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Comparing deliantra/server/common/object.C (file contents):
Revision 1.28 by root, Mon Sep 11 12:10:21 2006 UTC vs.
Revision 1.207 by root, Sun Apr 20 23:25:09 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
33#include <skills.h> 34#include <sproto.h>
34#include <loader.h> 35#include <loader.h>
35 36
36int nrofallocobjects = 0; 37#include <bitset>
37 38
38object *objects; /* Pointer to the list of used objects */ 39UUID UUID::cur;
39object *active_objects; /* List of active objects that need to be processed */ 40static uint64_t seq_next_save;
41static const uint64 UUID_GAP = 1<<19;
40 42
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43objectvec objects;
44activevec actives;
45
46short freearr_x[SIZEOFFREE] = {
47 0,
48 0, 1, 1, 1, 0, -1, -1, -1,
49 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 50 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 51};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 52short freearr_y[SIZEOFFREE] = {
53 0,
54 -1, -1, 0, 1, 1, 1, 0, -1,
55 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 56 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46}; 57};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 58int maxfree[SIZEOFFREE] = {
59 0,
60 9, 10, 13, 14, 17, 18, 21, 22,
61 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 62 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 63};
50int freedir[SIZEOFFREE] = { 64int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 0,
66 1, 2, 3, 4, 5, 6, 7, 8,
67 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 68 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 69};
54 70
71static void
72write_uuid (uval64 skip, bool sync)
73{
74 CALL_BEGIN (2);
75 CALL_ARG_SV (newSVval64 (skip));
76 CALL_ARG_SV (boolSV (sync));
77 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END;
79}
80
81static void
82read_uuid (void)
83{
84 char filename[MAX_BUF];
85
86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
89
90 FILE *fp;
91
92 if (!(fp = fopen (filename, "r")))
93 {
94 if (errno == ENOENT)
95 {
96 LOG (llevInfo, "RESET uid to 1\n");
97 UUID::cur.seq = 0;
98 write_uuid (UUID_GAP, true);
99 return;
100 }
101
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1);
104 }
105
106 UUID::BUF buf;
107 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
111 {
112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
113 _exit (1);
114 }
115
116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
117
118 write_uuid (UUID_GAP, true);
119 fclose (fp);
120}
121
122UUID
123UUID::gen ()
124{
125 UUID uid;
126
127 uid.seq = ++cur.seq;
128
129 if (expect_false (cur.seq >= seq_next_save))
130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
135
136 return uid;
137}
138
139void
140UUID::init ()
141{
142 read_uuid ();
143}
144
55/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
56static int 146static bool
57compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
58{ 148{
59 key_value *wants_field; 149 key_value *wants_field;
60 150
61 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 151 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
62 * objects with lists are rare, and lists stay short. If not, use a 152 * objects with lists are rare, and lists stay short. If not, use a
63 * different structure or at least keep the lists sorted... 153 * different structure or at least keep the lists sorted...
64 */ 154 */
65 155
66 /* For each field in wants, */ 156 /* For each field in wants, */
67 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 157 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
68 { 158 {
69 key_value *has_field; 159 key_value *has_field;
70 160
71 /* Look for a field in has with the same key. */ 161 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key); 162 has_field = get_ob_key_link (has, wants_field->key);
73 163
74 if (has_field == NULL) 164 if (!has_field)
75 {
76 /* No field with that name. */ 165 return 0; /* No field with that name. */
77 return FALSE;
78 }
79 166
80 /* Found the matching field. */ 167 /* Found the matching field. */
81 if (has_field->value != wants_field->value) 168 if (has_field->value != wants_field->value)
82 {
83 /* Values don't match, so this half of the comparison is false. */ 169 return 0; /* Values don't match, so this half of the comparison is false. */
84 return FALSE;
85 }
86 170
87 /* If we get here, we found a match. Now for the next field in wants. */ 171 /* If we get here, we found a match. Now for the next field in wants. */
88 } 172 }
89 173
90 /* If we get here, every field in wants has a matching field in has. */ 174 /* If we get here, every field in wants has a matching field in has. */
91 return TRUE; 175 return 1;
92} 176}
93 177
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 178/* Returns TRUE if ob1 has the same key_values as ob2. */
95static int 179static bool
96compare_ob_value_lists (const object *ob1, const object *ob2) 180compare_ob_value_lists (const object *ob1, const object *ob2)
97{ 181{
98 /* However, there may be fields in has which aren't partnered in wants, 182 /* However, there may be fields in has which aren't partnered in wants,
99 * so we need to run the comparison *twice*. :( 183 * so we need to run the comparison *twice*. :(
100 */ 184 */
106 * 190 *
107 * Note that this function appears a lot longer than the macro it 191 * Note that this function appears a lot longer than the macro it
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 192 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 193 * reduce this to the same efficiency.
110 * 194 *
111 * Check nrof variable *before* calling CAN_MERGE() 195 * Check nrof variable *before* calling can_merge()
112 * 196 *
113 * Improvements made with merge: Better checking on potion, and also 197 * Improvements made with merge: Better checking on potion, and also
114 * check weight 198 * check weight
115 */ 199 */
116
117bool object::can_merge (object *ob1, object *ob2) 200bool object::can_merge_slow (object *ob1, object *ob2)
118{ 201{
119 /* A couple quicksanity checks */ 202 /* A couple quicksanity checks */
120 if ((ob1 == ob2) || (ob1->type != ob2->type)) 203 if (ob1 == ob2
204 || ob1->type != ob2->type
205 || ob1->speed != ob2->speed
206 || ob1->value != ob2->value
207 || ob1->name != ob2->name)
121 return 0; 208 return 0;
122 209
123 if (ob1->speed != ob2->speed) 210 /* Do not merge objects if nrof would overflow. First part checks
211 * for unsigned overflow (2c), second part checks wether the result
212 * would fit into a 32 bit signed int, which is often used to hold
213 * nrof values.
214 */
215 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
124 return 0; 216 return 0;
125 217
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof).
129 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31)
131 return 0;
132
133 /* If the objects have been identified, set the BEEN_APPLIED flag. 218 /* If the objects have been identified, set the BEEN_APPLIED flag.
134 * This is to the comparison of the flags below will be OK. We 219 * This is to the comparison of the flags below will be OK. We
135 * just can't ignore the been applied or identified flags, as they 220 * just can't ignore the been applied or identified flags, as they
136 * are not equal - just if it has been identified, the been_applied 221 * are not equal - just if it has been identified, the been_applied
137 * flags lose any meaning. 222 * flags lose any meaning.
138 */ 223 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 226
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 227 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 228 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 229
145 230 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 231 || ob1->arch != ob2->arch
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 232 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 233 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 234 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 235 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
161 (ob1->attacktype != ob2->attacktype) || 238 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 239 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 240 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 241 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 242 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 243 || ob1->animation_id != ob2->animation_id
167 (ob1->client_type != ob2->client_type) || 244 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 245 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 246 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 247 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 248 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 249 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 250 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 251 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 252 || ob1->move_off != ob2->move_off
253 || ob1->move_slow != ob2->move_slow
254 || ob1->move_slow_penalty != ob2->move_slow_penalty)
176 return 0; 255 return 0;
177 256
178 /* This is really a spellbook check - really, we should 257 /* This is really a spellbook check - we should in general
179 * check all objects in the inventory. 258 * not merge objects with real inventories, as splitting them
259 * is hard.
180 */ 260 */
181 if (ob1->inv || ob2->inv) 261 if (ob1->inv || ob2->inv)
182 { 262 {
183 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0;
186
187 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!(ob1->inv && ob2->inv))
189 return 0; 264 return 0; /* inventories differ in length */
265
266 if (ob1->inv->below || ob2->inv->below)
267 return 0; /* more than one object in inv */
268
269 if (!object::can_merge (ob1->inv, ob2->inv))
270 return 0; /* inventory objects differ */
190 271
191 /* inventory ok - still need to check rest of this object to see 272 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 273 * if it is valid.
193 */ 274 */
194 } 275 }
202 283
203 /* Note sure why the following is the case - either the object has to 284 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 285 * be animated or have a very low speed. Is this an attempted monster
205 * check? 286 * check?
206 */ 287 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 288 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 289 return 0;
209 290
210 switch (ob1->type) 291 switch (ob1->type)
211 { 292 {
212 case SCROLL: 293 case SCROLL:
213 if (ob1->level != ob2->level) 294 if (ob1->level != ob2->level)
214 return 0; 295 return 0;
215 break; 296 break;
216 } 297 }
217 298
218 if (ob1->key_values != NULL || ob2->key_values != NULL) 299 if (ob1->key_values || ob2->key_values)
219 { 300 {
220 /* At least one of these has key_values. */ 301 /* At least one of these has key_values. */
221 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 302 if ((!ob1->key_values) != (!ob2->key_values))
222 /* One has fields, but the other one doesn't. */ 303 /* One has fields, but the other one doesn't. */
223 return 0; 304 return 0;
224 else if (!compare_ob_value_lists (ob1, ob2)) 305 else if (!compare_ob_value_lists (ob1, ob2))
225 return 0; 306 return 0;
226 } 307 }
227 308
228 //TODO: generate an event or call into perl for additional checks
229 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
230 { 310 {
231 ob1->optimise (); 311 ob1->optimise ();
232 ob2->optimise (); 312 ob2->optimise ();
233 313
234 if (ob1->self || ob2->self) 314 if (ob1->self || ob2->self)
315 {
316 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
317 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
318
319 if (k1 != k2)
235 return 0; 320 return 0;
321 else if (k1 == 0)
322 return 1;
323 else if (!cfperl_can_merge (ob1, ob2))
324 return 0;
325 }
236 } 326 }
237 327
238 /* Everything passes, must be OK. */ 328 /* Everything passes, must be OK. */
239 return 1; 329 return 1;
240} 330}
241 331
332static sint32
333weight_adjust (object *op, sint32 weight)
334{
335 return op->type == CONTAINER
336 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
337 : weight;
338}
339
242/* 340/*
341 * add_weight(object, weight) adds the specified weight to an object,
342 * and also updates how much the environment(s) is/are carrying.
343 */
344static void
345add_weight (object *op, sint32 weight)
346{
347 while (op)
348 {
349 weight = weight_adjust (op, weight);
350
351 op->carrying += weight;
352 op = op->env;
353 }
354}
355
356/*
357 * sub_weight() recursively (outwards) subtracts a number from the
358 * weight of an object (and what is carried by it's environment(s)).
359 */
360static void
361sub_weight (object *op, long weight)
362{
363 add_weight (op, -weight);
364}
365
366/*
243 * sum_weight() is a recursive function which calculates the weight 367 * this is a recursive function which calculates the weight
244 * an object is carrying. It goes through in figures out how much 368 * an object is carrying. It goes through op and figures out how much
245 * containers are carrying, and sums it up. 369 * containers are carrying, and sums it up.
246 */ 370 */
247long 371void
248sum_weight (object *op) 372object::update_weight ()
249{ 373{
250 long sum; 374 sint32 sum = 0;
251 object *inv;
252 375
253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 376 for (object *op = inv; op; op = op->below)
254 { 377 {
255 if (inv->inv) 378 if (op->inv)
256 sum_weight (inv); 379 op->update_weight ();
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
258 }
259 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100;
261 if (op->carrying != sum)
262 op->carrying = sum;
263 return sum;
264}
265 380
266/** 381 sum += op->total_weight ();
267 * Return the outermost environment object for a given object. 382 }
268 */
269 383
270object * 384 carrying = weight_adjust (this, sum);
271object_get_env_recursive (object *op)
272{
273 while (op->env != NULL)
274 op = op->env;
275 return op;
276}
277
278/*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284object *
285is_player_inv (object *op)
286{
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291} 385}
292 386
293/* 387/*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 388 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages. 389 * Some error messages.
296 * The result of the dump is stored in the static global errmsg array. 390 * The result of the dump is stored in the static global errmsg array.
297 */ 391 */
298 392char *
299void
300dump_object2 (object *op)
301{
302 errmsg[0] = 0;
303 return;
304 //TODO//D#d#
305#if 0
306 char *cp;
307
308/* object *tmp;*/
309
310 if (op->arch != NULL)
311 {
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317# if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
346#endif
347}
348
349/*
350 * Dumps an object. Returns output in the static global errmsg array.
351 */
352
353void
354dump_object (object *op) 393dump_object (object *op)
355{ 394{
356 if (op == NULL) 395 if (!op)
357 { 396 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 397
365void 398 object_freezer freezer;
366dump_all_objects (void) 399 op->write (freezer);
367{ 400 return freezer.as_string ();
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375} 401}
376 402
377/* 403/*
378 * get_nearest_part(multi-object, object 2) returns the part of the 404 * get_nearest_part(multi-object, object 2) returns the part of the
379 * multi-object 1 which is closest to the second object. 405 * multi-object 1 which is closest to the second object.
380 * If it's not a multi-object, it is returned. 406 * If it's not a multi-object, it is returned.
