altern [index++] = i;
2144 } 2036 }
2037
2145 if (!index) 2038 if (!index)
2146 return -1; 2039 return -1;
2040
2147 return altern[RANDOM () % index]; 2041 return altern [rndm (index)];
2148} 2042}
2149 2043
2150/* 2044/*
2151 * find_first_free_spot(archetype, maptile, x, y) works like 2045 * find_first_free_spot(archetype, maptile, x, y) works like
2152 * find_free_spot(), but it will search max number of squares. 2046 * find_free_spot(), but it will search max number of squares.
2153 * But it will return the first available spot, not a random choice. 2047 * But it will return the first available spot, not a random choice.
2154 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2048 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2155 */ 2049 */
2156
2157int 2050int
2158find_first_free_spot (const object *ob, maptile *m, int x, int y) 2051find_first_free_spot (const object *ob, maptile *m, int x, int y)
2159{ 2052{
2160 int
2161 i;
2162
2163 for (i = 0; i < SIZEOFFREE; i++) 2053 for (int i = 0; i < SIZEOFFREE; i++)
2164 {
2165 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2054 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2166 return i; 2055 return i;
2167 } 2056
2168 return -1; 2057 return -1;
2169} 2058}
2170 2059
2171/* 2060/*
2172 * The function permute(arr, begin, end) randomly reorders the array 2061 * The function permute(arr, begin, end) randomly reorders the array
2173 * arr[begin..end-1]. 2062 * arr[begin..end-1].
2063 * now uses a fisher-yates shuffle, old permute was broken
2174 */ 2064 */
2175static void 2065static void
2176permute (int *arr, int begin, int end) 2066permute (int *arr, int begin, int end)
2177{ 2067{
2178 int 2068 arr += begin;
2179 i,
2180 j,
2181 tmp,
2182 len;
2183
2184 len = end - begin; 2069 end -= begin;
2185 for (i = begin; i < end; i++)
2186 {
2187 j = begin + RANDOM () % len;
2188 2070
2189 tmp = arr[i]; 2071 while (--end)
2190 arr[i] = arr[j]; 2072 swap (arr [end], arr [rndm (end + 1)]);
2191 arr[j] = tmp;
2192 }
2193} 2073}
2194 2074
2195/* new function to make monster searching more efficient, and effective! 2075/* new function to make monster searching more efficient, and effective!
2196 * This basically returns a randomized array (in the passed pointer) of 2076 * This basically returns a randomized array (in the passed pointer) of
2197 * the spaces to find monsters. In this way, it won't always look for 2077 * the spaces to find monsters. In this way, it won't always look for
2200 * the 3x3 area will be searched, just not in a predictable order. 2080 * the 3x3 area will be searched, just not in a predictable order.
2201 */ 2081 */
2202void 2082void
2203get_search_arr (int *search_arr) 2083get_search_arr (int *search_arr)
2204{ 2084{
2205 int 2085 int i;
2206 i;
2207 2086
2208 for (i = 0; i < SIZEOFFREE; i++) 2087 for (i = 0; i < SIZEOFFREE; i++)
2209 {
2210 search_arr[i] = i; 2088 search_arr[i] = i;
2211 }
2212 2089
2213 permute (search_arr, 1, SIZEOFFREE1 + 1); 2090 permute (search_arr, 1, SIZEOFFREE1 + 1);
2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2091 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2092 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2216} 2093}
2225 * Perhaps incorrectly, but I'm making the assumption that exclude 2102 * Perhaps incorrectly, but I'm making the assumption that exclude
2226 * is actually want is going to try and move there. We need this info 2103 * is actually want is going to try and move there. We need this info
2227 * because we have to know what movement the thing looking to move 2104 * because we have to know what movement the thing looking to move
2228 * there is capable of. 2105 * there is capable of.
