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Comparing deliantra/server/common/object.C (file contents):
Revision 1.25 by root, Mon Sep 11 01:16:20 2006 UTC vs.
Revision 1.147 by root, Sat May 12 16:06:42 2007 UTC

1
2/* 1/*
3 * static char *rcsid_object_c =
4 * "$Id: object.C,v 1.25 2006/09/11 01:16:20 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29 24
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
32 variable. */ 27 variable. */
33#include <global.h> 28#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 29#include <stdio.h>
36# include <sys/types.h> 30#include <sys/types.h>
37# include <sys/uio.h> 31#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 32#include <object.h>
40#include <funcpoint.h> 33#include <funcpoint.h>
41#include <skills.h> 34#include <sproto.h>
42#include <loader.h> 35#include <loader.h>
36
37#include <bitset>
38
43int nrofallocobjects = 0; 39int nrofallocobjects = 0;
40static UUID uuid;
41const uint64 UUID_SKIP = 1<<19;
44 42
45object *objects; /* Pointer to the list of used objects */ 43objectvec objects;
46object *active_objects; /* List of active objects that need to be processed */ 44activevec actives;
47 45
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 48};
51short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
57int freedir[SIZEOFFREE] = { 55int freedir[SIZEOFFREE] = {
58 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, 56 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,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 58};
61 59
60static void
61write_uuid (void)
62{
63 char filename1[MAX_BUF], filename2[MAX_BUF];
64
65 sprintf (filename1, "%s/uuid", settings.localdir);
66 sprintf (filename2, "%s/uuid~", settings.localdir);
67
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79}
80
81static void
82read_uuid (void)
83{
84 char filename[MAX_BUF];
85
86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 FILE *fp;
89
90 if (!(fp = fopen (filename, "r")))
91 {
92 if (errno == ENOENT)
93 {
94 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0;
96 write_uuid ();
97 return;
98 }
99
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1);
102 }
103
104 int version;
105 unsigned long long uid;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
107 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
109 _exit (1);
110 }
111
112 uuid.seq = uid;
113 write_uuid ();
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
115 fclose (fp);
116}
117
118UUID
119gen_uuid ()
120{
121 UUID uid;
122
123 uid.seq = ++uuid.seq;
124
125 if (!(uuid.seq & (UUID_SKIP - 1)))
126 write_uuid ();
127
128 return uid;
129}
130
131void
132init_uuid ()
133{
134 read_uuid ();
135}
136
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 138static int
64compare_ob_value_lists_one (const object *wants, const object *has) 139compare_ob_value_lists_one (const object *wants, const object *has)
65{ 140{
66 key_value *wants_field; 141 key_value *wants_field;
69 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
71 */ 146 */
72 147
73 /* For each field in wants, */ 148 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
75 { 150 {
76 key_value *has_field; 151 key_value *has_field;
77 152
78 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
113 * 188 *
114 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
117 * 192 *
118 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
119 * 194 *
120 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
121 * check weight 196 * check weight
122 */ 197 */
123
124bool object::can_merge (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
125{ 199{
126 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 201 if (ob1 == ob2
202 || ob1->type != ob2->type
203 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value
205 || ob1->name != ob2->name)
128 return 0; 206 return 0;
129 207
130 if (ob1->speed != ob2->speed) 208 //TODO: this ain't working well, use nicer and correct overflow check
131 return 0;
132
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is 210 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof). 211 * used to store nrof).
136 */ 212 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 224
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 227
152 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 230 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 231 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 232 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 233 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
168 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 250 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
183 return 0; 253 return 0;
184 254
185 /* This is really a spellbook check - really, we should 255 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory. 256 * check all objects in the inventory.
187 */ 257 */
190 /* if one object has inventory but the other doesn't, not equiv */ 260 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0; 262 return 0;
193 263
194 /* Now check to see if the two inventory objects could merge */ 264 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
196 return 0; 266 return 0;
197 267
198 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 269 * if it is valid.
200 */ 270 */
209 279
210 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
212 * check? 282 * check?
213 */ 283 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 285 return 0;
216 286
217 switch (ob1->type) 287 switch (ob1->type)
218 { 288 {
219 case SCROLL: 289 case SCROLL:
220 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
221 return 0; 291 return 0;
222 break; 292 break;
223 } 293 }
224 294
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 { 296 {
227 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
249/* 319/*
250 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
253 */ 323 */
254signed long 324long
255sum_weight (object *op) 325sum_weight (object *op)
256{ 326{
257 signed long sum; 327 long sum;
258 object *inv; 328 object *inv;
259 329
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
261 { 331 {
262 if (inv->inv) 332 if (inv->inv)
263 sum_weight (inv); 333 sum_weight (inv);
334
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 336 }
337
266 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
340
268 if (op->carrying != sum) 341 if (op->carrying != sum)
269 op->carrying = sum; 342 op->carrying = sum;
343
270 return sum; 344 return sum;
271} 345}
272 346
273/** 347/**
274 * Return the outermost environment object for a given object. 348 * Return the outermost environment object for a given object.
281 op = op->env; 355 op = op->env;
282 return op; 356 return op;
283} 357}
284 358
285/* 359/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 361 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
304 */ 363 */
305 364char *
306void
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 {
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354}
355
356/*
357 * Dumps an object. Returns output in the static global errmsg array.
358 */
359
360void
361dump_object (object *op) 365dump_object (object *op)
362{ 366{
363 if (op == NULL) 367 if (!op)
364 { 368 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 369
372void 370 object_freezer freezer;
373dump_all_objects (void) 371 op->write (freezer);
374{ 372 return freezer.as_string ();
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382} 373}
383 374
384/* 375/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 377 * multi-object 1 which is closest to the second object.
402} 393}
403 394
404/* 395/*
405 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
406 */ 397 */
407
408object * 398object *
409find_object (tag_t i) 399find_object (tag_t i)
410{ 400{
411 object *op; 401 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 402 if (op->count == i)
415 break;
416 return op; 403 return op;
404
405 return 0;
417} 406}
418 407
419/* 408/*
420 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
423 */ 412 */
424
425object * 413object *
426find_object_name (const char *str) 414find_object_name (const char *str)
427{ 415{
428 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
429 object *op; 417 object *op;
430 418
431 for (op = objects; op != NULL; op = op->next) 419 for_all_objects (op)
432 if (&op->name == name) 420 if (op->name == str_)
433 break; 421 break;
434 422
435 return op; 423 return op;
436} 424}
437 425
440{ 428{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 430}
443 431
444/* 432/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480}
481
482/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 434 * skill and experience objects.
485 */ 435 */
486void 436void
487set_owner (object *op, object *owner) 437object::set_owner (object *owner)
488{ 438{
489 if (owner == NULL || op == NULL) 439 if (!owner)
490 return; 440 return;
491 441
492 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
498 */ 448 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 449 while (owner->owner)
500 owner = owner->owner; 450 owner = owner->owner;
501 451
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner; 452 this->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512} 453}
513 454
514/* Set the owner to clone's current owner and set the skill and experience 455bool
515 * objects to clone's objects (typically those objects that where the owner's 456object::change_weapon (object *ob)
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{ 457{
527 object *owner = get_owner (clone); 458 if (current_weapon == ob)
459 return true;
528 460
529 if (owner == NULL) 461 if (chosen_skill)
530 { 462 chosen_skill->flag [FLAG_APPLIED] = false;
531 /* players don't have owners - they own themselves. Update 463
532 * as appropriate. 464 current_weapon = ob;
533 */ 465 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
534 if (clone->type == PLAYER) 466
535 owner = clone; 467 if (chosen_skill)
536 else 468 chosen_skill->flag [FLAG_APPLIED] = true;
537 return; 469
470 update_stats ();
471
472 if (ob)
538 } 473 {
474 // now check wether any body locations became invalid, in which case
475 // we cannot apply the weapon at the moment.
476 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
477 if (slot[i].used < 0)
478 {
479 current_weapon = chosen_skill = 0;
480 update_stats ();
539 481
540 set_owner (op, owner); 482 new_draw_info_format (NDI_UNIQUE, 0, this,
483 "You try to balance your applied items all at once, but the %s is too much. "
484 "You need to unapply some items first.", &ob->name);
485 return false;
486 }
487
488 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
489 }
490 else
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
492
493 return true;
541} 494}
542 495
543/* Zero the key_values on op, decrementing the shared-string 496/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 497 * refcounts and freeing the links.
545 */ 498 */
546static void 499static void
547free_key_values (object *op) 500free_key_values (object *op)
548{ 501{
549 for (key_value *i = op->key_values; i != 0;) 502 for (key_value *i = op->key_values; i; )
550 { 503 {
551 key_value *next = i->next; 504 key_value *next = i->next;
552 delete i; 505 delete i;
553 506
554 i = next; 507 i = next;
555 } 508 }
556 509
557 op->key_values = 0; 510 op->key_values = 0;
558} 511}
559 512
560void object::clear () 513object &
514object::operator =(const object &src)
561{ 515{
562 attachable_base::clear (); 516 bool is_freed = flag [FLAG_FREED];
517 bool is_removed = flag [FLAG_REMOVED];
563 518
564 free_key_values (this); 519 *(object_copy *)this = src;
565 520
566 clear_owner (this); 521 flag [FLAG_FREED] = is_freed;
567 522 flag [FLAG_REMOVED] = is_removed;
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object,
627 * and then copies the contends of the first object into the second
628 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630 * if the first object is freed, the pointers in the new object
631 * will point at garbage.
632 */
633
634void
635copy_object (object *op2, object *op)
636{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
639
640 op2->clone (op);
641
642 if (is_freed)
643 SET_FLAG (op, FLAG_FREED);
644 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED);
646
647 if (op2->speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
649 523
650 /* Copy over key_values, if any. */ 524 /* Copy over key_values, if any. */
651 if (op2->key_values) 525 if (src.key_values)
652 { 526 {
653 key_value *tail = 0; 527 key_value *tail = 0;
654 key_value *i;
655
656 op->key_values = 0; 528 key_values = 0;
657 529
658 for (i = op2->key_values; i; i = i->next) 530 for (key_value *i = src.key_values; i; i = i->next)
659 { 531 {
660 key_value *new_link = new key_value; 532 key_value *new_link = new key_value;
661 533
662 new_link->next = 0; 534 new_link->next = 0;
663 new_link->key = i->key; 535 new_link->key = i->key;
664 new_link->value = i->value; 536 new_link->value = i->value;
665 537
666 /* Try and be clever here, too. */ 538 /* Try and be clever here, too. */
667 if (!op->key_values) 539 if (!key_values)
668 { 540 {
669 op->key_values = new_link; 541 key_values = new_link;
670 tail = new_link; 542 tail = new_link;
671 } 543 }
672 else 544 else
673 { 545 {
674 tail->next = new_link; 546 tail->next = new_link;
675 tail = new_link; 547 tail = new_link;
676 } 548 }
677 } 549 }
678 } 550 }
551}
679 552
680 update_ob_speed (op); 553/*
554 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object
559 * will point at garbage.
560 */
561void
562object::copy_to (object *dst)
563{
564 *dst = *this;
565
566 if (speed < 0)
567 dst->speed_left = speed_left - rndm ();
568
569 dst->set_speed (dst->speed);
570}
571
572void
573object::instantiate ()
574{
575 if (!uuid.seq) // HACK
576 uuid = gen_uuid ();
577
578 speed_left = -0.1f;
579 /* copy the body_info to the body_used - this is only really
580 * need for monsters, but doesn't hurt to do it for everything.
581 * by doing so, when a monster is created, it has good starting
582 * values for the body_used info, so when items are created
583 * for it, they can be properly equipped.
584 */
585 for (int i = NUM_BODY_LOCATIONS; i--; )
586 slot[i].used = slot[i].info;
587
588 attachable::instantiate ();
589}
590
591object *
592object::clone ()
593{
594 object *neu = create ();
595 copy_to (neu);
596 return neu;
681} 597}
682 598
683/* 599/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * to the closest player being on the other side, this function can 601 * to the closest player being on the other side, this function can
686 * be called to update the face variable, _and_ how it looks on the map. 602 * be called to update the face variable, _and_ how it looks on the map.
