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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 1.201 by root, Tue Jan 22 16:22:45 2008 UTC

1
2/* 1/*
3 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: object.C,v 1.25 2006/09/11 01:16:20 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
32 variable. */ 26 variable. */
33#include <global.h> 27#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 28#include <stdio.h>
36# include <sys/types.h> 29#include <sys/types.h>
37# include <sys/uio.h> 30#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 31#include <object.h>
40#include <funcpoint.h> 32#include <funcpoint.h>
41#include <skills.h> 33#include <sproto.h>
42#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
43int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
44 41
45object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
46object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
47 44
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, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
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 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 47};
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, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
57int freedir[SIZEOFFREE] = { 54int 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, 55 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 56 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}; 57};
61 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 137static int
64compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
65{ 139{
66 key_value *wants_field; 140 key_value *wants_field;
69 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
71 */ 145 */
72 146
73 /* For each field in wants, */ 147 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
75 { 149 {
76 key_value *has_field; 150 key_value *has_field;
77 151
78 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
113 * 187 *
114 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
117 * 191 *
118 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
119 * 193 *
120 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
121 * check weight 195 * check weight
122 */ 196 */
123
124bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
125{ 198{
126 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
128 return 0; 205 return 0;
129 206
130 if (ob1->speed != ob2->speed) 207 //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 208 /* 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 209 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof). 210 * used to store nrof).
136 */ 211 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 223
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 226
152 227 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 228 || 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) || 229 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
168 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 248 || 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)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
183 return 0; 252 return 0;
184 253
185 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory. 255 * check all objects in the inventory.
187 */ 256 */
188 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
189 { 258 {
190 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0;
193
194 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 259 if (!(ob1->inv && ob2->inv))
196 return 0; 260 return 0; /* inventories differ in length */
261
262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; /* inventory objexts differ */
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 */
201 } 271 }
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. */
230 return 0; 300 return 0;
231 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
232 return 0; 302 return 0;
233 } 303 }
234 304
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
237 { 306 {
238 ob1->optimise (); 307 ob1->optimise ();
239 ob2->optimise (); 308 ob2->optimise ();
240 309
241 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
242 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
243 } 322 }
244 323
245 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
246 return 1; 325 return 1;
247} 326}
249/* 328/*
250 * sum_weight() is a recursive function which calculates the weight 329 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 330 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 331 * containers are carrying, and sums it up.
253 */ 332 */
254signed long 333long
255sum_weight (object *op) 334sum_weight (object *op)
256{ 335{
257 signed long sum; 336 long sum;
258 object *inv; 337 object *inv;
259 338
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
261 { 340 {
262 if (inv->inv) 341 if (inv->inv)
263 sum_weight (inv); 342 sum_weight (inv);
343
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 345 }
346
266 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
349
268 if (op->carrying != sum) 350 if (op->carrying != sum)
269 op->carrying = sum; 351 op->carrying = sum;
352
270 return sum; 353 return sum;
271} 354}
272 355
273/** 356/**
274 * Return the outermost environment object for a given object. 357 * Return the outermost environment object for a given object.
281 op = op->env; 364 op = op->env;
282 return op; 365 return op;
283} 366}
284 367
285/* 368/*
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. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 370 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
304 */ 372 */
305 373char *
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) 374dump_object (object *op)
362{ 375{
363 if (op == NULL) 376 if (!op)
364 { 377 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 378
372void 379 object_freezer freezer;
373dump_all_objects (void) 380 op->write (freezer);
374{ 381 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} 382}
383 383
384/* 384/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
388 */ 388 */
389
390object * 389object *
391get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
392{ 391{
393 object *tmp, *closest; 392 object *tmp, *closest;
394 int last_dist, i; 393 int last_dist, i;
402} 401}
403 402
404/* 403/*
405 * Returns the object which has the count-variable equal to the argument. 404 * Returns the object which has the count-variable equal to the argument.
406 */ 405 */
407
408object * 406object *
409find_object (tag_t i) 407find_object (tag_t i)
410{ 408{
411 object *op; 409 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 410 if (op->count == i)
415 break;
416 return op; 411 return op;
412
413 return 0;
417} 414}
418 415
419/* 416/*
420 * Returns the first object which has a name equal to the argument. 417 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 418 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 419 * Enables features like "patch <name-of-other-player> food 999"
423 */ 420 */
424
425object * 421object *
426find_object_name (const char *str) 422find_object_name (const char *str)
427{ 423{
428 const char *name = shstr::find (str); 424 shstr_cmp str_ (str);
429 object *op; 425 object *op;
430 426
431 for (op = objects; op != NULL; op = op->next) 427 for_all_objects (op)
432 if (&op->name == name) 428 if (op->name == str_)
433 break; 429 break;
434 430
435 return op; 431 return op;
436} 432}
437 433
440{ 436{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 438}
443 439
444/* 440/*
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 441 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
485 */ 444 */
486void 445void
487set_owner (object *op, object *owner) 446object::set_owner (object *owner)
488{ 447{
489 if (owner == NULL || op == NULL) 448 // allow objects which own objects
490 return; 449 if (owner)
491 450 while (owner->owner)
492 /* next line added to allow objects which own objects */
493 /* 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
495 * fireball. I believe that was caused by one of the objects getting
496 * 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.
498 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
500 owner = owner->owner; 451 owner = owner->owner;
501 452
502 /* IF the owner still has an owner, we did not resolve to a final owner. 453 if (flag [FLAG_FREED])
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
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{
527 object *owner = get_owner (clone);
528
529 if (owner == NULL)
530 { 454 {
531 /* players don't have owners - they own themselves. Update 455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return; 456 return;
457 }
458
459 this->owner = owner;
460}
461
462int
463object::slottype () const
464{
465 if (type == SKILL)
538 } 466 {
467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
477}
539 478
540 set_owner (op, owner); 479bool
480object::change_weapon (object *ob)
481{
482 if (current_weapon == ob)
483 return true;
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = false;
487
488 current_weapon = ob;
489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
490
491 if (chosen_skill)
492 chosen_skill->flag [FLAG_APPLIED] = true;
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name);
510 return false;
511 }
512
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 }
515 else
516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519 {
520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
524
525 return true;
541} 526}
542 527
543/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 529 * refcounts and freeing the links.
545 */ 530 */
546static void 531static void
547free_key_values (object *op) 532free_key_values (object *op)
548{ 533{
549 for (key_value *i = op->key_values; i != 0;) 534 for (key_value *i = op->key_values; i; )
550 { 535 {
551 key_value *next = i->next; 536 key_value *next = i->next;
552 delete i; 537 delete i;
553 538
554 i = next; 539 i = next;
555 } 540 }
556 541
557 op->key_values = 0; 542 op->key_values = 0;
558} 543}
559 544
560void object::clear () 545object &
546object::operator =(const object &src)
561{ 547{
562 attachable_base::clear (); 548 bool is_freed = flag [FLAG_FREED];
549 bool is_removed = flag [FLAG_REMOVED];
563 550
564 free_key_values (this); 551 *(object_copy *)this = src;
565 552
566 clear_owner (this); 553 flag [FLAG_FREED] = is_freed;
567 554 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;
649 555
650 /* Copy over key_values, if any. */ 556 /* Copy over key_values, if any. */
651 if (op2->key_values) 557 if (src.key_values)
652 { 558 {
653 key_value *tail = 0; 559 key_value *tail = 0;
654 key_value *i;
655
656 op->key_values = 0; 560 key_values = 0;
657 561
658 for (i = op2->key_values; i; i = i->next) 562 for (key_value *i = src.key_values; i; i = i->next)
659 { 563 {
660 key_value *new_link = new key_value; 564 key_value *new_link = new key_value;
661 565
662 new_link->next = 0; 566 new_link->next = 0;
663 new_link->key = i->key; 567 new_link->key = i->key;
664 new_link->value = i->value; 568 new_link->value = i->value;
665 569
666 /* Try and be clever here, too. */ 570 /* Try and be clever here, too. */
667 if (!op->key_values) 571 if (!key_values)
668 { 572 {
669 op->key_values = new_link; 573 key_values = new_link;
670 tail = new_link; 574 tail = new_link;
671 } 575 }
672 else 576 else
673 { 577 {
674 tail->next = new_link; 578 tail->next = new_link;
675 tail = new_link; 579 tail = new_link;
676 } 580 }
677 } 581 }
678 } 582 }
583}
679 584
680 update_ob_speed (op); 585/*
586 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second
588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
597
598 if (speed < 0)
599 dst->speed_left -= rndm ();
600
601 dst->set_speed (dst->speed);
602}
603
604void
605object::instantiate ()
606{
607 if (!uuid.seq) // HACK
608 uuid = gen_uuid ();
609
610 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting
614 * values for the body_used info, so when items are created
615 * for it, they can be properly equipped.
616 */
617 for (int i = NUM_BODY_LOCATIONS; i--; )
618 slot[i].used = slot[i].info;
619
620 attachable::instantiate ();
621}
622
623object *
624object::clone ()
625{
626 object *neu = create ();
627 copy_to (neu);
628 return neu;
681} 629}
682 630
683/* 631/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 632 * 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 633 * 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. 634 * be called to update the face variable, _and_ how it looks on the map.
687 */ 635 */
688
689void 636void
690update_turn_face (object *op) 637update_turn_face (object *op)
691{ 638{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 639 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 640 return;
641
694 SET_ANIMATION (op, op->direction); 642 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 643 update_object (op, UP_OBJ_FACE);
696} 644}
697 645
698/* 646/*
699 * Updates the speed of an object. If the speed changes from 0 to another 647 * 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. 648 * 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. 649 * This function needs to be called whenever the speed of an object changes.
702 */ 650 */
703
704void 651void
705update_ob_speed (object *op) 652object::set_speed (float speed)
706{ 653{
707 extern int arch_init; 654 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 { 655 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 656 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 657 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 658 }
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;
731 659
732 /* process_events() expects us to insert the object at the beginning 660 this->speed = speed;
733 * of the list. */ 661
734 op->active_next = active_objects; 662 if (has_active_speed ())
735 if (op->active_next != NULL) 663 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 664 else
740 { 665 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} 666}
761 667
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/* 668/*
794 * update_object() updates the array which represents the map. 669 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 670 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 671 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 672 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 673 * 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 674 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 675 * updating that window, though, since update_object() is called _often_)
801 * 676 *
802 * action is a hint of what the caller believes need to be done. 677 * 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: 678 * current action are:
808 * UP_OBJ_INSERT: op was inserted 679 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 680 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 681 * 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. 682 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 683 * UP_OBJ_FACE: only the objects face has changed.
813 */ 684 */
814
815void 685void
816update_object (object *op, int action) 686update_object (object *op, int action)
817{ 687{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow;
820
821 if (op == NULL) 688 if (op == NULL)
822 { 689 {
823 /* this should never happen */ 690 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 691 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 692 return;
826 } 693 }
827 694
828 if (op->env != NULL) 695 if (op->env)
829 { 696 {
830 /* Animation is currently handled by client, so nothing 697 /* Animation is currently handled by client, so nothing
831 * to do in this case. 698 * to do in this case.
832 */ 699 */
833 return; 700 return;
838 */ 705 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 706 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 707 return;
841 708
842 /* make sure the object is within map boundaries */ 709 /* 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)) 710 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 711 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 712 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 713#ifdef MANY_CORES
847 abort (); 714 abort ();
848#endif 715#endif
849 return; 716 return;
850 } 717 }
851 718
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 719 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);
858 720
721 if (!(m.flags_ & P_UPTODATE))
722 /* nop */;
859 if (action == UP_OBJ_INSERT) 723 else if (action == UP_OBJ_INSERT)
860 { 724 {
725 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 726 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)) 727 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 728 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 729 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
730 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 731 || (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) 732 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 733 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 734 || (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 735 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 736 * to have move_allow right now.
