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Comparing deliantra/server/common/object.C (file contents):
Revision 1.26 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.183 by root, Mon Aug 20 19:13:10 2007 UTC

1
2/* 1/*
3 * static char *rcsid_object_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: object.C,v 1.26 2006/09/11 11:46:52 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de>
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 */
190 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0; 261 return 0;
193 262
194 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
196 return 0; 265 return 0;
197 266
198 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 268 * if it is valid.
200 */ 269 */
209 278
210 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
212 * check? 281 * check?
213 */ 282 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 284 return 0;
216 285
217 switch (ob1->type) 286 switch (ob1->type)
218 { 287 {
219 case SCROLL: 288 case SCROLL:
220 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
221 return 0; 290 return 0;
222 break; 291 break;
223 } 292 }
224 293
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 { 295 {
227 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
230 return 0; 299 return 0;
231 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
232 return 0; 301 return 0;
233 } 302 }
234 303
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
237 { 305 {
238 ob1->optimise (); 306 ob1->optimise ();
239 ob2->optimise (); 307 ob2->optimise ();
240 308
241 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
242 return 0; 311 return 0;
243 } 312 }
244 313
245 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
246 return 1; 315 return 1;
247} 316}
249/* 318/*
250 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
253 */ 322 */
254signed long 323long
255sum_weight (object *op) 324sum_weight (object *op)
256{ 325{
257 signed long sum; 326 long sum;
258 object *inv; 327 object *inv;
259 328
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
261 { 330 {
262 if (inv->inv) 331 if (inv->inv)
263 sum_weight (inv); 332 sum_weight (inv);
333
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 335 }
336
266 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
268 if (op->carrying != sum) 340 if (op->carrying != sum)
269 op->carrying = sum; 341 op->carrying = sum;
342
270 return sum; 343 return sum;
271} 344}
272 345
273/** 346/**
274 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
281 op = op->env; 354 op = op->env;
282 return op; 355 return op;
283} 356}
284 357
285/* 358/*
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. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 360 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
304 */ 362 */
305 363char *
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) 364dump_object (object *op)
362{ 365{
363 if (op == NULL) 366 if (!op)
364 { 367 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 368
372void 369 object_freezer freezer;
373dump_all_objects (void) 370 op->write (freezer);
374{ 371 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} 372}
383 373
384/* 374/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
402} 392}
403 393
404/* 394/*
405 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
406 */ 396 */
407
408object * 397object *
409find_object (tag_t i) 398find_object (tag_t i)
410{ 399{
411 object *op; 400 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 401 if (op->count == i)
415 break;
416 return op; 402 return op;
403
404 return 0;
417} 405}
418 406
419/* 407/*
420 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
423 */ 411 */
424
425object * 412object *
426find_object_name (const char *str) 413find_object_name (const char *str)
427{ 414{
428 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
429 object *op; 416 object *op;
430 417
431 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
432 if (&op->name == name) 419 if (op->name == str_)
433 break; 420 break;
434 421
435 return op; 422 return op;
436} 423}
437 424
440{ 427{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 429}
443 430
444/* 431/*
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 432 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 433 * skill and experience objects.
434 * ACTUALLY NO! investigate! TODO
485 */ 435 */
486void 436void
487set_owner (object *op, object *owner) 437object::set_owner (object *owner)
488{ 438{
489 if (owner == NULL || op == NULL) 439 // allow objects which own objects
490 return; 440 if (owner)
491 441 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; 442 owner = owner->owner;
501 443
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner; 444 this->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512} 445}
513 446
514/* Set the owner to clone's current owner and set the skill and experience 447int
515 * objects to clone's objects (typically those objects that where the owner's 448object::slottype () const
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{ 449{
527 object *owner = get_owner (clone); 450 if (type == SKILL)
528
529 if (owner == NULL)
530 {
531 /* players don't have owners - they own themselves. Update
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return;
538 } 451 {
452 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
453 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
454 }
455 else
456 {
457 if (slot [body_combat].info) return slot_combat;
458 if (slot [body_range ].info) return slot_ranged;
459 }
460
461 return slot_none;
462}
539 463
540 set_owner (op, owner); 464bool
465object::change_weapon (object *ob)
466{
467 if (current_weapon == ob)
468 return true;
469
470 if (chosen_skill)
471 chosen_skill->flag [FLAG_APPLIED] = false;
472
473 current_weapon = ob;
474 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
475
476 if (chosen_skill)
477 chosen_skill->flag [FLAG_APPLIED] = true;
478
479 update_stats ();
480
481 if (ob)
482 {
483 // now check wether any body locations became invalid, in which case
484 // we cannot apply the weapon at the moment.
485 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
486 if (slot[i].used < 0)
487 {
488 current_weapon = chosen_skill = 0;
489 update_stats ();
490
491 new_draw_info_format (NDI_UNIQUE, 0, this,
492 "You try to balance all your items at once, "
493 "but the %s is just too much for your body. "
494 "[You need to unapply some items first.]", &ob->name);
495 return false;
496 }
497
498 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
499 }
500 else
501 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
502
503 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
504 {
505 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
506 &name, ob->debug_desc ());
507 return false;
508 }
509
510 return true;
541} 511}
542 512
543/* Zero the key_values on op, decrementing the shared-string 513/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 514 * refcounts and freeing the links.
545 */ 515 */
546static void 516static void
547free_key_values (object *op) 517free_key_values (object *op)
548{ 518{
549 for (key_value *i = op->key_values; i != 0;) 519 for (key_value *i = op->key_values; i; )
550 { 520 {
551 key_value *next = i->next; 521 key_value *next = i->next;
552 delete i; 522 delete i;
553 523
554 i = next; 524 i = next;
555 } 525 }
556 526
557 op->key_values = 0; 527 op->key_values = 0;
558} 528}
559 529
560void object::clear () 530object &
531object::operator =(const object &src)
561{ 532{
562 attachable_base::clear (); 533 bool is_freed = flag [FLAG_FREED];
534 bool is_removed = flag [FLAG_REMOVED];
563 535
564 free_key_values (this); 536 *(object_copy *)this = src;
565 537
566 clear_owner (this); 538 flag [FLAG_FREED] = is_freed;
567 539 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;
649 540
650 /* Copy over key_values, if any. */ 541 /* Copy over key_values, if any. */
651 if (op2->key_values) 542 if (src.key_values)
652 { 543 {
653 key_value *tail = 0; 544 key_value *tail = 0;
654 key_value *i;
655
656 op->key_values = 0; 545 key_values = 0;
657 546
658 for (i = op2->key_values; i; i = i->next) 547 for (key_value *i = src.key_values; i; i = i->next)
659 { 548 {
660 key_value *new_link = new key_value; 549 key_value *new_link = new key_value;
661 550
662 new_link->next = 0; 551 new_link->next = 0;
663 new_link->key = i->key; 552 new_link->key = i->key;
664 new_link->value = i->value; 553 new_link->value = i->value;
665 554
666 /* Try and be clever here, too. */ 555 /* Try and be clever here, too. */
667 if (!op->key_values) 556 if (!key_values)
668 { 557 {
669 op->key_values = new_link; 558 key_values = new_link;
670 tail = new_link; 559 tail = new_link;
671 } 560 }
672 else 561 else
673 { 562 {
674 tail->next = new_link; 563 tail->next = new_link;
675 tail = new_link; 564 tail = new_link;
676 } 565 }
677 } 566 }
678 } 567 }
568}
679 569
680 update_ob_speed (op); 570/*
571 * copy_to first frees everything allocated by the dst object,
572 * and then copies the contents of itself into the second
573 * object, allocating what needs to be allocated. Basically, any
574 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
575 * if the first object is freed, the pointers in the new object
576 * will point at garbage.
577 */
578void
579object::copy_to (object *dst)
580{
581 *dst = *this;
582
583 if (speed < 0)
584 dst->speed_left = speed_left - rndm ();
585
586 dst->set_speed (dst->speed);
587}
588
589void
590object::instantiate ()
591{
592 if (!uuid.seq) // HACK
593 uuid = gen_uuid ();
594
595 speed_left = -0.1f;
596 /* copy the body_info to the body_used - this is only really
597 * need for monsters, but doesn't hurt to do it for everything.
598 * by doing so, when a monster is created, it has good starting
599 * values for the body_used info, so when items are created
600 * for it, they can be properly equipped.
601 */
602 for (int i = NUM_BODY_LOCATIONS; i--; )
603 slot[i].used = slot[i].info;
604
605 attachable::instantiate ();
606}
607
608object *
609object::clone ()
610{
611 object *neu = create ();
612 copy_to (neu);
613 return neu;
681} 614}
682 615
683/* 616/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 617 * 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 618 * 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. 619 * be called to update the face variable, _and_ how it looks on the map.
687 */ 620 */
688
689void 621void
690update_turn_face (object *op) 622update_turn_face (object *op)
691{ 623{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 624 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 625 return;
626
694 SET_ANIMATION (op, op->direction); 627 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 628 update_object (op, UP_OBJ_FACE);
696} 629}
697 630
698/* 631/*
699 * Updates the speed of an object. If the speed changes from 0 to another 632 * 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. 633 * 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. 634 * This function needs to be called whenever the speed of an object changes.
702 */ 635 */
703
704void 636void
705update_ob_speed (object *op) 637object::set_speed (float speed)
706{ 638{
707 extern int arch_init; 639 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 { 640 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 641 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 642 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 643 }
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;
731 644
732 /* process_events() expects us to insert the object at the beginning 645 this->speed = speed;
733 * of the list. */ 646
734 op->active_next = active_objects; 647 if (has_active_speed ())
735 if (op->active_next != NULL) 648 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 649 else
740 { 650 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} 651}
761 652
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/* 653/*
794 * update_object() updates the array which represents the map. 654 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 655 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 656 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 657 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 658 * 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 659 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 660 * updating that window, though, since update_object() is called _often_)
801 * 661 *
802 * action is a hint of what the caller believes need to be done. 662 * 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: 663 * current action are:
808 * UP_OBJ_INSERT: op was inserted 664 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 665 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 666 * 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. 667 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 668 * UP_OBJ_FACE: only the objects face has changed.
813 */ 669 */
814
815void 670void
816update_object (object *op, int action) 671update_object (object *op, int action)
817{ 672{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow;
820
821 if (op == NULL) 673 if (op == NULL)
822 { 674 {
823 /* this should never happen */ 675 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 676 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 677 return;
826 } 678 }
827 679
828 if (op->env != NULL) 680 if (op->env)
829 { 681 {
830 /* Animation is currently handled by client, so nothing 682 /* Animation is currently handled by client, so nothing
831 * to do in this case. 683 * to do in this case.
832 */ 684 */
833 return; 685 return;
838 */ 690 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 691 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 692 return;
841 693
842 /* make sure the object is within map boundaries */ 694 /* 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)) 695 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 696 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 697 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 698#ifdef MANY_CORES
847 abort (); 699 abort ();
848#endif 700#endif
849 return; 701 return;
850 } 702 }
851 703
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 704 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);
858 705
706 if (!(m.flags_ & P_UPTODATE))
707 /* nop */;
859 if (action == UP_OBJ_INSERT) 708 else if (action == UP_OBJ_INSERT)
860 { 709 {
710 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 711 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)) 712 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 713 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 714 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
715 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 716 || (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) 717 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 718 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 719 || (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 720 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 721 * to have move_allow right now.