381 */ 407 */
382
383object * 408object *
384get_nearest_part (object *op, const object *pl) 409get_nearest_part (object *op, const object *pl)
385{ 410{
386 object *tmp, *closest; 411 object *tmp, *closest;
387 int last_dist, i; 412 int last_dist, i;
395} 420}
396 421
397/* 422/*
398 * Returns the object which has the count-variable equal to the argument. 423 * Returns the object which has the count-variable equal to the argument.
399 */ 424 */
400
401object * 425object *
402find_object (tag_t i) 426find_object (tag_t i)
403{ 427{
404 object *op; 428 for_all_objects (op)
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i) 429 if (op->count == i)
408 break;
409 return op; 430 return op;
431
432 return 0;
410} 433}
411 434
412/* 435/*
413 * Returns the first object which has a name equal to the argument. 436 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 437 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 438 * Enables features like "patch <name-of-other-player> food 999"
416 */ 439 */
417
418object * 440object *
419find_object_name (const char *str) 441find_object_name (const char *str)
420{ 442{
421 const char *name = shstr::find (str); 443 shstr_cmp str_ (str);
422 object *op; 444 object *op;
423 445
424 for (op = objects; op != NULL; op = op->next) 446 for_all_objects (op)
425 if (&op->name == name) 447 if (op->name == str_)
426 break; 448 break;
427 449
428 return op; 450 return op;
429}
430
431void
432free_all_object_data ()
433{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435}
436
437/*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447
448object *
449get_owner (object *op)
450{
451 if (op->owner == NULL)
452 return NULL;
453
454 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
455 return op->owner;
456
457 op->owner = NULL;
458 op->ownercount = 0;
459 return NULL;
460}
461
462void
463clear_owner (object *op)
464{
465 if (!op)
466 return;
467
468 if (op->owner && op->ownercount == op->owner->count)
469 op->owner->refcount--;
470
471 op->owner = NULL;
472 op->ownercount = 0;
473} 451}
474 452
475/* 453/*
476 * Sets the owner and sets the skill and exp pointers to owner's current 454 * Sets the owner and sets the skill and exp pointers to owner's current
477 * skill and experience objects. 455 * skill and experience objects.
456 * ACTUALLY NO! investigate! TODO
478 */ 457 */
479void 458void
480set_owner (object *op, object *owner) 459object::set_owner (object *owner)
481{ 460{
482 if (owner == NULL || op == NULL) 461 // allow objects which own objects
483 return; 462 if (owner)
484 463 while (owner->owner)
485 /* next line added to allow objects which own objects */
486 /* Add a check for ownercounts in here, as I got into an endless loop
487 * with the fireball owning a poison cloud which then owned the
488 * fireball. I believe that was caused by one of the objects getting
489 * freed and then another object replacing it. Since the ownercounts
490 * didn't match, this check is valid and I believe that cause is valid.
491 */
492 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
493 owner = owner->owner; 464 owner = owner->owner;
494 465
495 /* IF the owner still has an owner, we did not resolve to a final owner. 466 if (flag [FLAG_FREED])
496 * so lets not add to that.
497 */
498 if (owner->owner)
499 return;
500
501 op->owner = owner;
502
503 op->ownercount = owner->count;
504 owner->refcount++;
505}
506
507/* Set the owner to clone's current owner and set the skill and experience
508 * objects to clone's objects (typically those objects that where the owner's
509 * current skill and experience objects at the time when clone's owner was
510 * set - not the owner's current skill and experience objects).
511 *
512 * Use this function if player created an object (e.g. fire bullet, swarm
513 * spell), and this object creates further objects whose kills should be
514 * accounted for the player's original skill, even if player has changed
515 * skills meanwhile.
516 */
517void
518copy_owner (object *op, object *clone)
519{
520 object *owner = get_owner (clone);
521
522 if (owner == NULL)
523 { 467 {
524 /* players don't have owners - they own themselves. Update 468 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
525 * as appropriate.
526 */
527 if (clone->type == PLAYER)
528 owner = clone;
529 else
530 return; 469 return;
470 }
471
472 this->owner = owner;
473}
474
475int
476object::slottype () const
477{
478 if (type == SKILL)
531 } 479 {
480 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
481 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
482 }
483 else
484 {
485 if (slot [body_combat].info) return slot_combat;
486 if (slot [body_range ].info) return slot_ranged;
487 }
488
489 return slot_none;
490}
532 491
533 set_owner (op, owner); 492bool
493object::change_weapon (object *ob)
494{
495 if (current_weapon == ob)
496 return true;
497
498 if (chosen_skill)
499 chosen_skill->flag [FLAG_APPLIED] = false;
500
501 current_weapon = ob;
502 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
503
504 if (chosen_skill)
505 chosen_skill->flag [FLAG_APPLIED] = true;
506
507 update_stats ();
508
509 if (ob)
510 {
511 // now check wether any body locations became invalid, in which case
512 // we cannot apply the weapon at the moment.
513 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
514 if (slot[i].used < 0)
515 {
516 current_weapon = chosen_skill = 0;
517 update_stats ();
518
519 new_draw_info_format (NDI_UNIQUE, 0, this,
520 "You try to balance all your items at once, "
521 "but the %s is just too much for your body. "
522 "[You need to unapply some items first.]", &ob->name);
523 return false;
524 }
525
526 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
527 }
528 else
529 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
530
531 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
532 {
533 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
534 &name, ob->debug_desc ());
535 return false;
536 }
537
538 return true;
534} 539}
535 540
536/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
537 * refcounts and freeing the links. 542 * refcounts and freeing the links.
538 */ 543 */
539static void 544static void
540free_key_values (object *op) 545free_key_values (object *op)
541{ 546{
542 for (key_value *i = op->key_values; i != 0;) 547 for (key_value *i = op->key_values; i; )
543 { 548 {
544 key_value *next = i->next; 549 key_value *next = i->next;
545 delete i; 550 delete i;
546 551
547 i = next; 552 i = next;
548 } 553 }
549 554
550 op->key_values = 0; 555 op->key_values = 0;
551} 556}
552 557
553void object::clear () 558object &
559object::operator =(const object &src)
554{ 560{
555 attachable_base::clear (); 561 bool is_freed = flag [FLAG_FREED];
562 bool is_removed = flag [FLAG_REMOVED];
556 563
557 free_key_values (this); 564 *(object_copy *)this = src;
558 565
559 clear_owner (this); 566 flag [FLAG_FREED] = is_freed;
560 567 flag [FLAG_REMOVED] = is_removed;
561 name = 0;
562 name_pl = 0;
563 title = 0;
564 race = 0;
565 slaying = 0;
566 skill = 0;
567 msg = 0;
568 lore = 0;
569 custom_name = 0;
570 materialname = 0;
571
572 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
573
574 SET_FLAG (this, FLAG_REMOVED);
575}
576
577void object::clone (object *destination)
578{
579 *(object_copy *) destination = *this;
580 *(object_pod *) destination = *this;
581
582 if (self || cb)
583 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
584}
585
586/*
587 * clear_object() frees everything allocated by an object, and also
588 * clears all variables and flags to default settings.
589 */
590
591void
592clear_object (object *op)
593{
594 op->clear ();
595
596 op->contr = NULL;
597 op->below = NULL;
598 op->above = NULL;
599 op->inv = NULL;
600 op->container = NULL;
601 op->env = NULL;
602 op->more = NULL;
603 op->head = NULL;
604 op->map = NULL;
605 op->refcount = 0;
606 op->active_next = NULL;
607 op->active_prev = NULL;
608 /* What is not cleared is next, prev, and count */
609
610 op->expmul = 1.0;
611 op->face = blank_face;
612 op->attacked_by_count = -1;
613
614 if (settings.casting_time)
615 op->casting_time = -1;
616}
617
618/*
619 * copy object first frees everything allocated by the second object,
620 * and then copies the contends of the first object into the second
621 * object, allocating what needs to be allocated. Basically, any
622 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
623 * if the first object is freed, the pointers in the new object
624 * will point at garbage.
625 */
626
627void
628copy_object (object *op2, object *op)
629{
630 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
631 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
632
633 op2->clone (op);
634
635 if (is_freed)
636 SET_FLAG (op, FLAG_FREED);
637 if (is_removed)
638 SET_FLAG (op, FLAG_REMOVED);
639
640 if (op2->speed < 0)
641 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
642 568
643 /* Copy over key_values, if any. */ 569 /* Copy over key_values, if any. */
644 if (op2->key_values) 570 if (src.key_values)
645 { 571 {
646 key_value *tail = 0; 572 key_value *tail = 0;
647 key_value *i;
648
649 op->key_values = 0; 573 key_values = 0;
650 574
651 for (i = op2->key_values; i; i = i->next) 575 for (key_value *i = src.key_values; i; i = i->next)
652 { 576 {
653 key_value *new_link = new key_value; 577 key_value *new_link = new key_value;
654 578
655 new_link->next = 0; 579 new_link->next = 0;
656 new_link->key = i->key; 580 new_link->key = i->key;
657 new_link->value = i->value; 581 new_link->value = i->value;
658 582
659 /* Try and be clever here, too. */ 583 /* Try and be clever here, too. */
660 if (!op->key_values) 584 if (!key_values)
661 { 585 {
662 op->key_values = new_link; 586 key_values = new_link;
663 tail = new_link; 587 tail = new_link;
664 } 588 }
665 else 589 else
666 { 590 {
667 tail->next = new_link; 591 tail->next = new_link;
668 tail = new_link; 592 tail = new_link;
669 } 593 }
670 } 594 }
671 } 595 }
596}
672 597
673 update_ob_speed (op); 598/*
599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
608{
609 *dst = *this;
610
611 if (speed < 0)
612 dst->speed_left -= rndm ();
613
614 dst->set_speed (dst->speed);
615}
616
617void
618object::instantiate ()
619{
620 if (!uuid.seq) // HACK
621 uuid = UUID::gen ();
622
623 speed_left = -0.1f;
624 /* copy the body_info to the body_used - this is only really
625 * need for monsters, but doesn't hurt to do it for everything.
626 * by doing so, when a monster is created, it has good starting
627 * values for the body_used info, so when items are created
628 * for it, they can be properly equipped.
629 */
630 for (int i = NUM_BODY_LOCATIONS; i--; )
631 slot[i].used = slot[i].info;
632
633 attachable::instantiate ();
634}
635
636object *
637object::clone ()
638{
639 object *neu = create ();
640 copy_to (neu);
641 return neu;
674} 642}
675 643
676/* 644/*
677 * If an object with the IS_TURNABLE() flag needs to be turned due 645 * If an object with the IS_TURNABLE() flag needs to be turned due
678 * to the closest player being on the other side, this function can 646 * to the closest player being on the other side, this function can
679 * be called to update the face variable, _and_ how it looks on the map. 647 * be called to update the face variable, _and_ how it looks on the map.
680 */ 648 */
681
682void 649void
683update_turn_face (object *op) 650update_turn_face (object *op)
684{ 651{
685 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 652 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
686 return; 653 return;
654
687 SET_ANIMATION (op, op->direction); 655 SET_ANIMATION (op, op->direction);
688 update_object (op, UP_OBJ_FACE); 656 update_object (op, UP_OBJ_FACE);
689} 657}
690 658
691/* 659/*
692 * Updates the speed of an object. If the speed changes from 0 to another 660 * Updates the speed of an object. If the speed changes from 0 to another
693 * value, or vice versa, then add/remove the object from the active list. 661 * value, or vice versa, then add/remove the object from the active list.
694 * This function needs to be called whenever the speed of an object changes. 662 * This function needs to be called whenever the speed of an object changes.
695 */ 663 */
696
697void 664void
698update_ob_speed (object *op) 665object::set_speed (float speed)
699{ 666{
700 extern int arch_init; 667 if (flag [FLAG_FREED] && speed)
701
702 /* No reason putting the archetypes objects on the speed list,
703 * since they never really need to be updated.
704 */
705
706 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
707 { 668 {
708 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 669 LOG (llevError, "Object %s is freed but has speed.\n", &name);
709#ifdef MANY_CORES
710 abort ();
711#else
712 op->speed = 0; 670 speed = 0;
713#endif
714 }
715 if (arch_init)
716 { 671 }
717 return;
718 }
719 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
720 {
721 /* If already on active list, don't do anything */
722 if (op->active_next || op->active_prev || op == active_objects)
723 return;
724 672
725 /* process_events() expects us to insert the object at the beginning 673 this->speed = speed;
726 * of the list. */ 674
727 op->active_next = active_objects; 675 if (has_active_speed ())
728 if (op->active_next != NULL) 676 activate ();
729 op->active_next->active_prev = op;
730 active_objects = op;
731 }
732 else 677 else
733 { 678 deactivate ();
734 /* If not on the active list, nothing needs to be done */
735 if (!op->active_next && !op->active_prev && op != active_objects)
736 return;
737
738 if (op->active_prev == NULL)
739 {
740 active_objects = op->active_next;
741 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL;
743 }
744 else
745 {
746 op->active_prev->active_next = op->active_next;
747 if (op->active_next)
748 op->active_next->active_prev = op->active_prev;
749 }
750 op->active_next = NULL;
751 op->active_prev = NULL;
752 }
753} 679}
754 680
755/* This function removes object 'op' from the list of active
756 * objects.