2229 */ 2106 */
2230
2231int 2107int
2232find_dir (maptile *m, int x, int y, object *exclude) 2108find_dir (maptile *m, int x, int y, object *exclude)
2233{ 2109{
2234 int
2235 i,
2236 max = SIZEOFFREE, mflags; 2110 int i, max = SIZEOFFREE, mflags;
2237 2111
2238 sint16 nx, ny; 2112 sint16 nx, ny;
2239 object * 2113 object *tmp;
2240 tmp;
2241 maptile * 2114 maptile *mp;
2242 mp;
2243 2115
2244 MoveType blocked, move_type; 2116 MoveType blocked, move_type;
2245 2117
2246 if (exclude && exclude->head) 2118 if (exclude && exclude->head_ () != exclude)
2247 { 2119 {
2248 exclude = exclude->head; 2120 exclude = exclude->head;
2249 move_type = exclude->move_type; 2121 move_type = exclude->move_type;
2250 } 2122 }
2251 else 2123 else
2259 mp = m; 2131 mp = m;
2260 nx = x + freearr_x[i]; 2132 nx = x + freearr_x[i];
2261 ny = y + freearr_y[i]; 2133 ny = y + freearr_y[i];
2262 2134
2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2135 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2136
2264 if (mflags & P_OUT_OF_MAP) 2137 if (mflags & P_OUT_OF_MAP)
2265 {
2266 max = maxfree[i]; 2138 max = maxfree[i];
2267 }
2268 else 2139 else
2269 { 2140 {
2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2141 mapspace &ms = mp->at (nx, ny);
2142
2143 blocked = ms.move_block;
2271 2144
2272 if ((move_type & blocked) == move_type) 2145 if ((move_type & blocked) == move_type)
2273 {
2274 max = maxfree[i]; 2146 max = maxfree[i];
2275 }
2276 else if (mflags & P_IS_ALIVE) 2147 else if (mflags & P_IS_ALIVE)
2277 { 2148 {
2278 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2149 for (tmp = ms.bot; tmp; tmp = tmp->above)
2279 { 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2280 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2281 {
2282 break; 2152 break;
2283 } 2153
2284 }
2285 if (tmp) 2154 if (tmp)
2286 {
2287 return freedir[i]; 2155 return freedir[i];
2288 }
2289 } 2156 }
2290 } 2157 }
2291 } 2158 }
2159
2292 return 0; 2160 return 0;
2293} 2161}
2294 2162
2295/* 2163/*
2296 * distance(object 1, object 2) will return the square of the 2164 * distance(object 1, object 2) will return the square of the
2297 * distance between the two given objects. 2165 * distance between the two given objects.
2298 */ 2166 */
2299
2300int 2167int
2301distance (const object *ob1, const object *ob2) 2168distance (const object *ob1, const object *ob2)
2302{ 2169{
2303 int
2304 i;
2305
2306 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2170 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2307 return i;
2308} 2171}
2309 2172
2310/* 2173/*
2311 * find_dir_2(delta-x,delta-y) will return a direction in which 2174 * find_dir_2(delta-x,delta-y) will return a direction in which
2312 * an object which has subtracted the x and y coordinates of another 2175 * an object which has subtracted the x and y coordinates of another
2313 * object, needs to travel toward it. 2176 * object, needs to travel toward it.
2314 */ 2177 */
2315
2316int 2178int
2317find_dir_2 (int x, int y) 2179find_dir_2 (int x, int y)
2318{ 2180{
2319 int 2181 int q;
2320 q;
2321 2182
2322 if (y) 2183 if (y)
2323 q = x * 100 / y; 2184 q = x * 100 / y;
2324 else if (x) 2185 else if (x)
2325 q = -300 * x; 2186 q = -300 * x;
2350 2211
2351 return 3; 2212 return 3;
2352} 2213}
2353 2214
2354/* 2215/*
2355 * absdir(int): Returns a number between 1 and 8, which represent
2356 * the "absolute" direction of a number (it actually takes care of
2357 * "overflow" in previous calculations of a direction).
2358 */
2359
2360int
2361absdir (int d)
2362{
2363 while (d < 1)
2364 d += 8;
2365 while (d > 8)
2366 d -= 8;
2367 return d;
2368}
2369
2370/*
2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2216 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2372 * between two directions (which are expected to be absolute (see absdir()) 2217 * between two directions (which are expected to be absolute (see absdir())
2373 */ 2218 */
2374
2375int 2219int
2376dirdiff (int dir1, int dir2) 2220dirdiff (int dir1, int dir2)
2377{ 2221{
2378 int 2222 int d;
2379 d;
2380 2223
2381 d = abs (dir1 - dir2); 2224 d = abs (dir1 - dir2);
2382 if (d > 4) 2225 if (d > 4)
2383 d = 8 - d; 2226 d = 8 - d;
2227
2384 return d; 2228 return d;
2385} 2229}
2386 2230
2387/* peterm: 2231/* peterm:
2388 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2232 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2391 * This basically means that if direction is 15, then it could either go 2235 * This basically means that if direction is 15, then it could either go
2392 * direction 4, 14, or 16 to get back to where we are. 2236 * direction 4, 14, or 16 to get back to where we are.
2393 * Moved from spell_util.c to object.c with the other related direction 2237 * Moved from spell_util.c to object.c with the other related direction
2394 * functions. 2238 * functions.