884 */ 722 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 723 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 724 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 725 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 726 }
891 /* if the object is being removed, we can't make intelligent 727 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 728 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 729 * that is being removed.
894 */ 730 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 731 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 { 732 m.flags_ = 0;
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE) 733 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */ 734 /* Nothing to do for that case */ ;
902 }
903 else 735 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 736 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907 737
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) 738 if (op->more)
915 update_object (op->more, action); 739 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} 740}
932 741
933object::object () 742object::object ()
934{ 743{
935 SET_FLAG (this, FLAG_REMOVED); 744 SET_FLAG (this, FLAG_REMOVED);
936 745
937 expmul = 1.0; 746 expmul = 1.0;
938 face = blank_face; 747 face = blank_face;
939 attacked_by_count = -1;
940} 748}
941 749
942object::~object () 750object::~object ()
943{ 751{
752 unlink ();
753
944 free_key_values (this); 754 free_key_values (this);
945} 755}
946 756
757static int object_count;
758
947void object::link () 759void object::link ()
948{ 760{
761 assert (!index);//D
762 uuid = gen_uuid ();
949 count = ++ob_count; 763 count = ++object_count;
950 764
951 prev = 0; 765 refcnt_inc ();
952 next = objects; 766 objects.insert (this);
953
954 if (objects)
955 objects->prev = this;
956
957 objects = this;
958} 767}
959 768
960void object::unlink () 769void object::unlink ()
961{ 770{
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) 771 if (!index)
972 { 772 return;
973 next->prev = prev; 773
974 next = 0; 774 objects.erase (this);
775 refcnt_dec ();
776}
777
778void
779object::activate ()
780{
781 /* If already on active list, don't do anything */
782 if (active)
783 return;
784
785 if (has_active_speed ())
786 actives.insert (this);
787}
788
789void
790object::activate_recursive ()
791{
792 activate ();
793
794 for (object *op = inv; op; op = op->below)
795 op->activate_recursive ();
796}
797
798/* This function removes object 'op' from the list of active
799 * objects.
800 * This should only be used for style maps or other such
801 * reference maps where you don't want an object that isn't
802 * in play chewing up cpu time getting processed.
803 * The reverse of this is to call update_ob_speed, which
804 * will do the right thing based on the speed of the object.
805 */
806void
807object::deactivate ()
808{
809 /* If not on the active list, nothing needs to be done */
810 if (!active)
811 return;
812
813 actives.erase (this);
814}
815
816void
817object::deactivate_recursive ()
818{
819 for (object *op = inv; op; op = op->below)
820 op->deactivate_recursive ();
821
822 deactivate ();
823}
824
825void
826object::set_flag_inv (int flag, int value)
827{
828 for (object *op = inv; op; op = op->below)
975 } 829 {
830 op->flag [flag] = value;
831 op->set_flag_inv (flag, value);
832 }
833}
976 834
977 if (this == objects) 835/*
978 objects = next; 836 * Remove and free all objects in the inventory of the given object.
837 * object.c ?
838 */
839void
840object::destroy_inv (bool drop_to_ground)
841{
842 // need to check first, because the checks below might segfault
843 // as we might be on an invalid mapspace and crossfire code
844 // is too buggy to ensure that the inventory is empty.
845 // corollary: if you create arrows etc. with stuff in tis inventory,
846 // cf will crash below with off-map x and y
847 if (!inv)
848 return;
849
850 /* Only if the space blocks everything do we not process -
851 * if some form of movement is allowed, let objects
852 * drop on that space.
853 */
854 if (!drop_to_ground
855 || !map
856 || map->in_memory != MAP_IN_MEMORY
857 || map->nodrop
858 || ms ().move_block == MOVE_ALL)
859 {
860 while (inv)
861 {
862 inv->destroy_inv (drop_to_ground);
863 inv->destroy ();
864 }
865 }
866 else
867 { /* Put objects in inventory onto this space */
868 while (inv)
869 {
870 object *op = inv;
871
872 if (op->flag [FLAG_STARTEQUIP]
873 || op->flag [FLAG_NO_DROP]
874 || op->type == RUNE
875 || op->type == TRAP
876 || op->flag [FLAG_IS_A_TEMPLATE]
877 || op->flag [FLAG_DESTROY_ON_DEATH])
878 op->destroy ();
879 else
880 map->insert (op, x, y);
881 }
882 }
979} 883}
980 884
981object *object::create () 885object *object::create ()
982{ 886{
983 object *op;
984
985 if (freed.empty ())
986 op = new object; 887 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 (); 888 op->link ();
996 return op; 889 return op;
997} 890}
998 891
999/* 892void
1000 * free_object() frees everything allocated by an object, removes 893object::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{ 894{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 895 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 896
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 897 if (flag [FLAG_IS_LINKED])
1021 { 898 remove_button_link (this);
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 899
900 if (flag [FLAG_FRIENDLY])
1023 remove_friendly_object (this); 901 remove_friendly_object (this);
1024 }
1025 902
1026 if (QUERY_FLAG (this, FLAG_FREED)) 903 if (!flag [FLAG_REMOVED])
904 remove ();
905
906 destroy_inv (true);
907
908 deactivate ();
909 unlink ();
910
911 flag [FLAG_FREED] = 1;
912
913 // hack to ensure that freed objects still have a valid map
914 {
915 static maptile *freed_map; // freed objects are moved here to avoid crashes
916
917 if (!freed_map)
1027 { 918 {
1028 dump_object (this); 919 freed_map = new maptile;
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 920
1030 return; 921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
1031 } 927 }
928
929 map = freed_map;
930 x = 1;
931 y = 1;
932 }
1032 933
1033 if (more) 934 if (more)
1034 { 935 {
1035 more->free (free_inventory); 936 more->destroy ();
1036 more = 0; 937 more = 0;
1037 } 938 }
1038 939
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; 940 head = 0;
1091 update_ob_speed (this);
1092 941
1093 unlink (); 942 // clear those pointers that likely might cause circular references
943 owner = 0;
944 enemy = 0;
945 attacked_by = 0;
946 current_weapon = 0;
947}
1094 948
1095 SET_FLAG (this, FLAG_FREED); 949void
950object::destroy (bool destroy_inventory)
951{
952 if (destroyed ())
953 return;
1096 954
1097 mortals.push_back (this); 955 if (destroy_inventory)
956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
963
964 attachable::destroy ();
1098} 965}
1099 966
1100/* 967/*
1101 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1102 * weight of an object (and what is carried by it's environment(s)). 969 * weight of an object (and what is carried by it's environment(s)).
1103 */ 970 */
1104
1105void 971void
1106sub_weight (object *op, signed long weight) 972sub_weight (object *op, signed long weight)
1107{ 973{
1108 while (op != NULL) 974 while (op != NULL)
1109 { 975 {
1110 if (op->type == CONTAINER) 976 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 } 978
1114 op->carrying -= weight; 979 op->carrying -= weight;
1115 op = op->env; 980 op = op->env;
1116 } 981 }
1117} 982}
1118 983
1119/* remove_ob(op): 984/* op->remove ():
1120 * This function removes the object op from the linked list of objects 985 * 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 986 * which it is currently tied to. When this function is done, the
1122 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 989 * the previous environment.
1125 * Beware: This function is called from the editor as well!
1126 */ 990 */
1127
1128void 991void
1129remove_ob (object *op) 992object::do_remove ()
1130{ 993{
1131 object *tmp, *last = NULL; 994 object *tmp, *last = 0;
1132 object *otmp; 995 object *otmp;
1133 996
1134 tag_t tag;
1135 int check_walk_off;
1136 mapstruct *m;
1137
1138 sint16 x, y;
1139
1140 if (QUERY_FLAG (op, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1141 { 998 return;
1142 dump_object (op);
1143 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1144 999
1145 /* Changed it to always dump core in this case. As has been learned
1146 * in the past, trying to recover from errors almost always
1147 * make things worse, and this is a real error here - something
1148 * that should not happen.
1149 * Yes, if this was a mission critical app, trying to do something
1150 * to recover may make sense, but that is because failure of the app
1151 * may have other disastrous problems. Cf runs out of a script
1152 * so is easily enough restarted without any real problems.
1153 * MSW 2001-07-01
1154 */
1155 abort ();
1156 }
1157
1158 if (op->more != NULL)
1159 remove_ob (op->more);
1160
1161 SET_FLAG (op, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1002
1003 if (more)
1004 more->remove ();
1162 1005
1163 /* 1006 /*
1164 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1165 * inventory. 1008 * inventory.
1166 */ 1009 */
1167 if (op->env != NULL) 1010 if (env)
1168 { 1011 {
1169 if (op->nrof) 1012 if (nrof)
1170 sub_weight (op->env, op->weight * op->nrof); 1013 sub_weight (env, weight * nrof);
1171 else 1014 else
1172 sub_weight (op->env, op->weight + op->carrying); 1015 sub_weight (env, weight + carrying);
1173 1016
1174 /* NO_FIX_PLAYER is set when a great many changes are being 1017 /* NO_FIX_PLAYER is set when a great many changes are being
1175 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1176 * to save cpu time. 1019 * to save cpu time.
1177 */ 1020 */
1178 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1179 fix_player (otmp); 1022 otmp->update_stats ();
1180 1023
1181 if (op->above != NULL) 1024 if (above)
1182 op->above->below = op->below; 1025 above->below = below;
1183 else 1026 else
1184 op->env->inv = op->below; 1027 env->inv = below;
1185 1028
1186 if (op->below != NULL) 1029 if (below)
1187 op->below->above = op->above; 1030 below->above = above;
1188 1031
1189 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1190 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
1191 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1192 */ 1035 */
1193 op->x = op->env->x, op->y = op->env->y; 1036 x = env->x, y = env->y;
1194 op->map = op->env->map; 1037 map = env->map;
1195 op->above = NULL, op->below = NULL; 1038 above = 0, below = 0;
1196 op->env = NULL; 1039 env = 0;
1197 return;
1198 }
1199
1200 /* If we get here, we are removing it from a map */
1201 if (op->map == NULL)
1202 return;
1203
1204 x = op->x;
1205 y = op->y;
1206 m = get_map_from_coord (op->map, &x, &y);
1207
1208 if (!m)
1209 { 1040 }
1210 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1041 else if (map)
1211 op->map->path, op->x, op->y);
1212 /* in old days, we used to set x and y to 0 and continue.
1213 * it seems if we get into this case, something is probablye
1214 * screwed up and should be fixed.
1215 */
1216 abort ();
1217 } 1042 {
1218 if (op->map != m) 1043 if (type == PLAYER)
1219 {
1220 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1221 op->map->path, m->path, op->x, op->y, x, y);
1222 }
1223
1224 /* Re did the following section of code - it looks like it had
1225 * lots of logic for things we no longer care about
1226 */
1227
1228 /* link the object above us */
1229 if (op->above)
1230 op->above->below = op->below;
1231 else
1232 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1233
1234 /* Relink the object below us, if there is one */
1235 if (op->below)
1236 op->below->above = op->above;
1237 else
1238 {
1239 /* Nothing below, which means we need to relink map object for this space
1240 * use translated coordinates in case some oddness with map tiling is
1241 * evident
1242 */
1243 if (GET_MAP_OB (m, x, y) != op)
1244 { 1044 {
1245 dump_object (op); 1045 // leaving a spot always closes any open container on the ground
1246 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", 1046 if (container && !container->env)
1247 errmsg); 1047 // this causes spurious floorbox updates, but it ensures
1248 dump_object (GET_MAP_OB (m, x, y)); 1048 // that the CLOSE event is being sent.