687 */ 603 */
688
689void 604void
690update_turn_face (object *op) 605update_turn_face (object *op)
691{ 606{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 608 return;
609
694 SET_ANIMATION (op, op->direction); 610 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
696} 612}
697 613
698/* 614/*
699 * Updates the speed of an object. If the speed changes from 0 to another 615 * Updates the speed of an object. If the speed changes from 0 to another
700 * value, or vice versa, then add/remove the object from the active list. 616 * value, or vice versa, then add/remove the object from the active list.
701 * This function needs to be called whenever the speed of an object changes. 617 * This function needs to be called whenever the speed of an object changes.
702 */ 618 */
703
704void 619void
705update_ob_speed (object *op) 620object::set_speed (float speed)
706{ 621{
707 extern int arch_init; 622 if (flag [FLAG_FREED] && speed)
708
709 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated.
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 { 623 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 624 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 625 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 626 }
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731 627
732 /* process_events() expects us to insert the object at the beginning 628 this->speed = speed;
733 * of the list. */ 629
734 op->active_next = active_objects; 630 if (has_active_speed ())
735 if (op->active_next != NULL) 631 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 632 else
740 { 633 deactivate ();
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760} 634}
761 635
762/* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770void
771remove_from_active_list (object *op)
772{
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791}
792
793/* 636/*
794 * update_object() updates the array which represents the map. 637 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 638 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 639 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 640 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 641 * If the object being updated is beneath a player, the look-window
799 * of that player is updated (this might be a suboptimal way of 642 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 643 * updating that window, though, since update_object() is called _often_)
801 * 644 *
802 * action is a hint of what the caller believes need to be done. 645 * action is a hint of what the caller believes need to be done.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 646 * current action are:
808 * UP_OBJ_INSERT: op was inserted 647 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 648 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 649 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811 * as that is easier than trying to look at what may have changed. 650 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 651 * UP_OBJ_FACE: only the objects face has changed.
813 */ 652 */
814
815void 653void
816update_object (object *op, int action) 654update_object (object *op, int action)
817{ 655{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow;
820
821 if (op == NULL) 656 if (op == NULL)
822 { 657 {
823 /* this should never happen */ 658 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 659 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 660 return;
826 } 661 }
827 662
828 if (op->env != NULL) 663 if (op->env)
829 { 664 {
830 /* Animation is currently handled by client, so nothing 665 /* Animation is currently handled by client, so nothing
831 * to do in this case. 666 * to do in this case.
832 */ 667 */
833 return; 668 return;
838 */ 673 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 674 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 675 return;
841 676
842 /* make sure the object is within map boundaries */ 677 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 678 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 679 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 680 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 681#ifdef MANY_CORES
847 abort (); 682 abort ();
848#endif 683#endif
849 return; 684 return;
850 } 685 }
851 686
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 687 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 688
689 if (!(m.flags_ & P_UPTODATE))
690 /* nop */;
859 if (action == UP_OBJ_INSERT) 691 else if (action == UP_OBJ_INSERT)
860 { 692 {
693 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 694 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 695 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 696 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 697 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
698 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 699 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on) 700 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 701 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 702 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* This isn't perfect, but I don't expect a lot of objects to 703 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 704 * to have move_allow right now.
884 */ 705 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 706 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 707 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 708 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 709 }
891 /* if the object is being removed, we can't make intelligent 710 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 711 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 712 * that is being removed.
894 */ 713 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 714 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 { 715 m.flags_ = 0;
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE) 716 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */ 717 /* Nothing to do for that case */ ;
902 }
903 else 718 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 719 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907 720
908 if (update_now)
909 {
910 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
911 update_position (op->map, op->x, op->y);
912 }
913
914 if (op->more != NULL) 721 if (op->more)
915 update_object (op->more, action); 722 update_object (op->more, action);
916}
917
918static unordered_vector<object *> mortals;
919static std::vector<object *> freed;
920
921void object::free_mortals ()
922{
923 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924 if (!(*i)->refcount)
925 {
926 freed.push_back (*i);
927 mortals.erase (i);
928 }
929 else
930 ++i;
931} 723}
932 724
933object::object () 725object::object ()
934{ 726{
935 SET_FLAG (this, FLAG_REMOVED); 727 SET_FLAG (this, FLAG_REMOVED);
936 728
937 expmul = 1.0; 729 expmul = 1.0;
938 face = blank_face; 730 face = blank_face;
939 attacked_by_count = -1;
940} 731}
941 732
942object::~object () 733object::~object ()
943{ 734{
735 unlink ();
736
944 free_key_values (this); 737 free_key_values (this);
945} 738}
946 739
740static int object_count;
741
947void object::link () 742void object::link ()
948{ 743{
744 assert (!index);//D
745 uuid = gen_uuid ();
949 count = ++ob_count; 746 count = ++object_count;
950 747
951 prev = 0; 748 refcnt_inc ();
952 next = objects; 749 objects.insert (this);
953
954 if (objects)
955 objects->prev = this;
956
957 objects = this;
958} 750}
959 751
960void object::unlink () 752void object::unlink ()
961{ 753{
962 count = 0;
963
964 /* Remove this object from the list of used objects */
965 if (prev)
966 {
967 prev->next = next;
968 prev = 0;
969 }
970
971 if (next) 754 if (!index)
972 { 755 return;
973 next->prev = prev; 756
974 next = 0; 757 objects.erase (this);
758 refcnt_dec ();
759}
760
761void
762object::activate ()
763{
764 /* If already on active list, don't do anything */
765 if (active)
766 return;
767
768 if (has_active_speed ())
769 actives.insert (this);
770}
771
772void
773object::activate_recursive ()
774{
775 activate ();
776
777 for (object *op = inv; op; op = op->below)
778 op->activate_recursive ();
779}
780
781/* This function removes object 'op' from the list of active
782 * objects.
783 * This should only be used for style maps or other such
784 * reference maps where you don't want an object that isn't
785 * in play chewing up cpu time getting processed.
786 * The reverse of this is to call update_ob_speed, which
787 * will do the right thing based on the speed of the object.
788 */
789void
790object::deactivate ()
791{
792 /* If not on the active list, nothing needs to be done */
793 if (!active)
794 return;
795
796 actives.erase (this);
797}
798
799void
800object::deactivate_recursive ()
801{
802 for (object *op = inv; op; op = op->below)
803 op->deactivate_recursive ();
804
805 deactivate ();
806}
807
808void
809object::set_flag_inv (int flag, int value)
810{
811 for (object *op = inv; op; op = op->below)
975 } 812 {
813 op->flag [flag] = value;
814 op->set_flag_inv (flag, value);
815 }
816}
976 817
977 if (this == objects) 818/*
978 objects = next; 819 * Remove and free all objects in the inventory of the given object.
820 * object.c ?
821 */
822void
823object::destroy_inv (bool drop_to_ground)
824{
825 // need to check first, because the checks below might segfault
826 // as we might be on an invalid mapspace and crossfire code
827 // is too buggy to ensure that the inventory is empty.
828 // corollary: if you create arrows etc. with stuff in tis inventory,
829 // cf will crash below with off-map x and y
830 if (!inv)
831 return;
832
833 /* Only if the space blocks everything do we not process -
834 * if some form of movement is allowed, let objects
835 * drop on that space.
836 */
837 if (!drop_to_ground
838 || !map
839 || map->in_memory != MAP_IN_MEMORY
840 || map->nodrop
841 || ms ().move_block == MOVE_ALL)
842 {
843 while (inv)
844 {
845 inv->destroy_inv (drop_to_ground);
846 inv->destroy ();
847 }
848 }
849 else
850 { /* Put objects in inventory onto this space */
851 while (inv)
852 {
853 object *op = inv;
854
855 if (op->flag [FLAG_STARTEQUIP]
856 || op->flag [FLAG_NO_DROP]
857 || op->type == RUNE
858 || op->type == TRAP
859 || op->flag [FLAG_IS_A_TEMPLATE]
860 || op->flag [FLAG_DESTROY_ON_DEATH])
861 op->destroy ();
862 else
863 map->insert (op, x, y);
864 }
865 }
979} 866}
980 867
981object *object::create () 868object *object::create ()
982{ 869{
983 object *op;
984
985 if (freed.empty ())
986 op = new object; 870 object *op = new object;
987 else
988 {
989 // highly annoying, but the only way to get it stable right now
990 op = freed.back (); freed.pop_back ();
991 op->~object ();
992 new ((void *)op) object;
993 }
994
995 op->link (); 871 op->link ();
996 return op; 872 return op;
997} 873}
998 874
999/* 875void
1000 * free_object() frees everything allocated by an object, removes 876object::do_destroy ()
1001 * it from the list of used objects, and puts it on the list of
1002 * free objects. The IS_FREED() flag is set in the object.
1003 * The object must have been removed by remove_ob() first for
1004 * this function to succeed.
1005 *
1006 * If free_inventory is set, free inventory as well. Else drop items in
1007 * inventory to the ground.
1008 */
1009void object::free (bool free_inventory)
1010{ 877{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 878 attachable::do_destroy ();
1012 {
1013 LOG (llevDebug, "Free object called with non removed object\n");
1014 dump_object (this);
1015#ifdef MANY_CORES
1016 abort ();
1017#endif
1018 }
1019 879
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 880 if (flag [FLAG_IS_LINKED])
1021 { 881 remove_button_link (this);
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 882
883 if (flag [FLAG_FRIENDLY])
1023 remove_friendly_object (this); 884 remove_friendly_object (this);
1024 }
1025 885
1026 if (QUERY_FLAG (this, FLAG_FREED)) 886 if (!flag [FLAG_REMOVED])
887 remove ();
888
889 destroy_inv (true);
890
891 deactivate ();
892 unlink ();
893
894 flag [FLAG_FREED] = 1;
895
896 // hack to ensure that freed objects still have a valid map
897 {
898 static maptile *freed_map; // freed objects are moved here to avoid crashes
899
900 if (!freed_map)
1027 { 901 {
1028 dump_object (this); 902 freed_map = new maptile;
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 903
1030 return; 904 freed_map->name = "/internal/freed_objects_map";
905 freed_map->width = 3;
906 freed_map->height = 3;
907
908 freed_map->alloc ();
909 freed_map->in_memory = MAP_IN_MEMORY;
1031 } 910 }
911
912 map = freed_map;
913 x = 1;
914 y = 1;
915 }
916
917 head = 0;
1032 918
1033 if (more) 919 if (more)
1034 { 920 {
1035 more->free (free_inventory); 921 more->destroy ();
1036 more = 0; 922 more = 0;
1037 } 923 }
1038 924
1039 if (inv) 925 // clear those pointers that likely might have circular references to us
1040 { 926 owner = 0;
1041 /* Only if the space blocks everything do we not process - 927 enemy = 0;
1042 * if some form of movement is allowed, let objects 928 attacked_by = 0;
1043 * drop on that space. 929}
1044 */
1045 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1046 {
1047 object *
1048 op = inv;
1049 930
1050 while (op) 931void
1051 { 932object::destroy (bool destroy_inventory)
1052 object * 933{
1053 tmp = op->below; 934 if (destroyed ())
935 return;
1054 936
1055 remove_ob (op); 937 if (destroy_inventory)
1056 op->free (free_inventory); 938 destroy_inv (false);
1057 op = tmp;
1058 }
1059 }
1060 else
1061 { /* Put objects in inventory onto this space */
1062 object *
1063 op = inv;
1064 939
1065 while (op) 940 attachable::destroy ();
1066 {
1067 object *
1068 tmp = op->below;
1069
1070 remove_ob (op);
1071
1072 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1073 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1074 free_object (op);
1075 else
1076 {
1077 op->x = x;
1078 op->y = y;
1079 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1080 }
1081
1082 op = tmp;
1083 }
1084 }
1085 }
1086
1087 clear_owner (this);
1088
1089 /* Remove object from the active list */
1090 speed = 0;
1091 update_ob_speed (this);
1092
1093 unlink ();
1094
1095 SET_FLAG (this, FLAG_FREED);
1096
1097 mortals.push_back (this);
1098} 941}
1099 942
1100/* 943/*
1101 * sub_weight() recursively (outwards) subtracts a number from the 944 * sub_weight() recursively (outwards) subtracts a number from the
1102 * weight of an object (and what is carried by it's environment(s)). 945 * weight of an object (and what is carried by it's environment(s)).