2395 */ 2239 */
2396
2397int
2398 reduction_dir[SIZEOFFREE][3] = { 2240int reduction_dir[SIZEOFFREE][3] = {
2399 {0, 0, 0}, /* 0 */ 2241 {0, 0, 0}, /* 0 */
2400 {0, 0, 0}, /* 1 */ 2242 {0, 0, 0}, /* 1 */
2401 {0, 0, 0}, /* 2 */ 2243 {0, 0, 0}, /* 2 */
2402 {0, 0, 0}, /* 3 */ 2244 {0, 0, 0}, /* 3 */
2403 {0, 0, 0}, /* 4 */ 2245 {0, 0, 0}, /* 4 */
2451 * find a path to that monster that we found. If not, 2293 * find a path to that monster that we found. If not,
2452 * we don't bother going toward it. Returns 1 if we 2294 * we don't bother going toward it. Returns 1 if we
2453 * can see a direct way to get it 2295 * can see a direct way to get it
2454 * Modified to be map tile aware -.MSW 2296 * Modified to be map tile aware -.MSW
2455 */ 2297 */
2456
2457
2458int 2298int
2459can_see_monsterP (maptile *m, int x, int y, int dir) 2299can_see_monsterP (maptile *m, int x, int y, int dir)
2460{ 2300{
2461 sint16 dx, dy; 2301 sint16 dx, dy;
2462 int
2463 mflags; 2302 int mflags;
2464 2303
2465 if (dir < 0) 2304 if (dir < 0)
2466 return 0; /* exit condition: invalid direction */ 2305 return 0; /* exit condition: invalid direction */
2467 2306
2468 dx = x + freearr_x[dir]; 2307 dx = x + freearr_x[dir];
2481 return 0; 2320 return 0;
2482 2321
2483 /* yes, can see. */ 2322 /* yes, can see. */
2484 if (dir < 9) 2323 if (dir < 9)
2485 return 1; 2324 return 1;
2325
2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2326 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2487 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2327 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2328 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2488} 2329}
2489
2490
2491 2330
2492/* 2331/*
2493 * can_pick(picker, item): finds out if an object is possible to be 2332 * can_pick(picker, item): finds out if an object is possible to be
2494 * picked up by the picker. Returnes 1 if it can be 2333 * picked up by the picker. Returnes 1 if it can be
2495 * picked up, otherwise 0. 2334 * picked up, otherwise 0.
2497 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2336 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2498 * core dumps if they do. 2337 * core dumps if they do.
2499 * 2338 *
2500 * Add a check so we can't pick up invisible objects (0.93.8) 2339 * Add a check so we can't pick up invisible objects (0.93.8)
2501 */ 2340 */
2502
2503int 2341int
2504can_pick (const object *who, const object *item) 2342can_pick (const object *who, const object *item)
2505{ 2343{
2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2508 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2346 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2509} 2347}
2510 2348
2511
2512/* 2349/*
2513 * create clone from object to another 2350 * create clone from object to another
2514 */ 2351 */
2515object * 2352object *
2516object_create_clone (object *asrc) 2353object_create_clone (object *asrc)
2517{ 2354{
2518 object *dst = 0, *tmp, *src, *part, *prev, *item; 2355 object *dst = 0, *tmp, *src, *prev, *item;
2519 2356
2520 if (!asrc) 2357 if (!asrc)
2521 return 0; 2358 return 0;
2522 2359
2523 src = asrc;
2524 if (src->head)
2525 src = src->head; 2360 src = asrc->head_ ();
2526 2361
2527 prev = 0; 2362 prev = 0;
2528 for (part = src; part; part = part->more) 2363 for (object *part = src; part; part = part->more)
2529 { 2364 {
2530 tmp = part->clone (); 2365 tmp = part->clone ();
2531 tmp->x -= src->x; 2366 tmp->x -= src->x;
2532 tmp->y -= src->y; 2367 tmp->y -= src->y;
2533 2368
2535 { 2370 {
2536 dst = tmp; 2371 dst = tmp;
2537 tmp->head = 0; 2372 tmp->head = 0;
2538 } 2373 }
2539 else 2374 else
2540 {
2541 tmp->head = dst; 2375 tmp->head = dst;
2542 }
2543 2376
2544 tmp->more = 0; 2377 tmp->more = 0;
2545 2378
2546 if (prev) 2379 if (prev)
2547 prev->more = tmp; 2380 prev->more = tmp;
2551 2384
2552 for (item = src->inv; item; item = item->below) 2385 for (item = src->inv; item; item = item->below)
2553 insert_ob_in_ob (object_create_clone (item), dst); 2386 insert_ob_in_ob (object_create_clone (item), dst);
2554 2387
2555 return dst; 2388 return dst;
2556}
2557
2558/* GROS - Creates an object using a string representing its content. */