1249 LOG (llevError, "%s\n", errmsg); 1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1250 } 1053 }
1251 1054
1252 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1055 map->dirty = true;
1253 } 1056 mapspace &ms = this->ms ();
1254 1057
1255 op->above = NULL; 1058 /* link the object above us */
1256 op->below = NULL; 1059 if (above)
1060 above->below = below;
1061 else
1062 ms.top = below; /* we were top, set new top */
1257 1063
1258 if (op->map->in_memory == MAP_SAVING) 1064 /* Relink the object below us, if there is one */
1259 return; 1065 if (below)
1260 1066 below->above = above;
1261 tag = op->count; 1067 else
1262 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1263
1264 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1265 {
1266 /* No point updating the players look faces if he is the object
1267 * being removed.
1268 */
1269
1270 if (tmp->type == PLAYER && tmp != op)
1271 { 1068 {
1272 /* If a container that the player is currently using somehow gets 1069 /* Nothing below, which means we need to relink map object for this space
1273 * removed (most likely destroyed), update the player view 1070 * use translated coordinates in case some oddness with map tiling is
1274 * appropriately. 1071 * evident
1275 */ 1072 */
1073 if (GET_MAP_OB (map, x, y) != this)
1074 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 ());
1075
1076 ms.bot = above; /* goes on above it. */
1077 }
1078
1079 above = 0;
1080 below = 0;
1081
1082 if (map->in_memory == MAP_SAVING)
1083 return;
1084
1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1086
1087 if (object *pl = ms.player ())
1088 {
1276 if (tmp->container == op) 1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1100 {
1101 /* No point updating the players look faces if he is the object
1102 * being removed.
1103 */
1104
1105 /* See if object moving off should effect something */
1106 if (check_walk_off
1107 && ((move_type & tmp->move_off)
1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1277 { 1109 {
1278 CLEAR_FLAG (op, FLAG_APPLIED); 1110 move_apply (tmp, this, 0);
1279 tmp->container = NULL; 1111
1112 if (destroyed ())
1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1280 } 1114 }
1281 1115
1282 tmp->contr->socket.update_look = 1; 1116 last = tmp;
1283 } 1117 }
1284 /* See if player moving off should effect something */
1285 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1286 {
1287 move_apply (tmp, op, NULL);
1288 1118
1289 if (was_destroyed (op, tag))
1290 {
1291 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1292 }
1293 }
1294
1295 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1296
1297 if (tmp->above == tmp)
1298 tmp->above = NULL;
1299
1300 last = tmp;
1301 }
1302
1303 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1304 if (last == NULL) 1120 //TODO: this makes little sense, why only update the topmost object?
1305 { 1121 if (!last)
1306 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1122 map->at (x, y).flags_ = 0;
1307 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1308 * those out anyways, and if there are any flags set right now, they won't
1309 * be correct anyways.
1310 */
1311 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1312 update_position (op->map, op->x, op->y);
1313 }
1314 else 1123 else
1315 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1316 1125
1317 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1318 update_all_los (op->map, op->x, op->y); 1127 update_all_los (map, x, y);
1128 }
1319} 1129}
1320 1130
1321/* 1131/*
1322 * merge_ob(op,top): 1132 * merge_ob(op,top):
1323 * 1133 *
1324 * This function goes through all objects below and including top, and 1134 * This function goes through all objects below and including top, and
1325 * merges op to the first matching object. 1135 * merges op to the first matching object.
1326 * If top is NULL, it is calculated. 1136 * If top is NULL, it is calculated.
1327 * Returns pointer to object if it succeded in the merge, otherwise NULL 1137 * Returns pointer to object if it succeded in the merge, otherwise NULL
1328 */ 1138 */
1329
1330object * 1139object *
1331merge_ob (object *op, object *top) 1140merge_ob (object *op, object *top)
1332{ 1141{
1333 if (!op->nrof) 1142 if (!op->nrof)
1334 return 0; 1143 return 0;
1335 if (top == NULL) 1144
1145 if (top)
1336 for (top = op; top != NULL && top->above != NULL; top = top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1148
1337 for (; top != NULL; top = top->below) 1149 for (; top; top = top->below)
1338 { 1150 {
1339 if (top == op) 1151 if (top == op)
1340 continue; 1152 continue;
1341 if (CAN_MERGE (op, top)) 1153
1154 if (object::can_merge (op, top))
1342 { 1155 {
1343 top->nrof += op->nrof; 1156 top->nrof += op->nrof;
1344 1157
1345/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1346 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1347 remove_ob (op); 1160 op->destroy ();
1348 free_object (op);
1349 return top; 1161 return top;
1350 } 1162 }
1351 } 1163 }
1164
1352 return NULL; 1165 return 0;
1353} 1166}
1354 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1355/* 1191/*
1356 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1357 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1358 */ 1194 */
1359object * 1195object *
1360insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1361{ 1197{
1362 object *
1363 tmp;
1364
1365 if (op->head)
1366 op = op->head;
1367 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1368 { 1199 {
1369 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1370 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1371 } 1202 }
1203
1372 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1373} 1205}
1374 1206
1375/* 1207/*
1376 * insert_ob_in_map (op, map, originator, flag): 1208 * insert_ob_in_map (op, map, originator, flag):
1390 * Return value: 1222 * Return value:
1391 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1392 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1393 * just 'op' otherwise 1225 * just 'op' otherwise
1394 */ 1226 */
1395
1396object * 1227object *
1397insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1398{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1399 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1400 sint16 x, y;
1401 1233
1402 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1403 {
1404 LOG (llevError, "Trying to insert freed object!\n");
1405 return NULL;
1406 }
1407
1408 if (m == NULL)
1409 {
1410 dump_object (op);
1411 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1412 return op;
1413 }
1414 1235
1415 if (out_of_map (m, op->x, op->y)) 1236 if (out_of_map (m, op->x, op->y))
1416 { 1237 {
1417 dump_object (op);
1418 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1238 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1419#ifdef MANY_CORES 1239#ifdef MANY_CORES
1420 /* Better to catch this here, as otherwise the next use of this object 1240 /* Better to catch this here, as otherwise the next use of this object
1421 * is likely to cause a crash. Better to find out where it is getting 1241 * is likely to cause a crash. Better to find out where it is getting
1422 * improperly inserted. 1242 * improperly inserted.
1423 */ 1243 */
1424 abort (); 1244 abort ();
1425#endif 1245#endif
1426 return op; 1246 return op;
1427 } 1247 }
1428 1248
1429 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1249 if (object *more = op->more)
1430 { 1250 if (!insert_ob_in_map (more, m, originator, flag))
1431 dump_object (op);
1432 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1433 return op; 1251 return 0;
1434 }
1435
1436 if (op->more != NULL)
1437 {
1438 /* The part may be on a different map. */
1439
1440 object *more = op->more;
1441
1442 /* We really need the caller to normalize coordinates - if
1443 * we set the map, that doesn't work if the location is within
1444 * a map and this is straddling an edge. So only if coordinate
1445 * is clear wrong do we normalize it.
1446 */
1447 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1448 more->map = get_map_from_coord (m, &more->x, &more->y);
1449 else if (!more->map)
1450 {
1451 /* For backwards compatibility - when not dealing with tiled maps,
1452 * more->map should always point to the parent.
1453 */
1454 more->map = m;
1455 }
1456
1457 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1458 {
1459 if (!op->head)
1460 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1461
1462 return NULL;
1463 }
1464 }
1465 1252
1466 CLEAR_FLAG (op, FLAG_REMOVED); 1253 CLEAR_FLAG (op, FLAG_REMOVED);
1467 1254
1468 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1469 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1470 * need extra work 1257 * need extra work
1471 */ 1258 */
1472 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1473 x = op->x; 1260 return 0;
1474 y = op->y; 1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1475 1264
1476 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1477 */ 1266 */
1478 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1479 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1480 if (CAN_MERGE (op, tmp)) 1269 if (object::can_merge (op, tmp))
1481 { 1270 {
1482 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1483 remove_ob (tmp); 1272 tmp->destroy ();
1484 free_object (tmp);
1485 } 1273 }
1486 1274
1487 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1488 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1276 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1489 1277
1502 op->below = originator->below; 1290 op->below = originator->below;
1503 1291
1504 if (op->below) 1292 if (op->below)
1505 op->below->above = op; 1293 op->below->above = op;
1506 else 1294 else
1507 SET_MAP_OB (op->map, op->x, op->y, op); 1295 ms.bot = op;
1508 1296
1509 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1510 originator->below = op; 1298 originator->below = op;
1511 } 1299 }
1512 else 1300 else
1513 { 1301 {
1302 top = ms.bot;
1303
1514 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1515 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1516 { 1306 {
1517 object *last = NULL; 1307 object *last = 0;
1518 1308
1519 /* 1309 /*
1520 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1521 * We've already dealt with merging if appropriate. 1311 * We've already dealt with merging if appropriate.
1522 * Generally, we want to put the new object on top. But if 1312 * Generally, we want to put the new object on top. But if
1526 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1527 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1528 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1529 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1530 */ 1320 */
1531 1321 for (top = ms.bot; top; top = top->above)
1532 while (top != NULL)
1533 { 1322 {
1534 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1535 floor = top; 1324 floor = top;
1536 1325
1537 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1540 top = top->below; 1329 top = top->below;
1541 break; 1330 break;
1542 } 1331 }
1543 1332
1544 last = top; 1333 last = top;
1545 top = top->above;
1546 } 1334 }
1547 1335
1548 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1549 top = last; 1337 top = last;
1550 1338
1552 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1553 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1554 */ 1342 */
1555 1343
1556 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1557 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1558 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1559 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1560 * stacking is a bit odd. 1348 * stacking is a bit odd.
1561 */ 1349 */
1562 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1563 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1564 { 1353 {
1565 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1566 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1567 break; 1356 break;
1357
1568 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1569 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1570 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1571 * set top to the object below us. 1361 * set top to the object below us.
1572 */ 1362 */
1573 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1574 top = last->below; 1364 top = last->below;
1575 } 1365 }
1576 } /* If objects on this space */ 1366 } /* If objects on this space */
1577
1578 if (flag & INS_MAP_LOAD) 1367 if (flag & INS_MAP_LOAD)
1579 top = GET_MAP_TOP (op->map, op->x, op->y); 1368 top = ms.top;
1580 1369
1581 if (flag & INS_ABOVE_FLOOR_ONLY) 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1582 top = floor; 1371 top = floor;
1583 1372
1584 /* Top is the object that our object (op) is going to get inserted above. 1373 /* Top is the object that our object (op) is going to get inserted above.