1103 */ 946 */
1104
1105void 947void
1106sub_weight (object *op, signed long weight) 948sub_weight (object *op, signed long weight)
1107{ 949{
1108 while (op != NULL) 950 while (op != NULL)
1109 { 951 {
1110 if (op->type == CONTAINER) 952 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 953 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 } 954
1114 op->carrying -= weight; 955 op->carrying -= weight;
1115 op = op->env; 956 op = op->env;
1116 } 957 }
1117} 958}
1118 959
1119/* remove_ob(op): 960/* op->remove ():
1120 * This function removes the object op from the linked list of objects 961 * This function removes the object op from the linked list of objects
1121 * which it is currently tied to. When this function is done, the 962 * which it is currently tied to. When this function is done, the
1122 * object will have no environment. If the object previously had an 963 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 964 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 965 * the previous environment.
1125 * Beware: This function is called from the editor as well!
1126 */ 966 */
1127
1128void 967void
1129remove_ob (object *op) 968object::do_remove ()
1130{ 969{
970 object *tmp, *last = 0;
1131 object * 971 object *otmp;
1132 tmp, *
1133 last = NULL;
1134 object *
1135 otmp;
1136 tag_t
1137 tag;
1138 int
1139 check_walk_off;
1140 mapstruct *
1141 m;
1142 sint16
1143 x,
1144 y;
1145 972
1146
1147 if (QUERY_FLAG (op, FLAG_REMOVED)) 973 if (QUERY_FLAG (this, FLAG_REMOVED))
1148 { 974 return;
1149 dump_object (op);
1150 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1151 975
1152 /* Changed it to always dump core in this case. As has been learned
1153 * in the past, trying to recover from errors almost always
1154 * make things worse, and this is a real error here - something
1155 * that should not happen.
1156 * Yes, if this was a mission critical app, trying to do something
1157 * to recover may make sense, but that is because failure of the app
1158 * may have other disastrous problems. Cf runs out of a script
1159 * so is easily enough restarted without any real problems.
1160 * MSW 2001-07-01
1161 */
1162 abort ();
1163 }
1164 if (op->more != NULL)
1165 remove_ob (op->more);
1166
1167 SET_FLAG (op, FLAG_REMOVED); 976 SET_FLAG (this, FLAG_REMOVED);
977 INVOKE_OBJECT (REMOVE, this);
978
979 if (more)
980 more->remove ();
1168 981
1169 /* 982 /*
1170 * In this case, the object to be removed is in someones 983 * In this case, the object to be removed is in someones
1171 * inventory. 984 * inventory.
1172 */ 985 */
1173 if (op->env != NULL) 986 if (env)
1174 { 987 {
1175 if (op->nrof) 988 if (nrof)
1176 sub_weight (op->env, op->weight * op->nrof); 989 sub_weight (env, weight * nrof);
1177 else 990 else
1178 sub_weight (op->env, op->weight + op->carrying); 991 sub_weight (env, weight + carrying);
1179 992
1180 /* NO_FIX_PLAYER is set when a great many changes are being 993 /* NO_FIX_PLAYER is set when a great many changes are being
1181 * made to players inventory. If set, avoiding the call 994 * made to players inventory. If set, avoiding the call
1182 * to save cpu time. 995 * to save cpu time.
1183 */ 996 */
1184 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 997 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1185 fix_player (otmp); 998 otmp->update_stats ();
1186 999
1187 if (op->above != NULL) 1000 if (above)
1188 op->above->below = op->below; 1001 above->below = below;
1189 else 1002 else
1190 op->env->inv = op->below; 1003 env->inv = below;
1191 1004
1192 if (op->below != NULL) 1005 if (below)
1193 op->below->above = op->above; 1006 below->above = above;
1194 1007
1195 /* we set up values so that it could be inserted into 1008 /* we set up values so that it could be inserted into
1196 * the map, but we don't actually do that - it is up 1009 * the map, but we don't actually do that - it is up
1197 * to the caller to decide what we want to do. 1010 * to the caller to decide what we want to do.
1198 */ 1011 */
1199 op->x = op->env->x, op->y = op->env->y; 1012 x = env->x, y = env->y;
1200 op->map = op->env->map; 1013 map = env->map;
1201 op->above = NULL, op->below = NULL; 1014 above = 0, below = 0;
1202 op->env = NULL; 1015 env = 0;
1203 return;
1204 }
1205
1206 /* If we get here, we are removing it from a map */
1207 if (op->map == NULL)
1208 return;
1209
1210 x = op->x;
1211 y = op->y;
1212 m = get_map_from_coord (op->map, &x, &y);
1213
1214 if (!m)
1215 { 1016 }
1216 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1017 else if (map)
1217 op->map->path, op->x, op->y);
1218 /* in old days, we used to set x and y to 0 and continue.
1219 * it seems if we get into this case, something is probablye
1220 * screwed up and should be fixed.
1221 */
1222 abort ();
1223 } 1018 {
1224 if (op->map != m) 1019 if (type == PLAYER)
1225 {
1226 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1227 op->map->path, m->path, op->x, op->y, x, y);
1228 }
1229
1230 /* Re did the following section of code - it looks like it had
1231 * lots of logic for things we no longer care about
1232 */
1233
1234 /* link the object above us */
1235 if (op->above)
1236 op->above->below = op->below;
1237 else
1238 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1239
1240 /* Relink the object below us, if there is one */
1241 if (op->below)
1242 {
1243 op->below->above = op->above;
1244 }
1245 else
1246 {
1247 /* Nothing below, which means we need to relink map object for this space
1248 * use translated coordinates in case some oddness with map tiling is
1249 * evident
1250 */
1251 if (GET_MAP_OB (m, x, y) != op)
1252 { 1020 {
1253 dump_object (op); 1021 // leaving a spot always closes any open container on the ground
1254 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", 1022 if (container && !container->env)
1255 errmsg); 1023 // this causes spurious floorbox updates, but it ensures
1256 dump_object (GET_MAP_OB (m, x, y)); 1024 // that the CLOSE event is being sent.
1257 LOG (llevError, "%s\n", errmsg); 1025 close_container ();
1026
1027 --map->players;
1028 map->touch ();
1258 } 1029 }
1259 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1260 }
1261 op->above = NULL;
1262 op->below = NULL;
1263 1030
1264 if (op->map->in_memory == MAP_SAVING) 1031 map->dirty = true;
1265 return; 1032 mapspace &ms = this->ms ();
1266 1033
1267 tag = op->count; 1034 /* link the object above us */
1268 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1035 if (above)
1269 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1036 above->below = below;
1270 { 1037 else
1271 /* No point updating the players look faces if he is the object 1038 ms.top = below; /* we were top, set new top */
1272 * being removed.
1273 */
1274 1039
1275 if (tmp->type == PLAYER && tmp != op) 1040 /* Relink the object below us, if there is one */
1041 if (below)
1042 below->above = above;
1043 else
1276 { 1044 {
1277 /* If a container that the player is currently using somehow gets 1045 /* Nothing below, which means we need to relink map object for this space
1278 * removed (most likely destroyed), update the player view 1046 * use translated coordinates in case some oddness with map tiling is
1279 * appropriately. 1047 * evident
1280 */ 1048 */
1281 if (tmp->container == op) 1049 if (GET_MAP_OB (map, x, y) != this)
1050 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 ());
1051
1052 ms.bot = above; /* goes on above it. */
1053 }
1054
1055 above = 0;
1056 below = 0;
1057
1058 if (map->in_memory == MAP_SAVING)
1059 return;
1060
1061 int check_walk_off = !flag [FLAG_NO_APPLY];
1062
1063 for (tmp = ms.bot; tmp; tmp = tmp->above)
1064 {
1065 /* No point updating the players look faces if he is the object
1066 * being removed.
1067 */
1068
1069 if (tmp->type == PLAYER && tmp != this)
1282 { 1070 {
1283 CLEAR_FLAG (op, FLAG_APPLIED); 1071 /* If a container that the player is currently using somehow gets
1072 * removed (most likely destroyed), update the player view
1073 * appropriately.
1074 */
1075 if (tmp->container == this)
1076 {
1077 flag [FLAG_APPLIED] = 0;
1284 tmp->container = NULL; 1078 tmp->container = 0;
1079 }
1080
1081 if (tmp->contr->ns)
1082 tmp->contr->ns->floorbox_update ();
1285 } 1083 }
1286 tmp->contr->socket.update_look = 1; 1084
1085 /* See if object moving off should effect something */
1086 if (check_walk_off
1087 && ((move_type & tmp->move_off)
1088 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1089 {
1090 move_apply (tmp, this, 0);
1091
1092 if (destroyed ())
1093 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1094 }
1095
1096 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1097 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1098 if (tmp->above == tmp)
1099 tmp->above = 0;
1100
1101 last = tmp;
1287 } 1102 }
1288 /* See if player moving off should effect something */
1289 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1290 {
1291 1103
1292 move_apply (tmp, op, NULL);
1293 if (was_destroyed (op, tag))
1294 {
1295 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1296 }
1297 }
1298
1299 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1300
1301 if (tmp->above == tmp)
1302 tmp->above = NULL;
1303 last = tmp;
1304 }
1305 /* last == NULL of there are no objects on this space */ 1104 /* last == NULL if there are no objects on this space */
1306 if (last == NULL) 1105 //TODO: this makes little sense, why only update the topmost object?
1307 { 1106 if (!last)
1308 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1107 map->at (x, y).flags_ = 0;
1309 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1310 * those out anyways, and if there are any flags set right now, they won't
1311 * be correct anyways.
1312 */
1313 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1314 update_position (op->map, op->x, op->y);
1315 }
1316 else 1108 else
1317 update_object (last, UP_OBJ_REMOVE); 1109 update_object (last, UP_OBJ_REMOVE);
1318 1110
1319 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1111 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1320 update_all_los (op->map, op->x, op->y); 1112 update_all_los (map, x, y);
1321 1113 }
1322} 1114}
1323 1115
1324/* 1116/*
1325 * merge_ob(op,top): 1117 * merge_ob(op,top):
1326 * 1118 *
1327 * This function goes through all objects below and including top, and 1119 * This function goes through all objects below and including top, and
1328 * merges op to the first matching object. 1120 * merges op to the first matching object.
1329 * If top is NULL, it is calculated. 1121 * If top is NULL, it is calculated.
1330 * Returns pointer to object if it succeded in the merge, otherwise NULL 1122 * Returns pointer to object if it succeded in the merge, otherwise NULL
1331 */ 1123 */
1332
1333object * 1124object *
1334merge_ob (object *op, object *top) 1125merge_ob (object *op, object *top)
1335{ 1126{
1336 if (!op->nrof) 1127 if (!op->nrof)
1337 return 0; 1128 return 0;
1338 if (top == NULL) 1129
1130 if (top)
1339 for (top = op; top != NULL && top->above != NULL; top = top->above); 1131 for (top = op; top && top->above; top = top->above)
1132 ;
1133
1340 for (; top != NULL; top = top->below) 1134 for (; top; top = top->below)
1341 { 1135 {
1342 if (top == op) 1136 if (top == op)
1343 continue; 1137 continue;
1344 if (CAN_MERGE (op, top)) 1138
1139 if (object::can_merge (op, top))
1345 { 1140 {
1346 top->nrof += op->nrof; 1141 top->nrof += op->nrof;
1347 1142
1348/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1143/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1349 op->weight = 0; /* Don't want any adjustements now */ 1144 op->weight = 0; /* Don't want any adjustements now */
1350 remove_ob (op); 1145 op->destroy ();
1351 free_object (op);
1352 return top; 1146 return top;
1353 } 1147 }
1354 } 1148 }
1149
1355 return NULL; 1150 return 0;
1356} 1151}
1357 1152
1153void
1154object::expand_tail ()
1155{
1156 if (more)
1157 return;
1158
1159 object *prev = this;
1160
1161 for (archetype *at = arch->more; at; at = at->more)
1162 {
1163 object *op = arch_to_object (at);
1164
1165 op->name = name;
1166 op->name_pl = name_pl;
1167 op->title = title;
1168
1169 op->head = this;
1170 prev->more = op;
1171
1172 prev = op;
1173 }
1174}
1175
1358/* 1176/*
1359 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1177 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1360 * job preparing multi-part monsters 1178 * job preparing multi-part monsters.