757 * This should only be used for style maps or other such
758 * reference maps where you don't want an object that isn't
759 * in play chewing up cpu time getting processed.
760 * The reverse of this is to call update_ob_speed, which
761 * will do the right thing based on the speed of the object.
762 */
763void
764remove_from_active_list (object *op)
765{
766 /* If not on the active list, nothing needs to be done */
767 if (!op->active_next && !op->active_prev && op != active_objects)
768 return;
769
770 if (op->active_prev == NULL)
771 {
772 active_objects = op->active_next;
773 if (op->active_next != NULL)
774 op->active_next->active_prev = NULL;
775 }
776 else
777 {
778 op->active_prev->active_next = op->active_next;
779 if (op->active_next)
780 op->active_next->active_prev = op->active_prev;
781 }
782 op->active_next = NULL;
783 op->active_prev = NULL;
784}
785
786/* 681/*
787 * update_object() updates the array which represents the map. 682 * update_object() updates the the map.
788 * It takes into account invisible objects (and represent squares covered 683 * It takes into account invisible objects (and represent squares covered
789 * by invisible objects by whatever is below them (unless it's another 684 * by invisible objects by whatever is below them (unless it's another
790 * invisible object, etc...) 685 * invisible object, etc...)
791 * If the object being updated is beneath a player, the look-window 686 * If the object being updated is beneath a player, the look-window
792 * of that player is updated (this might be a suboptimal way of 687 * of that player is updated (this might be a suboptimal way of
793 * updating that window, though, since update_object() is called _often_) 688 * updating that window, though, since update_object() is called _often_)
794 * 689 *
795 * action is a hint of what the caller believes need to be done. 690 * action is a hint of what the caller believes need to be done.
796 * For example, if the only thing that has changed is the face (due to
797 * an animation), we don't need to call update_position until that actually
798 * comes into view of a player. OTOH, many other things, like addition/removal
799 * of walls or living creatures may need us to update the flags now.
800 * current action are: 691 * current action are:
801 * UP_OBJ_INSERT: op was inserted 692 * UP_OBJ_INSERT: op was inserted
802 * UP_OBJ_REMOVE: op was removed 693 * UP_OBJ_REMOVE: op was removed
803 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 694 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
804 * as that is easier than trying to look at what may have changed. 695 * as that is easier than trying to look at what may have changed.
805 * UP_OBJ_FACE: only the objects face has changed. 696 * UP_OBJ_FACE: only the objects face has changed.
806 */ 697 */
807
808void 698void
809update_object (object *op, int action) 699update_object (object *op, int action)
810{ 700{
811 int update_now = 0, flags;
812 MoveType move_on, move_off, move_block, move_slow;
813
814 if (op == NULL) 701 if (op == NULL)
815 { 702 {
816 /* this should never happen */ 703 /* this should never happen */
817 LOG (llevDebug, "update_object() called for NULL object.\n"); 704 LOG (llevDebug, "update_object() called for NULL object.\n");
818 return; 705 return;
819 } 706 }
820 707
821 if (op->env != NULL) 708 if (op->env)
822 { 709 {
823 /* Animation is currently handled by client, so nothing 710 /* Animation is currently handled by client, so nothing
824 * to do in this case. 711 * to do in this case.
825 */ 712 */
826 return; 713 return;
831 */ 718 */
832 if (!op->map || op->map->in_memory == MAP_SAVING) 719 if (!op->map || op->map->in_memory == MAP_SAVING)
833 return; 720 return;
834 721
835 /* make sure the object is within map boundaries */ 722 /* make sure the object is within map boundaries */
836 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 723 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
837 { 724 {
838 LOG (llevError, "update_object() called for object out of map!\n"); 725 LOG (llevError, "update_object() called for object out of map!\n");
839#ifdef MANY_CORES 726#ifdef MANY_CORES
840 abort (); 727 abort ();
841#endif 728#endif
842 return; 729 return;
843 } 730 }
844 731
845 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 732 mapspace &m = op->ms ();
846 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
847 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
848 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
849 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
850 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
851 733
734 if (!(m.flags_ & P_UPTODATE))
735 /* nop */;
852 if (action == UP_OBJ_INSERT) 736 else if (action == UP_OBJ_INSERT)
853 { 737 {
738 // this is likely overkill, TODO: revisit (schmorp)
854 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 739 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 740 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
858 update_now = 1; 741 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
859 742 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
743 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
860 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 744 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
864 update_now = 1;
865
866 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
867 update_now = 1;
868
869 if ((move_on | op->move_on) != move_on) 745 || (m.move_on | op->move_on ) != m.move_on
870 update_now = 1;
871
872 if ((move_off | op->move_off) != move_off) 746 || (m.move_off | op->move_off ) != m.move_off
873 update_now = 1; 747 || (m.move_slow | op->move_slow) != m.move_slow
874
875 /* This isn't perfect, but I don't expect a lot of objects to 748 /* This isn't perfect, but I don't expect a lot of objects to
876 * to have move_allow right now. 749 * to have move_allow right now.
877 */ 750 */
878 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 751 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
879 update_now = 1; 752 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
880 753 m.flags_ = 0;
881 if ((move_slow | op->move_slow) != move_slow)
882 update_now = 1;
883 } 754 }
884 /* if the object is being removed, we can't make intelligent 755 /* if the object is being removed, we can't make intelligent
885 * decisions, because remove_ob can't really pass the object 756 * decisions, because remove_ob can't really pass the object
886 * that is being removed. 757 * that is being removed.
887 */ 758 */
888 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 759 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
889 update_now = 1; 760 m.flags_ = 0;
890 else if (action == UP_OBJ_FACE) 761 else if (action == UP_OBJ_FACE)
891 /* Nothing to do for that case */; 762 /* Nothing to do for that case */ ;
892 else 763 else
893 LOG (llevError, "update_object called with invalid action: %d\n", action); 764 LOG (llevError, "update_object called with invalid action: %d\n", action);
894 765
895 if (update_now)
896 {
897 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
898 update_position (op->map, op->x, op->y);
899 }
900
901 if (op->more != NULL) 766 if (op->more)
902 update_object (op->more, action); 767 update_object (op->more, action);
903}
904
905static unordered_vector<object *> mortals;
906static std::vector<object *> freed;
907
908void object::free_mortals ()
909{
910 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
911 if (!(*i)->refcount)
912 {
913 freed.push_back (*i);
914 mortals.erase (i);
915 }
916 else
917 ++i;
918} 768}
919 769
920object::object () 770object::object ()
921{ 771{
922 SET_FLAG (this, FLAG_REMOVED); 772 SET_FLAG (this, FLAG_REMOVED);
923 773
924 expmul = 1.0; 774 expmul = 1.0;
925 face = blank_face; 775 face = blank_face;
926 attacked_by_count = -1;
927} 776}
928 777
929object::~object () 778object::~object ()
930{ 779{
780 unlink ();
781
931 free_key_values (this); 782 free_key_values (this);
932} 783}
933 784
785static int object_count;
786
934void object::link () 787void object::link ()
935{ 788{
789 assert (!index);//D
790 uuid = UUID::gen ();
936 count = ++ob_count; 791 count = ++object_count;
937 792
938 prev = 0; 793 refcnt_inc ();
939 next = objects; 794 objects.insert (this);
940
941 if (objects)
942 objects->prev = this;
943
944 objects = this;
945} 795}
946 796
947void object::unlink () 797void object::unlink ()
948{ 798{
949 count = 0;
950
951 /* Remove this object from the list of used objects */
952 if (prev)
953 {
954 prev->next = next;
955 prev = 0;
956 }
957
958 if (next) 799 if (!index)
959 { 800 return;
960 next->prev = prev; 801
961 next = 0; 802 objects.erase (this);
803 refcnt_dec ();
804}
805
806void
807object::activate ()
808{
809 /* If already on active list, don't do anything */
810 if (active)
811 return;
812
813 if (has_active_speed ())
814 actives.insert (this);
815}
816
817void
818object::activate_recursive ()
819{
820 activate ();
821
822 for (object *op = inv; op; op = op->below)
823 op->activate_recursive ();
824}
825
826/* This function removes object 'op' from the list of active
827 * objects.
828 * This should only be used for style maps or other such
829 * reference maps where you don't want an object that isn't
830 * in play chewing up cpu time getting processed.
831 * The reverse of this is to call update_ob_speed, which
832 * will do the right thing based on the speed of the object.
833 */
834void
835object::deactivate ()
836{
837 /* If not on the active list, nothing needs to be done */
838 if (!active)
839 return;
840
841 actives.erase (this);
842}
843
844void
845object::deactivate_recursive ()
846{
847 for (object *op = inv; op; op = op->below)
848 op->deactivate_recursive ();
849
850 deactivate ();
851}
852
853void
854object::set_flag_inv (int flag, int value)
855{
856 for (object *op = inv; op; op = op->below)
962 } 857 {
858 op->flag [flag] = value;
859 op->set_flag_inv (flag, value);
860 }
861}
963 862
964 if (this == objects) 863/*
965 objects = next; 864 * Remove and free all objects in the inventory of the given object.
865 * object.c ?
866 */
867void
868object::destroy_inv (bool drop_to_ground)
869{
870 // need to check first, because the checks below might segfault
871 // as we might be on an invalid mapspace and crossfire code
872 // is too buggy to ensure that the inventory is empty.
873 // corollary: if you create arrows etc. with stuff in tis inventory,
874 // cf will crash below with off-map x and y
875 if (!inv)
876 return;
877
878 /* Only if the space blocks everything do we not process -
879 * if some form of movement is allowed, let objects
880 * drop on that space.
881 */
882 if (!drop_to_ground
883 || !map
884 || map->in_memory != MAP_ACTIVE
885 || map->nodrop
886 || ms ().move_block == MOVE_ALL)
887 {
888 while (inv)
889 {
890 inv->destroy_inv (drop_to_ground);
891 inv->destroy ();
892 }
893 }
894 else
895 { /* Put objects in inventory onto this space */
896 while (inv)
897 {
898 object *op = inv;
899
900 if (op->flag [FLAG_STARTEQUIP]
901 || op->flag [FLAG_NO_DROP]
902 || op->type == RUNE
903 || op->type == TRAP
904 || op->flag [FLAG_IS_A_TEMPLATE]
905 || op->flag [FLAG_DESTROY_ON_DEATH])
906 op->destroy ();
907 else
908 map->insert (op, x, y);
909 }
910 }
966} 911}
967 912
968object *object::create () 913object *object::create ()
969{ 914{
970 object *op;
971
972 if (freed.empty ())
973 op = new object; 915 object *op = new object;
974 else
975 {
976 // highly annoying, but the only way to get it stable right now
977 op = freed.back (); freed.pop_back ();
978 op->~object ();
979 new ((void *)op) object;
980 }
981
982 op->link (); 916 op->link ();
983 return op; 917 return op;
984} 918}
985 919
986/* 920void
987 * free_object() frees everything allocated by an object, removes 921object::do_destroy ()
988 * it from the list of used objects, and puts it on the list of
989 * free objects. The IS_FREED() flag is set in the object.
990 * The object must have been removed by remove_ob() first for
991 * this function to succeed.
992 *
993 * If free_inventory is set, free inventory as well. Else drop items in
994 * inventory to the ground.
995 */
996void object::free (bool free_inventory)
997{ 922{
998 if (!QUERY_FLAG (this, FLAG_REMOVED)) 923 attachable::do_destroy ();
999 {
1000 LOG (llevDebug, "Free object called with non removed object\n");
1001 dump_object (this);
1002#ifdef MANY_CORES
1003 abort ();
1004#endif
1005 }
1006 924
1007 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 925 if (flag [FLAG_IS_LINKED])
1008 { 926 remove_button_link (this);
1009 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 927
928 if (flag [FLAG_FRIENDLY])
1010 remove_friendly_object (this); 929 remove_friendly_object (this);
1011 }
1012 930
1013 if (QUERY_FLAG (this, FLAG_FREED)) 931 if (!flag [FLAG_REMOVED])
932 remove ();
933
934 destroy_inv (true);
935
936 deactivate ();
937 unlink ();
938
939 flag [FLAG_FREED] = 1;
940
941 // hack to ensure that freed objects still have a valid map
942 {
943 static maptile *freed_map; // freed objects are moved here to avoid crashes
944
945 if (!freed_map)
1014 { 946 {
1015 dump_object (this); 947 freed_map = new maptile;
1016 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 948
1017 return; 949 freed_map->path = "<freed objects map>";
950 freed_map->name = "/internal/freed_objects_map";
951 freed_map->width = 3;
952 freed_map->height = 3;
953 freed_map->nodrop = 1;
954
955 freed_map->alloc ();
956 freed_map->in_memory = MAP_ACTIVE;
1018 } 957 }
958
959 map = freed_map;
960 x = 1;
961 y = 1;
962 }
1019 963
1020 if (more) 964 if (more)
1021 { 965 {
1022 more->free (free_inventory); 966 more->destroy ();
1023 more = 0; 967 more = 0;
1024 } 968 }
1025 969
1026 if (inv)
1027 {
1028 /* Only if the space blocks everything do we not process -
1029 * if some form of movement is allowed, let objects
1030 * drop on that space.