1585 */ 1374 */
1586 1375
1587 /* First object on this space */ 1376 /* First object on this space */
1588 if (!top) 1377 if (!top)
1589 { 1378 {
1590 op->above = GET_MAP_OB (op->map, op->x, op->y); 1379 op->above = ms.bot;
1591 1380
1592 if (op->above) 1381 if (op->above)
1593 op->above->below = op; 1382 op->above->below = op;
1594 1383
1595 op->below = NULL; 1384 op->below = 0;
1596 SET_MAP_OB (op->map, op->x, op->y, op); 1385 ms.bot = op;
1597 } 1386 }
1598 else 1387 else
1599 { /* get inserted into the stack above top */ 1388 { /* get inserted into the stack above top */
1600 op->above = top->above; 1389 op->above = top->above;
1601 1390
1604 1393
1605 op->below = top; 1394 op->below = top;
1606 top->above = op; 1395 top->above = op;
1607 } 1396 }
1608 1397
1609 if (op->above == NULL) 1398 if (!op->above)
1610 SET_MAP_TOP (op->map, op->x, op->y, op); 1399 ms.top = op;
1611 } /* else not INS_BELOW_ORIGINATOR */ 1400 } /* else not INS_BELOW_ORIGINATOR */
1612 1401
1613 if (op->type == PLAYER) 1402 if (op->type == PLAYER)
1403 {
1614 op->contr->do_los = 1; 1404 op->contr->do_los = 1;
1405 ++op->map->players;
1406 op->map->touch ();
1407 }
1615 1408
1616 /* If we have a floor, we know the player, if any, will be above 1409 op->map->dirty = true;
1617 * it, so save a few ticks and start from there. 1410
1618 */
1619 if (!(flag & INS_MAP_LOAD)) 1411 if (!(flag & INS_MAP_LOAD))
1620 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1412 if (object *pl = ms.player ())
1621 if (tmp->type == PLAYER) 1413 pl->contr->ns->floorbox_update ();
1622 tmp->contr->socket.update_look = 1;
1623 1414
1624 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1625 * visible to others on this map. But update_all_los is really 1416 * visible to others on this map. But update_all_los is really
1626 * an inefficient way to do this, as it means los for all players 1417 * an inefficient way to do this, as it means los for all players
1627 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1628 * be far away from this change and not affected in any way - 1419 * be far away from this change and not affected in any way -
1629 * this should get redone to only look for players within range, 1420 * this should get redone to only look for players within range,
1630 * or just updating the P_NEED_UPDATE for spaces within this area 1421 * or just updating the P_UPTODATE for spaces within this area
1631 * of effect may be sufficient. 1422 * of effect may be sufficient.
1632 */ 1423 */
1633 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1424 if (op->map->darkness && (op->glow_radius != 0))
1634 update_all_los (op->map, op->x, op->y); 1425 update_all_los (op->map, op->x, op->y);
1635 1426
1636 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1427 /* updates flags (blocked, alive, no magic, etc) for this map space */
1637 update_object (op, UP_OBJ_INSERT); 1428 update_object (op, UP_OBJ_INSERT);
1638 1429
1430 INVOKE_OBJECT (INSERT, op);
1431
1639 /* Don't know if moving this to the end will break anything. However, 1432 /* Don't know if moving this to the end will break anything. However,
1640 * we want to have update_look set above before calling this. 1433 * we want to have floorbox_update called before calling this.
1641 * 1434 *
1642 * check_move_on() must be after this because code called from 1435 * check_move_on() must be after this because code called from
1643 * check_move_on() depends on correct map flags (so functions like 1436 * check_move_on() depends on correct map flags (so functions like
1644 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1645 * update_object(). 1438 * update_object().
1646 */ 1439 */
1647 1440
1648 /* if this is not the head or flag has been passed, don't check walk on status */ 1441 /* if this is not the head or flag has been passed, don't check walk on status */
1649 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1650 { 1443 {
1651 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1652 return NULL; 1445 return 0;
1653 1446
1654 /* If we are a multi part object, lets work our way through the check 1447 /* If we are a multi part object, lets work our way through the check
1655 * walk on's. 1448 * walk on's.
1656 */ 1449 */
1657 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1658 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1659 return NULL; 1452 return 0;
1660 } 1453 }
1661 1454
1662 return op; 1455 return op;
1663} 1456}
1664 1457
1665/* this function inserts an object in the map, but if it 1458/* this function inserts an object in the map, but if it
1666 * finds an object of its own type, it'll remove that one first. 1459 * finds an object of its own type, it'll remove that one first.
1667 * op is the object to insert it under: supplies x and the map. 1460 * op is the object to insert it under: supplies x and the map.
1668 */ 1461 */
1669void 1462void
1670replace_insert_ob_in_map (const char *arch_string, object *op) 1463replace_insert_ob_in_map (const char *arch_string, object *op)
1671{ 1464{
1672 object *tmp;
1673 object *tmp1; 1465 object *tmp, *tmp1;
1674 1466
1675 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1676 1468
1677 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1678 {
1679 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1680 { 1471 tmp->destroy ();
1681 remove_ob (tmp);
1682 free_object (tmp);
1683 }
1684 }
1685 1472
1686 tmp1 = arch_to_object (find_archetype (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1687 1474
1688 tmp1->x = op->x; 1475 tmp1->x = op->x;
1689 tmp1->y = op->y; 1476 tmp1->y = op->y;
1690 insert_ob_in_map (tmp1, op->map, op, 0); 1477 insert_ob_in_map (tmp1, op->map, op, 0);
1478}
1479
1480object *
1481object::insert_at (object *where, object *originator, int flags)
1482{
1483 return where->map->insert (this, where->x, where->y, originator, flags);
1691} 1484}
1692 1485
1693/* 1486/*
1694 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1487 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1695 * is returned contains nr objects, and the remaining parts contains 1488 * is returned contains nr objects, and the remaining parts contains
1696 * the rest (or is removed and freed if that number is 0). 1489 * the rest (or is removed and freed if that number is 0).
1697 * On failure, NULL is returned, and the reason put into the 1490 * On failure, NULL is returned, and the reason put into the
1698 * global static errmsg array. 1491 * global static errmsg array.
1699 */ 1492 */
1700
1701object * 1493object *
1702get_split_ob (object *orig_ob, uint32 nr) 1494get_split_ob (object *orig_ob, uint32 nr)
1703{ 1495{
1704 object * 1496 object *newob;
1705 newob;
1706 int
1707 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1497 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1708 1498
1709 if (orig_ob->nrof < nr) 1499 if (orig_ob->nrof < nr)
1710 { 1500 {
1711 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1501 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1712 return NULL; 1502 return NULL;
1713 } 1503 }
1504
1714 newob = object_create_clone (orig_ob); 1505 newob = object_create_clone (orig_ob);
1506
1715 if ((orig_ob->nrof -= nr) < 1) 1507 if ((orig_ob->nrof -= nr) < 1)
1716 { 1508 orig_ob->destroy (1);
1717 if (!is_removed)
1718 remove_ob (orig_ob);
1719 free_object2 (orig_ob, 1);
1720 }
1721 else if (!is_removed) 1509 else if (!is_removed)
1722 { 1510 {
1723 if (orig_ob->env != NULL) 1511 if (orig_ob->env != NULL)
1724 sub_weight (orig_ob->env, orig_ob->weight * nr); 1512 sub_weight (orig_ob->env, orig_ob->weight * nr);
1725 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1513 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1727 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1515 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1728 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1516 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1729 return NULL; 1517 return NULL;
1730 } 1518 }
1731 } 1519 }
1520
1732 newob->nrof = nr; 1521 newob->nrof = nr;
1733 1522
1734 return newob; 1523 return newob;
1735} 1524}
1736 1525
1739 * the amount of an object. If the amount reaches 0, the object 1528 * the amount of an object. If the amount reaches 0, the object
1740 * is subsequently removed and freed. 1529 * is subsequently removed and freed.
1741 * 1530 *
1742 * Return value: 'op' if something is left, NULL if the amount reached 0 1531 * Return value: 'op' if something is left, NULL if the amount reached 0
1743 */ 1532 */
1744
1745object * 1533object *
1746decrease_ob_nr (object *op, uint32 i) 1534decrease_ob_nr (object *op, uint32 i)
1747{ 1535{
1748 object * 1536 object *tmp;
1749 tmp;
1750 player *
1751 pl;
1752 1537
1753 if (i == 0) /* objects with op->nrof require this check */ 1538 if (i == 0) /* objects with op->nrof require this check */
1754 return op; 1539 return op;
1755 1540
1756 if (i > op->nrof) 1541 if (i > op->nrof)
1757 i = op->nrof; 1542 i = op->nrof;
1758 1543
1759 if (QUERY_FLAG (op, FLAG_REMOVED)) 1544 if (QUERY_FLAG (op, FLAG_REMOVED))
1760 {
1761 op->nrof -= i; 1545 op->nrof -= i;
1762 }
1763 else if (op->env != NULL) 1546 else if (op->env)
1764 { 1547 {
1765 /* is this object in the players inventory, or sub container 1548 /* is this object in the players inventory, or sub container
1766 * therein? 1549 * therein?
1767 */ 1550 */
1768 tmp = is_player_inv (op->env); 1551 tmp = op->in_player ();
1769 /* nope. Is this a container the player has opened? 1552 /* nope. Is this a container the player has opened?
1770 * If so, set tmp to that player. 1553 * If so, set tmp to that player.
1771 * IMO, searching through all the players will mostly 1554 * IMO, searching through all the players will mostly
1772 * likely be quicker than following op->env to the map, 1555 * likely be quicker than following op->env to the map,
1773 * and then searching the map for a player. 1556 * and then searching the map for a player.
1774 */ 1557 */
1775 if (!tmp) 1558 if (!tmp)
1776 { 1559 for_all_players (pl)
1777 for (pl = first_player; pl; pl = pl->next)
1778 if (pl->ob->container == op->env) 1560 if (pl->ob->container == op->env)
1561 {
1562 tmp = pl->ob;
1779 break; 1563 break;
1780 if (pl)
1781 tmp = pl->ob;
1782 else
1783 tmp = NULL;
1784 } 1564 }
1785 1565
1786 if (i < op->nrof) 1566 if (i < op->nrof)
1787 { 1567 {
1788 sub_weight (op->env, op->weight * i); 1568 sub_weight (op->env, op->weight * i);
1789 op->nrof -= i; 1569 op->nrof -= i;
1790 if (tmp) 1570 if (tmp)
1791 {
1792 esrv_send_item (tmp, op); 1571 esrv_send_item (tmp, op);
1793 }
1794 } 1572 }
1795 else 1573 else
1796 { 1574 {
1797 remove_ob (op); 1575 op->remove ();
1798 op->nrof = 0; 1576 op->nrof = 0;
1799 if (tmp) 1577 if (tmp)
1800 {
1801 esrv_del_item (tmp->contr, op->count); 1578 esrv_del_item (tmp->contr, op->count);
1802 }
1803 } 1579 }
1804 } 1580 }
1805 else 1581 else
1806 { 1582 {
1807 object *
1808 above = op->above; 1583 object *above = op->above;
1809 1584
1810 if (i < op->nrof) 1585 if (i < op->nrof)
1811 {
1812 op->nrof -= i; 1586 op->nrof -= i;
1813 }
1814 else 1587 else
1815 { 1588 {
1816 remove_ob (op); 1589 op->remove ();
1817 op->nrof = 0; 1590 op->nrof = 0;
1818 } 1591 }
1592
1819 /* Since we just removed op, op->above is null */ 1593 /* Since we just removed op, op->above is null */
1820 for (tmp = above; tmp != NULL; tmp = tmp->above) 1594 for (tmp = above; tmp; tmp = tmp->above)
1821 if (tmp->type == PLAYER) 1595 if (tmp->type == PLAYER)
1822 { 1596 {
1823 if (op->nrof) 1597 if (op->nrof)
1824 esrv_send_item (tmp, op); 1598 esrv_send_item (tmp, op);
1825 else 1599 else
1826 esrv_del_item (tmp->contr, op->count); 1600 esrv_del_item (tmp->contr, op->count);
1827 } 1601 }
1828 } 1602 }
1829 1603
1830 if (op->nrof) 1604 if (op->nrof)
1831 {
1832 return op; 1605 return op;
1833 }
1834 else 1606 else
1835 { 1607 {
1836 free_object (op); 1608 op->destroy ();
1837 return NULL; 1609 return 0;
1838 } 1610 }
1839} 1611}
1840 1612
1841/* 1613/*
1842 * add_weight(object, weight) adds the specified weight to an object, 1614 * add_weight(object, weight) adds the specified weight to an object,
1843 * and also updates how much the environment(s) is/are carrying. 1615 * and also updates how much the environment(s) is/are carrying.