884 */ 737 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 738 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 739 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 740 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 741 }
891 /* if the object is being removed, we can't make intelligent 742 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 743 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 744 * that is being removed.
894 */ 745 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 { 747 m.flags_ = 0;
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE) 748 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */ 749 /* Nothing to do for that case */ ;
902 }
903 else 750 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 751 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907 752
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) 753 if (op->more)
915 update_object (op->more, action); 754 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} 755}
932 756
933object::object () 757object::object ()
934{ 758{
935 SET_FLAG (this, FLAG_REMOVED); 759 SET_FLAG (this, FLAG_REMOVED);
936 760
937 expmul = 1.0; 761 expmul = 1.0;
938 face = blank_face; 762 face = blank_face;
939 attacked_by_count = -1;
940} 763}
941 764
942object::~object () 765object::~object ()
943{ 766{
767 unlink ();
768
944 free_key_values (this); 769 free_key_values (this);
945} 770}
946 771
772static int object_count;
773
947void object::link () 774void object::link ()
948{ 775{
776 assert (!index);//D
777 uuid = gen_uuid ();
949 count = ++ob_count; 778 count = ++object_count;
950 779
951 prev = 0; 780 refcnt_inc ();
952 next = objects; 781 objects.insert (this);
953
954 if (objects)
955 objects->prev = this;
956
957 objects = this;
958} 782}
959 783
960void object::unlink () 784void object::unlink ()
961{ 785{
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) 786 if (!index)
972 { 787 return;
973 next->prev = prev; 788
974 next = 0; 789 objects.erase (this);
790 refcnt_dec ();
791}
792
793void
794object::activate ()
795{
796 /* If already on active list, don't do anything */
797 if (active)
798 return;
799
800 if (has_active_speed ())
801 actives.insert (this);
802}
803
804void
805object::activate_recursive ()
806{
807 activate ();
808
809 for (object *op = inv; op; op = op->below)
810 op->activate_recursive ();
811}
812
813/* This function removes object 'op' from the list of active
814 * objects.
815 * This should only be used for style maps or other such
816 * reference maps where you don't want an object that isn't
817 * in play chewing up cpu time getting processed.
818 * The reverse of this is to call update_ob_speed, which
819 * will do the right thing based on the speed of the object.
820 */
821void
822object::deactivate ()
823{
824 /* If not on the active list, nothing needs to be done */
825 if (!active)
826 return;
827
828 actives.erase (this);
829}
830
831void
832object::deactivate_recursive ()
833{
834 for (object *op = inv; op; op = op->below)
835 op->deactivate_recursive ();
836
837 deactivate ();
838}
839
840void
841object::set_flag_inv (int flag, int value)
842{
843 for (object *op = inv; op; op = op->below)
975 } 844 {
845 op->flag [flag] = value;
846 op->set_flag_inv (flag, value);
847 }
848}
976 849
977 if (this == objects) 850/*
978 objects = next; 851 * Remove and free all objects in the inventory of the given object.
852 * object.c ?
853 */
854void
855object::destroy_inv (bool drop_to_ground)
856{
857 // need to check first, because the checks below might segfault
858 // as we might be on an invalid mapspace and crossfire code
859 // is too buggy to ensure that the inventory is empty.
860 // corollary: if you create arrows etc. with stuff in tis inventory,
861 // cf will crash below with off-map x and y
862 if (!inv)
863 return;
864
865 /* Only if the space blocks everything do we not process -
866 * if some form of movement is allowed, let objects
867 * drop on that space.
868 */
869 if (!drop_to_ground
870 || !map
871 || map->in_memory != MAP_IN_MEMORY
872 || map->nodrop
873 || ms ().move_block == MOVE_ALL)
874 {
875 while (inv)
876 {
877 inv->destroy_inv (drop_to_ground);
878 inv->destroy ();
879 }
880 }
881 else
882 { /* Put objects in inventory onto this space */
883 while (inv)
884 {
885 object *op = inv;
886
887 if (op->flag [FLAG_STARTEQUIP]
888 || op->flag [FLAG_NO_DROP]
889 || op->type == RUNE
890 || op->type == TRAP
891 || op->flag [FLAG_IS_A_TEMPLATE]
892 || op->flag [FLAG_DESTROY_ON_DEATH])
893 op->destroy ();
894 else
895 map->insert (op, x, y);
896 }
897 }
979} 898}
980 899
981object *object::create () 900object *object::create ()
982{ 901{
983 object *op;
984
985 if (freed.empty ())
986 op = new object; 902 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 (); 903 op->link ();
996 return op; 904 return op;
997} 905}
998 906
999/* 907void
1000 * free_object() frees everything allocated by an object, removes 908object::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{ 909{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 910 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 911
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 912 if (flag [FLAG_IS_LINKED])
1021 { 913 remove_button_link (this);
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 914
915 if (flag [FLAG_FRIENDLY])
1023 remove_friendly_object (this); 916 remove_friendly_object (this);
1024 }
1025 917
1026 if (QUERY_FLAG (this, FLAG_FREED)) 918 if (!flag [FLAG_REMOVED])
919 remove ();
920
921 destroy_inv (true);
922
923 deactivate ();
924 unlink ();
925
926 flag [FLAG_FREED] = 1;
927
928 // hack to ensure that freed objects still have a valid map
929 {
930 static maptile *freed_map; // freed objects are moved here to avoid crashes
931
932 if (!freed_map)
1027 { 933 {
1028 dump_object (this); 934 freed_map = new maptile;
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 935
1030 return; 936 freed_map->path = "<freed objects map>";
937 freed_map->name = "/internal/freed_objects_map";
938 freed_map->width = 3;
939 freed_map->height = 3;
940 freed_map->nodrop = 1;
941
942 freed_map->alloc ();
943 freed_map->in_memory = MAP_IN_MEMORY;
1031 } 944 }
945
946 map = freed_map;
947 x = 1;
948 y = 1;
949 }
1032 950
1033 if (more) 951 if (more)
1034 { 952 {
1035 more->free (free_inventory); 953 more->destroy ();
1036 more = 0; 954 more = 0;
1037 } 955 }
1038 956
1039 if (inv)
1040 {
1041 /* Only if the space blocks everything do we not process -
1042 * if some form of movement is allowed, let objects
1043 * drop on that space.
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
1050 while (op)
1051 {
1052 object *
1053 tmp = op->below;
1054
1055 remove_ob (op);
1056 op->free (free_inventory);
1057 op = tmp;
1058 }
1059 }
1060 else
1061 { /* Put objects in inventory onto this space */
1062 object *
1063 op = inv;
1064
1065 while (op)
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; 957 head = 0;
1091 update_ob_speed (this);
1092 958
1093 unlink (); 959 // clear those pointers that likely might cause circular references
960 owner = 0;
961 enemy = 0;
962 attacked_by = 0;
963 current_weapon = 0;
964}
1094 965
1095 SET_FLAG (this, FLAG_FREED); 966void
967object::destroy (bool destroy_inventory)
968{
969 if (destroyed ())
970 return;
1096 971
1097 mortals.push_back (this); 972 if (destroy_inventory)
973 destroy_inv (false);
974
975 if (is_head ())
976 if (sound_destroy)
977 play_sound (sound_destroy);
978 else if (flag [FLAG_MONSTER])
979 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
980
981 attachable::destroy ();
1098} 982}
1099 983
1100/* 984/*
1101 * sub_weight() recursively (outwards) subtracts a number from the 985 * sub_weight() recursively (outwards) subtracts a number from the
1102 * weight of an object (and what is carried by it's environment(s)). 986 * weight of an object (and what is carried by it's environment(s)).
1103 */ 987 */
1104
1105void 988void
1106sub_weight (object *op, signed long weight) 989sub_weight (object *op, signed long weight)
1107{ 990{
1108 while (op != NULL) 991 while (op != NULL)
1109 { 992 {
1110 if (op->type == CONTAINER) 993 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 994 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 } 995
1114 op->carrying -= weight; 996 op->carrying -= weight;
1115 op = op->env; 997 op = op->env;
1116 } 998 }
1117} 999}
1118 1000
1119/* remove_ob(op): 1001/* op->remove ():
1120 * This function removes the object op from the linked list of objects 1002 * 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 1003 * which it is currently tied to. When this function is done, the
1122 * object will have no environment. If the object previously had an 1004 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 1005 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 1006 * the previous environment.
1125 * Beware: This function is called from the editor as well!
1126 */ 1007 */
1127
1128void 1008void
1129remove_ob (object *op) 1009object::do_remove ()
1130{ 1010{
1011 object *tmp, *last = 0;
1131 object * 1012 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 1013
1146
1147 if (QUERY_FLAG (op, FLAG_REMOVED)) 1014 if (QUERY_FLAG (this, FLAG_REMOVED))
1148 { 1015 return;
1149 dump_object (op);
1150 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1151 1016
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); 1017 SET_FLAG (this, FLAG_REMOVED);
1018 INVOKE_OBJECT (REMOVE, this);
1019
1020 if (more)
1021 more->remove ();
1168 1022
1169 /* 1023 /*
1170 * In this case, the object to be removed is in someones 1024 * In this case, the object to be removed is in someones
1171 * inventory. 1025 * inventory.
1172 */ 1026 */
1173 if (op->env != NULL) 1027 if (env)
1174 { 1028 {
1175 if (op->nrof) 1029 if (nrof)
1176 sub_weight (op->env, op->weight * op->nrof); 1030 sub_weight (env, weight * nrof);
1177 else 1031 else
1178 sub_weight (op->env, op->weight + op->carrying); 1032 sub_weight (env, weight + carrying);
1179 1033
1180 /* NO_FIX_PLAYER is set when a great many changes are being 1034 /* NO_FIX_PLAYER is set when a great many changes are being
1181 * made to players inventory. If set, avoiding the call 1035 * made to players inventory. If set, avoiding the call
1182 * to save cpu time. 1036 * to save cpu time.
1183 */ 1037 */
1184 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1038 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1185 fix_player (otmp); 1039 otmp->update_stats ();
1186 1040
1187 if (op->above != NULL) 1041 if (above)
1188 op->above->below = op->below; 1042 above->below = below;
1189 else 1043 else
1190 op->env->inv = op->below; 1044 env->inv = below;
1191 1045
1192 if (op->below != NULL) 1046 if (below)
1193 op->below->above = op->above; 1047 below->above = above;
1194 1048
1195 /* we set up values so that it could be inserted into 1049 /* we set up values so that it could be inserted into
1196 * the map, but we don't actually do that - it is up 1050 * the map, but we don't actually do that - it is up
1197 * to the caller to decide what we want to do. 1051 * to the caller to decide what we want to do.
1198 */ 1052 */
1199 op->x = op->env->x, op->y = op->env->y; 1053 x = env->x, y = env->y;
1200 op->map = op->env->map; 1054 map = env->map;
1201 op->above = NULL, op->below = NULL; 1055 above = 0, below = 0;
1202 op->env = NULL; 1056 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 { 1057 }
1216 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1058 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 } 1059 {
1224 if (op->map != m) 1060 if (type == PLAYER)
1225 { 1061 {
1226 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1062 // leaving a spot always closes any open container on the ground
1227 op->map->path, m->path, op->x, op->y, x, y); 1063 if (container && !container->env)
1228 } 1064 // this causes spurious floorbox updates, but it ensures
1065 // that the CLOSE event is being sent.