1361 */ 1179 */
1362object * 1180object *
1363insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1181insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1364{ 1182{
1365 object *
1366 tmp;
1367
1368 if (op->head)
1369 op = op->head;
1370 for (tmp = op; tmp; tmp = tmp->more) 1183 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1371 { 1184 {
1372 tmp->x = x + tmp->arch->clone.x; 1185 tmp->x = x + tmp->arch->clone.x;
1373 tmp->y = y + tmp->arch->clone.y; 1186 tmp->y = y + tmp->arch->clone.y;
1374 } 1187 }
1188
1375 return insert_ob_in_map (op, m, originator, flag); 1189 return insert_ob_in_map (op, m, originator, flag);
1376} 1190}
1377 1191
1378/* 1192/*
1379 * insert_ob_in_map (op, map, originator, flag): 1193 * insert_ob_in_map (op, map, originator, flag):
1393 * Return value: 1207 * Return value:
1394 * new object if 'op' was merged with other object 1208 * new object if 'op' was merged with other object
1395 * NULL if 'op' was destroyed 1209 * NULL if 'op' was destroyed
1396 * just 'op' otherwise 1210 * just 'op' otherwise
1397 */ 1211 */
1398
1399object * 1212object *
1400insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1213insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1401{ 1214{
1215 assert (!op->flag [FLAG_FREED]);
1216
1402 object *tmp, *top, *floor = NULL; 1217 object *tmp, *top, *floor = NULL;
1403 sint16 x, y;
1404 1218
1405 if (QUERY_FLAG (op, FLAG_FREED)) 1219 op->remove ();
1406 {
1407 LOG (llevError, "Trying to insert freed object!\n");
1408 return NULL;
1409 }
1410 1220
1411 if (m == NULL) 1221#if 0
1412 { 1222 if (!m->active != !op->active)
1413 dump_object (op); 1223 if (m->active)
1414 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1224 op->activate_recursive ();
1415 return op; 1225 else
1416 } 1226 op->deactivate_recursive ();
1227#endif
1417 1228
1418 if (out_of_map (m, op->x, op->y)) 1229 if (out_of_map (m, op->x, op->y))
1419 { 1230 {
1420 dump_object (op);
1421 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1422#ifdef MANY_CORES 1232#ifdef MANY_CORES
1423 /* Better to catch this here, as otherwise the next use of this object 1233 /* Better to catch this here, as otherwise the next use of this object
1424 * is likely to cause a crash. Better to find out where it is getting 1234 * is likely to cause a crash. Better to find out where it is getting
1425 * improperly inserted. 1235 * improperly inserted.
1426 */ 1236 */
1427 abort (); 1237 abort ();
1428#endif 1238#endif
1429 return op; 1239 return op;
1430 } 1240 }
1431 1241
1432 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1242 if (object *more = op->more)
1433 {
1434 dump_object (op);
1435 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1436 return op;
1437 } 1243 {
1438
1439 if (op->more != NULL)
1440 {
1441 /* The part may be on a different map. */
1442
1443 object *
1444 more = op->more;
1445
1446 /* We really need the caller to normalize coordinates - if
1447 * we set the map, that doesn't work if the location is within
1448 * a map and this is straddling an edge. So only if coordinate
1449 * is clear wrong do we normalize it.
1450 */
1451 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1452 {
1453 more->map = get_map_from_coord (m, &more->x, &more->y);
1454 }
1455 else if (!more->map)
1456 {
1457 /* For backwards compatibility - when not dealing with tiled maps,
1458 * more->map should always point to the parent.
1459 */
1460 more->map = m;
1461 }
1462
1463 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1244 if (!insert_ob_in_map (more, m, originator, flag))
1464 { 1245 {
1465 if (!op->head) 1246 if (!op->head)
1466 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1247 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1248
1467 return NULL; 1249 return 0;
1468 } 1250 }
1469 } 1251 }
1470 1252
1471 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1472 1254
1473 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1474 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1475 * need extra work 1257 * need extra work
1476 */ 1258 */
1477 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1478 x = op->x; 1260 return 0;
1479 y = op->y; 1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1480 1264
1481 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1482 */ 1266 */
1483 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1484 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (tmp = ms.bot; tmp; tmp = tmp->above)
1485 if (CAN_MERGE (op, tmp)) 1269 if (object::can_merge (op, tmp))
1486 { 1270 {
1487 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1488 remove_ob (tmp); 1272 tmp->destroy ();
1489 free_object (tmp);
1490 } 1273 }
1491 1274
1492 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1493 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1276 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1494 1277
1507 op->below = originator->below; 1290 op->below = originator->below;
1508 1291
1509 if (op->below) 1292 if (op->below)
1510 op->below->above = op; 1293 op->below->above = op;
1511 else 1294 else
1512 SET_MAP_OB (op->map, op->x, op->y, op); 1295 ms.bot = op;
1513 1296
1514 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1515 originator->below = op; 1298 originator->below = op;
1516 } 1299 }
1517 else 1300 else
1518 { 1301 {
1302 top = ms.bot;
1303
1519 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1520 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1521 { 1306 {
1522 object *last = NULL; 1307 object *last = 0;
1523 1308
1524 /* 1309 /*
1525 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1526 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1527 * Generally, we want to put the new object on top. But if 1312 * Generally, we want to put the new object on top. But if
1531 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1532 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1533 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1534 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1535 */ 1320 */
1536 1321 for (top = ms.bot; top; top = top->above)
1537 while (top != NULL)
1538 { 1322 {
1539 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1540 floor = top; 1324 floor = top;
1325
1541 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1542 { 1327 {
1543 /* We insert above top, so we want this object below this */ 1328 /* We insert above top, so we want this object below this */
1544 top = top->below; 1329 top = top->below;
1545 break; 1330 break;
1546 } 1331 }
1332
1547 last = top; 1333 last = top;
1548 top = top->above;
1549 } 1334 }
1335
1550 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1551 top = last; 1337 top = last;
1552 1338
1553 /* We let update_position deal with figuring out what the space 1339 /* We let update_position deal with figuring out what the space
1554 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1555 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1556 */ 1342 */
1557 1343
1558 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1559 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1560 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1561 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1562 * stacking is a bit odd. 1348 * stacking is a bit odd.
1563 */ 1349 */
1564 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1565 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1566 { 1353 {
1567 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1568 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1569 break; 1356 break;
1357
1570 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1571 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1572 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1573 * set top to the object below us. 1361 * set top to the object below us.
1574 */ 1362 */
1576 top = last->below; 1364 top = last->below;
1577 } 1365 }
1578 } /* If objects on this space */ 1366 } /* If objects on this space */
1579 1367
1580 if (flag & INS_MAP_LOAD) 1368 if (flag & INS_MAP_LOAD)
1581 top = GET_MAP_TOP (op->map, op->x, op->y); 1369 top = ms.top;
1582 1370
1583 if (flag & INS_ABOVE_FLOOR_ONLY) 1371 if (flag & INS_ABOVE_FLOOR_ONLY)
1584 top = floor; 1372 top = floor;
1585 1373
1586 /* 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.
1587 */ 1375 */
1588 1376
1589 /* First object on this space */ 1377 /* First object on this space */
1590 if (!top) 1378 if (!top)
1591 { 1379 {
1592 op->above = GET_MAP_OB (op->map, op->x, op->y); 1380 op->above = ms.bot;
1593 1381
1594 if (op->above) 1382 if (op->above)
1595 op->above->below = op; 1383 op->above->below = op;
1596 1384
1597 op->below = NULL; 1385 op->below = 0;
1598 SET_MAP_OB (op->map, op->x, op->y, op); 1386 ms.bot = op;
1599 } 1387 }
1600 else 1388 else
1601 { /* get inserted into the stack above top */ 1389 { /* get inserted into the stack above top */
1602 op->above = top->above; 1390 op->above = top->above;
1603 1391
1606 1394
1607 op->below = top; 1395 op->below = top;
1608 top->above = op; 1396 top->above = op;
1609 } 1397 }
1610 1398
1611 if (op->above == NULL) 1399 if (!op->above)
1612 SET_MAP_TOP (op->map, op->x, op->y, op); 1400 ms.top = op;
1613 } /* else not INS_BELOW_ORIGINATOR */ 1401 } /* else not INS_BELOW_ORIGINATOR */
1614 1402
1615 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1404 {
1616 op->contr->do_los = 1; 1405 op->contr->do_los = 1;
1406 ++op->map->players;
1407 op->map->touch ();
1408 }
1409
1410 op->map->dirty = true;
1617 1411
1618 /* If we have a floor, we know the player, if any, will be above 1412 /* If we have a floor, we know the player, if any, will be above
1619 * it, so save a few ticks and start from there. 1413 * it, so save a few ticks and start from there.
1620 */ 1414 */
1621 if (!(flag & INS_MAP_LOAD)) 1415 if (!(flag & INS_MAP_LOAD))
1622 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1416 if (object *pl = ms.player ())
1623 if (tmp->type == PLAYER) 1417 if (pl->contr->ns)
1624 tmp->contr->socket.update_look = 1; 1418 pl->contr->ns->floorbox_update ();
1625 1419
1626 /* If this object glows, it may affect lighting conditions that are 1420 /* If this object glows, it may affect lighting conditions that are
1627 * visible to others on this map. But update_all_los is really 1421 * visible to others on this map. But update_all_los is really
1628 * an inefficient way to do this, as it means los for all players 1422 * an inefficient way to do this, as it means los for all players
1629 * on the map will get recalculated. The players could very well 1423 * on the map will get recalculated. The players could very well
1630 * be far away from this change and not affected in any way - 1424 * be far away from this change and not affected in any way -
1631 * this should get redone to only look for players within range, 1425 * this should get redone to only look for players within range,
1632 * or just updating the P_NEED_UPDATE for spaces within this area 1426 * or just updating the P_UPTODATE for spaces within this area
1633 * of effect may be sufficient. 1427 * of effect may be sufficient.
1634 */ 1428 */
1635 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1429 if (op->map->darkness && (op->glow_radius != 0))
1636 update_all_los (op->map, op->x, op->y); 1430 update_all_los (op->map, op->x, op->y);
1637
1638 1431
1639 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1432 /* updates flags (blocked, alive, no magic, etc) for this map space */
1640 update_object (op, UP_OBJ_INSERT); 1433 update_object (op, UP_OBJ_INSERT);
1641 1434
1435 INVOKE_OBJECT (INSERT, op);
1642 1436
1643 /* Don't know if moving this to the end will break anything. However, 1437 /* Don't know if moving this to the end will break anything. However,
1644 * we want to have update_look set above before calling this. 1438 * we want to have floorbox_update called before calling this.
1645 * 1439 *
1646 * check_move_on() must be after this because code called from 1440 * check_move_on() must be after this because code called from
1647 * check_move_on() depends on correct map flags (so functions like 1441 * check_move_on() depends on correct map flags (so functions like
1648 * blocked() and wall() work properly), and these flags are updated by 1442 * blocked() and wall() work properly), and these flags are updated by
1649 * update_object(). 1443 * update_object().
1651 1445
1652 /* if this is not the head or flag has been passed, don't check walk on status */ 1446 /* if this is not the head or flag has been passed, don't check walk on status */
1653 if (!(flag & INS_NO_WALK_ON) && !op->head) 1447 if (!(flag & INS_NO_WALK_ON) && !op->head)
1654 { 1448 {
1655 if (check_move_on (op, originator)) 1449 if (check_move_on (op, originator))
1656 return NULL; 1450 return 0;
1657 1451
1658 /* If we are a multi part object, lets work our way through the check 1452 /* If we are a multi part object, lets work our way through the check
1659 * walk on's. 1453 * walk on's.