1844 */ 1616 */
1845
1846void 1617void
1847add_weight (object *op, signed long weight) 1618add_weight (object *op, signed long weight)
1848{ 1619{
1849 while (op != NULL) 1620 while (op != NULL)
1850 { 1621 {
1851 if (op->type == CONTAINER) 1622 if (op->type == CONTAINER)
1852 {
1853 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1623 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1854 } 1624
1855 op->carrying += weight; 1625 op->carrying += weight;
1856 op = op->env; 1626 op = op->env;
1857 } 1627 }
1858} 1628}
1859 1629
1630object *
1631insert_ob_in_ob (object *op, object *where)
1632{
1633 if (!where)
1634 {
1635 char *dump = dump_object (op);
1636 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1637 free (dump);
1638 return op;
1639 }
1640
1641 if (where->head_ () != where)
1642 {
1643 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1644 where = where->head;
1645 }
1646
1647 return where->insert (op);
1648}
1649
1860/* 1650/*
1861 * insert_ob_in_ob(op,environment): 1651 * env->insert (op)
1862 * This function inserts the object op in the linked list 1652 * This function inserts the object op in the linked list
1863 * inside the object environment. 1653 * inside the object environment.
1864 * 1654 *
1865 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1866 * the inventory at the last position or next to other objects of the same
1867 * type.
1868 * Frank: Now sorted by type, archetype and magic!
1869 *
1870 * The function returns now pointer to inserted item, and return value can 1655 * The function returns now pointer to inserted item, and return value can
1871 * be != op, if items are merged. -Tero 1656 * be != op, if items are merged. -Tero
1872 */ 1657 */
1873
1874object * 1658object *
1875insert_ob_in_ob (object *op, object *where) 1659object::insert (object *op)
1876{ 1660{
1877 object *
1878 tmp, *
1879 otmp;
1880
1881 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1661 if (!QUERY_FLAG (op, FLAG_REMOVED))
1882 { 1662 op->remove ();
1883 dump_object (op); 1663
1884 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where == NULL)
1888 {
1889 dump_object (op);
1890 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1891 return op;
1892 }
1893 if (where->head)
1894 {
1895 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1896 where = where->head;
1897 }
1898 if (op->more) 1664 if (op->more)
1899 { 1665 {
1900 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1666 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1901 return op; 1667 return op;
1902 } 1668 }
1669
1903 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1670 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1904 CLEAR_FLAG (op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1672
1905 if (op->nrof) 1673 if (op->nrof)
1906 { 1674 {
1907 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1675 for (object *tmp = inv; tmp; tmp = tmp->below)
1908 if (CAN_MERGE (tmp, op)) 1676 if (object::can_merge (tmp, op))
1909 { 1677 {
1910 /* return the original object and remove inserted object 1678 /* return the original object and remove inserted object
1911 (client needs the original object) */ 1679 (client needs the original object) */
1912 tmp->nrof += op->nrof; 1680 tmp->nrof += op->nrof;
1913 /* Weight handling gets pretty funky. Since we are adding to 1681 /* Weight handling gets pretty funky. Since we are adding to
1914 * tmp->nrof, we need to increase the weight. 1682 * tmp->nrof, we need to increase the weight.
1915 */ 1683 */
1916 add_weight (where, op->weight * op->nrof); 1684 add_weight (this, op->weight * op->nrof);
1917 SET_FLAG (op, FLAG_REMOVED); 1685 SET_FLAG (op, FLAG_REMOVED);
1918 free_object (op); /* free the inserted object */ 1686 op->destroy (); /* free the inserted object */
1919 op = tmp; 1687 op = tmp;
1920 remove_ob (op); /* and fix old object's links */ 1688 op->remove (); /* and fix old object's links */
1921 CLEAR_FLAG (op, FLAG_REMOVED); 1689 CLEAR_FLAG (op, FLAG_REMOVED);
1922 break; 1690 break;
1923 } 1691 }
1924 1692
1925 /* I assume combined objects have no inventory 1693 /* I assume combined objects have no inventory
1926 * We add the weight - this object could have just been removed 1694 * We add the weight - this object could have just been removed
1927 * (if it was possible to merge). calling remove_ob will subtract 1695 * (if it was possible to merge). calling remove_ob will subtract
1928 * the weight, so we need to add it in again, since we actually do 1696 * the weight, so we need to add it in again, since we actually do
1929 * the linking below 1697 * the linking below
1930 */ 1698 */
1931 add_weight (where, op->weight * op->nrof); 1699 add_weight (this, op->weight * op->nrof);
1932 } 1700 }
1933 else 1701 else
1934 add_weight (where, (op->weight + op->carrying)); 1702 add_weight (this, (op->weight + op->carrying));
1935 1703
1936 otmp = is_player_inv (where); 1704 if (object *otmp = this->in_player ())
1937 if (otmp && otmp->contr != NULL)
1938 {
1939 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1705 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1940 fix_player (otmp); 1706 otmp->update_stats ();
1941 }
1942 1707
1708 op->owner = 0; // its his/hers now. period.
1943 op->map = NULL; 1709 op->map = 0;
1944 op->env = where; 1710 op->env = this;
1945 op->above = NULL; 1711 op->above = 0;
1946 op->below = NULL; 1712 op->below = 0;
1947 op->x = 0, op->y = 0; 1713 op->x = op->y = 0;
1948 1714
1949 /* reset the light list and los of the players on the map */ 1715 /* reset the light list and los of the players on the map */
1950 if ((op->glow_radius != 0) && where->map) 1716 if (op->glow_radius && map)
1951 { 1717 {
1952#ifdef DEBUG_LIGHTS 1718#ifdef DEBUG_LIGHTS
1953 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1719 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1954#endif /* DEBUG_LIGHTS */ 1720#endif /* DEBUG_LIGHTS */
1955 if (MAP_DARKNESS (where->map)) 1721 if (map->darkness)
1956 update_all_los (where->map, where->x, where->y); 1722 update_all_los (map, x, y);
1957 } 1723 }
1958 1724
1959 /* Client has no idea of ordering so lets not bother ordering it here. 1725 /* Client has no idea of ordering so lets not bother ordering it here.
1960 * It sure simplifies this function... 1726 * It sure simplifies this function...
1961 */ 1727 */
1962 if (where->inv == NULL) 1728 if (!inv)
1963 where->inv = op; 1729 inv = op;
1964 else 1730 else
1965 { 1731 {
1966 op->below = where->inv; 1732 op->below = inv;
1967 op->below->above = op; 1733 op->below->above = op;
1968 where->inv = op; 1734 inv = op;
1969 } 1735 }
1736
1737 INVOKE_OBJECT (INSERT, this);
1738
1970 return op; 1739 return op;
1971} 1740}
1972 1741
1973/* 1742/*
1974 * Checks if any objects has a move_type that matches objects 1743 * Checks if any objects has a move_type that matches objects
1988 * 1757 *
1989 * MSW 2001-07-08: Check all objects on space, not just those below 1758 * MSW 2001-07-08: Check all objects on space, not just those below
1990 * object being inserted. insert_ob_in_map may not put new objects 1759 * object being inserted. insert_ob_in_map may not put new objects
1991 * on top. 1760 * on top.
1992 */ 1761 */
1993
1994int 1762int
1995check_move_on (object *op, object *originator) 1763check_move_on (object *op, object *originator)
1996{ 1764{
1997 object *tmp; 1765 object *tmp;
1998 tag_t tag;
1999 mapstruct *m = op->map; 1766 maptile *m = op->map;
2000 int x = op->x, y = op->y; 1767 int x = op->x, y = op->y;
2001 1768
2002 MoveType move_on, move_slow, move_block; 1769 MoveType move_on, move_slow, move_block;
2003 1770
2004 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1771 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2005 return 0; 1772 return 0;
2006
2007 tag = op->count;
2008 1773
2009 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2010 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2011 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2012 1777
2028 1793
2029 /* The objects have to be checked from top to bottom. 1794 /* The objects have to be checked from top to bottom.
2030 * Hence, we first go to the top: 1795 * Hence, we first go to the top:
2031 */ 1796 */
2032 1797
2033 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1798 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2034 { 1799 {
2035 /* Trim the search when we find the first other spell effect 1800 /* Trim the search when we find the first other spell effect
2036 * this helps performance so that if a space has 50 spell objects, 1801 * this helps performance so that if a space has 50 spell objects,
2037 * we don't need to check all of them. 1802 * we don't need to check all of them.
2038 */ 1803 */
2055 { 1820 {
2056 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1821 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2057 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1822 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2058 { 1823 {
2059 1824
1825 float
2060 float diff = tmp->move_slow_penalty * FABS (op->speed); 1826 diff = tmp->move_slow_penalty * fabs (op->speed);
2061 1827
2062 if (op->type == PLAYER) 1828 if (op->type == PLAYER)
2063 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1829 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2064 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1830 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2065 diff /= 4.0; 1831 diff /= 4.0;
2072 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1838 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2073 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1839 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2074 { 1840 {
2075 move_apply (tmp, op, originator); 1841 move_apply (tmp, op, originator);
2076 1842
2077 if (was_destroyed (op, tag)) 1843 if (op->destroyed ())
2078 return 1; 1844 return 1;
2079 1845
2080 /* what the person/creature stepped onto has moved the object 1846 /* what the person/creature stepped onto has moved the object
2081 * someplace new. Don't process any further - if we did, 1847 * someplace new. Don't process any further - if we did,
2082 * have a feeling strange problems would result. 1848 * have a feeling strange problems would result.
2092/* 1858/*
2093 * present_arch(arch, map, x, y) searches for any objects with 1859 * present_arch(arch, map, x, y) searches for any objects with
2094 * a matching archetype at the given map and coordinates. 1860 * a matching archetype at the given map and coordinates.
2095 * The first matching object is returned, or NULL if none. 1861 * The first matching object is returned, or NULL if none.