1066 close_container ();
1229 1067
1230 /* Re did the following section of code - it looks like it had 1068 --map->players;
1231 * lots of logic for things we no longer care about 1069 map->touch ();
1232 */ 1070 }
1233 1071
1072 map->dirty = true;
1073 mapspace &ms = this->ms ();
1074
1234 /* link the object above us */ 1075 /* link the object above us */
1235 if (op->above) 1076 if (above)
1236 op->above->below = op->below; 1077 above->below = below;
1237 else 1078 else
1238 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1079 ms.top = below; /* we were top, set new top */
1239 1080
1240 /* Relink the object below us, if there is one */ 1081 /* Relink the object below us, if there is one */
1241 if (op->below) 1082 if (below)
1242 {
1243 op->below->above = op->above; 1083 below->above = above;
1244 }
1245 else 1084 else
1246 { 1085 {
1247 /* Nothing below, which means we need to relink map object for this space 1086 /* 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 1087 * use translated coordinates in case some oddness with map tiling is
1249 * evident 1088 * evident
1250 */
1251 if (GET_MAP_OB (m, x, y) != op)
1252 {
1253 dump_object (op);
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",
1255 errmsg);
1256 dump_object (GET_MAP_OB (m, x, y));
1257 LOG (llevError, "%s\n", errmsg);
1258 }
1259 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1260 }
1261 op->above = NULL;
1262 op->below = NULL;
1263
1264 if (op->map->in_memory == MAP_SAVING)
1265 return;
1266
1267 tag = op->count;
1268 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1269 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1270 {
1271 /* No point updating the players look faces if he is the object
1272 * being removed.
1273 */
1274
1275 if (tmp->type == PLAYER && tmp != op)
1276 {
1277 /* If a container that the player is currently using somehow gets
1278 * removed (most likely destroyed), update the player view
1279 * appropriately.
1280 */ 1089 */
1090 if (GET_MAP_OB (map, x, y) != this)
1091 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 ());
1092
1093 ms.bot = above; /* goes on above it. */
1094 }
1095
1096 above = 0;
1097 below = 0;
1098
1099 if (map->in_memory == MAP_SAVING)
1100 return;
1101
1102 int check_walk_off = !flag [FLAG_NO_APPLY];
1103
1104 if (object *pl = ms.player ())
1105 {
1281 if (tmp->container == op) 1106 if (pl->container == this)
1107 /* If a container that the player is currently using somehow gets
1108 * removed (most likely destroyed), update the player view
1109 * appropriately.
1110 */
1111 pl->close_container ();
1112
1113 pl->contr->ns->floorbox_update ();
1114 }
1115
1116 for (tmp = ms.bot; tmp; tmp = tmp->above)
1117 {
1118 /* No point updating the players look faces if he is the object
1119 * being removed.
1120 */
1121
1122 /* See if object moving off should effect something */
1123 if (check_walk_off
1124 && ((move_type & tmp->move_off)
1125 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1282 { 1126 {
1283 CLEAR_FLAG (op, FLAG_APPLIED); 1127 move_apply (tmp, this, 0);
1284 tmp->container = NULL; 1128
1129 if (destroyed ())
1130 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1285 } 1131 }
1286 tmp->contr->socket.update_look = 1;
1287 }
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 1132
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; 1133 last = tmp;
1304 } 1134 }
1135
1305 /* last == NULL of there are no objects on this space */ 1136 /* last == NULL if there are no objects on this space */
1306 if (last == NULL) 1137 //TODO: this makes little sense, why only update the topmost object?
1307 { 1138 if (!last)
1308 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1139 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 1140 else
1317 update_object (last, UP_OBJ_REMOVE); 1141 update_object (last, UP_OBJ_REMOVE);
1318 1142
1319 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1143 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1320 update_all_los (op->map, op->x, op->y); 1144 update_all_los (map, x, y);
1321 1145 }
1322} 1146}
1323 1147
1324/* 1148/*
1325 * merge_ob(op,top): 1149 * merge_ob(op,top):
1326 * 1150 *
1327 * This function goes through all objects below and including top, and 1151 * This function goes through all objects below and including top, and
1328 * merges op to the first matching object. 1152 * merges op to the first matching object.
1329 * If top is NULL, it is calculated. 1153 * If top is NULL, it is calculated.
1330 * Returns pointer to object if it succeded in the merge, otherwise NULL 1154 * Returns pointer to object if it succeded in the merge, otherwise NULL
1331 */ 1155 */
1332
1333object * 1156object *
1334merge_ob (object *op, object *top) 1157merge_ob (object *op, object *top)
1335{ 1158{
1336 if (!op->nrof) 1159 if (!op->nrof)
1337 return 0; 1160 return 0;
1338 if (top == NULL) 1161
1162 if (!top)
1339 for (top = op; top != NULL && top->above != NULL; top = top->above); 1163 for (top = op; top && top->above; top = top->above)
1164 ;
1165
1340 for (; top != NULL; top = top->below) 1166 for (; top; top = top->below)
1341 { 1167 {
1342 if (top == op) 1168 if (top == op)
1343 continue; 1169 continue;
1344 if (CAN_MERGE (op, top)) 1170
1171 if (object::can_merge (op, top))
1345 { 1172 {
1346 top->nrof += op->nrof; 1173 top->nrof += op->nrof;
1347 1174
1348/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1175/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1349 op->weight = 0; /* Don't want any adjustements now */ 1176 op->weight = 0; /* Don't want any adjustements now */
1350 remove_ob (op); 1177 op->destroy ();
1351 free_object (op);
1352 return top; 1178 return top;
1353 } 1179 }
1354 } 1180 }
1181
1355 return NULL; 1182 return 0;
1356} 1183}
1357 1184
1185void
1186object::expand_tail ()
1187{
1188 if (more)
1189 return;
1190
1191 object *prev = this;
1192
1193 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1194 {
1195 object *op = arch_to_object (at);
1196
1197 op->name = name;
1198 op->name_pl = name_pl;
1199 op->title = title;
1200
1201 op->head = this;
1202 prev->more = op;
1203
1204 prev = op;
1205 }
1206}
1207
1358/* 1208/*
1359 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1209 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1360 * job preparing multi-part monsters 1210 * job preparing multi-part monsters.
1361 */ 1211 */
1362object * 1212object *
1363insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1213insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1364{ 1214{
1365 object *
1366 tmp;
1367
1368 if (op->head)
1369 op = op->head;
1370 for (tmp = op; tmp; tmp = tmp->more) 1215 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1371 { 1216 {
1372 tmp->x = x + tmp->arch->clone.x; 1217 tmp->x = x + tmp->arch->x;
1373 tmp->y = y + tmp->arch->clone.y; 1218 tmp->y = y + tmp->arch->y;
1374 } 1219 }
1220
1375 return insert_ob_in_map (op, m, originator, flag); 1221 return insert_ob_in_map (op, m, originator, flag);
1376} 1222}
1377 1223
1378/* 1224/*
1379 * insert_ob_in_map (op, map, originator, flag): 1225 * insert_ob_in_map (op, map, originator, flag):
1393 * Return value: 1239 * Return value:
1394 * new object if 'op' was merged with other object 1240 * new object if 'op' was merged with other object
1395 * NULL if 'op' was destroyed 1241 * NULL if 'op' was destroyed
1396 * just 'op' otherwise 1242 * just 'op' otherwise
1397 */ 1243 */
1398
1399object * 1244object *
1400insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1245insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1401{ 1246{
1247 assert (!op->flag [FLAG_FREED]);
1248
1402 object *tmp, *top, *floor = NULL; 1249 object *top, *floor = NULL;
1403 sint16 x, y;
1404 1250
1405 if (QUERY_FLAG (op, FLAG_FREED)) 1251 op->remove ();
1406 {
1407 LOG (llevError, "Trying to insert freed object!\n");
1408 return NULL;
1409 }
1410
1411 if (m == NULL)
1412 {
1413 dump_object (op);
1414 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1415 return op;
1416 }
1417
1418 if (out_of_map (m, op->x, op->y))
1419 {
1420 dump_object (op);
1421 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1422#ifdef MANY_CORES
1423 /* 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
1425 * improperly inserted.
1426 */
1427 abort ();
1428#endif
1429 return op;
1430 }
1431
1432 if (!QUERY_FLAG (op, FLAG_REMOVED))
1433 {
1434 dump_object (op);
1435 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1436 return op;
1437 }
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)
1464 {
1465 if (!op->head)
1466 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1467 return NULL;
1468 }
1469 }
1470
1471 CLEAR_FLAG (op, FLAG_REMOVED);
1472 1252
1473 /* Ideally, the caller figures this out. However, it complicates a lot 1253 /* 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 1254 * of areas of callers (eg, anything that uses find_free_spot would now
1475 * need extra work 1255 * need extra work
1476 */ 1256 */
1477 op->map = get_map_from_coord (m, &op->x, &op->y); 1257 if (!xy_normalise (m, op->x, op->y))
1478 x = op->x; 1258 {
1479 y = op->y; 1259 op->destroy ();
1260 return 0;
1261 }
1262
1263 if (object *more = op->more)
1264 if (!insert_ob_in_map (more, m, originator, flag))
1265 return 0;
1266
1267 CLEAR_FLAG (op, FLAG_REMOVED);
1268
1269 op->map = m;
1270 mapspace &ms = op->ms ();
1480 1271
1481 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1482 */ 1273 */
1483 if (op->nrof && !(flag & INS_NO_MERGE)) 1274 if (op->nrof && !(flag & INS_NO_MERGE))
1484 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1485 if (CAN_MERGE (op, tmp)) 1276 if (object::can_merge (op, tmp))
1486 { 1277 {
1487 op->nrof += tmp->nrof; 1278 op->nrof += tmp->nrof;
1488 remove_ob (tmp); 1279 tmp->destroy ();
1489 free_object (tmp);
1490 } 1280 }
1491 1281
1492 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1282 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1493 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1283 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1494 1284
1507 op->below = originator->below; 1297 op->below = originator->below;
1508 1298
1509 if (op->below) 1299 if (op->below)
1510 op->below->above = op; 1300 op->below->above = op;
1511 else 1301 else
1512 SET_MAP_OB (op->map, op->x, op->y, op); 1302 ms.bot = op;
1513 1303
1514 /* since *below* originator, no need to update top */ 1304 /* since *below* originator, no need to update top */
1515 originator->below = op; 1305 originator->below = op;
1516 } 1306 }
1517 else 1307 else
1518 { 1308 {
1309 top = ms.bot;
1310
1519 /* If there are other objects, then */ 1311 /* If there are other objects, then */
1520 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1312 if (top)
1521 { 1313 {
1522 object *last = NULL; 1314 object *last = 0;
1523 1315
1524 /* 1316 /*
1525 * If there are multiple objects on this space, we do some trickier handling. 1317 * If there are multiple objects on this space, we do some trickier handling.
1526 * We've already dealt with merging if appropriate. 1318 * We've already dealt with merging if appropriate.
1527 * Generally, we want to put the new object on top. But if 1319 * Generally, we want to put the new object on top. But if
1531 * once we get to them. This reduces the need to traverse over all of 1323 * once we get to them. This reduces the need to traverse over all of
1532 * them when adding another one - this saves quite a bit of cpu time 1324 * them when adding another one - this saves quite a bit of cpu time
1533 * when lots of spells are cast in one area. Currently, it is presumed 1325 * when lots of spells are cast in one area. Currently, it is presumed
1534 * that flying non pickable objects are spell objects. 1326 * that flying non pickable objects are spell objects.