1660 */ 1454 */
1661 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1455 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1662 if (check_move_on (tmp, originator)) 1456 if (check_move_on (tmp, originator))
1663 return NULL; 1457 return 0;
1664 } 1458 }
1665 1459
1666 return op; 1460 return op;
1667} 1461}
1668 1462
1669/* this function inserts an object in the map, but if it 1463/* this function inserts an object in the map, but if it
1670 * finds an object of its own type, it'll remove that one first. 1464 * finds an object of its own type, it'll remove that one first.
1671 * op is the object to insert it under: supplies x and the map. 1465 * op is the object to insert it under: supplies x and the map.
1672 */ 1466 */
1673void 1467void
1674replace_insert_ob_in_map (const char *arch_string, object *op) 1468replace_insert_ob_in_map (const char *arch_string, object *op)
1675{ 1469{
1676 object *tmp;
1677 object *tmp1; 1470 object *tmp, *tmp1;
1678 1471
1679 /* first search for itself and remove any old instances */ 1472 /* first search for itself and remove any old instances */
1680 1473
1681 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1474 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1682 {
1683 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1475 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1684 { 1476 tmp->destroy ();
1685 remove_ob (tmp);
1686 free_object (tmp);
1687 }
1688 }
1689 1477
1690 tmp1 = arch_to_object (find_archetype (arch_string)); 1478 tmp1 = arch_to_object (archetype::find (arch_string));
1691 1479
1692 tmp1->x = op->x; 1480 tmp1->x = op->x;
1693 tmp1->y = op->y; 1481 tmp1->y = op->y;
1694 insert_ob_in_map (tmp1, op->map, op, 0); 1482 insert_ob_in_map (tmp1, op->map, op, 0);
1483}
1484
1485object *
1486object::insert_at (object *where, object *originator, int flags)
1487{
1488 return where->map->insert (this, where->x, where->y, originator, flags);
1695} 1489}
1696 1490
1697/* 1491/*
1698 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1492 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1699 * is returned contains nr objects, and the remaining parts contains 1493 * is returned contains nr objects, and the remaining parts contains
1700 * the rest (or is removed and freed if that number is 0). 1494 * the rest (or is removed and freed if that number is 0).
1701 * On failure, NULL is returned, and the reason put into the 1495 * On failure, NULL is returned, and the reason put into the
1702 * global static errmsg array. 1496 * global static errmsg array.
1703 */ 1497 */
1704
1705object * 1498object *
1706get_split_ob (object *orig_ob, uint32 nr) 1499get_split_ob (object *orig_ob, uint32 nr)
1707{ 1500{
1708 object * 1501 object *newob;
1709 newob;
1710 int
1711 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1502 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1712 1503
1713 if (orig_ob->nrof < nr) 1504 if (orig_ob->nrof < nr)
1714 { 1505 {
1715 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1506 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1716 return NULL; 1507 return NULL;
1717 } 1508 }
1509
1718 newob = object_create_clone (orig_ob); 1510 newob = object_create_clone (orig_ob);
1511
1719 if ((orig_ob->nrof -= nr) < 1) 1512 if ((orig_ob->nrof -= nr) < 1)
1720 { 1513 orig_ob->destroy (1);
1721 if (!is_removed)
1722 remove_ob (orig_ob);
1723 free_object2 (orig_ob, 1);
1724 }
1725 else if (!is_removed) 1514 else if (!is_removed)
1726 { 1515 {
1727 if (orig_ob->env != NULL) 1516 if (orig_ob->env != NULL)
1728 sub_weight (orig_ob->env, orig_ob->weight * nr); 1517 sub_weight (orig_ob->env, orig_ob->weight * nr);
1729 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1518 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1731 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1520 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1732 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1521 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1733 return NULL; 1522 return NULL;
1734 } 1523 }
1735 } 1524 }
1525
1736 newob->nrof = nr; 1526 newob->nrof = nr;
1737 1527
1738 return newob; 1528 return newob;
1739} 1529}
1740 1530
1743 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1744 * is subsequently removed and freed. 1534 * is subsequently removed and freed.
1745 * 1535 *
1746 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1747 */ 1537 */
1748
1749object * 1538object *
1750decrease_ob_nr (object *op, uint32 i) 1539decrease_ob_nr (object *op, uint32 i)
1751{ 1540{
1752 object * 1541 object *tmp;
1753 tmp;
1754 player *
1755 pl;
1756 1542
1757 if (i == 0) /* objects with op->nrof require this check */ 1543 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1544 return op;
1759 1545
1760 if (i > op->nrof) 1546 if (i > op->nrof)
1761 i = op->nrof; 1547 i = op->nrof;
1762 1548
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1549 if (QUERY_FLAG (op, FLAG_REMOVED))
1764 {
1765 op->nrof -= i; 1550 op->nrof -= i;
1766 }
1767 else if (op->env != NULL) 1551 else if (op->env)
1768 { 1552 {
1769 /* is this object in the players inventory, or sub container 1553 /* is this object in the players inventory, or sub container
1770 * therein? 1554 * therein?
1771 */ 1555 */
1772 tmp = is_player_inv (op->env); 1556 tmp = op->in_player ();
1773 /* nope. Is this a container the player has opened? 1557 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player. 1558 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly 1559 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map, 1560 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player. 1561 * and then searching the map for a player.
1778 */ 1562 */
1779 if (!tmp) 1563 if (!tmp)
1780 { 1564 for_all_players (pl)
1781 for (pl = first_player; pl; pl = pl->next)
1782 if (pl->ob->container == op->env) 1565 if (pl->ob->container == op->env)
1566 {
1567 tmp = pl->ob;
1783 break; 1568 break;
1784 if (pl)
1785 tmp = pl->ob;
1786 else
1787 tmp = NULL;
1788 } 1569 }
1789 1570
1790 if (i < op->nrof) 1571 if (i < op->nrof)
1791 { 1572 {
1792 sub_weight (op->env, op->weight * i); 1573 sub_weight (op->env, op->weight * i);
1793 op->nrof -= i; 1574 op->nrof -= i;
1794 if (tmp) 1575 if (tmp)
1795 {
1796 esrv_send_item (tmp, op); 1576 esrv_send_item (tmp, op);
1797 }
1798 } 1577 }
1799 else 1578 else
1800 { 1579 {
1801 remove_ob (op); 1580 op->remove ();
1802 op->nrof = 0; 1581 op->nrof = 0;
1803 if (tmp) 1582 if (tmp)
1804 {
1805 esrv_del_item (tmp->contr, op->count); 1583 esrv_del_item (tmp->contr, op->count);
1806 }
1807 } 1584 }
1808 } 1585 }
1809 else 1586 else
1810 { 1587 {
1811 object *
1812 above = op->above; 1588 object *above = op->above;
1813 1589
1814 if (i < op->nrof) 1590 if (i < op->nrof)
1815 {
1816 op->nrof -= i; 1591 op->nrof -= i;
1817 }
1818 else 1592 else
1819 { 1593 {
1820 remove_ob (op); 1594 op->remove ();
1821 op->nrof = 0; 1595 op->nrof = 0;
1822 } 1596 }
1597
1823 /* Since we just removed op, op->above is null */ 1598 /* Since we just removed op, op->above is null */
1824 for (tmp = above; tmp != NULL; tmp = tmp->above) 1599 for (tmp = above; tmp; tmp = tmp->above)
1825 if (tmp->type == PLAYER) 1600 if (tmp->type == PLAYER)
1826 { 1601 {
1827 if (op->nrof) 1602 if (op->nrof)
1828 esrv_send_item (tmp, op); 1603 esrv_send_item (tmp, op);
1829 else 1604 else
1830 esrv_del_item (tmp->contr, op->count); 1605 esrv_del_item (tmp->contr, op->count);
1831 } 1606 }
1832 } 1607 }
1833 1608
1834 if (op->nrof) 1609 if (op->nrof)
1835 {
1836 return op; 1610 return op;
1837 }
1838 else 1611 else
1839 { 1612 {
1840 free_object (op); 1613 op->destroy ();
1841 return NULL; 1614 return 0;
1842 } 1615 }
1843} 1616}
1844 1617
1845/* 1618/*
1846 * add_weight(object, weight) adds the specified weight to an object, 1619 * add_weight(object, weight) adds the specified weight to an object,
1847 * and also updates how much the environment(s) is/are carrying. 1620 * and also updates how much the environment(s) is/are carrying.
1848 */ 1621 */
1849
1850void 1622void
1851add_weight (object *op, signed long weight) 1623add_weight (object *op, signed long weight)
1852{ 1624{
1853 while (op != NULL) 1625 while (op != NULL)
1854 { 1626 {
1855 if (op->type == CONTAINER) 1627 if (op->type == CONTAINER)
1856 {
1857 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1628 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1858 } 1629
1859 op->carrying += weight; 1630 op->carrying += weight;
1860 op = op->env; 1631 op = op->env;
1861 } 1632 }
1862} 1633}
1863 1634
1635object *
1636insert_ob_in_ob (object *op, object *where)
1637{
1638 if (!where)
1639 {
1640 char *dump = dump_object (op);
1641 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1642 free (dump);
1643 return op;
1644 }
1645
1646 if (where->head)
1647 {
1648 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1649 where = where->head;
1650 }
1651
1652 return where->insert (op);
1653}
1654
1864/* 1655/*
1865 * insert_ob_in_ob(op,environment): 1656 * env->insert (op)
1866 * This function inserts the object op in the linked list 1657 * This function inserts the object op in the linked list
1867 * inside the object environment. 1658 * inside the object environment.
1868 * 1659 *
1869 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1870 * the inventory at the last position or next to other objects of the same
1871 * type.
1872 * Frank: Now sorted by type, archetype and magic!
1873 *
1874 * The function returns now pointer to inserted item, and return value can 1660 * The function returns now pointer to inserted item, and return value can
1875 * be != op, if items are merged. -Tero 1661 * be != op, if items are merged. -Tero
1876 */ 1662 */
1877
1878object * 1663object *
1879insert_ob_in_ob (object *op, object *where) 1664object::insert (object *op)
1880{ 1665{
1881 object * 1666 object *tmp, *otmp;
1882 tmp, *
1883 otmp;
1884 1667
1885 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1668 if (!QUERY_FLAG (op, FLAG_REMOVED))
1886 { 1669 op->remove ();
1887 dump_object (op); 1670
1888 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1889 return op;
1890 }
1891 if (where == NULL)
1892 {
1893 dump_object (op);
1894 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1895 return op;
1896 }
1897 if (where->head)
1898 {
1899 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1900 where = where->head;
1901 }
1902 if (op->more) 1671 if (op->more)
1903 { 1672 {
1904 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1905 return op; 1674 return op;
1906 } 1675 }
1676
1907 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1678 CLEAR_FLAG (op, FLAG_REMOVED);
1909 if (op->nrof) 1679 if (op->nrof)
1910 { 1680 {
1911 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1681 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1912 if (CAN_MERGE (tmp, op)) 1682 if (object::can_merge (tmp, op))
1913 { 1683 {
1914 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1915 (client needs the original object) */ 1685 (client needs the original object) */
1916 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1917 /* Weight handling gets pretty funky. Since we are adding to 1687 /* Weight handling gets pretty funky. Since we are adding to
1918 * tmp->nrof, we need to increase the weight. 1688 * tmp->nrof, we need to increase the weight.