2096 */ 1862 */
2097
2098object * 1863object *
2099present_arch (const archetype *at, mapstruct *m, int x, int y) 1864present_arch (const archetype *at, maptile *m, int x, int y)
2100{ 1865{
2101 object *
2102 tmp;
2103
2104 if (m == NULL || out_of_map (m, x, y)) 1866 if (!m || out_of_map (m, x, y))
2105 { 1867 {
2106 LOG (llevError, "Present_arch called outside map.\n"); 1868 LOG (llevError, "Present_arch called outside map.\n");
2107 return NULL; 1869 return NULL;
2108 } 1870 }
2109 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1871
1872 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2110 if (tmp->arch == at) 1873 if (tmp->arch == at)
2111 return tmp; 1874 return tmp;
1875
2112 return NULL; 1876 return NULL;
2113} 1877}
2114 1878
2115/* 1879/*
2116 * present(type, map, x, y) searches for any objects with 1880 * present(type, map, x, y) searches for any objects with
2117 * a matching type variable at the given map and coordinates. 1881 * a matching type variable at the given map and coordinates.
2118 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
2119 */ 1883 */
2120
2121object * 1884object *
2122present (unsigned char type, mapstruct *m, int x, int y) 1885present (unsigned char type, maptile *m, int x, int y)
2123{ 1886{
2124 object *
2125 tmp;
2126
2127 if (out_of_map (m, x, y)) 1887 if (out_of_map (m, x, y))
2128 { 1888 {
2129 LOG (llevError, "Present called outside map.\n"); 1889 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1890 return NULL;
2131 } 1891 }
2132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1892
1893 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2133 if (tmp->type == type) 1894 if (tmp->type == type)
2134 return tmp; 1895 return tmp;
1896
2135 return NULL; 1897 return NULL;
2136} 1898}
2137 1899
2138/* 1900/*
2139 * present_in_ob(type, object) searches for any objects with 1901 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1902 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1903 * The first matching object is returned, or NULL if none.
2142 */ 1904 */
2143
2144object * 1905object *
2145present_in_ob (unsigned char type, const object *op) 1906present_in_ob (unsigned char type, const object *op)
2146{ 1907{
2147 object *
2148 tmp;
2149
2150 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2151 if (tmp->type == type) 1909 if (tmp->type == type)
2152 return tmp; 1910 return tmp;
1911
2153 return NULL; 1912 return NULL;
2154} 1913}
2155 1914
2156/* 1915/*
2157 * present_in_ob (type, str, object) searches for any objects with 1916 * present_in_ob (type, str, object) searches for any objects with
2165 * str is the string to match against. Note that we match against 1924 * str is the string to match against. Note that we match against
2166 * the object name, not the archetype name. this is so that the 1925 * the object name, not the archetype name. this is so that the
2167 * spell code can use one object type (force), but change it's name 1926 * spell code can use one object type (force), but change it's name
2168 * to be unique. 1927 * to be unique.
2169 */ 1928 */
2170
2171object * 1929object *
2172present_in_ob_by_name (int type, const char *str, const object *op) 1930present_in_ob_by_name (int type, const char *str, const object *op)
2173{ 1931{
2174 object *
2175 tmp;
2176
2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2178 {
2179 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1933 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2180 return tmp; 1934 return tmp;
2181 } 1935
2182 return NULL; 1936 return 0;
2183} 1937}
2184 1938
2185/* 1939/*
2186 * present_arch_in_ob(archetype, object) searches for any objects with 1940 * present_arch_in_ob(archetype, object) searches for any objects with
2187 * a matching archetype in the inventory of the given object. 1941 * a matching archetype in the inventory of the given object.
2188 * The first matching object is returned, or NULL if none. 1942 * The first matching object is returned, or NULL if none.
2189 */ 1943 */
2190
2191object * 1944object *
2192present_arch_in_ob (const archetype *at, const object *op) 1945present_arch_in_ob (const archetype *at, const object *op)
2193{ 1946{
2194 object *
2195 tmp;
2196
2197 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1947 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2198 if (tmp->arch == at) 1948 if (tmp->arch == at)
2199 return tmp; 1949 return tmp;
1950
2200 return NULL; 1951 return NULL;
2201} 1952}
2202 1953
2203/* 1954/*
2204 * activate recursively a flag on an object inventory 1955 * activate recursively a flag on an object inventory
2205 */ 1956 */
2206void 1957void
2207flag_inv (object *op, int flag) 1958flag_inv (object *op, int flag)
2208{ 1959{
2209 object *
2210 tmp;
2211
2212 if (op->inv) 1960 if (op->inv)
2213 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1961 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2214 { 1962 {
2215 SET_FLAG (tmp, flag); 1963 SET_FLAG (tmp, flag);
2216 flag_inv (tmp, flag); 1964 flag_inv (tmp, flag);
2217 } 1965 }
2218} /* 1966}
1967
1968/*
2219 * desactivate recursively a flag on an object inventory 1969 * deactivate recursively a flag on an object inventory
2220 */ 1970 */
2221void 1971void
2222unflag_inv (object *op, int flag) 1972unflag_inv (object *op, int flag)
2223{ 1973{
2224 object *
2225 tmp;
2226
2227 if (op->inv) 1974 if (op->inv)
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1975 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2229 { 1976 {
2230 CLEAR_FLAG (tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
2231 unflag_inv (tmp, flag); 1978 unflag_inv (tmp, flag);
2232 } 1979 }
2233}
2234
2235/*
2236 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2237 * all it's inventory (recursively).
2238 * If checksums are used, a player will get set_cheat called for
2239 * him/her-self and all object carried by a call to this function.
2240 */
2241
2242void
2243set_cheat (object *op)
2244{
2245 SET_FLAG (op, FLAG_WAS_WIZ);
2246 flag_inv (op, FLAG_WAS_WIZ);
2247} 1980}
2248 1981
2249/* 1982/*
2250 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * find_free_spot(object, map, x, y, start, stop) will search for
2251 * a spot at the given map and coordinates which will be able to contain 1984 * a spot at the given map and coordinates which will be able to contain
2265 * because arch_blocked (now ob_blocked) needs to know the movement type 1998 * because arch_blocked (now ob_blocked) needs to know the movement type
2266 * to know if the space in question will block the object. We can't use 1999 * to know if the space in question will block the object. We can't use
2267 * the archetype because that isn't correct if the monster has been 2000 * the archetype because that isn't correct if the monster has been
2268 * customized, changed states, etc. 2001 * customized, changed states, etc.
2269 */ 2002 */
2270
2271int 2003int
2272find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2273{ 2005{
2274 int
2275 i,
2276 index = 0, flag; 2006 int index = 0, flag;
2277 static int
2278 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2279 2008
2280 for (i = start; i < stop; i++) 2009 for (int i = start; i < stop; i++)
2281 { 2010 {
2282 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2283 if (!flag) 2012 if (!flag)
2284 altern[index++] = i; 2013 altern [index++] = i;
2285 2014
2286 /* Basically, if we find a wall on a space, we cut down the search size. 2015 /* Basically, if we find a wall on a space, we cut down the search size.
2287 * In this way, we won't return spaces that are on another side of a wall. 2016 * In this way, we won't return spaces that are on another side of a wall.
2288 * This mostly work, but it cuts down the search size in all directions - 2017 * This mostly work, but it cuts down the search size in all directions -
2289 * if the space being examined only has a wall to the north and empty 2018 * if the space being examined only has a wall to the north and empty
2290 * spaces in all the other directions, this will reduce the search space 2019 * spaces in all the other directions, this will reduce the search space
2291 * to only the spaces immediately surrounding the target area, and 2020 * to only the spaces immediately surrounding the target area, and
2292 * won't look 2 spaces south of the target space. 2021 * won't look 2 spaces south of the target space.
2293 */ 2022 */
2294 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2295 stop = maxfree[i]; 2024 stop = maxfree[i];
2296 } 2025 }
2026
2297 if (!index) 2027 if (!index)
2298 return -1; 2028 return -1;
2029
2299 return altern[RANDOM () % index]; 2030 return altern [rndm (index)];
2300} 2031}
2301 2032
2302/* 2033/*
2303 * find_first_free_spot(archetype, mapstruct, x, y) works like 2034 * find_first_free_spot(archetype, maptile, x, y) works like
2304 * find_free_spot(), but it will search max number of squares. 2035 * find_free_spot(), but it will search max number of squares.
2305 * But it will return the first available spot, not a random choice. 2036 * But it will return the first available spot, not a random choice.
2306 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2037 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2307 */ 2038 */
2308
2309int 2039int
2310find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2040find_first_free_spot (const object *ob, maptile *m, int x, int y)
2311{ 2041{
2312 int
2313 i;
2314
2315 for (i = 0; i < SIZEOFFREE; i++) 2042 for (int i = 0; i < SIZEOFFREE; i++)
2316 {
2317 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2318 return i; 2044 return i;
2319 } 2045
2320 return -1; 2046 return -1;
2321} 2047}
2322 2048
2323/* 2049/*
2324 * The function permute(arr, begin, end) randomly reorders the array 2050 * The function permute(arr, begin, end) randomly reorders the array
2325 * arr[begin..end-1]. 2051 * arr[begin..end-1].
2052 * now uses a fisher-yates shuffle, old permute was broken
2326 */ 2053 */
2327static void 2054static void
2328permute (int *arr, int begin, int end) 2055permute (int *arr, int begin, int end)
2329{ 2056{
2330 int 2057 arr += begin;
2331 i,
2332 j,
2333 tmp,
2334 len;
2335
2336 len = end - begin; 2058 end -= begin;
2337 for (i = begin; i < end; i++)
2338 {
2339 j = begin + RANDOM () % len;
2340 2059
2341 tmp = arr[i]; 2060 while (--end)
2342 arr[i] = arr[j]; 2061 swap (arr [end], arr [rndm (end + 1)]);
2343 arr[j] = tmp;
2344 }
2345} 2062}
2346 2063
2347/* new function to make monster searching more efficient, and effective! 2064/* new function to make monster searching more efficient, and effective!
2348 * This basically returns a randomized array (in the passed pointer) of 2065 * This basically returns a randomized array (in the passed pointer) of
2349 * the spaces to find monsters. In this way, it won't always look for 2066 * the spaces to find monsters. In this way, it won't always look for
2352 * the 3x3 area will be searched, just not in a predictable order. 2069 * the 3x3 area will be searched, just not in a predictable order.
2353 */ 2070 */
2354void 2071void
2355get_search_arr (int *search_arr) 2072get_search_arr (int *search_arr)
2356{ 2073{
2357 int 2074 int i;
2358 i;
2359 2075
2360 for (i = 0; i < SIZEOFFREE; i++) 2076 for (i = 0; i < SIZEOFFREE; i++)
2361 {
2362 search_arr[i] = i; 2077 search_arr[i] = i;
2363 }
2364 2078
2365 permute (search_arr, 1, SIZEOFFREE1 + 1); 2079 permute (search_arr, 1, SIZEOFFREE1 + 1);
2366 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2080 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2367 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2081 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2368} 2082}
2377 * Perhaps incorrectly, but I'm making the assumption that exclude 2091 * Perhaps incorrectly, but I'm making the assumption that exclude
2378 * is actually want is going to try and move there. We need this info 2092 * is actually want is going to try and move there. We need this info
2379 * because we have to know what movement the thing looking to move 2093 * because we have to know what movement the thing looking to move
2380 * there is capable of. 2094 * there is capable of.