1535 */ 1327 */
1536 1328 for (top = ms.bot; top; top = top->above)
1537 while (top != NULL)
1538 { 1329 {
1539 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1330 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1540 floor = top; 1331 floor = top;
1332
1541 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1333 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1542 { 1334 {
1543 /* We insert above top, so we want this object below this */ 1335 /* We insert above top, so we want this object below this */
1544 top = top->below; 1336 top = top->below;
1545 break; 1337 break;
1546 } 1338 }
1339
1547 last = top; 1340 last = top;
1548 top = top->above;
1549 } 1341 }
1342
1550 /* Don't want top to be NULL, so set it to the last valid object */ 1343 /* Don't want top to be NULL, so set it to the last valid object */
1551 top = last; 1344 top = last;
1552 1345
1553 /* We let update_position deal with figuring out what the space 1346 /* We let update_position deal with figuring out what the space
1554 * looks like instead of lots of conditions here. 1347 * looks like instead of lots of conditions here.
1555 * makes things faster, and effectively the same result. 1348 * makes things faster, and effectively the same result.
1556 */ 1349 */
1557 1350
1558 /* Have object 'fall below' other objects that block view. 1351 /* Have object 'fall below' other objects that block view.
1559 * Unless those objects are exits, type 66 1352 * Unless those objects are exits.
1560 * If INS_ON_TOP is used, don't do this processing 1353 * If INS_ON_TOP is used, don't do this processing
1561 * Need to find the object that in fact blocks view, otherwise 1354 * Need to find the object that in fact blocks view, otherwise
1562 * stacking is a bit odd. 1355 * stacking is a bit odd.
1563 */ 1356 */
1564 if (!(flag & INS_ON_TOP) && 1357 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)) 1358 && ms.flags () & P_BLOCKSVIEW
1359 && (op->face && !faces [op->face].visibility))
1566 { 1360 {
1567 for (last = top; last != floor; last = last->below) 1361 for (last = top; last != floor; last = last->below)
1568 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1569 break; 1363 break;
1364
1570 /* Check to see if we found the object that blocks view, 1365 /* Check to see if we found the object that blocks view,
1571 * and make sure we have a below pointer for it so that 1366 * and make sure we have a below pointer for it so that
1572 * we can get inserted below this one, which requires we 1367 * we can get inserted below this one, which requires we
1573 * set top to the object below us. 1368 * set top to the object below us.
1574 */ 1369 */
1575 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1576 top = last->below; 1371 top = last->below;
1577 } 1372 }
1578 } /* If objects on this space */ 1373 } /* If objects on this space */
1579 1374
1580 if (flag & INS_MAP_LOAD)
1581 top = GET_MAP_TOP (op->map, op->x, op->y);
1582
1583 if (flag & INS_ABOVE_FLOOR_ONLY) 1375 if (flag & INS_ABOVE_FLOOR_ONLY)
1584 top = floor; 1376 top = floor;
1585 1377
1586 /* Top is the object that our object (op) is going to get inserted above. 1378 /* Top is the object that our object (op) is going to get inserted above.
1587 */ 1379 */
1588 1380
1589 /* First object on this space */ 1381 /* First object on this space */
1590 if (!top) 1382 if (!top)
1591 { 1383 {
1592 op->above = GET_MAP_OB (op->map, op->x, op->y); 1384 op->above = ms.bot;
1593 1385
1594 if (op->above) 1386 if (op->above)
1595 op->above->below = op; 1387 op->above->below = op;
1596 1388
1597 op->below = NULL; 1389 op->below = 0;
1598 SET_MAP_OB (op->map, op->x, op->y, op); 1390 ms.bot = op;
1599 } 1391 }
1600 else 1392 else
1601 { /* get inserted into the stack above top */ 1393 { /* get inserted into the stack above top */
1602 op->above = top->above; 1394 op->above = top->above;
1603 1395
1606 1398
1607 op->below = top; 1399 op->below = top;
1608 top->above = op; 1400 top->above = op;
1609 } 1401 }
1610 1402
1611 if (op->above == NULL) 1403 if (!op->above)
1612 SET_MAP_TOP (op->map, op->x, op->y, op); 1404 ms.top = op;
1613 } /* else not INS_BELOW_ORIGINATOR */ 1405 } /* else not INS_BELOW_ORIGINATOR */
1614 1406
1615 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1408 {
1616 op->contr->do_los = 1; 1409 op->contr->do_los = 1;
1410 ++op->map->players;
1411 op->map->touch ();
1412 }
1617 1413
1618 /* If we have a floor, we know the player, if any, will be above 1414 op->map->dirty = true;
1619 * it, so save a few ticks and start from there. 1415
1620 */ 1416 if (object *pl = ms.player ())
1621 if (!(flag & INS_MAP_LOAD)) 1417 pl->contr->ns->floorbox_update ();
1622 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1623 if (tmp->type == PLAYER)
1624 tmp->contr->socket.update_look = 1;
1625 1418
1626 /* If this object glows, it may affect lighting conditions that are 1419 /* If this object glows, it may affect lighting conditions that are
1627 * visible to others on this map. But update_all_los is really 1420 * 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 1421 * 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 1422 * on the map will get recalculated. The players could very well
1630 * be far away from this change and not affected in any way - 1423 * be far away from this change and not affected in any way -
1631 * this should get redone to only look for players within range, 1424 * this should get redone to only look for players within range,
1632 * or just updating the P_NEED_UPDATE for spaces within this area 1425 * or just updating the P_UPTODATE for spaces within this area
1633 * of effect may be sufficient. 1426 * of effect may be sufficient.
1634 */ 1427 */
1635 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1428 if (op->map->darkness && (op->glow_radius != 0))
1636 update_all_los (op->map, op->x, op->y); 1429 update_all_los (op->map, op->x, op->y);
1637
1638 1430
1639 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1431 /* updates flags (blocked, alive, no magic, etc) for this map space */
1640 update_object (op, UP_OBJ_INSERT); 1432 update_object (op, UP_OBJ_INSERT);
1641 1433
1434 INVOKE_OBJECT (INSERT, op);
1642 1435
1643 /* Don't know if moving this to the end will break anything. However, 1436 /* 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. 1437 * we want to have floorbox_update called before calling this.
1645 * 1438 *
1646 * check_move_on() must be after this because code called from 1439 * check_move_on() must be after this because code called from
1647 * check_move_on() depends on correct map flags (so functions like 1440 * check_move_on() depends on correct map flags (so functions like
1648 * blocked() and wall() work properly), and these flags are updated by 1441 * blocked() and wall() work properly), and these flags are updated by
1649 * update_object(). 1442 * update_object().
1650 */ 1443 */
1651 1444
1652 /* if this is not the head or flag has been passed, don't check walk on status */ 1445 /* 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) 1446 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1654 { 1447 {
1655 if (check_move_on (op, originator)) 1448 if (check_move_on (op, originator))
1656 return NULL; 1449 return 0;
1657 1450
1658 /* If we are a multi part object, lets work our way through the check 1451 /* If we are a multi part object, lets work our way through the check
1659 * walk on's. 1452 * walk on's.
1660 */ 1453 */
1661 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1454 for (object *tmp = op->more; tmp; tmp = tmp->more)
1662 if (check_move_on (tmp, originator)) 1455 if (check_move_on (tmp, originator))
1663 return NULL; 1456 return 0;
1664 } 1457 }
1665 1458
1666 return op; 1459 return op;
1667} 1460}
1668 1461
1669/* this function inserts an object in the map, but if it 1462/* 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. 1463 * 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. 1464 * op is the object to insert it under: supplies x and the map.
1672 */ 1465 */
1673void 1466void
1674replace_insert_ob_in_map (const char *arch_string, object *op) 1467replace_insert_ob_in_map (const char *arch_string, object *op)
1675{ 1468{
1676 object *tmp;
1677 object *tmp1; 1469 object *tmp, *tmp1;
1678 1470
1679 /* first search for itself and remove any old instances */ 1471 /* first search for itself and remove any old instances */
1680 1472
1681 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1473 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1682 {
1683 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1474 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1684 { 1475 tmp->destroy ();
1685 remove_ob (tmp);
1686 free_object (tmp);
1687 }
1688 }
1689 1476
1690 tmp1 = arch_to_object (find_archetype (arch_string)); 1477 tmp1 = arch_to_object (archetype::find (arch_string));
1691 1478
1692 tmp1->x = op->x; 1479 tmp1->x = op->x;
1693 tmp1->y = op->y; 1480 tmp1->y = op->y;
1694 insert_ob_in_map (tmp1, op->map, op, 0); 1481 insert_ob_in_map (tmp1, op->map, op, 0);
1482}
1483
1484object *
1485object::insert_at (object *where, object *originator, int flags)
1486{
1487 return where->map->insert (this, where->x, where->y, originator, flags);
1695} 1488}
1696 1489
1697/* 1490/*
1698 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1491 * 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 1492 * is returned contains nr objects, and the remaining parts contains
1700 * the rest (or is removed and freed if that number is 0). 1493 * the rest (or is removed and freed if that number is 0).
1701 * On failure, NULL is returned, and the reason put into the 1494 * On failure, NULL is returned, and the reason put into the
1702 * global static errmsg array. 1495 * global static errmsg array.
1703 */ 1496 */
1704
1705object * 1497object *
1706get_split_ob (object *orig_ob, uint32 nr) 1498get_split_ob (object *orig_ob, uint32 nr)
1707{ 1499{
1708 object * 1500 object *newob;
1709 newob;
1710 int
1711 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1501 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1712 1502
1713 if (orig_ob->nrof < nr) 1503 if (orig_ob->nrof < nr)
1714 { 1504 {
1715 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1505 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1716 return NULL; 1506 return NULL;
1717 } 1507 }
1508
1718 newob = object_create_clone (orig_ob); 1509 newob = object_create_clone (orig_ob);
1510
1719 if ((orig_ob->nrof -= nr) < 1) 1511 if ((orig_ob->nrof -= nr) < 1)
1720 { 1512 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) 1513 else if (!is_removed)
1726 { 1514 {
1727 if (orig_ob->env != NULL) 1515 if (orig_ob->env != NULL)
1728 sub_weight (orig_ob->env, orig_ob->weight * nr); 1516 sub_weight (orig_ob->env, orig_ob->weight * nr);
1729 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1517 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."); 1519 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"); 1520 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1733 return NULL; 1521 return NULL;
1734 } 1522 }
1735 } 1523 }
1524
1736 newob->nrof = nr; 1525 newob->nrof = nr;
1737 1526
1738 return newob; 1527 return newob;
1739} 1528}
1740 1529
1743 * the amount of an object. If the amount reaches 0, the object 1532 * the amount of an object. If the amount reaches 0, the object
1744 * is subsequently removed and freed. 1533 * is subsequently removed and freed.