1919 */ 1689 */
1920 add_weight (where, op->weight * op->nrof); 1690 add_weight (this, op->weight * op->nrof);
1921 SET_FLAG (op, FLAG_REMOVED); 1691 SET_FLAG (op, FLAG_REMOVED);
1922 free_object (op); /* free the inserted object */ 1692 op->destroy (); /* free the inserted object */
1923 op = tmp; 1693 op = tmp;
1924 remove_ob (op); /* and fix old object's links */ 1694 op->remove (); /* and fix old object's links */
1925 CLEAR_FLAG (op, FLAG_REMOVED); 1695 CLEAR_FLAG (op, FLAG_REMOVED);
1926 break; 1696 break;
1927 } 1697 }
1928 1698
1929 /* I assume combined objects have no inventory 1699 /* I assume combined objects have no inventory
1930 * We add the weight - this object could have just been removed 1700 * We add the weight - this object could have just been removed
1931 * (if it was possible to merge). calling remove_ob will subtract 1701 * (if it was possible to merge). calling remove_ob will subtract
1932 * the weight, so we need to add it in again, since we actually do 1702 * the weight, so we need to add it in again, since we actually do
1933 * the linking below 1703 * the linking below
1934 */ 1704 */
1935 add_weight (where, op->weight * op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1936 } 1706 }
1937 else 1707 else
1938 add_weight (where, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1939 1709
1940 otmp = is_player_inv (where); 1710 otmp = this->in_player ();
1941 if (otmp && otmp->contr != NULL) 1711 if (otmp && otmp->contr)
1942 {
1943 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1712 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1944 fix_player (otmp); 1713 otmp->update_stats ();
1945 }
1946 1714
1947 op->map = NULL; 1715 op->map = 0;
1948 op->env = where; 1716 op->env = this;
1949 op->above = NULL; 1717 op->above = 0;
1950 op->below = NULL; 1718 op->below = 0;
1951 op->x = 0, op->y = 0; 1719 op->x = 0, op->y = 0;
1952 1720
1953 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1954 if ((op->glow_radius != 0) && where->map) 1722 if ((op->glow_radius != 0) && map)
1955 { 1723 {
1956#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1957 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1958#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1959 if (MAP_DARKNESS (where->map)) 1727 if (map->darkness)
1960 update_all_los (where->map, where->x, where->y); 1728 update_all_los (map, x, y);
1961 } 1729 }
1962 1730
1963 /* Client has no idea of ordering so lets not bother ordering it here. 1731 /* Client has no idea of ordering so lets not bother ordering it here.
1964 * It sure simplifies this function... 1732 * It sure simplifies this function...
1965 */ 1733 */
1966 if (where->inv == NULL) 1734 if (!inv)
1967 where->inv = op; 1735 inv = op;
1968 else 1736 else
1969 { 1737 {
1970 op->below = where->inv; 1738 op->below = inv;
1971 op->below->above = op; 1739 op->below->above = op;
1972 where->inv = op; 1740 inv = op;
1973 } 1741 }
1742
1743 INVOKE_OBJECT (INSERT, this);
1744
1974 return op; 1745 return op;
1975} 1746}
1976 1747
1977/* 1748/*
1978 * Checks if any objects has a move_type that matches objects 1749 * Checks if any objects has a move_type that matches objects
1992 * 1763 *
1993 * MSW 2001-07-08: Check all objects on space, not just those below 1764 * MSW 2001-07-08: Check all objects on space, not just those below
1994 * object being inserted. insert_ob_in_map may not put new objects 1765 * object being inserted. insert_ob_in_map may not put new objects
1995 * on top. 1766 * on top.
1996 */ 1767 */
1997
1998int 1768int
1999check_move_on (object *op, object *originator) 1769check_move_on (object *op, object *originator)
2000{ 1770{
2001 object * 1771 object *tmp;
2002 tmp; 1772 maptile *m = op->map;
2003 tag_t
2004 tag;
2005 mapstruct *
2006 m = op->map;
2007 int
2008 x = op->x, y = op->y; 1773 int x = op->x, y = op->y;
2009 MoveType 1774
2010 move_on, 1775 MoveType move_on, move_slow, move_block;
2011 move_slow,
2012 move_block;
2013 1776
2014 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2015 return 0; 1778 return 0;
2016
2017 tag = op->count;
2018 1779
2019 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2020 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1781 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2021 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1782 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2022 1783
2038 1799
2039 /* The objects have to be checked from top to bottom. 1800 /* The objects have to be checked from top to bottom.
2040 * Hence, we first go to the top: 1801 * Hence, we first go to the top:
2041 */ 1802 */
2042 1803
2043 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2044 { 1805 {
2045 /* Trim the search when we find the first other spell effect 1806 /* Trim the search when we find the first other spell effect
2046 * this helps performance so that if a space has 50 spell objects, 1807 * this helps performance so that if a space has 50 spell objects,
2047 * we don't need to check all of them. 1808 * we don't need to check all of them.
2048 */ 1809 */
2049 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1810 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2050 break; 1811 break;
2051 } 1812 }
1813
2052 for (; tmp != NULL; tmp = tmp->below) 1814 for (; tmp; tmp = tmp->below)
2053 { 1815 {
2054 if (tmp == op) 1816 if (tmp == op)
2055 continue; /* Can't apply yourself */ 1817 continue; /* Can't apply yourself */
2056 1818
2057 /* Check to see if one of the movement types should be slowed down. 1819 /* Check to see if one of the movement types should be slowed down.
2065 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2066 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2067 { 1829 {
2068 1830
2069 float 1831 float
2070 diff;
2071
2072 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 diff = tmp->move_slow_penalty * fabs (op->speed);
1833
2073 if (op->type == PLAYER) 1834 if (op->type == PLAYER)
2074 {
2075 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2076 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2077 {
2078 diff /= 4.0; 1837 diff /= 4.0;
2079 } 1838
2080 }
2081 op->speed_left -= diff; 1839 op->speed_left -= diff;
2082 } 1840 }
2083 } 1841 }
2084 1842
2085 /* Basically same logic as above, except now for actual apply. */ 1843 /* Basically same logic as above, except now for actual apply. */
2086 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2087 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2088 { 1846 {
2089
2090 move_apply (tmp, op, originator); 1847 move_apply (tmp, op, originator);
1848
2091 if (was_destroyed (op, tag)) 1849 if (op->destroyed ())
2092 return 1; 1850 return 1;
2093 1851
2094 /* what the person/creature stepped onto has moved the object 1852 /* what the person/creature stepped onto has moved the object
2095 * someplace new. Don't process any further - if we did, 1853 * someplace new. Don't process any further - if we did,
2096 * have a feeling strange problems would result. 1854 * have a feeling strange problems would result.
2097 */ 1855 */
2098 if (op->map != m || op->x != x || op->y != y) 1856 if (op->map != m || op->x != x || op->y != y)
2099 return 0; 1857 return 0;
2100 } 1858 }
2101 } 1859 }
1860
2102 return 0; 1861 return 0;
2103} 1862}
2104 1863
2105/* 1864/*
2106 * present_arch(arch, map, x, y) searches for any objects with 1865 * present_arch(arch, map, x, y) searches for any objects with
2107 * a matching archetype at the given map and coordinates. 1866 * a matching archetype at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
2109 */ 1868 */
2110
2111object * 1869object *
2112present_arch (const archetype *at, mapstruct *m, int x, int y) 1870present_arch (const archetype *at, maptile *m, int x, int y)
2113{ 1871{
2114 object *
2115 tmp;
2116
2117 if (m == NULL || out_of_map (m, x, y)) 1872 if (!m || out_of_map (m, x, y))
2118 { 1873 {
2119 LOG (llevError, "Present_arch called outside map.\n"); 1874 LOG (llevError, "Present_arch called outside map.\n");
2120 return NULL; 1875 return NULL;
2121 } 1876 }
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2123 if (tmp->arch == at) 1879 if (tmp->arch == at)
2124 return tmp; 1880 return tmp;
1881
2125 return NULL; 1882 return NULL;
2126} 1883}
2127 1884
2128/* 1885/*
2129 * present(type, map, x, y) searches for any objects with 1886 * present(type, map, x, y) searches for any objects with
2130 * a matching type variable at the given map and coordinates. 1887 * a matching type variable at the given map and coordinates.
2131 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
2132 */ 1889 */
2133
2134object * 1890object *
2135present (unsigned char type, mapstruct *m, int x, int y) 1891present (unsigned char type, maptile *m, int x, int y)
2136{ 1892{
2137 object *
2138 tmp;
2139
2140 if (out_of_map (m, x, y)) 1893 if (out_of_map (m, x, y))
2141 { 1894 {
2142 LOG (llevError, "Present called outside map.\n"); 1895 LOG (llevError, "Present called outside map.\n");
2143 return NULL; 1896 return NULL;
2144 } 1897 }
2145 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1898
1899 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2146 if (tmp->type == type) 1900 if (tmp->type == type)
2147 return tmp; 1901 return tmp;
1902
2148 return NULL; 1903 return NULL;
2149} 1904}
2150 1905
2151/* 1906/*
2152 * present_in_ob(type, object) searches for any objects with 1907 * present_in_ob(type, object) searches for any objects with
2153 * a matching type variable in the inventory of the given object. 1908 * a matching type variable in the inventory of the given object.
2154 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
2155 */ 1910 */
2156
2157object * 1911object *
2158present_in_ob (unsigned char type, const object *op) 1912present_in_ob (unsigned char type, const object *op)
2159{ 1913{
2160 object *
2161 tmp;
2162
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 if (tmp->type == type) 1915 if (tmp->type == type)
2165 return tmp; 1916 return tmp;
1917
2166 return NULL; 1918 return NULL;
2167} 1919}
2168 1920
2169/* 1921/*
2170 * present_in_ob (type, str, object) searches for any objects with 1922 * present_in_ob (type, str, object) searches for any objects with
2178 * str is the string to match against. Note that we match against 1930 * str is the string to match against. Note that we match against
2179 * the object name, not the archetype name. this is so that the 1931 * the object name, not the archetype name. this is so that the
2180 * spell code can use one object type (force), but change it's name 1932 * spell code can use one object type (force), but change it's name
2181 * to be unique. 1933 * to be unique.
2182 */ 1934 */
2183
2184object * 1935object *
2185present_in_ob_by_name (int type, const char *str, const object *op) 1936present_in_ob_by_name (int type, const char *str, const object *op)
2186{ 1937{
2187 object *
2188 tmp;
2189
2190 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2191 {
2192 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1939 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2193 return tmp; 1940 return tmp;
2194 } 1941
2195 return NULL; 1942 return 0;
2196} 1943}
2197 1944
2198/* 1945/*
2199 * present_arch_in_ob(archetype, object) searches for any objects with 1946 * present_arch_in_ob(archetype, object) searches for any objects with
2200 * a matching archetype in the inventory of the given object. 1947 * a matching archetype in the inventory of the given object.
2201 * The first matching object is returned, or NULL if none. 1948 * The first matching object is returned, or NULL if none.
2202 */ 1949 */
2203
2204object * 1950object *
2205present_arch_in_ob (const archetype *at, const object *op) 1951present_arch_in_ob (const archetype *at, const object *op)
2206{ 1952{
2207 object *
2208 tmp;
2209
2210 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2211 if (tmp->arch == at) 1954 if (tmp->arch == at)
2212 return tmp; 1955 return tmp;
1956
2213 return NULL; 1957 return NULL;
2214} 1958}
2215 1959
2216/* 1960/*
2217 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
2218 */ 1962 */
2219void 1963void
2220flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
2221{ 1965{
2222 object *
2223 tmp;
2224
2225 if (op->inv) 1966 if (op->inv)
2226 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2227 { 1968 {
2228 SET_FLAG (tmp, flag); 1969 SET_FLAG (tmp, flag);
2229 flag_inv (tmp, flag); 1970 flag_inv (tmp, flag);
2230 } 1971 }
2231} /* 1972}
1973
1974/*
2232 * desactivate recursively a flag on an object inventory 1975 * deactivate recursively a flag on an object inventory
2233 */ 1976 */
2234void 1977void
2235unflag_inv (object *op, int flag) 1978unflag_inv (object *op, int flag)
2236{ 1979{
2237 object *
2238 tmp;
2239
2240 if (op->inv) 1980 if (op->inv)
2241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2242 { 1982 {
2243 CLEAR_FLAG (tmp, flag); 1983 CLEAR_FLAG (tmp, flag);
2244 unflag_inv (tmp, flag); 1984 unflag_inv (tmp, flag);
2245 } 1985 }
2246} 1986}
2249 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1989 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2250 * all it's inventory (recursively). 1990 * all it's inventory (recursively).