2381 */ 2095 */
2382
2383int 2096int
2384find_dir (mapstruct *m, int x, int y, object *exclude) 2097find_dir (maptile *m, int x, int y, object *exclude)
2385{ 2098{
2386 int
2387 i,
2388 max = SIZEOFFREE, mflags; 2099 int i, max = SIZEOFFREE, mflags;
2389 sint16 2100
2390 nx, 2101 sint16 nx, ny;
2391 ny;
2392 object * 2102 object *tmp;
2393 tmp; 2103 maptile *mp;
2394 mapstruct *
2395 mp;
2396 MoveType
2397 blocked,
2398 move_type;
2399 2104
2105 MoveType blocked, move_type;
2106
2400 if (exclude && exclude->head) 2107 if (exclude && exclude->head_ () != exclude)
2401 { 2108 {
2402 exclude = exclude->head; 2109 exclude = exclude->head;
2403 move_type = exclude->move_type; 2110 move_type = exclude->move_type;
2404 } 2111 }
2405 else 2112 else
2413 mp = m; 2120 mp = m;
2414 nx = x + freearr_x[i]; 2121 nx = x + freearr_x[i];
2415 ny = y + freearr_y[i]; 2122 ny = y + freearr_y[i];
2416 2123
2417 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2124 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2125
2418 if (mflags & P_OUT_OF_MAP) 2126 if (mflags & P_OUT_OF_MAP)
2419 {
2420 max = maxfree[i]; 2127 max = maxfree[i];
2421 }
2422 else 2128 else
2423 { 2129 {
2424 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2130 mapspace &ms = mp->at (nx, ny);
2131
2132 blocked = ms.move_block;
2425 2133
2426 if ((move_type & blocked) == move_type) 2134 if ((move_type & blocked) == move_type)
2427 {
2428 max = maxfree[i]; 2135 max = maxfree[i];
2429 }
2430 else if (mflags & P_IS_ALIVE) 2136 else if (mflags & P_IS_ALIVE)
2431 { 2137 {
2432 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2138 for (tmp = ms.bot; tmp; tmp = tmp->above)
2433 { 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2434 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2435 {
2436 break; 2141 break;
2437 } 2142
2438 }
2439 if (tmp) 2143 if (tmp)
2440 {
2441 return freedir[i]; 2144 return freedir[i];
2442 }
2443 } 2145 }
2444 } 2146 }
2445 } 2147 }
2148
2446 return 0; 2149 return 0;
2447} 2150}
2448 2151
2449/* 2152/*
2450 * distance(object 1, object 2) will return the square of the 2153 * distance(object 1, object 2) will return the square of the
2451 * distance between the two given objects. 2154 * distance between the two given objects.
2452 */ 2155 */
2453
2454int 2156int
2455distance (const object *ob1, const object *ob2) 2157distance (const object *ob1, const object *ob2)
2456{ 2158{
2457 int
2458 i;
2459
2460 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2159 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2461 return i;
2462} 2160}
2463 2161
2464/* 2162/*
2465 * find_dir_2(delta-x,delta-y) will return a direction in which 2163 * find_dir_2(delta-x,delta-y) will return a direction in which
2466 * an object which has subtracted the x and y coordinates of another 2164 * an object which has subtracted the x and y coordinates of another
2467 * object, needs to travel toward it. 2165 * object, needs to travel toward it.
2468 */ 2166 */
2469
2470int 2167int
2471find_dir_2 (int x, int y) 2168find_dir_2 (int x, int y)
2472{ 2169{
2473 int 2170 int q;
2474 q;
2475 2171
2476 if (y) 2172 if (y)
2477 q = x * 100 / y; 2173 q = x * 100 / y;
2478 else if (x) 2174 else if (x)
2479 q = -300 * x; 2175 q = -300 * x;
2504 2200
2505 return 3; 2201 return 3;
2506} 2202}
2507 2203
2508/* 2204/*
2509 * absdir(int): Returns a number between 1 and 8, which represent
2510 * the "absolute" direction of a number (it actually takes care of
2511 * "overflow" in previous calculations of a direction).
2512 */
2513
2514int
2515absdir (int d)
2516{
2517 while (d < 1)
2518 d += 8;
2519 while (d > 8)
2520 d -= 8;
2521 return d;
2522}
2523
2524/*
2525 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2205 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2526 * between two directions (which are expected to be absolute (see absdir()) 2206 * between two directions (which are expected to be absolute (see absdir())
2527 */ 2207 */
2528
2529int 2208int
2530dirdiff (int dir1, int dir2) 2209dirdiff (int dir1, int dir2)
2531{ 2210{
2532 int 2211 int d;
2533 d;
2534 2212
2535 d = abs (dir1 - dir2); 2213 d = abs (dir1 - dir2);
2536 if (d > 4) 2214 if (d > 4)
2537 d = 8 - d; 2215 d = 8 - d;
2216
2538 return d; 2217 return d;
2539} 2218}
2540 2219
2541/* peterm: 2220/* peterm:
2542 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2221 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2545 * This basically means that if direction is 15, then it could either go 2224 * This basically means that if direction is 15, then it could either go
2546 * direction 4, 14, or 16 to get back to where we are. 2225 * direction 4, 14, or 16 to get back to where we are.
2547 * Moved from spell_util.c to object.c with the other related direction 2226 * Moved from spell_util.c to object.c with the other related direction
2548 * functions. 2227 * functions.
2549 */ 2228 */
2550
2551int
2552 reduction_dir[SIZEOFFREE][3] = { 2229int reduction_dir[SIZEOFFREE][3] = {
2553 {0, 0, 0}, /* 0 */ 2230 {0, 0, 0}, /* 0 */
2554 {0, 0, 0}, /* 1 */ 2231 {0, 0, 0}, /* 1 */
2555 {0, 0, 0}, /* 2 */ 2232 {0, 0, 0}, /* 2 */
2556 {0, 0, 0}, /* 3 */ 2233 {0, 0, 0}, /* 3 */
2557 {0, 0, 0}, /* 4 */ 2234 {0, 0, 0}, /* 4 */
2605 * find a path to that monster that we found. If not, 2282 * find a path to that monster that we found. If not,
2606 * we don't bother going toward it. Returns 1 if we 2283 * we don't bother going toward it. Returns 1 if we
2607 * can see a direct way to get it 2284 * can see a direct way to get it
2608 * Modified to be map tile aware -.MSW 2285 * Modified to be map tile aware -.MSW
2609 */ 2286 */
2610
2611
2612int 2287int
2613can_see_monsterP (mapstruct *m, int x, int y, int dir) 2288can_see_monsterP (maptile *m, int x, int y, int dir)
2614{ 2289{
2615 sint16 2290 sint16 dx, dy;
2616 dx,
2617 dy;
2618 int
2619 mflags; 2291 int mflags;
2620 2292
2621 if (dir < 0) 2293 if (dir < 0)
2622 return 0; /* exit condition: invalid direction */ 2294 return 0; /* exit condition: invalid direction */
2623 2295
2624 dx = x + freearr_x[dir]; 2296 dx = x + freearr_x[dir];
2637 return 0; 2309 return 0;
2638 2310
2639 /* yes, can see. */ 2311 /* yes, can see. */
2640 if (dir < 9) 2312 if (dir < 9)
2641 return 1; 2313 return 1;
2314
2642 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2315 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2643 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2316 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2317 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2644} 2318}
2645
2646
2647 2319
2648/* 2320/*
2649 * can_pick(picker, item): finds out if an object is possible to be 2321 * can_pick(picker, item): finds out if an object is possible to be
2650 * picked up by the picker. Returnes 1 if it can be 2322 * picked up by the picker. Returnes 1 if it can be
2651 * picked up, otherwise 0. 2323 * picked up, otherwise 0.
2653 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2325 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2654 * core dumps if they do. 2326 * core dumps if they do.
2655 * 2327 *
2656 * Add a check so we can't pick up invisible objects (0.93.8) 2328 * Add a check so we can't pick up invisible objects (0.93.8)
2657 */ 2329 */
2658
2659int 2330int
2660can_pick (const object *who, const object *item) 2331can_pick (const object *who, const object *item)
2661{ 2332{
2662 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2333 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2663 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2334 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2664 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2335 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2665} 2336}
2666 2337
2667
2668/* 2338/*
2669 * create clone from object to another 2339 * create clone from object to another
2670 */ 2340 */
2671object * 2341object *
2672object_create_clone (object *asrc) 2342object_create_clone (object *asrc)
2673{ 2343{
2674 object *
2675 dst = NULL, *tmp, *src, *part, *prev, *item; 2344 object *dst = 0, *tmp, *src, *prev, *item;
2676 2345
2677 if (!asrc) 2346 if (!asrc)
2678 return NULL; 2347 return 0;
2679 src = asrc; 2348
2680 if (src->head)
2681 src = src->head; 2349 src = asrc->head_ ();
2682 2350
2683 prev = NULL; 2351 prev = 0;
2684 for (part = src; part; part = part->more) 2352 for (object *part = src; part; part = part->more)
2685 { 2353 {
2686 tmp = get_object (); 2354 tmp = part->clone ();
2687 copy_object (part, tmp);
2688 tmp->x -= src->x; 2355 tmp->x -= src->x;
2689 tmp->y -= src->y; 2356 tmp->y -= src->y;
2357
2690 if (!part->head) 2358 if (!part->head)
2691 { 2359 {
2692 dst = tmp; 2360 dst = tmp;
2693 tmp->head = NULL; 2361 tmp->head = 0;
2694 } 2362 }
2695 else 2363 else
2696 {
2697 tmp->head = dst; 2364 tmp->head = dst;
2698 } 2365
2699 tmp->more = NULL; 2366 tmp->more = 0;
2367
2700 if (prev) 2368 if (prev)
2701 prev->more = tmp; 2369 prev->more = tmp;
2370
2702 prev = tmp; 2371 prev = tmp;
2703 } 2372 }
2704 2373
2705 /*** copy inventory ***/
2706 for (item = src->inv; item; item = item->below) 2374 for (item = src->inv; item; item = item->below)
2707 {
2708 (void) insert_ob_in_ob (object_create_clone (item), dst); 2375 insert_ob_in_ob (object_create_clone (item), dst);
2709 }
2710 2376
2711 return dst; 2377 return dst;
2712}
2713
2714/* return true if the object was destroyed, 0 otherwise */
2715int
2716was_destroyed (const object *op, tag_t old_tag)
2717{
2718 /* checking for FLAG_FREED isn't necessary, but makes this function more
2719 * robust */
2720 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2721}
2722
2723/* GROS - Creates an object using a string representing its content. */
2724
2725/* Basically, we save the content of the string to a temp file, then call */
2726
2727/* load_object on it. I admit it is a highly inefficient way to make things, */
2728
2729/* but it was simple to make and allows reusing the load_object function. */
2730
2731/* Remember not to use load_object_str in a time-critical situation. */
2732
2733/* Also remember that multiparts objects are not supported for now. */
2734
2735object *
2736load_object_str (const char *obstr)
2737{
2738 object *
2739 op;
2740 char
2741 filename[MAX_BUF];
2742
2743 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2744
2745 FILE *
2746 tempfile = fopen (filename, "w");
2747
2748 if (tempfile == NULL)
2749 {
2750 LOG (llevError, "Error - Unable to access load object temp file\n");
2751 return NULL;
2752 };
2753 fprintf (tempfile, obstr);
2754 fclose (tempfile);
2755
2756 op = get_object ();
2757
2758 object_thawer
2759 thawer (filename);
2760
2761 if (thawer)
2762 load_object (thawer, op, 0);
2763
2764 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2765 CLEAR_FLAG (op, FLAG_REMOVED);
2766
2767 return op;
2768} 2378}
2769 2379
2770/* This returns the first object in who's inventory that 2380/* This returns the first object in who's inventory that
2771 * has the same type and subtype match. 2381 * has the same type and subtype match.