1745 * 1534 *
1746 * Return value: 'op' if something is left, NULL if the amount reached 0 1535 * Return value: 'op' if something is left, NULL if the amount reached 0
1747 */ 1536 */
1748
1749object * 1537object *
1750decrease_ob_nr (object *op, uint32 i) 1538decrease_ob_nr (object *op, uint32 i)
1751{ 1539{
1752 object * 1540 object *tmp;
1753 tmp;
1754 player *
1755 pl;
1756 1541
1757 if (i == 0) /* objects with op->nrof require this check */ 1542 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1543 return op;
1759 1544
1760 if (i > op->nrof) 1545 if (i > op->nrof)
1761 i = op->nrof; 1546 i = op->nrof;
1762 1547
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1548 if (QUERY_FLAG (op, FLAG_REMOVED))
1764 {
1765 op->nrof -= i; 1549 op->nrof -= i;
1766 }
1767 else if (op->env != NULL) 1550 else if (op->env)
1768 { 1551 {
1769 /* is this object in the players inventory, or sub container 1552 /* is this object in the players inventory, or sub container
1770 * therein? 1553 * therein?
1771 */ 1554 */
1772 tmp = is_player_inv (op->env); 1555 tmp = op->in_player ();
1773 /* nope. Is this a container the player has opened? 1556 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player. 1557 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly 1558 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map, 1559 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player. 1560 * and then searching the map for a player.
1778 */ 1561 */
1779 if (!tmp) 1562 if (!tmp)
1780 { 1563 for_all_players (pl)
1781 for (pl = first_player; pl; pl = pl->next)
1782 if (pl->ob->container == op->env) 1564 if (pl->ob->container == op->env)
1565 {
1566 tmp = pl->ob;
1783 break; 1567 break;
1784 if (pl)
1785 tmp = pl->ob;
1786 else
1787 tmp = NULL;
1788 } 1568 }
1789 1569
1790 if (i < op->nrof) 1570 if (i < op->nrof)
1791 { 1571 {
1792 sub_weight (op->env, op->weight * i); 1572 sub_weight (op->env, op->weight * i);
1793 op->nrof -= i; 1573 op->nrof -= i;
1794 if (tmp) 1574 if (tmp)
1795 {
1796 esrv_send_item (tmp, op); 1575 esrv_send_item (tmp, op);
1797 }
1798 } 1576 }
1799 else 1577 else
1800 { 1578 {
1801 remove_ob (op); 1579 op->remove ();
1802 op->nrof = 0; 1580 op->nrof = 0;
1803 if (tmp) 1581 if (tmp)
1804 {
1805 esrv_del_item (tmp->contr, op->count); 1582 esrv_del_item (tmp->contr, op->count);
1806 }
1807 } 1583 }
1808 } 1584 }
1809 else 1585 else
1810 { 1586 {
1811 object *
1812 above = op->above; 1587 object *above = op->above;
1813 1588
1814 if (i < op->nrof) 1589 if (i < op->nrof)
1815 {
1816 op->nrof -= i; 1590 op->nrof -= i;
1817 }
1818 else 1591 else
1819 { 1592 {
1820 remove_ob (op); 1593 op->remove ();
1821 op->nrof = 0; 1594 op->nrof = 0;
1822 } 1595 }
1596
1823 /* Since we just removed op, op->above is null */ 1597 /* Since we just removed op, op->above is null */
1824 for (tmp = above; tmp != NULL; tmp = tmp->above) 1598 for (tmp = above; tmp; tmp = tmp->above)
1825 if (tmp->type == PLAYER) 1599 if (tmp->type == PLAYER)
1826 { 1600 {
1827 if (op->nrof) 1601 if (op->nrof)
1828 esrv_send_item (tmp, op); 1602 esrv_send_item (tmp, op);
1829 else 1603 else
1830 esrv_del_item (tmp->contr, op->count); 1604 esrv_del_item (tmp->contr, op->count);
1831 } 1605 }
1832 } 1606 }
1833 1607
1834 if (op->nrof) 1608 if (op->nrof)
1835 {
1836 return op; 1609 return op;
1837 }
1838 else 1610 else
1839 { 1611 {
1840 free_object (op); 1612 op->destroy ();
1841 return NULL; 1613 return 0;
1842 } 1614 }
1843} 1615}
1844 1616
1845/* 1617/*
1846 * add_weight(object, weight) adds the specified weight to an object, 1618 * add_weight(object, weight) adds the specified weight to an object,
1847 * and also updates how much the environment(s) is/are carrying. 1619 * and also updates how much the environment(s) is/are carrying.
1848 */ 1620 */
1849
1850void 1621void
1851add_weight (object *op, signed long weight) 1622add_weight (object *op, signed long weight)
1852{ 1623{
1853 while (op != NULL) 1624 while (op != NULL)
1854 { 1625 {
1855 if (op->type == CONTAINER) 1626 if (op->type == CONTAINER)
1856 {
1857 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1627 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1858 } 1628
1859 op->carrying += weight; 1629 op->carrying += weight;
1860 op = op->env; 1630 op = op->env;
1861 } 1631 }
1862} 1632}
1863 1633
1634object *
1635insert_ob_in_ob (object *op, object *where)
1636{
1637 if (!where)
1638 {
1639 char *dump = dump_object (op);
1640 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1641 free (dump);
1642 return op;
1643 }
1644
1645 if (where->head_ () != where)
1646 {
1647 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1648 where = where->head;
1649 }
1650
1651 return where->insert (op);
1652}
1653
1864/* 1654/*
1865 * insert_ob_in_ob(op,environment): 1655 * env->insert (op)
1866 * This function inserts the object op in the linked list 1656 * This function inserts the object op in the linked list
1867 * inside the object environment. 1657 * inside the object environment.
1868 * 1658 *
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 1659 * The function returns now pointer to inserted item, and return value can
1875 * be != op, if items are merged. -Tero 1660 * be != op, if items are merged. -Tero
1876 */ 1661 */
1877
1878object * 1662object *
1879insert_ob_in_ob (object *op, object *where) 1663object::insert (object *op)
1880{ 1664{
1881 object *
1882 tmp, *
1883 otmp;
1884
1885 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1665 if (!QUERY_FLAG (op, FLAG_REMOVED))
1886 { 1666 op->remove ();
1887 dump_object (op); 1667
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) 1668 if (op->more)
1903 { 1669 {
1904 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1670 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1905 return op; 1671 return op;
1906 } 1672 }
1673
1907 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1674 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1676
1909 if (op->nrof) 1677 if (op->nrof)
1910 { 1678 {
1911 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1679 for (object *tmp = inv; tmp; tmp = tmp->below)
1912 if (CAN_MERGE (tmp, op)) 1680 if (object::can_merge (tmp, op))
1913 { 1681 {
1914 /* return the original object and remove inserted object 1682 /* return the original object and remove inserted object
1915 (client needs the original object) */ 1683 (client needs the original object) */
1916 tmp->nrof += op->nrof; 1684 tmp->nrof += op->nrof;
1917 /* Weight handling gets pretty funky. Since we are adding to 1685 /* Weight handling gets pretty funky. Since we are adding to
1918 * tmp->nrof, we need to increase the weight. 1686 * tmp->nrof, we need to increase the weight.
1919 */ 1687 */
1920 add_weight (where, op->weight * op->nrof); 1688 add_weight (this, op->weight * op->nrof);
1921 SET_FLAG (op, FLAG_REMOVED); 1689 SET_FLAG (op, FLAG_REMOVED);
1922 free_object (op); /* free the inserted object */ 1690 op->destroy (); /* free the inserted object */
1923 op = tmp; 1691 op = tmp;
1924 remove_ob (op); /* and fix old object's links */ 1692 op->remove (); /* and fix old object's links */
1925 CLEAR_FLAG (op, FLAG_REMOVED); 1693 CLEAR_FLAG (op, FLAG_REMOVED);
1926 break; 1694 break;
1927 } 1695 }
1928 1696
1929 /* I assume combined objects have no inventory 1697 /* I assume combined objects have no inventory
1930 * We add the weight - this object could have just been removed 1698 * We add the weight - this object could have just been removed
1931 * (if it was possible to merge). calling remove_ob will subtract 1699 * (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 1700 * the weight, so we need to add it in again, since we actually do
1933 * the linking below 1701 * the linking below
1934 */ 1702 */
1935 add_weight (where, op->weight * op->nrof); 1703 add_weight (this, op->weight * op->nrof);
1936 } 1704 }
1937 else 1705 else
1938 add_weight (where, (op->weight + op->carrying)); 1706 add_weight (this, (op->weight + op->carrying));
1939 1707
1940 otmp = is_player_inv (where); 1708 if (object *otmp = this->in_player ())
1941 if (otmp && otmp->contr != NULL)
1942 {
1943 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1709 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1944 fix_player (otmp); 1710 otmp->update_stats ();
1945 }
1946 1711
1712 op->owner = 0; // its his/hers now. period.
1947 op->map = NULL; 1713 op->map = 0;
1948 op->env = where; 1714 op->env = this;
1949 op->above = NULL; 1715 op->above = 0;
1950 op->below = NULL; 1716 op->below = 0;
1951 op->x = 0, op->y = 0; 1717 op->x = op->y = 0;
1952 1718
1953 /* reset the light list and los of the players on the map */ 1719 /* reset the light list and los of the players on the map */
1954 if ((op->glow_radius != 0) && where->map) 1720 if (op->glow_radius && map)
1955 { 1721 {
1956#ifdef DEBUG_LIGHTS 1722#ifdef DEBUG_LIGHTS
1957 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1723 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1958#endif /* DEBUG_LIGHTS */ 1724#endif /* DEBUG_LIGHTS */
1959 if (MAP_DARKNESS (where->map)) 1725 if (map->darkness)
1960 update_all_los (where->map, where->x, where->y); 1726 update_all_los (map, x, y);
1961 } 1727 }
1962 1728
1963 /* Client has no idea of ordering so lets not bother ordering it here. 1729 /* Client has no idea of ordering so lets not bother ordering it here.
1964 * It sure simplifies this function... 1730 * It sure simplifies this function...
1965 */ 1731 */
1966 if (where->inv == NULL) 1732 if (!inv)
1967 where->inv = op; 1733 inv = op;
1968 else 1734 else
1969 { 1735 {
1970 op->below = where->inv; 1736 op->below = inv;
1971 op->below->above = op; 1737 op->below->above = op;
1972 where->inv = op; 1738 inv = op;
1973 } 1739 }
1740
1741 INVOKE_OBJECT (INSERT, this);
1742
1974 return op; 1743 return op;
1975} 1744}
1976 1745
1977/* 1746/*
1978 * Checks if any objects has a move_type that matches objects 1747 * Checks if any objects has a move_type that matches objects
1992 * 1761 *
1993 * MSW 2001-07-08: Check all objects on space, not just those below 1762 * 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 1763 * object being inserted. insert_ob_in_map may not put new objects
1995 * on top. 1764 * on top.
1996 */ 1765 */
1997
1998int 1766int
1999check_move_on (object *op, object *originator) 1767check_move_on (object *op, object *originator)
2000{ 1768{
2001 object * 1769 object *tmp;
2002 tmp; 1770 maptile *m = op->map;
2003 tag_t
2004 tag;
2005 mapstruct *
2006 m = op->map;
2007 int
2008 x = op->x, y = op->y; 1771 int x = op->x, y = op->y;
2009 MoveType 1772
2010 move_on, 1773 MoveType move_on, move_slow, move_block;
2011 move_slow,
2012 move_block;
2013 1774
2014 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1775 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2015 return 0; 1776 return 0;
2016
2017 tag = op->count;
2018 1777
2019 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1778 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); 1779 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); 1780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2022 1781
2038 1797
2039 /* The objects have to be checked from top to bottom. 1798 /* The objects have to be checked from top to bottom.