2559/* Basically, we save the content of the string to a temp file, then call */
2560/* load_object on it. I admit it is a highly inefficient way to make things, */
2561/* but it was simple to make and allows reusing the load_object function. */
2562/* Remember not to use load_object_str in a time-critical situation. */
2563/* Also remember that multiparts objects are not supported for now. */
2564
2565object *
2566load_object_str (const char *obstr)
2567{
2568 object *op;
2569 char filename[MAX_BUF];
2570
2571 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2572
2573 FILE *tempfile = fopen (filename, "w");
2574
2575 if (tempfile == NULL)
2576 {
2577 LOG (llevError, "Error - Unable to access load object temp file\n");
2578 return NULL;
2579 }
2580
2581 fprintf (tempfile, obstr);
2582 fclose (tempfile);
2583
2584 op = object::create ();
2585
2586 object_thawer thawer (filename);
2587
2588 if (thawer)
2589 load_object (thawer, op, 0);
2590
2591 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2592 CLEAR_FLAG (op, FLAG_REMOVED);
2593
2594 return op;
2595} 2389}
2596 2390
2597/* This returns the first object in who's inventory that 2391/* This returns the first object in who's inventory that
2598 * has the same type and subtype match. 2392 * has the same type and subtype match.
2599 * returns NULL if no match. 2393 * returns NULL if no match.
2600 */ 2394 */
2601object * 2395object *
2602find_obj_by_type_subtype (const object *who, int type, int subtype) 2396find_obj_by_type_subtype (const object *who, int type, int subtype)
2603{ 2397{
2604 object *tmp;
2605
2606 for (tmp = who->inv; tmp; tmp = tmp->below) 2398 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2607 if (tmp->type == type && tmp->subtype == subtype) 2399 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp; 2400 return tmp;
2609 2401
2610 return NULL; 2402 return 0;
2611} 2403}
2612 2404
2613/* If ob has a field named key, return the link from the list, 2405/* If ob has a field named key, return the link from the list,
2614 * otherwise return NULL. 2406 * otherwise return NULL.
2615 * 2407 *
2617 * do the desired thing. 2409 * do the desired thing.
2618 */ 2410 */
2619key_value * 2411key_value *
2620get_ob_key_link (const object *ob, const char *key) 2412get_ob_key_link (const object *ob, const char *key)
2621{ 2413{
2622 key_value *link;
2623
2624 for (link = ob->key_values; link != NULL; link = link->next) 2414 for (key_value *link = ob->key_values; link; link = link->next)
2625 if (link->key == key) 2415 if (link->key == key)
2626 return link; 2416 return link;
2627 2417
2628 return NULL; 2418 return 0;
2629} 2419}
2630 2420
2631/* 2421/*
2632 * Returns the value of op has an extra_field for key, or NULL. 2422 * Returns the value of op has an extra_field for key, or NULL.
2633 * 2423 *
2658 if (link->key == canonical_key) 2448 if (link->key == canonical_key)
2659 return link->value; 2449 return link->value;
2660 2450
2661 return 0; 2451 return 0;
2662} 2452}
2663
2664 2453
2665/* 2454/*
2666 * Updates the canonical_key in op to value. 2455 * Updates the canonical_key in op to value.
2667 * 2456 *
2668 * canonical_key is a shared string (value doesn't have to be). 2457 * canonical_key is a shared string (value doesn't have to be).
2673 * Returns TRUE on success. 2462 * Returns TRUE on success.
2674 */ 2463 */
2675int 2464int
2676set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2465set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2677{ 2466{
2678 key_value *
2679 field = NULL, *last = NULL; 2467 key_value *field = NULL, *last = NULL;
2680 2468
2681 for (field = op->key_values; field != NULL; field = field->next) 2469 for (field = op->key_values; field != NULL; field = field->next)
2682 { 2470 {
2683 if (field->key != canonical_key) 2471 if (field->key != canonical_key)
2684 { 2472 {
2693 /* Basically, if the archetype has this key set, 2481 /* Basically, if the archetype has this key set,
2694 * we need to store the null value so when we save 2482 * we need to store the null value so when we save
2695 * it, we save the empty value so that when we load, 2483 * it, we save the empty value so that when we load,
2696 * we get this value back again. 2484 * we get this value back again.