1031 */
1032 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1033 {
1034 object *
1035 op = inv;
1036
1037 while (op)
1038 {
1039 object *
1040 tmp = op->below;
1041
1042 remove_ob (op);
1043 op->free (free_inventory);
1044 op = tmp;
1045 }
1046 }
1047 else
1048 { /* Put objects in inventory onto this space */
1049 object *
1050 op = inv;
1051
1052 while (op)
1053 {
1054 object *
1055 tmp = op->below;
1056
1057 remove_ob (op);
1058
1059 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1060 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1061 free_object (op);
1062 else
1063 {
1064 op->x = x;
1065 op->y = y;
1066 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1067 }
1068
1069 op = tmp;
1070 }
1071 }
1072 }
1073
1074 clear_owner (this);
1075
1076 /* Remove object from the active list */
1077 speed = 0; 970 head = 0;
1078 update_ob_speed (this);
1079 971
1080 unlink (); 972 // clear those pointers that likely might cause circular references
1081 973 owner = 0;
1082 SET_FLAG (this, FLAG_FREED); 974 enemy = 0;
1083 975 attacked_by = 0;
1084 mortals.push_back (this); 976 current_weapon = 0;
1085} 977}
1086
1087/*
1088 * sub_weight() recursively (outwards) subtracts a number from the
1089 * weight of an object (and what is carried by it's environment(s)).
1090 */
1091 978
1092void 979void
1093sub_weight (object *op, signed long weight) 980object::destroy (bool destroy_inventory)
1094{ 981{
1095 while (op != NULL) 982 if (destroyed ())
1096 { 983 return;
1097 if (op->type == CONTAINER)
1098 {
1099 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1100 }
1101 op->carrying -= weight;
1102 op = op->env;
1103 }
1104}
1105 984
1106/* remove_ob(op): 985 if (destroy_inventory)
986 destroy_inv (false);
987
988 if (is_head ())
989 if (sound_destroy)
990 play_sound (sound_destroy);
991 else if (flag [FLAG_MONSTER])
992 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
993
994 attachable::destroy ();
995}
996
997/* op->remove ():
1107 * This function removes the object op from the linked list of objects 998 * This function removes the object op from the linked list of objects
1108 * which it is currently tied to. When this function is done, the 999 * which it is currently tied to. When this function is done, the
1109 * object will have no environment. If the object previously had an 1000 * object will have no environment. If the object previously had an
1110 * environment, the x and y coordinates will be updated to 1001 * environment, the x and y coordinates will be updated to
1111 * the previous environment. 1002 * the previous environment.
1112 * Beware: This function is called from the editor as well!
1113 */ 1003 */
1114
1115void 1004void
1116remove_ob (object *op) 1005object::do_remove ()
1117{ 1006{
1118 object *tmp, *last = NULL; 1007 object *tmp, *last = 0;
1119 object *otmp; 1008 object *otmp;
1120 1009
1121 tag_t tag;
1122 int check_walk_off;
1123 mapstruct *m;
1124
1125 sint16 x, y;
1126
1127 if (QUERY_FLAG (op, FLAG_REMOVED)) 1010 if (QUERY_FLAG (this, FLAG_REMOVED))
1128 { 1011 return;
1129 dump_object (op);
1130 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1131 1012
1132 /* Changed it to always dump core in this case. As has been learned
1133 * in the past, trying to recover from errors almost always
1134 * make things worse, and this is a real error here - something
1135 * that should not happen.
1136 * Yes, if this was a mission critical app, trying to do something
1137 * to recover may make sense, but that is because failure of the app
1138 * may have other disastrous problems. Cf runs out of a script
1139 * so is easily enough restarted without any real problems.
1140 * MSW 2001-07-01
1141 */
1142 abort ();
1143 }
1144
1145 if (op->more != NULL)
1146 remove_ob (op->more);
1147
1148 SET_FLAG (op, FLAG_REMOVED); 1013 SET_FLAG (this, FLAG_REMOVED);
1014 INVOKE_OBJECT (REMOVE, this);
1015
1016 if (more)
1017 more->remove ();
1149 1018
1150 /* 1019 /*
1151 * In this case, the object to be removed is in someones 1020 * In this case, the object to be removed is in someones
1152 * inventory. 1021 * inventory.
1153 */ 1022 */
1154 if (op->env != NULL) 1023 if (env)
1155 { 1024 {
1156 if (op->nrof) 1025 if (nrof)
1157 sub_weight (op->env, op->weight * op->nrof); 1026 sub_weight (env, weight * nrof);
1158 else 1027 else
1159 sub_weight (op->env, op->weight + op->carrying); 1028 sub_weight (env, weight + carrying);
1160 1029
1161 /* NO_FIX_PLAYER is set when a great many changes are being 1030 /* NO_FIX_PLAYER is set when a great many changes are being
1162 * made to players inventory. If set, avoiding the call 1031 * made to players inventory. If set, avoiding the call
1163 * to save cpu time. 1032 * to save cpu time.
1164 */ 1033 */
1165 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1034 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1166 fix_player (otmp); 1035 otmp->update_stats ();
1167 1036
1168 if (op->above != NULL) 1037 if (above)
1169 op->above->below = op->below; 1038 above->below = below;
1170 else 1039 else
1171 op->env->inv = op->below; 1040 env->inv = below;
1172 1041
1173 if (op->below != NULL) 1042 if (below)
1174 op->below->above = op->above; 1043 below->above = above;
1175 1044
1176 /* we set up values so that it could be inserted into 1045 /* we set up values so that it could be inserted into
1177 * the map, but we don't actually do that - it is up 1046 * the map, but we don't actually do that - it is up
1178 * to the caller to decide what we want to do. 1047 * to the caller to decide what we want to do.
1179 */ 1048 */
1180 op->x = op->env->x, op->y = op->env->y; 1049 x = env->x, y = env->y;
1181 op->map = op->env->map; 1050 map = env->map;
1182 op->above = NULL, op->below = NULL; 1051 above = 0, below = 0;
1183 op->env = NULL; 1052 env = 0;
1184 return;
1185 }
1186
1187 /* If we get here, we are removing it from a map */
1188 if (op->map == NULL)
1189 return;
1190
1191 x = op->x;
1192 y = op->y;
1193 m = get_map_from_coord (op->map, &x, &y);
1194
1195 if (!m)
1196 { 1053 }
1197 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1054 else if (map)
1198 op->map->path, op->x, op->y);
1199 /* in old days, we used to set x and y to 0 and continue.
1200 * it seems if we get into this case, something is probablye
1201 * screwed up and should be fixed.
1202 */
1203 abort ();
1204 } 1055 {
1205 if (op->map != m) 1056 if (type == PLAYER)
1206 { 1057 {
1207 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1058 // leaving a spot always closes any open container on the ground
1208 op->map->path, m->path, op->x, op->y, x, y); 1059 if (container && !container->env)
1209 } 1060 // this causes spurious floorbox updates, but it ensures
1061 // that the CLOSE event is being sent.
1062 close_container ();
1210 1063
1211 /* Re did the following section of code - it looks like it had 1064 --map->players;
1212 * lots of logic for things we no longer care about 1065 map->touch ();
1213 */ 1066 }
1214 1067
1068 map->dirty = true;
1069 mapspace &ms = this->ms ();
1070
1215 /* link the object above us */ 1071 /* link the object above us */
1216 if (op->above) 1072 if (above)
1217 op->above->below = op->below; 1073 above->below = below;
1218 else 1074 else
1219 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1075 ms.top = below; /* we were top, set new top */
1220 1076
1221 /* Relink the object below us, if there is one */ 1077 /* Relink the object below us, if there is one */
1222 if (op->below) 1078 if (below)
1223 op->below->above = op->above; 1079 below->above = above;
1224 else 1080 else
1225 { 1081 {
1226 /* Nothing below, which means we need to relink map object for this space 1082 /* Nothing below, which means we need to relink map object for this space
1227 * use translated coordinates in case some oddness with map tiling is 1083 * use translated coordinates in case some oddness with map tiling is
1228 * evident 1084 * evident
1229 */
1230 if (GET_MAP_OB (m, x, y) != op)
1231 {
1232 dump_object (op);
1233 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",
1234 errmsg);
1235 dump_object (GET_MAP_OB (m, x, y));
1236 LOG (llevError, "%s\n", errmsg);
1237 }
1238
1239 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1240 }
1241
1242 op->above = NULL;
1243 op->below = NULL;
1244
1245 if (op->map->in_memory == MAP_SAVING)
1246 return;
1247
1248 tag = op->count;
1249 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1250
1251 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1252 {
1253 /* No point updating the players look faces if he is the object
1254 * being removed.
1255 */
1256
1257 if (tmp->type == PLAYER && tmp != op)
1258 {
1259 /* If a container that the player is currently using somehow gets
1260 * removed (most likely destroyed), update the player view
1261 * appropriately.
1262 */ 1085 */
1086 if (GET_MAP_OB (map, x, y) != this)
1087 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1088
1089 ms.bot = above; /* goes on above it. */
1090 }
1091
1092 above = 0;
1093 below = 0;
1094
1095 if (map->in_memory == MAP_SAVING)
1096 return;
1097
1098 int check_walk_off = !flag [FLAG_NO_APPLY];
1099
1100 if (object *pl = ms.player ())
1101 {
1263 if (tmp->container == op) 1102 if (pl->container == this)
1103 /* If a container that the player is currently using somehow gets
1104 * removed (most likely destroyed), update the player view
1105 * appropriately.
1106 */
1107 pl->close_container ();
1108
1109 pl->contr->ns->floorbox_update ();
1110 }
1111
1112 for (tmp = ms.bot; tmp; tmp = tmp->above)
1113 {
1114 /* No point updating the players look faces if he is the object
1115 * being removed.
1116 */
1117
1118 /* See if object moving off should effect something */
1119 if (check_walk_off
1120 && ((move_type & tmp->move_off)
1121 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1264 { 1122 {
1265 CLEAR_FLAG (op, FLAG_APPLIED); 1123 move_apply (tmp, this, 0);
1266 tmp->container = NULL; 1124
1125 if (destroyed ())
1126 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1267 } 1127 }
1268 1128
1269 tmp->contr->socket.update_look = 1;
1270 }
1271 /* See if player moving off should effect something */
1272 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1273 {
1274 move_apply (tmp, op, NULL);
1275
1276 if (was_destroyed (op, tag))
1277 {
1278 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1279 }
1280 }
1281
1282 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1283
1284 if (tmp->above == tmp)
1285 tmp->above = NULL;
1286
1287 last = tmp; 1129 last = tmp;
1288 } 1130 }
1289 1131
1290 /* last == NULL of there are no objects on this space */ 1132 /* last == NULL if there are no objects on this space */
1291 if (last == NULL) 1133 //TODO: this makes little sense, why only update the topmost object?
1292 { 1134 if (!last)
1293 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1135 map->at (x, y).flags_ = 0;
1294 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1295 * those out anyways, and if there are any flags set right now, they won't
1296 * be correct anyways.
1297 */
1298 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1299 update_position (op->map, op->x, op->y);
1300 }
1301 else 1136 else
1302 update_object (last, UP_OBJ_REMOVE); 1137 update_object (last, UP_OBJ_REMOVE);
1303 1138
1304 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1139 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1305 update_all_los (op->map, op->x, op->y); 1140 update_all_los (map, x, y);
1141 }
1306} 1142}
1307 1143
1308/* 1144/*
1309 * merge_ob(op,top): 1145 * merge_ob(op,top):
1310 * 1146 *
1311 * This function goes through all objects below and including top, and 1147 * This function goes through all objects below and including top, and
1312 * merges op to the first matching object. 1148 * merges op to the first matching object.
1313 * If top is NULL, it is calculated. 1149 * If top is NULL, it is calculated.
1314 * Returns pointer to object if it succeded in the merge, otherwise NULL 1150 * Returns pointer to object if it succeded in the merge, otherwise NULL
1315 */ 1151 */
1316
1317object * 1152object *
1318merge_ob (object *op, object *top) 1153merge_ob (object *op, object *top)
1319{ 1154{
1320 if (!op->nrof) 1155 if (!op->nrof)
1321 return 0; 1156 return 0;
1322 if (top == NULL) 1157
1158 if (!top)
1323 for (top = op; top != NULL && top->above != NULL; top = top->above); 1159 for (top = op; top && top->above; top = top->above)
1160 ;
1161
1324 for (; top != NULL; top = top->below) 1162 for (; top; top = top->below)
1325 { 1163 {
1326 if (top == op) 1164 if (top == op)
1327 continue; 1165 continue;
1328 if (CAN_MERGE (op, top)) 1166
1167 if (object::can_merge (op, top))
1329 { 1168 {
1330 top->nrof += op->nrof; 1169 top->nrof += op->nrof;
1331 1170
1332/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1171/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1333 op->weight = 0; /* Don't want any adjustements now */ 1172 op->weight = 0; /* Don't want any adjustements now */
1334 remove_ob (op); 1173 op->destroy ();
1335 free_object (op);
1336 return top; 1174 return top;
1337 } 1175 }
1338 } 1176 }
1177
1339 return NULL; 1178 return 0;
1340} 1179}
1341 1180
1181void
1182object::expand_tail ()
1183{
1184 if (more)
1185 return;
1186
1187 object *prev = this;
1188
1189 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1190 {
1191 object *op = arch_to_object (at);
1192
1193 op->name = name;
1194 op->name_pl = name_pl;
1195 op->title = title;
1196
1197 op->head = this;
1198 prev->more = op;
1199
1200 prev = op;
1201 }
1202}
1203
1342/* 1204/*
1343 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1205 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1344 * job preparing multi-part monsters 1206 * job preparing multi-part monsters.