2040 * Hence, we first go to the top: 1799 * Hence, we first go to the top:
2041 */ 1800 */
2042 1801
2043 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1802 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2044 { 1803 {
2045 /* Trim the search when we find the first other spell effect 1804 /* Trim the search when we find the first other spell effect
2046 * this helps performance so that if a space has 50 spell objects, 1805 * this helps performance so that if a space has 50 spell objects,
2047 * we don't need to check all of them. 1806 * we don't need to check all of them.
2048 */ 1807 */
2049 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1808 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2050 break; 1809 break;
2051 } 1810 }
1811
2052 for (; tmp != NULL; tmp = tmp->below) 1812 for (; tmp; tmp = tmp->below)
2053 { 1813 {
2054 if (tmp == op) 1814 if (tmp == op)
2055 continue; /* Can't apply yourself */ 1815 continue; /* Can't apply yourself */
2056 1816
2057 /* Check to see if one of the movement types should be slowed down. 1817 /* Check to see if one of the movement types should be slowed down.
2065 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 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)) 1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2067 { 1827 {
2068 1828
2069 float 1829 float
2070 diff;
2071
2072 diff = tmp->move_slow_penalty * FABS (op->speed); 1830 diff = tmp->move_slow_penalty * fabs (op->speed);
1831
2073 if (op->type == PLAYER) 1832 if (op->type == PLAYER)
2074 {
2075 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1833 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))) 1834 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2077 {
2078 diff /= 4.0; 1835 diff /= 4.0;
2079 } 1836
2080 }
2081 op->speed_left -= diff; 1837 op->speed_left -= diff;
2082 } 1838 }
2083 } 1839 }
2084 1840
2085 /* Basically same logic as above, except now for actual apply. */ 1841 /* Basically same logic as above, except now for actual apply. */
2086 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1842 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)) 1843 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2088 { 1844 {
2089
2090 move_apply (tmp, op, originator); 1845 move_apply (tmp, op, originator);
1846
2091 if (was_destroyed (op, tag)) 1847 if (op->destroyed ())
2092 return 1; 1848 return 1;
2093 1849
2094 /* what the person/creature stepped onto has moved the object 1850 /* what the person/creature stepped onto has moved the object
2095 * someplace new. Don't process any further - if we did, 1851 * someplace new. Don't process any further - if we did,
2096 * have a feeling strange problems would result. 1852 * have a feeling strange problems would result.
2097 */ 1853 */
2098 if (op->map != m || op->x != x || op->y != y) 1854 if (op->map != m || op->x != x || op->y != y)
2099 return 0; 1855 return 0;
2100 } 1856 }
2101 } 1857 }
1858
2102 return 0; 1859 return 0;
2103} 1860}
2104 1861
2105/* 1862/*
2106 * present_arch(arch, map, x, y) searches for any objects with 1863 * present_arch(arch, map, x, y) searches for any objects with
2107 * a matching archetype at the given map and coordinates. 1864 * a matching archetype at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
2109 */ 1866 */
2110
2111object * 1867object *
2112present_arch (const archetype *at, mapstruct *m, int x, int y) 1868present_arch (const archetype *at, maptile *m, int x, int y)
2113{ 1869{
2114 object *
2115 tmp;
2116
2117 if (m == NULL || out_of_map (m, x, y)) 1870 if (!m || out_of_map (m, x, y))
2118 { 1871 {
2119 LOG (llevError, "Present_arch called outside map.\n"); 1872 LOG (llevError, "Present_arch called outside map.\n");
2120 return NULL; 1873 return NULL;
2121 } 1874 }
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1875
1876 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2123 if (tmp->arch == at) 1877 if (tmp->arch == at)
2124 return tmp; 1878 return tmp;
1879
2125 return NULL; 1880 return NULL;
2126} 1881}
2127 1882
2128/* 1883/*
2129 * present(type, map, x, y) searches for any objects with 1884 * present(type, map, x, y) searches for any objects with
2130 * a matching type variable at the given map and coordinates. 1885 * a matching type variable at the given map and coordinates.
2131 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
2132 */ 1887 */
2133
2134object * 1888object *
2135present (unsigned char type, mapstruct *m, int x, int y) 1889present (unsigned char type, maptile *m, int x, int y)
2136{ 1890{
2137 object *
2138 tmp;
2139
2140 if (out_of_map (m, x, y)) 1891 if (out_of_map (m, x, y))
2141 { 1892 {
2142 LOG (llevError, "Present called outside map.\n"); 1893 LOG (llevError, "Present called outside map.\n");
2143 return NULL; 1894 return NULL;
2144 } 1895 }
2145 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1896
1897 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2146 if (tmp->type == type) 1898 if (tmp->type == type)
2147 return tmp; 1899 return tmp;
1900
2148 return NULL; 1901 return NULL;
2149} 1902}
2150 1903
2151/* 1904/*
2152 * present_in_ob(type, object) searches for any objects with 1905 * present_in_ob(type, object) searches for any objects with
2153 * a matching type variable in the inventory of the given object. 1906 * a matching type variable in the inventory of the given object.
2154 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
2155 */ 1908 */
2156
2157object * 1909object *
2158present_in_ob (unsigned char type, const object *op) 1910present_in_ob (unsigned char type, const object *op)
2159{ 1911{
2160 object *
2161 tmp;
2162
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 if (tmp->type == type) 1913 if (tmp->type == type)
2165 return tmp; 1914 return tmp;
1915
2166 return NULL; 1916 return NULL;
2167} 1917}
2168 1918
2169/* 1919/*
2170 * present_in_ob (type, str, object) searches for any objects with 1920 * present_in_ob (type, str, object) searches for any objects with
2178 * str is the string to match against. Note that we match against 1928 * 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 1929 * 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 1930 * spell code can use one object type (force), but change it's name
2181 * to be unique. 1931 * to be unique.
2182 */ 1932 */
2183
2184object * 1933object *
2185present_in_ob_by_name (int type, const char *str, const object *op) 1934present_in_ob_by_name (int type, const char *str, const object *op)
2186{ 1935{
2187 object *
2188 tmp;
2189
2190 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1936 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2191 {
2192 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1937 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2193 return tmp; 1938 return tmp;
2194 } 1939
2195 return NULL; 1940 return 0;
2196} 1941}
2197 1942
2198/* 1943/*
2199 * present_arch_in_ob(archetype, object) searches for any objects with 1944 * present_arch_in_ob(archetype, object) searches for any objects with
2200 * a matching archetype in the inventory of the given object. 1945 * a matching archetype in the inventory of the given object.
2201 * The first matching object is returned, or NULL if none. 1946 * The first matching object is returned, or NULL if none.
2202 */ 1947 */
2203
2204object * 1948object *
2205present_arch_in_ob (const archetype *at, const object *op) 1949present_arch_in_ob (const archetype *at, const object *op)
2206{ 1950{
2207 object *
2208 tmp;
2209
2210 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2211 if (tmp->arch == at) 1952 if (tmp->arch == at)
2212 return tmp; 1953 return tmp;
1954
2213 return NULL; 1955 return NULL;
2214} 1956}
2215 1957
2216/* 1958/*
2217 * activate recursively a flag on an object inventory 1959 * activate recursively a flag on an object inventory
2218 */ 1960 */
2219void 1961void
2220flag_inv (object *op, int flag) 1962flag_inv (object *op, int flag)
2221{ 1963{
2222 object *
2223 tmp;
2224
2225 if (op->inv)
2226 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1964 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2227 { 1965 {
2228 SET_FLAG (tmp, flag); 1966 SET_FLAG (tmp, flag);
2229 flag_inv (tmp, flag); 1967 flag_inv (tmp, flag);
2230 } 1968 }
2231} /* 1969}
1970
1971/*
2232 * desactivate recursively a flag on an object inventory 1972 * deactivate recursively a flag on an object inventory
2233 */ 1973 */
2234void 1974void
2235unflag_inv (object *op, int flag) 1975unflag_inv (object *op, int flag)
2236{ 1976{
2237 object *
2238 tmp;
2239
2240 if (op->inv)
2241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1977 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2242 { 1978 {
2243 CLEAR_FLAG (tmp, flag); 1979 CLEAR_FLAG (tmp, flag);
2244 unflag_inv (tmp, flag); 1980 unflag_inv (tmp, flag);
2245 } 1981 }
2246}
2247
2248/*
2249 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2250 * all it's inventory (recursively).
2251 * 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.
2253 */
2254
2255void
2256set_cheat (object *op)
2257{
2258 SET_FLAG (op, FLAG_WAS_WIZ);
2259 flag_inv (op, FLAG_WAS_WIZ);
2260} 1982}
2261 1983
2262/* 1984/*
2263 * find_free_spot(object, map, x, y, start, stop) will search for 1985 * find_free_spot(object, map, x, y, start, stop) will search for
2264 * a spot at the given map and coordinates which will be able to contain 1986 * a spot at the given map and coordinates which will be able to contain
2266 * to search (see the freearr_x/y[] definition). 1988 * to search (see the freearr_x/y[] definition).
2267 * It returns a random choice among the alternatives found. 1989 * It returns a random choice among the alternatives found.
2268 * start and stop are where to start relative to the free_arr array (1,9 1990 * start and stop are where to start relative to the free_arr array (1,9
2269 * does all 4 immediate directions). This returns the index into the 1991 * does all 4 immediate directions). This returns the index into the
2270 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1992 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2271 * Note - this only checks to see if there is space for the head of the
2272 * object - if it is a multispace object, this should be called for all
2273 * pieces.
2274 * Note2: This function does correctly handle tiled maps, but does not 1993 * Note: This function does correctly handle tiled maps, but does not
2275 * inform the caller. However, insert_ob_in_map will update as 1994 * inform the caller. However, insert_ob_in_map will update as
2276 * necessary, so the caller shouldn't need to do any special work. 1995 * necessary, so the caller shouldn't need to do any special work.
2277 * Note - updated to take an object instead of archetype - this is necessary 1996 * Note - updated to take an object instead of archetype - this is necessary
2278 * because arch_blocked (now ob_blocked) needs to know the movement type 1997 * 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 1998 * 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 1999 * the archetype because that isn't correct if the monster has been
2281 * customized, changed states, etc. 2000 * customized, changed states, etc.
2282 */ 2001 */
2283
2284int 2002int
2285find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2286{ 2004{
2287 int
2288 i,
2289 index = 0, flag;
2290 static int
2291 altern[SIZEOFFREE]; 2005 int altern[SIZEOFFREE];
2006 int index = 0, flag;
2292 2007
2293 for (i = start; i < stop; i++) 2008 for (int i = start; i < stop; i++)
2294 { 2009 {
2295 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2010 mapxy pos (m, x, y); pos.move (i);
2296 if (!flag) 2011
2012 if (!pos.normalise ())
2013 continue;
2014
2015 mapspace &ms = *pos;
2016
2017 if (ms.flags () & P_IS_ALIVE)
2018 continue;
2019
2020 /* However, often
2021 * ob doesn't have any move type (when used to place exits)
2022 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2023 */
2024 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2025 {
2297 altern[index++] = i; 2026 altern [index++] = i;
2027 continue;
2028 }
2298 2029
2299 /* Basically, if we find a wall on a space, we cut down the search size. 2030 /* 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. 2031 * 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 - 2032 * 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 2033 * 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 2034 * spaces in all the other directions, this will reduce the search space
2304 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
2305 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2306 */ 2037 */
2307 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2038 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2039 {
2308 stop = maxfree[i]; 2040 stop = maxfree[i];
2041 continue;
2042 }
2043
2044 /* Note it is intentional that we check ob - the movement type of the
2045 * head of the object should correspond for the entire object.