2697 */ 2485 */
2698 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2486 if (get_ob_key_link (op->arch, canonical_key))
2699 field->value = 0; 2487 field->value = 0;
2700 else 2488 else
2701 { 2489 {
2702 if (last) 2490 if (last)
2703 last->next = field->next; 2491 last->next = field->next;
2712 /* IF we get here, key doesn't exist */ 2500 /* IF we get here, key doesn't exist */
2713 2501
2714 /* No field, we'll have to add it. */ 2502 /* No field, we'll have to add it. */
2715 2503
2716 if (!add_key) 2504 if (!add_key)
2717 {
2718 return FALSE; 2505 return FALSE;
2719 } 2506
2720 /* There isn't any good reason to store a null 2507 /* There isn't any good reason to store a null
2721 * value in the key/value list. If the archetype has 2508 * value in the key/value list. If the archetype has
2722 * this key, then we should also have it, so shouldn't 2509 * this key, then we should also have it, so shouldn't
2723 * be here. If user wants to store empty strings, 2510 * be here. If user wants to store empty strings,
2724 * should pass in "" 2511 * should pass in ""
2773 } 2560 }
2774 else 2561 else
2775 item = item->env; 2562 item = item->env;
2776} 2563}
2777 2564
2565const char *
2566object::flag_desc (char *desc, int len) const
2567{
2568 char *p = desc;
2569 bool first = true;
2570
2571 *p = 0;
2572
2573 for (int i = 0; i < NUM_FLAGS; i++)
2574 {
2575 if (len <= 10) // magic constant!
2576 {
2577 snprintf (p, len, ",...");
2578 break;
2579 }
2580
2581 if (flag [i])
2582 {
2583 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2584 len -= cnt;
2585 p += cnt;
2586 first = false;
2587 }
2588 }
2589
2590 return desc;
2591}
2592
2778// return a suitable string describing an objetc in enough detail to find it 2593// return a suitable string describing an object in enough detail to find it
2779const char * 2594const char *
2780object::debug_desc (char *info) const 2595object::debug_desc (char *info) const
2781{ 2596{
2597 char flagdesc[512];
2782 char info2[256 * 3]; 2598 char info2[256 * 4];
2783 char *p = info; 2599 char *p = info;
2784 2600
2785 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2601 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2786 count, 2602 count,
2603 uuid.c_str (),
2787 &name, 2604 &name,
2788 title ? " " : "", 2605 title ? "\",title:\"" : "",
2789 title ? (const char *)title : ""); 2606 title ? (const char *)title : "",
2607 flag_desc (flagdesc, 512), type);
2790 2608
2791 if (env) 2609 if (!this->flag[FLAG_REMOVED] && env)
2792 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2793 2611
2794 if (map) 2612 if (map)
2795 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2796 2614
2797 return info; 2615 return info;
2798} 2616}
2799 2617
2800const char * 2618const char *
2801object::debug_desc () const 2619object::debug_desc () const
2802{ 2620{
2803 static char info[256 * 3]; 2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2804 return debug_desc (info); 2624 return debug_desc (info [++info_idx % 3]);
2805} 2625}
2806 2626
2627struct region *
2628object::region () const
2629{
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632}
2633
2634const materialtype_t *
2635object::dominant_material () const
2636{
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641}
2642
2643void
2644object::open_container (object *new_container)
2645{
2646 if (container == new_container)
2647 return;
2648
2649 if (object *old_container = container)
2650 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return;
2653
2654#if 0
2655 // remove the "Close old_container" object.
2656 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON)
2658 closer->destroy ();
2659#endif
2660
2661 old_container->flag [FLAG_APPLIED] = 0;
2662 container = 0;
2663
2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = arch_to_object (new_container->other_arch);
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2686
2687 new_container->flag [FLAG_APPLIED] = 1;
2688 container = new_container;
2689
2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694}
2695
2696object *
2697object::force_find (const shstr name)
2698{
2699 /* cycle through his inventory to look for the MARK we want to
2700 * place
2701 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE && tmp->slaying == name)
2704 return splay (tmp);
2705
2706 return 0;
2707}
2708
2709void
2710object::force_add (const shstr name, int duration)
2711{
2712 if (object *force = force_find (name))
2713 force->destroy ();
2714
2715 object *force = get_archetype (FORCE_NAME);
2716
2717 force->slaying = name;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true;
2724
2725 insert (force);
2726}
2727
2728void
2729object::play_sound (faceidx sound) const
2730{
2731 if (!sound)
2732 return;
2733
2734 if (flag [FLAG_REMOVED])
2735 return;
2736
2737 if (env)
2738 {
2739 if (object *pl = in_player ())
2740 pl->contr->play_sound (sound);
2741 }
2742 else
2743 map->play_sound (sound, x, y);
2744}
2745

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