2772 * returns NULL if no match. 2382 * returns NULL if no match.
2773 */ 2383 */
2774object * 2384object *
2775find_obj_by_type_subtype (const object *who, int type, int subtype) 2385find_obj_by_type_subtype (const object *who, int type, int subtype)
2776{ 2386{
2777 object *
2778 tmp;
2779
2780 for (tmp = who->inv; tmp; tmp = tmp->below) 2387 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2781 if (tmp->type == type && tmp->subtype == subtype) 2388 if (tmp->type == type && tmp->subtype == subtype)
2782 return tmp; 2389 return tmp;
2783 2390
2784 return NULL; 2391 return 0;
2785} 2392}
2786 2393
2787/* If ob has a field named key, return the link from the list, 2394/* If ob has a field named key, return the link from the list,
2788 * otherwise return NULL. 2395 * otherwise return NULL.
2789 * 2396 *
2791 * do the desired thing. 2398 * do the desired thing.
2792 */ 2399 */
2793key_value * 2400key_value *
2794get_ob_key_link (const object *ob, const char *key) 2401get_ob_key_link (const object *ob, const char *key)
2795{ 2402{
2796 key_value *
2797 link;
2798
2799 for (link = ob->key_values; link != NULL; link = link->next) 2403 for (key_value *link = ob->key_values; link; link = link->next)
2800 {
2801 if (link->key == key) 2404 if (link->key == key)
2802 {
2803 return link; 2405 return link;
2804 }
2805 }
2806 2406
2807 return NULL; 2407 return 0;
2808} 2408}
2809 2409
2810/* 2410/*
2811 * Returns the value of op has an extra_field for key, or NULL. 2411 * Returns the value of op has an extra_field for key, or NULL.
2812 * 2412 *
2815 * The returned string is shared. 2415 * The returned string is shared.
2816 */ 2416 */
2817const char * 2417const char *
2818get_ob_key_value (const object *op, const char *const key) 2418get_ob_key_value (const object *op, const char *const key)
2819{ 2419{
2820 key_value * 2420 key_value *link;
2821 link; 2421 shstr_cmp canonical_key (key);
2822 const char *
2823 canonical_key;
2824 2422
2825 canonical_key = shstr::find (key);
2826
2827 if (canonical_key == NULL) 2423 if (!canonical_key)
2828 { 2424 {
2829 /* 1. There being a field named key on any object 2425 /* 1. There being a field named key on any object
2830 * implies there'd be a shared string to find. 2426 * implies there'd be a shared string to find.
2831 * 2. Since there isn't, no object has this field. 2427 * 2. Since there isn't, no object has this field.
2832 * 3. Therefore, *this* object doesn't have this field. 2428 * 3. Therefore, *this* object doesn't have this field.
2833 */ 2429 */
2834 return NULL; 2430 return 0;
2835 } 2431 }
2836 2432
2837 /* This is copied from get_ob_key_link() above - 2433 /* This is copied from get_ob_key_link() above -
2838 * only 4 lines, and saves the function call overhead. 2434 * only 4 lines, and saves the function call overhead.
2839 */ 2435 */
2840 for (link = op->key_values; link != NULL; link = link->next) 2436 for (link = op->key_values; link; link = link->next)
2841 {
2842 if (link->key == canonical_key) 2437 if (link->key == canonical_key)
2843 {
2844 return link->value; 2438 return link->value;
2845 } 2439
2846 }
2847 return NULL; 2440 return 0;
2848} 2441}
2849
2850 2442
2851/* 2443/*
2852 * Updates the canonical_key in op to value. 2444 * Updates the canonical_key in op to value.
2853 * 2445 *
2854 * canonical_key is a shared string (value doesn't have to be). 2446 * canonical_key is a shared string (value doesn't have to be).
2859 * Returns TRUE on success. 2451 * Returns TRUE on success.
2860 */ 2452 */
2861int 2453int
2862set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2454set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2863{ 2455{
2864 key_value *
2865 field = NULL, *last = NULL; 2456 key_value *field = NULL, *last = NULL;
2866 2457
2867 for (field = op->key_values; field != NULL; field = field->next) 2458 for (field = op->key_values; field != NULL; field = field->next)
2868 { 2459 {
2869 if (field->key != canonical_key) 2460 if (field->key != canonical_key)
2870 { 2461 {
2879 /* Basically, if the archetype has this key set, 2470 /* Basically, if the archetype has this key set,
2880 * we need to store the null value so when we save 2471 * we need to store the null value so when we save
2881 * it, we save the empty value so that when we load, 2472 * it, we save the empty value so that when we load,
2882 * we get this value back again. 2473 * we get this value back again.
2883 */ 2474 */
2884 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2475 if (get_ob_key_link (op->arch, canonical_key))
2885 field->value = 0; 2476 field->value = 0;
2886 else 2477 else
2887 { 2478 {
2888 if (last) 2479 if (last)
2889 last->next = field->next; 2480 last->next = field->next;
2890 else 2481 else
2891 op->key_values = field->next; 2482 op->key_values = field->next;
2892 2483
2893 delete
2894 field; 2484 delete field;
2895 } 2485 }
2896 } 2486 }
2897 return TRUE; 2487 return TRUE;
2898 } 2488 }
2899 /* IF we get here, key doesn't exist */ 2489 /* IF we get here, key doesn't exist */
2900 2490
2901 /* No field, we'll have to add it. */ 2491 /* No field, we'll have to add it. */
2902 2492
2903 if (!add_key) 2493 if (!add_key)
2904 {
2905 return FALSE; 2494 return FALSE;
2906 } 2495
2907 /* There isn't any good reason to store a null 2496 /* There isn't any good reason to store a null
2908 * value in the key/value list. If the archetype has 2497 * value in the key/value list. If the archetype has
2909 * this key, then we should also have it, so shouldn't 2498 * this key, then we should also have it, so shouldn't
2910 * be here. If user wants to store empty strings, 2499 * be here. If user wants to store empty strings,
2911 * should pass in "" 2500 * should pass in ""
2934 * Returns TRUE on success. 2523 * Returns TRUE on success.
2935 */ 2524 */
2936int 2525int
2937set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2526set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2938{ 2527{
2939 shstr
2940 key_ (key); 2528 shstr key_ (key);
2941 2529
2942 return set_ob_key_value_s (op, key_, value, add_key); 2530 return set_ob_key_value_s (op, key_, value, add_key);
2943} 2531}
2532
2533object::depth_iterator::depth_iterator (object *container)
2534: iterator_base (container)
2535{
2536 while (item->inv)
2537 item = item->inv;
2538}
2539
2540void
2541object::depth_iterator::next ()
2542{
2543 if (item->below)
2544 {
2545 item = item->below;
2546
2547 while (item->inv)
2548 item = item->inv;
2549 }
2550 else
2551 item = item->env;
2552}
2553
2554const char *
2555object::flag_desc (char *desc, int len) const
2556{
2557 char *p = desc;
2558 bool first = true;
2559
2560 *p = 0;
2561
2562 for (int i = 0; i < NUM_FLAGS; i++)
2563 {
2564 if (len <= 10) // magic constant!
2565 {
2566 snprintf (p, len, ",...");
2567 break;
2568 }
2569
2570 if (flag [i])
2571 {
2572 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2573 len -= cnt;
2574 p += cnt;
2575 first = false;
2576 }
2577 }
2578
2579 return desc;
2580}
2581
2582// return a suitable string describing an object in enough detail to find it
2583const char *
2584object::debug_desc (char *info) const
2585{
2586 char flagdesc[512];
2587 char info2[256 * 4];
2588 char *p = info;
2589
2590 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2591 count, uuid.seq,
2592 &name,
2593 title ? "\",title:\"" : "",
2594 title ? (const char *)title : "",
2595 flag_desc (flagdesc, 512), type);
2596
2597 if (!this->flag[FLAG_REMOVED] && env)
2598 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2599
2600 if (map)
2601 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2602
2603 return info;
2604}
2605
2606const char *
2607object::debug_desc () const
2608{
2609 static char info[3][256 * 4];
2610 static int info_idx;
2611
2612 return debug_desc (info [++info_idx % 3]);
2613}
2614
2615struct region *
2616object::region () const
2617{
2618 return map ? map->region (x, y)
2619 : region::default_region ();
2620}
2621
2622const materialtype_t *
2623object::dominant_material () const
2624{
2625 if (materialtype_t *mt = name_to_material (materialname))
2626 return mt;
2627
2628 return name_to_material (shstr_unknown);
2629}
2630
2631void
2632object::open_container (object *new_container)
2633{
2634 if (container == new_container)
2635 return;
2636
2637 if (object *old_container = container)
2638 {
2639 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2640 return;
2641
2642#if 0
2643 // remove the "Close old_container" object.
2644 if (object *closer = old_container->inv)
2645 if (closer->type == CLOSE_CON)
2646 closer->destroy ();
2647#endif
2648
2649 old_container->flag [FLAG_APPLIED] = 0;
2650 container = 0;
2651
2652 esrv_update_item (UPD_FLAGS, this, old_container);
2653 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2654 play_sound (sound_find ("chest_close"));
2655 }
2656
2657 if (new_container)
2658 {
2659 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2660 return;
2661
2662 // TODO: this does not seem to serve any purpose anymore?
2663#if 0
2664 // insert the "Close Container" object.
2665 if (archetype *closer = new_container->other_arch)
2666 {
2667 object *closer = arch_to_object (new_container->other_arch);
2668 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2669 new_container->insert (closer);
2670 }
2671#endif
2672
2673 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2674
2675 new_container->flag [FLAG_APPLIED] = 1;
2676 container = new_container;
2677
2678 esrv_update_item (UPD_FLAGS, this, new_container);
2679 esrv_send_inventory (this, new_container);
2680 play_sound (sound_find ("chest_open"));
2681 }
2682}
2683
2684object *
2685object::force_find (const shstr name)
2686{
2687 /* cycle through his inventory to look for the MARK we want to
2688 * place
2689 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 if (tmp->type == FORCE && tmp->slaying == name)
2692 return splay (tmp);
2693
2694 return 0;
2695}
2696
2697void
2698object::force_add (const shstr name, int duration)
2699{
2700 if (object *force = force_find (name))
2701 force->destroy ();
2702
2703 object *force = get_archetype (FORCE_NAME);
2704
2705 force->slaying = name;
2706 force->stats.food = 1;
2707 force->speed_left = -1.f;
2708
2709 force->set_speed (duration ? 1.f / duration : 0.f);
2710 force->flag [FLAG_IS_USED_UP] = true;
2711 force->flag [FLAG_APPLIED] = true;
2712
2713 insert (force);
2714}
2715
2716void
2717object::play_sound (faceidx sound) const
2718{
2719 if (!sound)
2720 return;
2721
2722 if (flag [FLAG_REMOVED])
2723 return;
2724
2725 if (env)
2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2732}
2733

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