2046 */
2047 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2048 continue;
2049
2050 if (ob->blocked (m, pos.x, pos.y))
2051 continue;
2052
2053 altern [index++] = i;
2309 } 2054 }
2055
2310 if (!index) 2056 if (!index)
2311 return -1; 2057 return -1;
2058
2312 return altern[RANDOM () % index]; 2059 return altern [rndm (index)];
2313} 2060}
2314 2061
2315/* 2062/*
2316 * find_first_free_spot(archetype, mapstruct, x, y) works like 2063 * find_first_free_spot(archetype, maptile, x, y) works like
2317 * find_free_spot(), but it will search max number of squares. 2064 * find_free_spot(), but it will search max number of squares.
2318 * But it will return the first available spot, not a random choice. 2065 * 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. 2066 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2320 */ 2067 */
2321
2322int 2068int
2323find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2069find_first_free_spot (const object *ob, maptile *m, int x, int y)
2324{ 2070{
2325 int
2326 i;
2327
2328 for (i = 0; i < SIZEOFFREE; i++) 2071 for (int i = 0; i < SIZEOFFREE; i++)
2329 {
2330 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2072 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2331 return i; 2073 return i;
2332 } 2074
2333 return -1; 2075 return -1;
2334} 2076}
2335 2077
2336/* 2078/*
2337 * The function permute(arr, begin, end) randomly reorders the array 2079 * The function permute(arr, begin, end) randomly reorders the array
2338 * arr[begin..end-1]. 2080 * arr[begin..end-1].
2081 * now uses a fisher-yates shuffle, old permute was broken
2339 */ 2082 */
2340static void 2083static void
2341permute (int *arr, int begin, int end) 2084permute (int *arr, int begin, int end)
2342{ 2085{
2343 int 2086 arr += begin;
2344 i,
2345 j,
2346 tmp,
2347 len;
2348
2349 len = end - begin; 2087 end -= begin;
2350 for (i = begin; i < end; i++)
2351 {
2352 j = begin + RANDOM () % len;
2353 2088
2354 tmp = arr[i]; 2089 while (--end)
2355 arr[i] = arr[j]; 2090 swap (arr [end], arr [rndm (end + 1)]);
2356 arr[j] = tmp;
2357 }
2358} 2091}
2359 2092
2360/* new function to make monster searching more efficient, and effective! 2093/* new function to make monster searching more efficient, and effective!
2361 * This basically returns a randomized array (in the passed pointer) of 2094 * 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 2095 * 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. 2098 * the 3x3 area will be searched, just not in a predictable order.
2366 */ 2099 */
2367void 2100void
2368get_search_arr (int *search_arr) 2101get_search_arr (int *search_arr)
2369{ 2102{
2370 int 2103 int i;
2371 i;
2372 2104
2373 for (i = 0; i < SIZEOFFREE; i++) 2105 for (i = 0; i < SIZEOFFREE; i++)
2374 {
2375 search_arr[i] = i; 2106 search_arr[i] = i;
2376 }
2377 2107
2378 permute (search_arr, 1, SIZEOFFREE1 + 1); 2108 permute (search_arr, 1, SIZEOFFREE1 + 1);
2379 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2380 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2381} 2111}
2390 * Perhaps incorrectly, but I'm making the assumption that exclude 2120 * 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 2121 * 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 2122 * because we have to know what movement the thing looking to move
2393 * there is capable of. 2123 * there is capable of.
2394 */ 2124 */
2395
2396int 2125int
2397find_dir (mapstruct *m, int x, int y, object *exclude) 2126find_dir (maptile *m, int x, int y, object *exclude)
2398{ 2127{
2399 int
2400 i,
2401 max = SIZEOFFREE, mflags; 2128 int i, max = SIZEOFFREE, mflags;
2402 sint16 2129
2403 nx, 2130 sint16 nx, ny;
2404 ny;
2405 object * 2131 object *tmp;
2406 tmp; 2132 maptile *mp;
2407 mapstruct *
2408 mp;
2409 MoveType
2410 blocked,
2411 move_type;
2412 2133
2134 MoveType blocked, move_type;
2135
2413 if (exclude && exclude->head) 2136 if (exclude && exclude->head_ () != exclude)
2414 { 2137 {
2415 exclude = exclude->head; 2138 exclude = exclude->head;
2416 move_type = exclude->move_type; 2139 move_type = exclude->move_type;
2417 } 2140 }
2418 else 2141 else
2426 mp = m; 2149 mp = m;
2427 nx = x + freearr_x[i]; 2150 nx = x + freearr_x[i];
2428 ny = y + freearr_y[i]; 2151 ny = y + freearr_y[i];
2429 2152
2430 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2153 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2154
2431 if (mflags & P_OUT_OF_MAP) 2155 if (mflags & P_OUT_OF_MAP)
2432 {
2433 max = maxfree[i]; 2156 max = maxfree[i];
2434 }
2435 else 2157 else
2436 { 2158 {
2437 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2159 mapspace &ms = mp->at (nx, ny);
2160
2161 blocked = ms.move_block;
2438 2162
2439 if ((move_type & blocked) == move_type) 2163 if ((move_type & blocked) == move_type)
2440 {
2441 max = maxfree[i]; 2164 max = maxfree[i];
2442 }
2443 else if (mflags & P_IS_ALIVE) 2165 else if (mflags & P_IS_ALIVE)
2444 { 2166 {
2445 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2167 for (tmp = ms.bot; tmp; tmp = tmp->above)
2446 { 2168 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))) 2169 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2448 {
2449 break; 2170 break;
2450 } 2171
2451 }
2452 if (tmp) 2172 if (tmp)
2453 {
2454 return freedir[i]; 2173 return freedir[i];
2455 }
2456 } 2174 }
2457 } 2175 }
2458 } 2176 }
2177
2459 return 0; 2178 return 0;
2460} 2179}
2461 2180
2462/* 2181/*
2463 * distance(object 1, object 2) will return the square of the 2182 * distance(object 1, object 2) will return the square of the
2464 * distance between the two given objects. 2183 * distance between the two given objects.
2465 */ 2184 */
2466
2467int 2185int
2468distance (const object *ob1, const object *ob2) 2186distance (const object *ob1, const object *ob2)
2469{ 2187{
2470 int
2471 i;
2472
2473 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2188 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2474 return i;
2475} 2189}
2476 2190
2477/* 2191/*
2478 * find_dir_2(delta-x,delta-y) will return a direction in which 2192 * 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 2193 * an object which has subtracted the x and y coordinates of another
2480 * object, needs to travel toward it. 2194 * object, needs to travel toward it.
2481 */ 2195 */
2482
2483int 2196int
2484find_dir_2 (int x, int y) 2197find_dir_2 (int x, int y)
2485{ 2198{
2486 int 2199 int q;
2487 q;
2488 2200
2489 if (y) 2201 if (y)
2490 q = x * 100 / y; 2202 q = x * 100 / y;
2491 else if (x) 2203 else if (x)
2492 q = -300 * x; 2204 q = -300 * x;
2517 2229
2518 return 3; 2230 return 3;
2519} 2231}
2520 2232
2521/* 2233/*
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 2234 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2539 * between two directions (which are expected to be absolute (see absdir()) 2235 * between two directions (which are expected to be absolute (see absdir())
2540 */ 2236 */
2541
2542int 2237int
2543dirdiff (int dir1, int dir2) 2238dirdiff (int dir1, int dir2)
2544{ 2239{
2545 int 2240 int d;
2546 d;
2547 2241
2548 d = abs (dir1 - dir2); 2242 d = abs (dir1 - dir2);
2549 if (d > 4) 2243 if (d > 4)
2550 d = 8 - d; 2244 d = 8 - d;
2245
2551 return d; 2246 return d;
2552} 2247}
2553 2248
2554/* peterm: 2249/* peterm:
2555 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2250 * 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 2253 * 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. 2254 * 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 2255 * Moved from spell_util.c to object.c with the other related direction
2561 * functions. 2256 * functions.
2562 */ 2257 */
2563
2564int
2565 reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2566 {0, 0, 0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2567 {0, 0, 0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2568 {0, 0, 0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2569 {0, 0, 0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2570 {0, 0, 0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2618 * find a path to that monster that we found. If not, 2311 * find a path to that monster that we found. If not,
2619 * we don't bother going toward it. Returns 1 if we 2312 * we don't bother going toward it. Returns 1 if we
2620 * can see a direct way to get it 2313 * can see a direct way to get it
2621 * Modified to be map tile aware -.MSW 2314 * Modified to be map tile aware -.MSW
2622 */ 2315 */
2623
2624
2625int 2316int
2626can_see_monsterP (mapstruct *m, int x, int y, int dir) 2317can_see_monsterP (maptile *m, int x, int y, int dir)
2627{ 2318{
2628 sint16 2319 sint16 dx, dy;
2629 dx,
2630 dy;
2631 int
2632 mflags; 2320 int mflags;
2633 2321
2634 if (dir < 0) 2322 if (dir < 0)
2635 return 0; /* exit condition: invalid direction */ 2323 return 0; /* exit condition: invalid direction */
2636 2324
2637 dx = x + freearr_x[dir]; 2325 dx = x + freearr_x[dir];
2650 return 0; 2338 return 0;
2651 2339
2652 /* yes, can see. */ 2340 /* yes, can see. */
2653 if (dir < 9) 2341 if (dir < 9)
2654 return 1; 2342 return 1;
2343
2655 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2344 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]); 2345 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2346 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2657} 2347}
2658
2659
2660 2348
2661/* 2349/*
2662 * can_pick(picker, item): finds out if an object is possible to be 2350 * 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 2351 * picked up by the picker. Returnes 1 if it can be
2664 * picked up, otherwise 0. 2352 * picked up, otherwise 0.
2666 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2354 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2667 * core dumps if they do. 2355 * core dumps if they do.
2668 * 2356 *
2669 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2670 */ 2358 */
2671
2672int 2359int
2673can_pick (const object *who, const object *item) 2360can_pick (const object *who, const object *item)
2674{ 2361{
2675 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2676 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2363 (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)); 2364 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2678} 2365}
2679 2366
2680
2681/* 2367/*
2682 * create clone from object to another 2368 * create clone from object to another
2683 */ 2369 */
2684object * 2370object *
2685object_create_clone (object *asrc) 2371object_create_clone (object *asrc)
2686{ 2372{
2687 object *
2688 dst = NULL, *tmp, *src, *part, *prev, *item; 2373 object *dst = 0, *tmp, *src, *prev, *item;
2689 2374
2690 if (!asrc) 2375 if (!asrc)
2691 return NULL; 2376 return 0;
2692 src = asrc; 2377
2693 if (src->head)
2694 src = src->head; 2378 src = asrc->head_ ();
2695 2379
2696 prev = NULL; 2380 prev = 0;
2697 for (part = src; part; part = part->more) 2381 for (object *part = src; part; part = part->more)
2698 { 2382 {
2699 tmp = get_object (); 2383 tmp = part->clone ();
2700 copy_object (part, tmp);
2701 tmp->x -= src->x; 2384 tmp->x -= src->x;
2702 tmp->y -= src->y; 2385 tmp->y -= src->y;
2386
2703 if (!part->head) 2387 if (!part->head)
2704 { 2388 {
2705 dst = tmp; 2389 dst = tmp;
2706 tmp->head = NULL; 2390 tmp->head = 0;
2707 } 2391 }
2708 else 2392 else
2709 {
2710 tmp->head = dst; 2393 tmp->head = dst;
2711 } 2394
2712 tmp->more = NULL; 2395 tmp->more = 0;
2396
2713 if (prev) 2397 if (prev)
2714 prev->more = tmp; 2398 prev->more = tmp;
2399
2715 prev = tmp; 2400 prev = tmp;
2716 } 2401 }
2717 2402
2718 /*** copy inventory ***/
2719 for (item = src->inv; item; item = item->below) 2403 for (item = src->inv; item; item = item->below)
2720 {
2721 (void) insert_ob_in_ob (object_create_clone (item), dst); 2404 insert_ob_in_ob (object_create_clone (item), dst);
2722 }
2723 2405
2724 return dst; 2406 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} 2407}
2782 2408
2783/* This returns the first object in who's inventory that 2409/* This returns the first object in who's inventory that
2784 * has the same type and subtype match. 2410 * has the same type and subtype match.