1345 */ 1207 */
1346object * 1208object *
1347insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1209insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1348{ 1210{
1349 object *
1350 tmp;
1351
1352 if (op->head)
1353 op = op->head;
1354 for (tmp = op; tmp; tmp = tmp->more) 1211 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1355 { 1212 {
1356 tmp->x = x + tmp->arch->clone.x; 1213 tmp->x = x + tmp->arch->x;
1357 tmp->y = y + tmp->arch->clone.y; 1214 tmp->y = y + tmp->arch->y;
1358 } 1215 }
1216
1359 return insert_ob_in_map (op, m, originator, flag); 1217 return insert_ob_in_map (op, m, originator, flag);
1360} 1218}
1361 1219
1362/* 1220/*
1363 * insert_ob_in_map (op, map, originator, flag): 1221 * insert_ob_in_map (op, map, originator, flag):
1377 * Return value: 1235 * Return value:
1378 * new object if 'op' was merged with other object 1236 * new object if 'op' was merged with other object
1379 * NULL if 'op' was destroyed 1237 * NULL if 'op' was destroyed
1380 * just 'op' otherwise 1238 * just 'op' otherwise
1381 */ 1239 */
1382
1383object * 1240object *
1384insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1241insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1385{ 1242{
1243 assert (!op->flag [FLAG_FREED]);
1244
1386 object *tmp, *top, *floor = NULL; 1245 object *top, *floor = NULL;
1387 sint16 x, y;
1388 1246
1389 if (QUERY_FLAG (op, FLAG_FREED)) 1247 op->remove ();
1390 {
1391 LOG (llevError, "Trying to insert freed object!\n");
1392 return NULL;
1393 }
1394
1395 if (m == NULL)
1396 {
1397 dump_object (op);
1398 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1399 return op;
1400 }
1401
1402 if (out_of_map (m, op->x, op->y))
1403 {
1404 dump_object (op);
1405 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1406#ifdef MANY_CORES
1407 /* Better to catch this here, as otherwise the next use of this object
1408 * is likely to cause a crash. Better to find out where it is getting
1409 * improperly inserted.
1410 */
1411 abort ();
1412#endif
1413 return op;
1414 }
1415
1416 if (!QUERY_FLAG (op, FLAG_REMOVED))
1417 {
1418 dump_object (op);
1419 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1420 return op;
1421 }
1422
1423 if (op->more != NULL)
1424 {
1425 /* The part may be on a different map. */
1426
1427 object *more = op->more;
1428
1429 /* We really need the caller to normalize coordinates - if
1430 * we set the map, that doesn't work if the location is within
1431 * a map and this is straddling an edge. So only if coordinate
1432 * is clear wrong do we normalize it.
1433 */
1434 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1435 more->map = get_map_from_coord (m, &more->x, &more->y);
1436 else if (!more->map)
1437 {
1438 /* For backwards compatibility - when not dealing with tiled maps,
1439 * more->map should always point to the parent.
1440 */
1441 more->map = m;
1442 }
1443
1444 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1445 {
1446 if (!op->head)
1447 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1448
1449 return NULL;
1450 }
1451 }
1452
1453 CLEAR_FLAG (op, FLAG_REMOVED);
1454 1248
1455 /* Ideally, the caller figures this out. However, it complicates a lot 1249 /* Ideally, the caller figures this out. However, it complicates a lot
1456 * of areas of callers (eg, anything that uses find_free_spot would now 1250 * of areas of callers (eg, anything that uses find_free_spot would now
1457 * need extra work 1251 * need extra work
1458 */ 1252 */
1459 op->map = get_map_from_coord (m, &op->x, &op->y); 1253 if (!xy_normalise (m, op->x, op->y))
1460 x = op->x; 1254 {
1461 y = op->y; 1255 op->destroy ();
1256 return 0;
1257 }
1258
1259 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag))
1261 return 0;
1262
1263 CLEAR_FLAG (op, FLAG_REMOVED);
1264
1265 op->map = m;
1266 mapspace &ms = op->ms ();
1462 1267
1463 /* this has to be done after we translate the coordinates. 1268 /* this has to be done after we translate the coordinates.
1464 */ 1269 */
1465 if (op->nrof && !(flag & INS_NO_MERGE)) 1270 if (op->nrof && !(flag & INS_NO_MERGE))
1466 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1271 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1467 if (CAN_MERGE (op, tmp)) 1272 if (object::can_merge (op, tmp))
1468 { 1273 {
1469 op->nrof += tmp->nrof; 1274 op->nrof += tmp->nrof;
1470 remove_ob (tmp); 1275 tmp->destroy ();
1471 free_object (tmp);
1472 } 1276 }
1473 1277
1474 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1278 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1475 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1279 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1476 1280
1489 op->below = originator->below; 1293 op->below = originator->below;
1490 1294
1491 if (op->below) 1295 if (op->below)
1492 op->below->above = op; 1296 op->below->above = op;
1493 else 1297 else
1494 SET_MAP_OB (op->map, op->x, op->y, op); 1298 ms.bot = op;
1495 1299
1496 /* since *below* originator, no need to update top */ 1300 /* since *below* originator, no need to update top */
1497 originator->below = op; 1301 originator->below = op;
1498 } 1302 }
1499 else 1303 else
1500 { 1304 {
1305 top = ms.bot;
1306
1501 /* If there are other objects, then */ 1307 /* If there are other objects, then */
1502 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1308 if (top)
1503 { 1309 {
1504 object *last = NULL; 1310 object *last = 0;
1505 1311
1506 /* 1312 /*
1507 * If there are multiple objects on this space, we do some trickier handling. 1313 * If there are multiple objects on this space, we do some trickier handling.
1508 * We've already dealt with merging if appropriate. 1314 * We've already dealt with merging if appropriate.
1509 * Generally, we want to put the new object on top. But if 1315 * Generally, we want to put the new object on top. But if
1513 * once we get to them. This reduces the need to traverse over all of 1319 * once we get to them. This reduces the need to traverse over all of
1514 * them when adding another one - this saves quite a bit of cpu time 1320 * them when adding another one - this saves quite a bit of cpu time
1515 * when lots of spells are cast in one area. Currently, it is presumed 1321 * when lots of spells are cast in one area. Currently, it is presumed
1516 * that flying non pickable objects are spell objects. 1322 * that flying non pickable objects are spell objects.
1517 */ 1323 */
1518 1324 for (top = ms.bot; top; top = top->above)
1519 while (top != NULL)
1520 { 1325 {
1521 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1522 floor = top; 1327 floor = top;
1523 1328
1524 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1329 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1527 top = top->below; 1332 top = top->below;
1528 break; 1333 break;
1529 } 1334 }
1530 1335
1531 last = top; 1336 last = top;
1532 top = top->above;
1533 } 1337 }
1534 1338
1535 /* Don't want top to be NULL, so set it to the last valid object */ 1339 /* Don't want top to be NULL, so set it to the last valid object */
1536 top = last; 1340 top = last;
1537 1341
1539 * looks like instead of lots of conditions here. 1343 * looks like instead of lots of conditions here.
1540 * makes things faster, and effectively the same result. 1344 * makes things faster, and effectively the same result.
1541 */ 1345 */
1542 1346
1543 /* Have object 'fall below' other objects that block view. 1347 /* Have object 'fall below' other objects that block view.
1544 * Unless those objects are exits, type 66 1348 * Unless those objects are exits.
1545 * If INS_ON_TOP is used, don't do this processing 1349 * If INS_ON_TOP is used, don't do this processing
1546 * Need to find the object that in fact blocks view, otherwise 1350 * Need to find the object that in fact blocks view, otherwise
1547 * stacking is a bit odd. 1351 * stacking is a bit odd.
1548 */ 1352 */
1549 if (!(flag & INS_ON_TOP) && 1353 if (!(flag & INS_ON_TOP)
1550 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1354 && ms.flags () & P_BLOCKSVIEW
1355 && (op->face && !faces [op->face].visibility))
1551 { 1356 {
1552 for (last = top; last != floor; last = last->below) 1357 for (last = top; last != floor; last = last->below)
1553 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1358 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1554 break; 1359 break;
1360
1555 /* Check to see if we found the object that blocks view, 1361 /* Check to see if we found the object that blocks view,
1556 * and make sure we have a below pointer for it so that 1362 * and make sure we have a below pointer for it so that
1557 * we can get inserted below this one, which requires we 1363 * we can get inserted below this one, which requires we
1558 * set top to the object below us. 1364 * set top to the object below us.
1559 */ 1365 */
1560 if (last && last->below && last != floor) 1366 if (last && last->below && last != floor)
1561 top = last->below; 1367 top = last->below;
1562 } 1368 }
1563 } /* If objects on this space */ 1369 } /* If objects on this space */
1564 1370
1565 if (flag & INS_MAP_LOAD)
1566 top = GET_MAP_TOP (op->map, op->x, op->y);
1567
1568 if (flag & INS_ABOVE_FLOOR_ONLY) 1371 if (flag & INS_ABOVE_FLOOR_ONLY)
1569 top = floor; 1372 top = floor;
1570 1373
1571 /* Top is the object that our object (op) is going to get inserted above. 1374 /* Top is the object that our object (op) is going to get inserted above.
1572 */ 1375 */
1573 1376
1574 /* First object on this space */ 1377 /* First object on this space */
1575 if (!top) 1378 if (!top)
1576 { 1379 {
1577 op->above = GET_MAP_OB (op->map, op->x, op->y); 1380 op->above = ms.bot;
1578 1381
1579 if (op->above) 1382 if (op->above)
1580 op->above->below = op; 1383 op->above->below = op;
1581 1384
1582 op->below = NULL; 1385 op->below = 0;
1583 SET_MAP_OB (op->map, op->x, op->y, op); 1386 ms.bot = op;
1584 } 1387 }
1585 else 1388 else
1586 { /* get inserted into the stack above top */ 1389 { /* get inserted into the stack above top */
1587 op->above = top->above; 1390 op->above = top->above;
1588 1391
1591 1394
1592 op->below = top; 1395 op->below = top;
1593 top->above = op; 1396 top->above = op;
1594 } 1397 }
1595 1398
1596 if (op->above == NULL) 1399 if (!op->above)
1597 SET_MAP_TOP (op->map, op->x, op->y, op); 1400 ms.top = op;
1598 } /* else not INS_BELOW_ORIGINATOR */ 1401 } /* else not INS_BELOW_ORIGINATOR */
1599 1402
1600 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1404 {
1601 op->contr->do_los = 1; 1405 op->contr->do_los = 1;
1406 ++op->map->players;
1407 op->map->touch ();
1408 }
1602 1409
1603 /* If we have a floor, we know the player, if any, will be above 1410 op->map->dirty = true;
1604 * it, so save a few ticks and start from there. 1411
1605 */ 1412 if (object *pl = ms.player ())
1606 if (!(flag & INS_MAP_LOAD)) 1413 pl->contr->ns->floorbox_update ();
1607 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1608 if (tmp->type == PLAYER)
1609 tmp->contr->socket.update_look = 1;
1610 1414
1611 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1612 * 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
1613 * 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
1614 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1615 * 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 -
1616 * this should get redone to only look for players within range, 1420 * this should get redone to only look for players within range,
1617 * or just updating the P_NEED_UPDATE for spaces within this area 1421 * or just updating the P_UPTODATE for spaces within this area
1618 * of effect may be sufficient. 1422 * of effect may be sufficient.
1619 */ 1423 */
1620 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1424 if (op->map->darkness && (op->glow_radius != 0))
1621 update_all_los (op->map, op->x, op->y); 1425 update_all_los (op->map, op->x, op->y);
1622 1426
1623 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1427 /* updates flags (blocked, alive, no magic, etc) for this map space */
1624 update_object (op, UP_OBJ_INSERT); 1428 update_object (op, UP_OBJ_INSERT);
1625 1429
1430 INVOKE_OBJECT (INSERT, op);
1431
1626 /* 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,
1627 * we want to have update_look set above before calling this. 1433 * we want to have floorbox_update called before calling this.
1628 * 1434 *
1629 * check_move_on() must be after this because code called from 1435 * check_move_on() must be after this because code called from
1630 * check_move_on() depends on correct map flags (so functions like 1436 * check_move_on() depends on correct map flags (so functions like
1631 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1632 * update_object(). 1438 * update_object().
1633 */ 1439 */
1634 1440
1635 /* 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 */
1636 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1637 { 1443 {
1638 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1639 return NULL; 1445 return 0;
1640 1446
1641 /* 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
1642 * walk on's. 1448 * walk on's.