2251 * If checksums are used, a player will get set_cheat called for 1991 * If checksums are used, a player will get set_cheat called for
2252 * him/her-self and all object carried by a call to this function. 1992 * him/her-self and all object carried by a call to this function.
2253 */ 1993 */
2254
2255void 1994void
2256set_cheat (object *op) 1995set_cheat (object *op)
2257{ 1996{
2258 SET_FLAG (op, FLAG_WAS_WIZ); 1997 SET_FLAG (op, FLAG_WAS_WIZ);
2259 flag_inv (op, FLAG_WAS_WIZ); 1998 flag_inv (op, FLAG_WAS_WIZ);
2278 * because arch_blocked (now ob_blocked) needs to know the movement type 2017 * because arch_blocked (now ob_blocked) needs to know the movement type
2279 * to know if the space in question will block the object. We can't use 2018 * to know if the space in question will block the object. We can't use
2280 * the archetype because that isn't correct if the monster has been 2019 * the archetype because that isn't correct if the monster has been
2281 * customized, changed states, etc. 2020 * customized, changed states, etc.
2282 */ 2021 */
2283
2284int 2022int
2285find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2286{ 2024{
2287 int
2288 i,
2289 index = 0, flag; 2025 int index = 0, flag;
2290 static int
2291 altern[SIZEOFFREE]; 2026 int altern[SIZEOFFREE];
2292 2027
2293 for (i = start; i < stop; i++) 2028 for (int i = start; i < stop; i++)
2294 { 2029 {
2295 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2296 if (!flag) 2031 if (!flag)
2297 altern[index++] = i; 2032 altern [index++] = i;
2298 2033
2299 /* Basically, if we find a wall on a space, we cut down the search size. 2034 /* Basically, if we find a wall on a space, we cut down the search size.
2300 * In this way, we won't return spaces that are on another side of a wall. 2035 * In this way, we won't return spaces that are on another side of a wall.
2301 * This mostly work, but it cuts down the search size in all directions - 2036 * This mostly work, but it cuts down the search size in all directions -
2302 * if the space being examined only has a wall to the north and empty 2037 * if the space being examined only has a wall to the north and empty
2303 * spaces in all the other directions, this will reduce the search space 2038 * spaces in all the other directions, this will reduce the search space
2304 * to only the spaces immediately surrounding the target area, and 2039 * to only the spaces immediately surrounding the target area, and
2305 * won't look 2 spaces south of the target space. 2040 * won't look 2 spaces south of the target space.
2306 */ 2041 */
2307 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2308 stop = maxfree[i]; 2043 stop = maxfree[i];
2309 } 2044 }
2045
2310 if (!index) 2046 if (!index)
2311 return -1; 2047 return -1;
2048
2312 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
2313} 2050}
2314 2051
2315/* 2052/*
2316 * find_first_free_spot(archetype, mapstruct, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
2317 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
2318 * But it will return the first available spot, not a random choice. 2055 * But it will return the first available spot, not a random choice.
2319 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2056 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2320 */ 2057 */
2321
2322int 2058int
2323find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2059find_first_free_spot (const object *ob, maptile *m, int x, int y)
2324{ 2060{
2325 int
2326 i;
2327
2328 for (i = 0; i < SIZEOFFREE; i++) 2061 for (int i = 0; i < SIZEOFFREE; i++)
2329 {
2330 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2331 return i; 2063 return i;
2332 } 2064
2333 return -1; 2065 return -1;
2334} 2066}
2335 2067
2336/* 2068/*
2337 * The function permute(arr, begin, end) randomly reorders the array 2069 * The function permute(arr, begin, end) randomly reorders the array
2338 * arr[begin..end-1]. 2070 * arr[begin..end-1].
2071 * now uses a fisher-yates shuffle, old permute was broken
2339 */ 2072 */
2340static void 2073static void
2341permute (int *arr, int begin, int end) 2074permute (int *arr, int begin, int end)
2342{ 2075{
2343 int 2076 arr += begin;
2344 i,
2345 j,
2346 tmp,
2347 len;
2348
2349 len = end - begin; 2077 end -= begin;
2350 for (i = begin; i < end; i++)
2351 {
2352 j = begin + RANDOM () % len;
2353 2078
2354 tmp = arr[i]; 2079 while (--end)
2355 arr[i] = arr[j]; 2080 swap (arr [end], arr [rndm (end + 1)]);
2356 arr[j] = tmp;
2357 }
2358} 2081}
2359 2082
2360/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2361 * This basically returns a randomized array (in the passed pointer) of 2084 * This basically returns a randomized array (in the passed pointer) of
2362 * the spaces to find monsters. In this way, it won't always look for 2085 * the spaces to find monsters. In this way, it won't always look for
2365 * the 3x3 area will be searched, just not in a predictable order. 2088 * the 3x3 area will be searched, just not in a predictable order.
2366 */ 2089 */
2367void 2090void
2368get_search_arr (int *search_arr) 2091get_search_arr (int *search_arr)
2369{ 2092{
2370 int 2093 int i;
2371 i;
2372 2094
2373 for (i = 0; i < SIZEOFFREE; i++) 2095 for (i = 0; i < SIZEOFFREE; i++)
2374 {
2375 search_arr[i] = i; 2096 search_arr[i] = i;
2376 }
2377 2097
2378 permute (search_arr, 1, SIZEOFFREE1 + 1); 2098 permute (search_arr, 1, SIZEOFFREE1 + 1);
2379 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2099 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2380 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2100 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2381} 2101}
2390 * Perhaps incorrectly, but I'm making the assumption that exclude 2110 * Perhaps incorrectly, but I'm making the assumption that exclude
2391 * is actually want is going to try and move there. We need this info 2111 * is actually want is going to try and move there. We need this info
2392 * because we have to know what movement the thing looking to move 2112 * because we have to know what movement the thing looking to move
2393 * there is capable of. 2113 * there is capable of.
2394 */ 2114 */
2395
2396int 2115int
2397find_dir (mapstruct *m, int x, int y, object *exclude) 2116find_dir (maptile *m, int x, int y, object *exclude)
2398{ 2117{
2399 int
2400 i,
2401 max = SIZEOFFREE, mflags; 2118 int i, max = SIZEOFFREE, mflags;
2402 sint16 2119
2403 nx, 2120 sint16 nx, ny;
2404 ny;
2405 object * 2121 object *tmp;
2406 tmp; 2122 maptile *mp;
2407 mapstruct * 2123
2408 mp; 2124 MoveType blocked, move_type;
2409 MoveType
2410 blocked,
2411 move_type;
2412 2125
2413 if (exclude && exclude->head) 2126 if (exclude && exclude->head)
2414 { 2127 {
2415 exclude = exclude->head; 2128 exclude = exclude->head;
2416 move_type = exclude->move_type; 2129 move_type = exclude->move_type;
2426 mp = m; 2139 mp = m;
2427 nx = x + freearr_x[i]; 2140 nx = x + freearr_x[i];
2428 ny = y + freearr_y[i]; 2141 ny = y + freearr_y[i];
2429 2142
2430 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2143 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2144
2431 if (mflags & P_OUT_OF_MAP) 2145 if (mflags & P_OUT_OF_MAP)
2432 {
2433 max = maxfree[i]; 2146 max = maxfree[i];
2434 }
2435 else 2147 else
2436 { 2148 {
2437 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2149 mapspace &ms = mp->at (nx, ny);
2150
2151 blocked = ms.move_block;
2438 2152
2439 if ((move_type & blocked) == move_type) 2153 if ((move_type & blocked) == move_type)
2440 {
2441 max = maxfree[i]; 2154 max = maxfree[i];
2442 }
2443 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2444 { 2156 {
2445 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2446 { 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2447 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2448 {
2449 break; 2160 break;
2450 } 2161
2451 }
2452 if (tmp) 2162 if (tmp)
2453 {
2454 return freedir[i]; 2163 return freedir[i];
2455 }
2456 } 2164 }
2457 } 2165 }
2458 } 2166 }
2167
2459 return 0; 2168 return 0;
2460} 2169}
2461 2170
2462/* 2171/*
2463 * distance(object 1, object 2) will return the square of the 2172 * distance(object 1, object 2) will return the square of the
2464 * distance between the two given objects. 2173 * distance between the two given objects.
2465 */ 2174 */
2466
2467int 2175int
2468distance (const object *ob1, const object *ob2) 2176distance (const object *ob1, const object *ob2)
2469{ 2177{
2470 int
2471 i;
2472
2473 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2178 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2474 return i;
2475} 2179}
2476 2180
2477/* 2181/*
2478 * find_dir_2(delta-x,delta-y) will return a direction in which 2182 * find_dir_2(delta-x,delta-y) will return a direction in which
2479 * an object which has subtracted the x and y coordinates of another 2183 * an object which has subtracted the x and y coordinates of another
2480 * object, needs to travel toward it. 2184 * object, needs to travel toward it.
2481 */ 2185 */
2482
2483int 2186int
2484find_dir_2 (int x, int y) 2187find_dir_2 (int x, int y)
2485{ 2188{
2486 int 2189 int q;
2487 q;
2488 2190
2489 if (y) 2191 if (y)
2490 q = x * 100 / y; 2192 q = x * 100 / y;
2491 else if (x) 2193 else if (x)
2492 q = -300 * x; 2194 q = -300 * x;
2517 2219
2518 return 3; 2220 return 3;
2519} 2221}
2520 2222
2521/* 2223/*
2522 * absdir(int): Returns a number between 1 and 8, which represent
2523 * the "absolute" direction of a number (it actually takes care of
2524 * "overflow" in previous calculations of a direction).
2525 */
2526
2527int
2528absdir (int d)
2529{
2530 while (d < 1)
2531 d += 8;
2532 while (d > 8)
2533 d -= 8;
2534 return d;
2535}
2536
2537/*
2538 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2539 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2540 */ 2226 */
2541
2542int 2227int
2543dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2544{ 2229{
2545 int 2230 int d;
2546 d;
2547 2231
2548 d = abs (dir1 - dir2); 2232 d = abs (dir1 - dir2);
2549 if (d > 4) 2233 if (d > 4)
2550 d = 8 - d; 2234 d = 8 - d;
2235
2551 return d; 2236 return d;
2552} 2237}
2553 2238
2554/* peterm: 2239/* peterm:
2555 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2240 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2558 * This basically means that if direction is 15, then it could either go 2243 * This basically means that if direction is 15, then it could either go
2559 * direction 4, 14, or 16 to get back to where we are. 2244 * direction 4, 14, or 16 to get back to where we are.
2560 * Moved from spell_util.c to object.c with the other related direction 2245 * Moved from spell_util.c to object.c with the other related direction
2561 * functions. 2246 * functions.
2562 */ 2247 */
2563
2564int
2565 reduction_dir[SIZEOFFREE][3] = { 2248int reduction_dir[SIZEOFFREE][3] = {
2566 {0, 0, 0}, /* 0 */ 2249 {0, 0, 0}, /* 0 */
2567 {0, 0, 0}, /* 1 */ 2250 {0, 0, 0}, /* 1 */
2568 {0, 0, 0}, /* 2 */ 2251 {0, 0, 0}, /* 2 */
2569 {0, 0, 0}, /* 3 */ 2252 {0, 0, 0}, /* 3 */
2570 {0, 0, 0}, /* 4 */ 2253 {0, 0, 0}, /* 4 */
2618 * find a path to that monster that we found. If not, 2301 * find a path to that monster that we found. If not,
2619 * we don't bother going toward it. Returns 1 if we 2302 * we don't bother going toward it. Returns 1 if we
2620 * can see a direct way to get it 2303 * can see a direct way to get it
2621 * Modified to be map tile aware -.MSW 2304 * Modified to be map tile aware -.MSW
2622 */ 2305 */
2623
2624
2625int 2306int
2626can_see_monsterP (mapstruct *m, int x, int y, int dir) 2307can_see_monsterP (maptile *m, int x, int y, int dir)
2627{ 2308{
2628 sint16 2309 sint16 dx, dy;
2629 dx,
2630 dy;
2631 int
2632 mflags; 2310 int mflags;
2633 2311
2634 if (dir < 0) 2312 if (dir < 0)
2635 return 0; /* exit condition: invalid direction */ 2313 return 0; /* exit condition: invalid direction */
2636 2314
2637 dx = x + freearr_x[dir]; 2315 dx = x + freearr_x[dir];
2650 return 0; 2328 return 0;
2651 2329
2652 /* yes, can see. */ 2330 /* yes, can see. */
2653 if (dir < 9) 2331 if (dir < 9)
2654 return 1; 2332 return 1;
2333
2655 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2334 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2656 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2335 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2336 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2657} 2337}
2658
2659
2660 2338
2661/* 2339/*
2662 * can_pick(picker, item): finds out if an object is possible to be 2340 * can_pick(picker, item): finds out if an object is possible to be
2663 * picked up by the picker. Returnes 1 if it can be 2341 * picked up by the picker. Returnes 1 if it can be
2664 * picked up, otherwise 0. 2342 * picked up, otherwise 0.