2785 * returns NULL if no match. 2411 * returns NULL if no match.
2786 */ 2412 */
2787object * 2413object *
2788find_obj_by_type_subtype (const object *who, int type, int subtype) 2414find_obj_by_type_subtype (const object *who, int type, int subtype)
2789{ 2415{
2790 object *
2791 tmp;
2792
2793 for (tmp = who->inv; tmp; tmp = tmp->below) 2416 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2794 if (tmp->type == type && tmp->subtype == subtype) 2417 if (tmp->type == type && tmp->subtype == subtype)
2795 return tmp; 2418 return tmp;
2796 2419
2797 return NULL; 2420 return 0;
2798} 2421}
2799 2422
2800/* If ob has a field named key, return the link from the list, 2423/* If ob has a field named key, return the link from the list,
2801 * otherwise return NULL. 2424 * otherwise return NULL.
2802 * 2425 *
2804 * do the desired thing. 2427 * do the desired thing.
2805 */ 2428 */
2806key_value * 2429key_value *
2807get_ob_key_link (const object *ob, const char *key) 2430get_ob_key_link (const object *ob, const char *key)
2808{ 2431{
2809 key_value *
2810 link;
2811
2812 for (link = ob->key_values; link != NULL; link = link->next) 2432 for (key_value *link = ob->key_values; link; link = link->next)
2813 {
2814 if (link->key == key) 2433 if (link->key == key)
2815 {
2816 return link; 2434 return link;
2817 }
2818 }
2819 2435
2820 return NULL; 2436 return 0;
2821} 2437}
2822 2438
2823/* 2439/*
2824 * Returns the value of op has an extra_field for key, or NULL. 2440 * Returns the value of op has an extra_field for key, or NULL.
2825 * 2441 *
2828 * The returned string is shared. 2444 * The returned string is shared.
2829 */ 2445 */
2830const char * 2446const char *
2831get_ob_key_value (const object *op, const char *const key) 2447get_ob_key_value (const object *op, const char *const key)
2832{ 2448{
2833 key_value * 2449 key_value *link;
2834 link; 2450 shstr_cmp canonical_key (key);
2835 const char *
2836 canonical_key;
2837 2451
2838 canonical_key = shstr::find (key);
2839
2840 if (canonical_key == NULL) 2452 if (!canonical_key)
2841 { 2453 {
2842 /* 1. There being a field named key on any object 2454 /* 1. There being a field named key on any object
2843 * implies there'd be a shared string to find. 2455 * implies there'd be a shared string to find.
2844 * 2. Since there isn't, no object has this field. 2456 * 2. Since there isn't, no object has this field.
2845 * 3. Therefore, *this* object doesn't have this field. 2457 * 3. Therefore, *this* object doesn't have this field.
2846 */ 2458 */
2847 return NULL; 2459 return 0;
2848 } 2460 }
2849 2461
2850 /* This is copied from get_ob_key_link() above - 2462 /* This is copied from get_ob_key_link() above -
2851 * only 4 lines, and saves the function call overhead. 2463 * only 4 lines, and saves the function call overhead.
2852 */ 2464 */
2853 for (link = op->key_values; link != NULL; link = link->next) 2465 for (link = op->key_values; link; link = link->next)
2854 {
2855 if (link->key == canonical_key) 2466 if (link->key == canonical_key)
2856 {
2857 return link->value; 2467 return link->value;
2858 } 2468
2859 }
2860 return NULL; 2469 return 0;
2861} 2470}
2862
2863 2471
2864/* 2472/*
2865 * Updates the canonical_key in op to value. 2473 * Updates the canonical_key in op to value.
2866 * 2474 *
2867 * canonical_key is a shared string (value doesn't have to be). 2475 * canonical_key is a shared string (value doesn't have to be).
2872 * Returns TRUE on success. 2480 * Returns TRUE on success.
2873 */ 2481 */
2874int 2482int
2875set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2483set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2876{ 2484{
2877 key_value *
2878 field = NULL, *last = NULL; 2485 key_value *field = NULL, *last = NULL;
2879 2486
2880 for (field = op->key_values; field != NULL; field = field->next) 2487 for (field = op->key_values; field != NULL; field = field->next)
2881 { 2488 {
2882 if (field->key != canonical_key) 2489 if (field->key != canonical_key)
2883 { 2490 {
2892 /* Basically, if the archetype has this key set, 2499 /* Basically, if the archetype has this key set,
2893 * we need to store the null value so when we save 2500 * we need to store the null value so when we save
2894 * it, we save the empty value so that when we load, 2501 * it, we save the empty value so that when we load,
2895 * we get this value back again. 2502 * we get this value back again.
2896 */ 2503 */
2897 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2504 if (get_ob_key_link (op->arch, canonical_key))
2898 field->value = 0; 2505 field->value = 0;
2899 else 2506 else
2900 { 2507 {
2901 if (last) 2508 if (last)
2902 last->next = field->next; 2509 last->next = field->next;
2903 else 2510 else
2904 op->key_values = field->next; 2511 op->key_values = field->next;
2905 2512
2906 delete
2907 field; 2513 delete field;
2908 } 2514 }
2909 } 2515 }
2910 return TRUE; 2516 return TRUE;
2911 } 2517 }
2912 /* IF we get here, key doesn't exist */ 2518 /* IF we get here, key doesn't exist */
2913 2519
2914 /* No field, we'll have to add it. */ 2520 /* No field, we'll have to add it. */
2915 2521
2916 if (!add_key) 2522 if (!add_key)
2917 {
2918 return FALSE; 2523 return FALSE;
2919 } 2524
2920 /* There isn't any good reason to store a null 2525 /* There isn't any good reason to store a null
2921 * value in the key/value list. If the archetype has 2526 * value in the key/value list. If the archetype has
2922 * this key, then we should also have it, so shouldn't 2527 * this key, then we should also have it, so shouldn't
2923 * be here. If user wants to store empty strings, 2528 * be here. If user wants to store empty strings,
2924 * should pass in "" 2529 * should pass in ""
2947 * Returns TRUE on success. 2552 * Returns TRUE on success.
2948 */ 2553 */
2949int 2554int
2950set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2555set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2951{ 2556{
2952 shstr
2953 key_ (key); 2557 shstr key_ (key);
2954 2558
2955 return set_ob_key_value_s (op, key_, value, add_key); 2559 return set_ob_key_value_s (op, key_, value, add_key);
2956} 2560}
2561
2562object::depth_iterator::depth_iterator (object *container)
2563: iterator_base (container)
2564{
2565 while (item->inv)
2566 item = item->inv;
2567}
2568
2569void
2570object::depth_iterator::next ()
2571{
2572 if (item->below)
2573 {
2574 item = item->below;
2575
2576 while (item->inv)
2577 item = item->inv;
2578 }
2579 else
2580 item = item->env;
2581}
2582
2583const char *
2584object::flag_desc (char *desc, int len) const
2585{
2586 char *p = desc;
2587 bool first = true;
2588
2589 *p = 0;
2590
2591 for (int i = 0; i < NUM_FLAGS; i++)
2592 {
2593 if (len <= 10) // magic constant!
2594 {
2595 snprintf (p, len, ",...");
2596 break;
2597 }
2598
2599 if (flag [i])
2600 {
2601 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2602 len -= cnt;
2603 p += cnt;
2604 first = false;
2605 }
2606 }
2607
2608 return desc;
2609}
2610
2611// return a suitable string describing an object in enough detail to find it
2612const char *
2613object::debug_desc (char *info) const
2614{
2615 char flagdesc[512];
2616 char info2[256 * 4];
2617 char *p = info;
2618
2619 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2620 count, uuid.seq,
2621 &name,
2622 title ? "\",title:\"" : "",
2623 title ? (const char *)title : "",
2624 flag_desc (flagdesc, 512), type);
2625
2626 if (!this->flag[FLAG_REMOVED] && env)
2627 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2628
2629 if (map)
2630 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2631
2632 return info;
2633}
2634
2635const char *
2636object::debug_desc () const
2637{
2638 static char info[3][256 * 4];
2639 static int info_idx;
2640
2641 return debug_desc (info [++info_idx % 3]);
2642}
2643
2644struct region *
2645object::region () const
2646{
2647 return map ? map->region (x, y)
2648 : region::default_region ();
2649}
2650
2651const materialtype_t *
2652object::dominant_material () const
2653{
2654 if (materialtype_t *mt = name_to_material (materialname))
2655 return mt;
2656
2657 return name_to_material (shstr_unknown);
2658}
2659
2660void
2661object::open_container (object *new_container)
2662{
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671#if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676#endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 play_sound (sound_find ("chest_close"));
2684 }
2685
2686 if (new_container)
2687 {
2688 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2689 return;
2690
2691 // TODO: this does not seem to serve any purpose anymore?
2692#if 0
2693 // insert the "Close Container" object.
2694 if (archetype *closer = new_container->other_arch)
2695 {
2696 object *closer = arch_to_object (new_container->other_arch);
2697 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2698 new_container->insert (closer);
2699 }
2700#endif
2701
2702 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2703
2704 new_container->flag [FLAG_APPLIED] = 1;
2705 container = new_container;
2706
2707 esrv_update_item (UPD_FLAGS, this, new_container);
2708 esrv_send_inventory (this, new_container);
2709 play_sound (sound_find ("chest_open"));
2710 }
2711}
2712
2713object *
2714object::force_find (const shstr name)
2715{
2716 /* cycle through his inventory to look for the MARK we want to
2717 * place
2718 */
2719 for (object *tmp = inv; tmp; tmp = tmp->below)
2720 if (tmp->type == FORCE && tmp->slaying == name)
2721 return splay (tmp);
2722
2723 return 0;
2724}
2725
2726void
2727object::force_add (const shstr name, int duration)
2728{
2729 if (object *force = force_find (name))
2730 force->destroy ();
2731
2732 object *force = get_archetype (FORCE_NAME);
2733
2734 force->slaying = name;
2735 force->stats.food = 1;
2736 force->speed_left = -1.f;
2737
2738 force->set_speed (duration ? 1.f / duration : 0.f);
2739 force->flag [FLAG_IS_USED_UP] = true;
2740 force->flag [FLAG_APPLIED] = true;
2741
2742 insert (force);
2743}
2744
2745void
2746object::play_sound (faceidx sound) const
2747{
2748 if (!sound)
2749 return;
2750
2751 if (flag [FLAG_REMOVED])
2752 return;
2753
2754 if (env)
2755 {
2756 if (object *pl = in_player ())
2757 pl->contr->play_sound (sound);
2758 }
2759 else
2760 map->play_sound (sound, x, y);
2761}
2762

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