1643 */ 1449 */
1644 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1645 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1646 return NULL; 1452 return 0;
1647 } 1453 }
1648 1454
1649 return op; 1455 return op;
1650} 1456}
1651 1457
1652/* this function inserts an object in the map, but if it 1458/* this function inserts an object in the map, but if it
1653 * 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.
1654 * 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.
1655 */ 1461 */
1656void 1462void
1657replace_insert_ob_in_map (const char *arch_string, object *op) 1463replace_insert_ob_in_map (const char *arch_string, object *op)
1658{ 1464{
1659 object *tmp;
1660 object *tmp1; 1465 object *tmp, *tmp1;
1661 1466
1662 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1663 1468
1664 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)
1665 {
1666 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1667 { 1471 tmp->destroy ();
1668 remove_ob (tmp);
1669 free_object (tmp);
1670 }
1671 }
1672 1472
1673 tmp1 = arch_to_object (find_archetype (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1674 1474
1675 tmp1->x = op->x; 1475 tmp1->x = op->x;
1676 tmp1->y = op->y; 1476 tmp1->y = op->y;
1677 insert_ob_in_map (tmp1, op->map, op, 0); 1477 insert_ob_in_map (tmp1, op->map, op, 0);
1478}
1479
1480object *
1481object::insert_at (object *where, object *originator, int flags)
1482{
1483 if (where->env)
1484 return where->env->insert (this);
1485 else
1486 return where->map->insert (this, where->x, where->y, originator, flags);
1678} 1487}
1679 1488
1680/* 1489/*
1681 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1682 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1683 * the rest (or is removed and freed if that number is 0). 1492 * the rest (or is removed and freed if that number is 0).
1684 * On failure, NULL is returned, and the reason put into the 1493 * On failure, NULL is returned, and the reason put into the
1685 * global static errmsg array. 1494 * global static errmsg array.
1686 */ 1495 */
1687
1688object * 1496object *
1689get_split_ob (object *orig_ob, uint32 nr) 1497get_split_ob (object *orig_ob, uint32 nr)
1690{ 1498{
1691 object * 1499 object *newob;
1692 newob;
1693 int
1694 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1695 1501
1696 if (orig_ob->nrof < nr) 1502 if (orig_ob->nrof < nr)
1697 { 1503 {
1698 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1504 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1699 return NULL; 1505 return NULL;
1700 } 1506 }
1507
1701 newob = object_create_clone (orig_ob); 1508 newob = object_create_clone (orig_ob);
1509
1702 if ((orig_ob->nrof -= nr) < 1) 1510 if ((orig_ob->nrof -= nr) < 1)
1703 { 1511 orig_ob->destroy (1);
1704 if (!is_removed)
1705 remove_ob (orig_ob);
1706 free_object2 (orig_ob, 1);
1707 }
1708 else if (!is_removed) 1512 else if (!is_removed)
1709 { 1513 {
1710 if (orig_ob->env != NULL) 1514 if (orig_ob->env != NULL)
1711 sub_weight (orig_ob->env, orig_ob->weight * nr); 1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1712 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1713 { 1517 {
1714 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1715 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1716 return NULL; 1520 return NULL;
1717 } 1521 }
1718 } 1522 }
1523
1719 newob->nrof = nr; 1524 newob->nrof = nr;
1720 1525
1721 return newob; 1526 return newob;
1722} 1527}
1723 1528
1726 * the amount of an object. If the amount reaches 0, the object 1531 * the amount of an object. If the amount reaches 0, the object
1727 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1728 * 1533 *
1729 * Return value: 'op' if something is left, NULL if the amount reached 0 1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1730 */ 1535 */
1731
1732object * 1536object *
1733decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1734{ 1538{
1735 object * 1539 object *tmp;
1736 tmp;
1737 player *
1738 pl;
1739 1540
1740 if (i == 0) /* objects with op->nrof require this check */ 1541 if (i == 0) /* objects with op->nrof require this check */
1741 return op; 1542 return op;
1742 1543
1743 if (i > op->nrof) 1544 if (i > op->nrof)
1744 i = op->nrof; 1545 i = op->nrof;
1745 1546
1746 if (QUERY_FLAG (op, FLAG_REMOVED)) 1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 {
1748 op->nrof -= i; 1548 op->nrof -= i;
1749 }
1750 else if (op->env != NULL) 1549 else if (op->env)
1751 { 1550 {
1752 /* is this object in the players inventory, or sub container 1551 /* is this object in the players inventory, or sub container
1753 * therein? 1552 * therein?
1754 */ 1553 */
1755 tmp = is_player_inv (op->env); 1554 tmp = op->in_player ();
1756 /* nope. Is this a container the player has opened? 1555 /* nope. Is this a container the player has opened?
1757 * If so, set tmp to that player. 1556 * If so, set tmp to that player.
1758 * IMO, searching through all the players will mostly 1557 * IMO, searching through all the players will mostly
1759 * likely be quicker than following op->env to the map, 1558 * likely be quicker than following op->env to the map,
1760 * and then searching the map for a player. 1559 * and then searching the map for a player.
1761 */ 1560 */
1762 if (!tmp) 1561 if (!tmp)
1763 { 1562 for_all_players (pl)
1764 for (pl = first_player; pl; pl = pl->next)
1765 if (pl->ob->container == op->env) 1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1766 break; 1566 break;
1767 if (pl)
1768 tmp = pl->ob;
1769 else
1770 tmp = NULL;
1771 } 1567 }
1772 1568
1773 if (i < op->nrof) 1569 if (i < op->nrof)
1774 { 1570 {
1775 sub_weight (op->env, op->weight * i); 1571 sub_weight (op->env, op->weight * i);
1776 op->nrof -= i; 1572 op->nrof -= i;
1777 if (tmp) 1573 if (tmp)
1778 {
1779 esrv_send_item (tmp, op); 1574 esrv_send_item (tmp, op);
1780 }
1781 } 1575 }
1782 else 1576 else
1783 { 1577 {
1784 remove_ob (op); 1578 op->remove ();
1785 op->nrof = 0; 1579 op->nrof = 0;
1786 if (tmp) 1580 if (tmp)
1787 {
1788 esrv_del_item (tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1789 }
1790 } 1582 }
1791 } 1583 }
1792 else 1584 else
1793 { 1585 {
1794 object *
1795 above = op->above; 1586 object *above = op->above;
1796 1587
1797 if (i < op->nrof) 1588 if (i < op->nrof)
1798 {
1799 op->nrof -= i; 1589 op->nrof -= i;
1800 }
1801 else 1590 else
1802 { 1591 {
1803 remove_ob (op); 1592 op->remove ();
1804 op->nrof = 0; 1593 op->nrof = 0;
1805 } 1594 }
1595
1806 /* Since we just removed op, op->above is null */ 1596 /* Since we just removed op, op->above is null */
1807 for (tmp = above; tmp != NULL; tmp = tmp->above) 1597 for (tmp = above; tmp; tmp = tmp->above)
1808 if (tmp->type == PLAYER) 1598 if (tmp->type == PLAYER)
1809 { 1599 {
1810 if (op->nrof) 1600 if (op->nrof)
1811 esrv_send_item (tmp, op); 1601 esrv_send_item (tmp, op);
1812 else 1602 else
1813 esrv_del_item (tmp->contr, op->count); 1603 esrv_del_item (tmp->contr, op->count);
1814 } 1604 }
1815 } 1605 }
1816 1606
1817 if (op->nrof) 1607 if (op->nrof)
1608 return op;
1609 else
1610 {
1611 op->destroy ();
1612 return 0;
1818 { 1613 }
1614}
1615
1616object *
1617insert_ob_in_ob (object *op, object *where)
1618{
1619 if (!where)
1620 {
1621 char *dump = dump_object (op);
1622 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1623 free (dump);
1819 return op; 1624 return op;
1820 } 1625 }
1821 else 1626
1822 { 1627 if (where->head_ () != where)
1823 free_object (op);
1824 return NULL;
1825 } 1628 {
1826} 1629 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1827 1630 where = where->head;
1828/*
1829 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying.
1831 */
1832
1833void
1834add_weight (object *op, signed long weight)
1835{
1836 while (op != NULL)
1837 { 1631 }
1838 if (op->type == CONTAINER)
1839 {
1840 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1841 }
1842 op->carrying += weight;
1843 op = op->env;
1844 }
1845}
1846 1632
1633 return where->insert (op);
1634}
1635
1847/* 1636/*
1848 * insert_ob_in_ob(op,environment): 1637 * env->insert (op)
1849 * This function inserts the object op in the linked list 1638 * This function inserts the object op in the linked list
1850 * inside the object environment. 1639 * inside the object environment.
1851 * 1640 *
1852 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1853 * the inventory at the last position or next to other objects of the same
1854 * type.
1855 * Frank: Now sorted by type, archetype and magic!
1856 *
1857 * The function returns now pointer to inserted item, and return value can 1641 * The function returns now pointer to inserted item, and return value can
1858 * be != op, if items are merged. -Tero 1642 * be != op, if items are merged. -Tero
1859 */ 1643 */
1860
1861object * 1644object *
1862insert_ob_in_ob (object *op, object *where) 1645object::insert (object *op)
1863{ 1646{
1864 object *
1865 tmp, *
1866 otmp;
1867
1868 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1869 { 1648 op->remove ();
1870 dump_object (op); 1649
1871 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1872 return op;
1873 }
1874 if (where == NULL)
1875 {
1876 dump_object (op);
1877 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1878 return op;
1879 }
1880 if (where->head)
1881 {
1882 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1883 where = where->head;
1884 }
1885 if (op->more) 1650 if (op->more)
1886 { 1651 {
1887 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1888 return op; 1653 return op;
1889 } 1654 }
1655
1890 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1657 CLEAR_FLAG (op, FLAG_REMOVED);
1658
1892 if (op->nrof) 1659 if (op->nrof)
1893 { 1660 {
1894 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1661 for (object *tmp = inv; tmp; tmp = tmp->below)
1895 if (CAN_MERGE (tmp, op)) 1662 if (object::can_merge (tmp, op))
1896 { 1663 {
1897 /* return the original object and remove inserted object 1664 /* return the original object and remove inserted object
1898 (client needs the original object) */ 1665 (client needs the original object) */
1899 tmp->nrof += op->nrof; 1666 tmp->nrof += op->nrof;
1900 /* Weight handling gets pretty funky. Since we are adding to 1667 /* Weight handling gets pretty funky. Since we are adding to
1901 * tmp->nrof, we need to increase the weight. 1668 * tmp->nrof, we need to increase the weight.
1902 */ 1669 */
1903 add_weight (where, op->weight * op->nrof); 1670 add_weight (this, op->weight * op->nrof);
1904 SET_FLAG (op, FLAG_REMOVED); 1671 SET_FLAG (op, FLAG_REMOVED);
1905 free_object (op); /* free the inserted object */ 1672 op->destroy (); /* free the inserted object */
1906 op = tmp; 1673 op = tmp;
1907 remove_ob (op); /* and fix old object's links */ 1674 op->remove (); /* and fix old object's links */
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1909 break; 1676 break;
1910 } 1677 }
1911 1678
1912 /* I assume combined objects have no inventory 1679 /* I assume combined objects have no inventory
1913 * We add the weight - this object could have just been removed 1680 * We add the weight - this object could have just been removed
1914 * (if it was possible to merge). calling remove_ob will subtract 1681 * (if it was possible to merge). calling remove_ob will subtract
1915 * the weight, so we need to add it in again, since we actually do 1682 * the weight, so we need to add it in again, since we actually do
1916 * the linking below 1683 * the linking below
1917 */ 1684 */
1918 add_weight (where, op->weight * op->nrof); 1685 add_weight (this, op->weight * op->nrof);
1919 } 1686 }
1920 else 1687 else
1921 add_weight (where, (op->weight + op->carrying)); 1688 add_weight (this, (op->weight + op->carrying));
1922 1689
1923 otmp = is_player_inv (where); 1690 if (object *otmp = this->in_player ())
1924 if (otmp && otmp->contr != NULL)
1925 {
1926 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1691 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1927 fix_player (otmp); 1692 otmp->update_stats ();
1928 }
1929 1693
1694 op->owner = 0; // its his/hers now. period.
1930 op->map = NULL; 1695 op->map = 0;
1931 op->env = where; 1696 op->env = this;
1932 op->above = NULL; 1697 op->above = 0;
1933 op->below = NULL; 1698 op->below = 0;
1934 op->x = 0, op->y = 0; 1699 op->x = op->y = 0;
1935 1700
1936 /* reset the light list and los of the players on the map */ 1701 /* reset the light list and los of the players on the map */
1937 if ((op->glow_radius != 0) && where->map) 1702 if (op->glow_radius && map)
1938 { 1703 {
1939#ifdef DEBUG_LIGHTS 1704#ifdef DEBUG_LIGHTS
1940 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1705 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1941#endif /* DEBUG_LIGHTS */ 1706#endif /* DEBUG_LIGHTS */
1942 if (MAP_DARKNESS (where->map)) 1707 if (map->darkness)
1943 update_all_los (where->map, where->x, where->y); 1708 update_all_los (map, x, y);
1944 } 1709 }
1945 1710
1946 /* Client has no idea of ordering so lets not bother ordering it here. 1711 /* Client has no idea of ordering so lets not bother ordering it here.