2675 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2676 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2677 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2355 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2678} 2356}
2679 2357
2680
2681/* 2358/*
2682 * create clone from object to another 2359 * create clone from object to another
2683 */ 2360 */
2684object * 2361object *
2685object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2686{ 2363{
2687 object *
2688 dst = NULL, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *part, *prev, *item;
2689 2365
2690 if (!asrc) 2366 if (!asrc)
2691 return NULL; 2367 return 0;
2368
2692 src = asrc; 2369 src = asrc;
2693 if (src->head) 2370 if (src->head)
2694 src = src->head; 2371 src = src->head;
2695 2372
2696 prev = NULL; 2373 prev = 0;
2697 for (part = src; part; part = part->more) 2374 for (part = src; part; part = part->more)
2698 { 2375 {
2699 tmp = get_object (); 2376 tmp = part->clone ();
2700 copy_object (part, tmp);
2701 tmp->x -= src->x; 2377 tmp->x -= src->x;
2702 tmp->y -= src->y; 2378 tmp->y -= src->y;
2379
2703 if (!part->head) 2380 if (!part->head)
2704 { 2381 {
2705 dst = tmp; 2382 dst = tmp;
2706 tmp->head = NULL; 2383 tmp->head = 0;
2707 } 2384 }
2708 else 2385 else
2709 {
2710 tmp->head = dst; 2386 tmp->head = dst;
2711 } 2387
2712 tmp->more = NULL; 2388 tmp->more = 0;
2389
2713 if (prev) 2390 if (prev)
2714 prev->more = tmp; 2391 prev->more = tmp;
2392
2715 prev = tmp; 2393 prev = tmp;
2716 } 2394 }
2717 2395
2718 /*** copy inventory ***/
2719 for (item = src->inv; item; item = item->below) 2396 for (item = src->inv; item; item = item->below)
2720 {
2721 (void) insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2722 }
2723 2398
2724 return dst; 2399 return dst;
2725}
2726
2727/* return true if the object was destroyed, 0 otherwise */
2728int
2729was_destroyed (const object *op, tag_t old_tag)
2730{
2731 /* checking for FLAG_FREED isn't necessary, but makes this function more
2732 * robust */
2733 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2734}
2735
2736/* GROS - Creates an object using a string representing its content. */
2737
2738/* Basically, we save the content of the string to a temp file, then call */
2739
2740/* load_object on it. I admit it is a highly inefficient way to make things, */
2741
2742/* but it was simple to make and allows reusing the load_object function. */
2743
2744/* Remember not to use load_object_str in a time-critical situation. */
2745
2746/* Also remember that multiparts objects are not supported for now. */
2747
2748object *
2749load_object_str (const char *obstr)
2750{
2751 object *
2752 op;
2753 char
2754 filename[MAX_BUF];
2755
2756 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2757
2758 FILE *
2759 tempfile = fopen (filename, "w");
2760
2761 if (tempfile == NULL)
2762 {
2763 LOG (llevError, "Error - Unable to access load object temp file\n");
2764 return NULL;
2765 };
2766 fprintf (tempfile, obstr);
2767 fclose (tempfile);
2768
2769 op = get_object ();
2770
2771 object_thawer
2772 thawer (filename);
2773
2774 if (thawer)
2775 load_object (thawer, op, 0);
2776
2777 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2778 CLEAR_FLAG (op, FLAG_REMOVED);
2779
2780 return op;
2781} 2400}
2782 2401
2783/* This returns the first object in who's inventory that 2402/* This returns the first object in who's inventory that
2784 * has the same type and subtype match. 2403 * has the same type and subtype match.
2785 * returns NULL if no match. 2404 * returns NULL if no match.
2786 */ 2405 */
2787object * 2406object *
2788find_obj_by_type_subtype (const object *who, int type, int subtype) 2407find_obj_by_type_subtype (const object *who, int type, int subtype)
2789{ 2408{
2790 object *
2791 tmp;
2792
2793 for (tmp = who->inv; tmp; tmp = tmp->below) 2409 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2794 if (tmp->type == type && tmp->subtype == subtype) 2410 if (tmp->type == type && tmp->subtype == subtype)
2795 return tmp; 2411 return tmp;
2796 2412
2797 return NULL; 2413 return 0;
2798} 2414}
2799 2415
2800/* If ob has a field named key, return the link from the list, 2416/* If ob has a field named key, return the link from the list,
2801 * otherwise return NULL. 2417 * otherwise return NULL.
2802 * 2418 *
2804 * do the desired thing. 2420 * do the desired thing.
2805 */ 2421 */
2806key_value * 2422key_value *
2807get_ob_key_link (const object *ob, const char *key) 2423get_ob_key_link (const object *ob, const char *key)
2808{ 2424{
2809 key_value *
2810 link;
2811
2812 for (link = ob->key_values; link != NULL; link = link->next) 2425 for (key_value *link = ob->key_values; link; link = link->next)
2813 {
2814 if (link->key == key) 2426 if (link->key == key)
2815 {
2816 return link; 2427 return link;
2817 }
2818 }
2819 2428
2820 return NULL; 2429 return 0;
2821} 2430}
2822 2431
2823/* 2432/*
2824 * Returns the value of op has an extra_field for key, or NULL. 2433 * Returns the value of op has an extra_field for key, or NULL.
2825 * 2434 *
2828 * The returned string is shared. 2437 * The returned string is shared.
2829 */ 2438 */
2830const char * 2439const char *
2831get_ob_key_value (const object *op, const char *const key) 2440get_ob_key_value (const object *op, const char *const key)
2832{ 2441{
2833 key_value * 2442 key_value *link;
2834 link; 2443 shstr_cmp canonical_key (key);
2835 const char *
2836 canonical_key;
2837 2444
2838 canonical_key = shstr::find (key);
2839
2840 if (canonical_key == NULL) 2445 if (!canonical_key)
2841 { 2446 {
2842 /* 1. There being a field named key on any object 2447 /* 1. There being a field named key on any object
2843 * implies there'd be a shared string to find. 2448 * implies there'd be a shared string to find.
2844 * 2. Since there isn't, no object has this field. 2449 * 2. Since there isn't, no object has this field.
2845 * 3. Therefore, *this* object doesn't have this field. 2450 * 3. Therefore, *this* object doesn't have this field.
2846 */ 2451 */
2847 return NULL; 2452 return 0;
2848 } 2453 }
2849 2454
2850 /* This is copied from get_ob_key_link() above - 2455 /* This is copied from get_ob_key_link() above -
2851 * only 4 lines, and saves the function call overhead. 2456 * only 4 lines, and saves the function call overhead.
2852 */ 2457 */
2853 for (link = op->key_values; link != NULL; link = link->next) 2458 for (link = op->key_values; link; link = link->next)
2854 {
2855 if (link->key == canonical_key) 2459 if (link->key == canonical_key)
2856 {
2857 return link->value; 2460 return link->value;
2858 } 2461
2859 }
2860 return NULL; 2462 return 0;
2861} 2463}
2862
2863 2464
2864/* 2465/*
2865 * Updates the canonical_key in op to value. 2466 * Updates the canonical_key in op to value.
2866 * 2467 *
2867 * canonical_key is a shared string (value doesn't have to be). 2468 * canonical_key is a shared string (value doesn't have to be).
2872 * Returns TRUE on success. 2473 * Returns TRUE on success.
2873 */ 2474 */
2874int 2475int
2875set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2876{ 2477{
2877 key_value *
2878 field = NULL, *last = NULL; 2478 key_value *field = NULL, *last = NULL;
2879 2479
2880 for (field = op->key_values; field != NULL; field = field->next) 2480 for (field = op->key_values; field != NULL; field = field->next)
2881 { 2481 {
2882 if (field->key != canonical_key) 2482 if (field->key != canonical_key)
2883 { 2483 {
2901 if (last) 2501 if (last)
2902 last->next = field->next; 2502 last->next = field->next;
2903 else 2503 else
2904 op->key_values = field->next; 2504 op->key_values = field->next;
2905 2505
2906 delete
2907 field; 2506 delete field;
2908 } 2507 }
2909 } 2508 }
2910 return TRUE; 2509 return TRUE;
2911 } 2510 }
2912 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2913 2512
2914 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2915 2514
2916 if (!add_key) 2515 if (!add_key)
2917 {
2918 return FALSE; 2516 return FALSE;
2919 } 2517
2920 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2921 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2922 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2923 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2924 * should pass in "" 2522 * should pass in ""
2947 * Returns TRUE on success. 2545 * Returns TRUE on success.
2948 */ 2546 */
2949int 2547int
2950set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2548set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2951{ 2549{
2952 shstr
2953 key_ (key); 2550 shstr key_ (key);
2954 2551
2955 return set_ob_key_value_s (op, key_, value, add_key); 2552 return set_ob_key_value_s (op, key_, value, add_key);
2956} 2553}
2554
2555object::depth_iterator::depth_iterator (object *container)
2556: iterator_base (container)
2557{
2558 while (item->inv)
2559 item = item->inv;
2560}
2561
2562void
2563object::depth_iterator::next ()
2564{
2565 if (item->below)
2566 {
2567 item = item->below;
2568
2569 while (item->inv)
2570 item = item->inv;
2571 }
2572 else
2573 item = item->env;
2574}
2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2605// return a suitable string describing an object in enough detail to find it
2606const char *
2607object::debug_desc (char *info) const
2608{
2609 char flagdesc[512];
2610 char info2[256 * 4];
2611 char *p = info;
2612
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2614 count, uuid.seq,
2615 &name,
2616 title ? "\",title:\"" : "",
2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2619
2620 if (env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622
2623 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625
2626 return info;
2627}
2628
2629const char *
2630object::debug_desc () const
2631{
2632 static char info[3][256 * 4];
2633 static int info_idx;
2634
2635 return debug_desc (info [++info_idx % 3]);
2636}
2637
2638struct region *
2639object::region () const
2640{
2641 return map ? map->region (x, y)
2642 : region::default_region ();
2643}
2644
2645const materialtype_t *
2646object::dominant_material () const
2647{
2648 if (materialtype_t *mat = name_to_material (materialname))
2649 return mat;
2650
2651 // omfg this is slow, this has to be temporary :)
2652 shstr unknown ("unknown");
2653
2654 return name_to_material (unknown);
2655}
2656
2657void
2658object::open_container (object *new_container)
2659{
2660 if (container == new_container)
2661 return;
2662
2663 if (object *old_container = container)
2664 {
2665 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2666 return;
2667
2668#if 0
2669 // remove the "Close old_container" object.
2670 if (object *closer = old_container->inv)
2671 if (closer->type == CLOSE_CON)
2672 closer->destroy ();
2673#endif
2674
2675 old_container->flag [FLAG_APPLIED] = 0;
2676 container = 0;
2677
2678 esrv_update_item (UPD_FLAGS, this, old_container);
2679 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2680 }
2681
2682 if (new_container)
2683 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685 return;
2686
2687 // TODO: this does not seem to serve any purpose anymore?
2688#if 0
2689 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch)
2691 {
2692 object *closer = arch_to_object (new_container->other_arch);
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer);
2695 }
2696#endif
2697
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2699
2700 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container;
2702
2703 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container);
2705 }
2706}
2707
2708

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