1947 * It sure simplifies this function... 1712 * It sure simplifies this function...
1948 */ 1713 */
1949 if (where->inv == NULL) 1714 if (!inv)
1950 where->inv = op; 1715 inv = op;
1951 else 1716 else
1952 { 1717 {
1953 op->below = where->inv; 1718 op->below = inv;
1954 op->below->above = op; 1719 op->below->above = op;
1955 where->inv = op; 1720 inv = op;
1956 } 1721 }
1722
1723 INVOKE_OBJECT (INSERT, this);
1724
1957 return op; 1725 return op;
1958} 1726}
1959 1727
1960/* 1728/*
1961 * Checks if any objects has a move_type that matches objects 1729 * Checks if any objects has a move_type that matches objects
1975 * 1743 *
1976 * MSW 2001-07-08: Check all objects on space, not just those below 1744 * MSW 2001-07-08: Check all objects on space, not just those below
1977 * object being inserted. insert_ob_in_map may not put new objects 1745 * object being inserted. insert_ob_in_map may not put new objects
1978 * on top. 1746 * on top.
1979 */ 1747 */
1980
1981int 1748int
1982check_move_on (object *op, object *originator) 1749check_move_on (object *op, object *originator)
1983{ 1750{
1984 object *tmp; 1751 object *tmp;
1985 tag_t tag;
1986 mapstruct *m = op->map; 1752 maptile *m = op->map;
1987 int x = op->x, y = op->y; 1753 int x = op->x, y = op->y;
1988 1754
1989 MoveType move_on, move_slow, move_block; 1755 MoveType move_on, move_slow, move_block;
1990 1756
1991 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1757 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1992 return 0; 1758 return 0;
1993
1994 tag = op->count;
1995 1759
1996 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1997 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1761 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1998 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1762 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1999 1763
2015 1779
2016 /* The objects have to be checked from top to bottom. 1780 /* The objects have to be checked from top to bottom.
2017 * Hence, we first go to the top: 1781 * Hence, we first go to the top:
2018 */ 1782 */
2019 1783
2020 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1784 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2021 { 1785 {
2022 /* Trim the search when we find the first other spell effect 1786 /* Trim the search when we find the first other spell effect
2023 * this helps performance so that if a space has 50 spell objects, 1787 * this helps performance so that if a space has 50 spell objects,
2024 * we don't need to check all of them. 1788 * we don't need to check all of them.
2025 */ 1789 */
2042 { 1806 {
2043 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1807 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2044 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1808 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2045 { 1809 {
2046 1810
1811 float
2047 float diff = tmp->move_slow_penalty * FABS (op->speed); 1812 diff = tmp->move_slow_penalty * fabs (op->speed);
2048 1813
2049 if (op->type == PLAYER) 1814 if (op->type == PLAYER)
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1815 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1816 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 diff /= 4.0; 1817 diff /= 4.0;
2059 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2060 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1825 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2061 { 1826 {
2062 move_apply (tmp, op, originator); 1827 move_apply (tmp, op, originator);
2063 1828
2064 if (was_destroyed (op, tag)) 1829 if (op->destroyed ())
2065 return 1; 1830 return 1;
2066 1831
2067 /* what the person/creature stepped onto has moved the object 1832 /* what the person/creature stepped onto has moved the object
2068 * someplace new. Don't process any further - if we did, 1833 * someplace new. Don't process any further - if we did,
2069 * have a feeling strange problems would result. 1834 * have a feeling strange problems would result.
2079/* 1844/*
2080 * present_arch(arch, map, x, y) searches for any objects with 1845 * present_arch(arch, map, x, y) searches for any objects with
2081 * a matching archetype at the given map and coordinates. 1846 * a matching archetype at the given map and coordinates.
2082 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2083 */ 1848 */
2084
2085object * 1849object *
2086present_arch (const archetype *at, mapstruct *m, int x, int y) 1850present_arch (const archetype *at, maptile *m, int x, int y)
2087{ 1851{
2088 object *
2089 tmp;
2090
2091 if (m == NULL || out_of_map (m, x, y)) 1852 if (!m || out_of_map (m, x, y))
2092 { 1853 {
2093 LOG (llevError, "Present_arch called outside map.\n"); 1854 LOG (llevError, "Present_arch called outside map.\n");
2094 return NULL; 1855 return NULL;
2095 } 1856 }
2096 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1857
1858 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2097 if (tmp->arch == at) 1859 if (tmp->arch == at)
2098 return tmp; 1860 return tmp;
1861
2099 return NULL; 1862 return NULL;
2100} 1863}
2101 1864
2102/* 1865/*
2103 * present(type, map, x, y) searches for any objects with 1866 * present(type, map, x, y) searches for any objects with
2104 * a matching type variable at the given map and coordinates. 1867 * a matching type variable at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
2106 */ 1869 */
2107
2108object * 1870object *
2109present (unsigned char type, mapstruct *m, int x, int y) 1871present (unsigned char type, maptile *m, int x, int y)
2110{ 1872{
2111 object *
2112 tmp;
2113
2114 if (out_of_map (m, x, y)) 1873 if (out_of_map (m, x, y))
2115 { 1874 {
2116 LOG (llevError, "Present called outside map.\n"); 1875 LOG (llevError, "Present called outside map.\n");
2117 return NULL; 1876 return NULL;
2118 } 1877 }
2119 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1878
1879 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2120 if (tmp->type == type) 1880 if (tmp->type == type)
2121 return tmp; 1881 return tmp;
1882
2122 return NULL; 1883 return NULL;
2123} 1884}
2124 1885
2125/* 1886/*
2126 * present_in_ob(type, object) searches for any objects with 1887 * present_in_ob(type, object) searches for any objects with
2127 * a matching type variable in the inventory of the given object. 1888 * a matching type variable in the inventory of the given object.
2128 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2129 */ 1890 */
2130
2131object * 1891object *
2132present_in_ob (unsigned char type, const object *op) 1892present_in_ob (unsigned char type, const object *op)
2133{ 1893{
2134 object *
2135 tmp;
2136
2137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if (tmp->type == type) 1895 if (tmp->type == type)
2139 return tmp; 1896 return tmp;
1897
2140 return NULL; 1898 return NULL;
2141} 1899}
2142 1900
2143/* 1901/*
2144 * present_in_ob (type, str, object) searches for any objects with 1902 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1910 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1911 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 1912 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1913 * to be unique.
2156 */ 1914 */
2157
2158object * 1915object *
2159present_in_ob_by_name (int type, const char *str, const object *op) 1916present_in_ob_by_name (int type, const char *str, const object *op)
2160{ 1917{
2161 object *
2162 tmp;
2163
2164 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1918 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2165 {
2166 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1919 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2167 return tmp; 1920 return tmp;
2168 } 1921
2169 return NULL; 1922 return 0;
2170} 1923}
2171 1924
2172/* 1925/*
2173 * present_arch_in_ob(archetype, object) searches for any objects with 1926 * present_arch_in_ob(archetype, object) searches for any objects with
2174 * a matching archetype in the inventory of the given object. 1927 * a matching archetype in the inventory of the given object.
2175 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
2176 */ 1929 */
2177
2178object * 1930object *
2179present_arch_in_ob (const archetype *at, const object *op) 1931present_arch_in_ob (const archetype *at, const object *op)
2180{ 1932{
2181 object *
2182 tmp;
2183
2184 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1933 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2185 if (tmp->arch == at) 1934 if (tmp->arch == at)
2186 return tmp; 1935 return tmp;
1936
2187 return NULL; 1937 return NULL;
2188} 1938}
2189 1939
2190/* 1940/*
2191 * activate recursively a flag on an object inventory 1941 * activate recursively a flag on an object inventory
2192 */ 1942 */
2193void 1943void
2194flag_inv (object *op, int flag) 1944flag_inv (object *op, int flag)
2195{ 1945{
2196 object *
2197 tmp;
2198
2199 if (op->inv)
2200 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2201 { 1947 {
2202 SET_FLAG (tmp, flag); 1948 SET_FLAG (tmp, flag);
2203 flag_inv (tmp, flag); 1949 flag_inv (tmp, flag);
2204 } 1950 }
2205} /* 1951}
1952
1953/*
2206 * desactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
2207 */ 1955 */
2208void 1956void
2209unflag_inv (object *op, int flag) 1957unflag_inv (object *op, int flag)
2210{ 1958{
2211 object *
2212 tmp;
2213
2214 if (op->inv)
2215 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2216 { 1960 {
2217 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2218 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
2219 } 1963 }
2220}
2221
2222/*
2223 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2224 * all it's inventory (recursively).
2225 * If checksums are used, a player will get set_cheat called for
2226 * him/her-self and all object carried by a call to this function.
2227 */
2228
2229void
2230set_cheat (object *op)
2231{
2232 SET_FLAG (op, FLAG_WAS_WIZ);
2233 flag_inv (op, FLAG_WAS_WIZ);
2234} 1964}
2235 1965
2236/* 1966/*
2237 * find_free_spot(object, map, x, y, start, stop) will search for 1967 * find_free_spot(object, map, x, y, start, stop) will search for
2238 * a spot at the given map and coordinates which will be able to contain 1968 * a spot at the given map and coordinates which will be able to contain
2240 * to search (see the freearr_x/y[] definition). 1970 * to search (see the freearr_x/y[] definition).
2241 * It returns a random choice among the alternatives found. 1971 * It returns a random choice among the alternatives found.
2242 * start and stop are where to start relative to the free_arr array (1,9 1972 * start and stop are where to start relative to the free_arr array (1,9
2243 * does all 4 immediate directions). This returns the index into the 1973 * does all 4 immediate directions). This returns the index into the
2244 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1974 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2245 * Note - this only checks to see if there is space for the head of the
2246 * object - if it is a multispace object, this should be called for all
2247 * pieces.
2248 * Note2: This function does correctly handle tiled maps, but does not 1975 * Note: This function does correctly handle tiled maps, but does not
2249 * inform the caller. However, insert_ob_in_map will update as 1976 * inform the caller. However, insert_ob_in_map will update as
2250 * necessary, so the caller shouldn't need to do any special work. 1977 * necessary, so the caller shouldn't need to do any special work.
2251 * Note - updated to take an object instead of archetype - this is necessary 1978 * Note - updated to take an object instead of archetype - this is necessary
2252 * because arch_blocked (now ob_blocked) needs to know the movement type 1979 * because arch_blocked (now ob_blocked) needs to know the movement type
2253 * to know if the space in question will block the object. We can't use 1980 * to know if the space in question will block the object. We can't use
2254 * the archetype because that isn't correct if the monster has been 1981 * the archetype because that isn't correct if the monster has been
2255 * customized, changed states, etc. 1982 * customized, changed states, etc.
2256 */ 1983 */
2257
2258int 1984int
2259find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1985find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2260{ 1986{
2261 int
2262 i,
2263 index = 0, flag;
2264 static int
2265 altern[SIZEOFFREE]; 1987 int altern[SIZEOFFREE];
1988 int index = 0, flag;
2266 1989
2267 for (i = start; i < stop; i++) 1990 for (int i = start; i < stop; i++)
2268 { 1991 {
2269 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1992 mapxy pos (m, x, y); pos.move (i);
2270 if (!flag) 1993
1994 if (!pos.normalise ())
1995 continue;
1996
1997 mapspace &ms = *pos;
1998
1999 if (ms.flags () & P_IS_ALIVE)
2000 continue;
2001
2002 /* However, often
2003 * ob doesn't have any move type (when used to place exits)
2004 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2005 */
2006 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2007 {
2271 altern[index++] = i; 2008 altern [index++] = i;
2009 continue;
2010 }
2272 2011
2273 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2274 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2275 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2276 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2277 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2278 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2279 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2280 */ 2019 */
2281 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2020 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2021 {
2282 stop = maxfree[i]; 2022 stop = maxfree[i];
2023 continue;
2024 }
2025
2026 /* Note it is intentional that we check ob - the movement type of the
2027 * head of the object should correspond for the entire object.
2028 */
2029 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2030 continue;
2031
2032 if (ob->blocked (m, pos.x, pos.y))
2033 continue;
2034
2035 altern [index++] = i;
2283 } 2036 }
2037
2284 if (!index) 2038 if (!index)
2285 return -1; 2039 return -1;
2040
2286 return altern[RANDOM () % index]; 2041 return altern [rndm (index)];
2287} 2042}
2288 2043
2289/* 2044/*
2290 * find_first_free_spot(archetype, mapstruct, x, y) works like 2045 * find_first_free_spot(archetype, maptile, x, y) works like
2291 * find_free_spot(), but it will search max number of squares. 2046 * find_free_spot(), but it will search max number of squares.
2292 * But it will return the first available spot, not a random choice. 2047 * But it will return the first available spot, not a random choice.
2293 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2048 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2294 */ 2049 */
2295
2296int 2050int
2297find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2051find_first_free_spot (const object *ob, maptile *m, int x, int y)
2298{ 2052{
2299 int
2300 i;
2301
2302 for (i = 0; i < SIZEOFFREE; i++) 2053 for (int i = 0; i < SIZEOFFREE; i++)
2303 {
2304 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2054 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2305 return i; 2055 return i;
2306 } 2056
2307 return -1; 2057 return -1;
2308} 2058}
2309 2059
2310/* 2060/*
2311 * The function permute(arr, begin, end) randomly reorders the array 2061 * The function permute(arr, begin, end) randomly reorders the array
2312 * arr[begin..end-1]. 2062 * arr[begin..end-1].
2063 * now uses a fisher-yates shuffle, old permute was broken
2313 */ 2064 */
2314static void 2065static void
2315permute (int *arr, int begin, int end) 2066permute (int *arr, int begin, int end)
2316{ 2067{
2317 int 2068 arr += begin;
2318 i,
2319 j,
2320 tmp,
2321 len;
2322
2323 len = end - begin; 2069 end -= begin;
2324 for (i = begin; i < end; i++)
2325 {
2326 j = begin + RANDOM () % len;
2327 2070
2328 tmp = arr[i]; 2071 while (--end)
2329 arr[i] = arr[j]; 2072 swap (arr [end], arr [rndm (end + 1)]);
2330 arr[j] = tmp;
2331 }
2332} 2073}
2333 2074
2334/* new function to make monster searching more efficient, and effective! 2075/* new function to make monster searching more efficient, and effective!
2335 * This basically returns a randomized array (in the passed pointer) of 2076 * This basically returns a randomized array (in the passed pointer) of
2336 * the spaces to find monsters. In this way, it won't always look for 2077 * the spaces to find monsters. In this way, it won't always look for
2339 * the 3x3 area will be searched, just not in a predictable order. 2080 * the 3x3 area will be searched, just not in a predictable order.
2340 */ 2081 */
2341void 2082void
2342get_search_arr (int *search_arr) 2083get_search_arr (int *search_arr)
2343{ 2084{
2344 int 2085 int i;
2345 i;
2346 2086
2347 for (i = 0; i < SIZEOFFREE; i++) 2087 for (i = 0; i < SIZEOFFREE; i++)
2348 {
2349 search_arr[i] = i; 2088 search_arr[i] = i;
2350 }
2351 2089
2352 permute (search_arr, 1, SIZEOFFREE1 + 1); 2090 permute (search_arr, 1, SIZEOFFREE1 + 1);
2353 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2091 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2354 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2092 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2355} 2093}
2364 * Perhaps incorrectly, but I'm making the assumption that exclude 2102 * Perhaps incorrectly, but I'm making the assumption that exclude
2365 * is actually want is going to try and move there. We need this info 2103 * is actually want is going to try and move there. We need this info
2366 * because we have to know what movement the thing looking to move 2104 * because we have to know what movement the thing looking to move
2367 * there is capable of. 2105 * there is capable of.
2368 */ 2106 */
2369
2370int 2107int
2371find_dir (mapstruct *m, int x, int y, object *exclude) 2108find_dir (maptile *m, int x, int y, object *exclude)
2372{ 2109{
2373 int
2374 i,
2375 max = SIZEOFFREE, mflags; 2110 int i, max = SIZEOFFREE, mflags;
2376 sint16 2111
2377 nx, 2112 sint16 nx, ny;
2378 ny;
2379 object * 2113 object *tmp;
2380 tmp; 2114 maptile *mp;
2381 mapstruct *
2382 mp;
2383 MoveType
2384 blocked,
2385 move_type;
2386 2115
2116 MoveType blocked, move_type;
2117
2387 if (exclude && exclude->head) 2118 if (exclude && exclude->head_ () != exclude)
2388 { 2119 {
2389 exclude = exclude->head; 2120 exclude = exclude->head;
2390 move_type = exclude->move_type; 2121 move_type = exclude->move_type;
2391 } 2122 }
2392 else 2123 else
2400 mp = m; 2131 mp = m;
2401 nx = x + freearr_x[i]; 2132 nx = x + freearr_x[i];
2402 ny = y + freearr_y[i]; 2133 ny = y + freearr_y[i];
2403 2134
2404 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2135 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2136
2405 if (mflags & P_OUT_OF_MAP) 2137 if (mflags & P_OUT_OF_MAP)
2406 {
2407 max = maxfree[i]; 2138 max = maxfree[i];
2408 }
2409 else 2139 else
2410 { 2140 {
2411 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2141 mapspace &ms = mp->at (nx, ny);
2142
2143 blocked = ms.move_block;
2412 2144
2413 if ((move_type & blocked) == move_type) 2145 if ((move_type & blocked) == move_type)
2414 {
2415 max = maxfree[i]; 2146 max = maxfree[i];
2416 }
2417 else if (mflags & P_IS_ALIVE) 2147 else if (mflags & P_IS_ALIVE)
2418 { 2148 {
2419 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2149 for (tmp = ms.bot; tmp; tmp = tmp->above)
2420 { 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2421 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2422 {
2423 break; 2152 break;
2424 } 2153
2425 }
2426 if (tmp) 2154 if (tmp)
2427 {
2428 return freedir[i]; 2155 return freedir[i];
2429 }
2430 } 2156 }
2431 } 2157 }
2432 } 2158 }
2159
2433 return 0; 2160 return 0;
2434} 2161}
2435 2162
2436/* 2163/*
2437 * distance(object 1, object 2) will return the square of the 2164 * distance(object 1, object 2) will return the square of the
2438 * distance between the two given objects. 2165 * distance between the two given objects.
2439 */ 2166 */
2440
2441int 2167int
2442distance (const object *ob1, const object *ob2) 2168distance (const object *ob1, const object *ob2)
2443{ 2169{
2444 int
2445 i;
2446
2447 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2170 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2448 return i;
2449} 2171}
2450 2172
2451/* 2173/*
2452 * find_dir_2(delta-x,delta-y) will return a direction in which 2174 * find_dir_2(delta-x,delta-y) will return a direction in which
2453 * an object which has subtracted the x and y coordinates of another 2175 * an object which has subtracted the x and y coordinates of another
2454 * object, needs to travel toward it. 2176 * object, needs to travel toward it.
2455 */ 2177 */
2456
2457int 2178int
2458find_dir_2 (int x, int y) 2179find_dir_2 (int x, int y)
2459{ 2180{
2460 int 2181 int q;
2461 q;
2462 2182
2463 if (y) 2183 if (y)
2464 q = x * 100 / y; 2184 q = x * 100 / y;
2465 else if (x) 2185 else if (x)
2466 q = -300 * x; 2186 q = -300 * x;
2491 2211
2492 return 3; 2212 return 3;
2493} 2213}
2494 2214
2495/* 2215/*
2496 * absdir(int): Returns a number between 1 and 8, which represent
2497 * the "absolute" direction of a number (it actually takes care of
2498 * "overflow" in previous calculations of a direction).
2499 */
2500
2501int
2502absdir (int d)
2503{
2504 while (d < 1)
2505 d += 8;
2506 while (d > 8)
2507 d -= 8;
2508 return d;
2509}
2510
2511/*
2512 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2216 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2513 * between two directions (which are expected to be absolute (see absdir()) 2217 * between two directions (which are expected to be absolute (see absdir())
2514 */ 2218 */
2515
2516int 2219int
2517dirdiff (int dir1, int dir2) 2220dirdiff (int dir1, int dir2)
2518{ 2221{
2519 int 2222 int d;
2520 d;
2521 2223
2522 d = abs (dir1 - dir2); 2224 d = abs (dir1 - dir2);
2523 if (d > 4) 2225 if (d > 4)
2524 d = 8 - d; 2226 d = 8 - d;
2227
2525 return d; 2228 return d;
2526} 2229}
2527 2230
2528/* peterm: 2231/* peterm:
2529 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2232 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2532 * This basically means that if direction is 15, then it could either go 2235 * This basically means that if direction is 15, then it could either go
2533 * direction 4, 14, or 16 to get back to where we are. 2236 * direction 4, 14, or 16 to get back to where we are.
2534 * Moved from spell_util.c to object.c with the other related direction 2237 * Moved from spell_util.c to object.c with the other related direction
2535 * functions. 2238 * functions.
2536 */ 2239 */
2537
2538int
2539 reduction_dir[SIZEOFFREE][3] = { 2240int reduction_dir[SIZEOFFREE][3] = {
2540 {0, 0, 0}, /* 0 */ 2241 {0, 0, 0}, /* 0 */
2541 {0, 0, 0}, /* 1 */ 2242 {0, 0, 0}, /* 1 */
2542 {0, 0, 0}, /* 2 */ 2243 {0, 0, 0}, /* 2 */
2543 {0, 0, 0}, /* 3 */ 2244 {0, 0, 0}, /* 3 */
2544 {0, 0, 0}, /* 4 */ 2245 {0, 0, 0}, /* 4 */
2592 * find a path to that monster that we found. If not, 2293 * find a path to that monster that we found. If not,
2593 * we don't bother going toward it. Returns 1 if we 2294 * we don't bother going toward it. Returns 1 if we
2594 * can see a direct way to get it 2295 * can see a direct way to get it
2595 * Modified to be map tile aware -.MSW 2296 * Modified to be map tile aware -.MSW
2596 */ 2297 */
2597
2598
2599int 2298int
2600can_see_monsterP (mapstruct *m, int x, int y, int dir) 2299can_see_monsterP (maptile *m, int x, int y, int dir)
2601{ 2300{
2602 sint16 2301 sint16 dx, dy;
2603 dx,
2604 dy;
2605 int
2606 mflags; 2302 int mflags;
2607 2303
2608 if (dir < 0) 2304 if (dir < 0)
2609 return 0; /* exit condition: invalid direction */ 2305 return 0; /* exit condition: invalid direction */
2610 2306
2611 dx = x + freearr_x[dir]; 2307 dx = x + freearr_x[dir];
2624 return 0; 2320 return 0;
2625 2321
2626 /* yes, can see. */ 2322 /* yes, can see. */
2627 if (dir < 9) 2323 if (dir < 9)
2628 return 1; 2324 return 1;
2325
2629 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2326 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2630 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2327 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2328 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2631} 2329}
2632
2633
2634 2330
2635/* 2331/*
2636 * can_pick(picker, item): finds out if an object is possible to be 2332 * can_pick(picker, item): finds out if an object is possible to be
2637 * picked up by the picker. Returnes 1 if it can be 2333 * picked up by the picker. Returnes 1 if it can be
2638 * picked up, otherwise 0. 2334 * picked up, otherwise 0.
2640 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2336 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2641 * core dumps if they do. 2337 * core dumps if they do.
2642 * 2338 *
2643 * Add a check so we can't pick up invisible objects (0.93.8) 2339 * Add a check so we can't pick up invisible objects (0.93.8)
2644 */ 2340 */
2645
2646int 2341int
2647can_pick (const object *who, const object *item) 2342can_pick (const object *who, const object *item)
2648{ 2343{
2649 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2650 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2651 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2346 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2652} 2347}
2653 2348
2654
2655/* 2349/*
2656 * create clone from object to another 2350 * create clone from object to another
2657 */ 2351 */
2658object * 2352object *
2659object_create_clone (object *asrc) 2353object_create_clone (object *asrc)
2660{ 2354{
2661 object *
2662 dst = NULL, *tmp, *src, *part, *prev, *item; 2355 object *dst = 0, *tmp, *src, *prev, *item;
2663 2356
2664 if (!asrc) 2357 if (!asrc)
2665 return NULL; 2358 return 0;
2666 src = asrc; 2359
2667 if (src->head)
2668 src = src->head; 2360 src = asrc->head_ ();
2669 2361
2670 prev = NULL; 2362 prev = 0;
2671 for (part = src; part; part = part->more) 2363 for (object *part = src; part; part = part->more)
2672 { 2364 {
2673 tmp = get_object (); 2365 tmp = part->clone ();
2674 copy_object (part, tmp);
2675 tmp->x -= src->x; 2366 tmp->x -= src->x;
2676 tmp->y -= src->y; 2367 tmp->y -= src->y;
2368
2677 if (!part->head) 2369 if (!part->head)
2678 { 2370 {
2679 dst = tmp; 2371 dst = tmp;
2680 tmp->head = NULL; 2372 tmp->head = 0;
2681 } 2373 }
2682 else 2374 else
2683 {
2684 tmp->head = dst; 2375 tmp->head = dst;
2685 } 2376
2686 tmp->more = NULL; 2377 tmp->more = 0;
2378
2687 if (prev) 2379 if (prev)
2688 prev->more = tmp; 2380 prev->more = tmp;
2381
2689 prev = tmp; 2382 prev = tmp;
2690 } 2383 }
2691 2384
2692 /*** copy inventory ***/
2693 for (item = src->inv; item; item = item->below) 2385 for (item = src->inv; item; item = item->below)
2694 {
2695 (void) insert_ob_in_ob (object_create_clone (item), dst); 2386 insert_ob_in_ob (object_create_clone (item), dst);
2696 }
2697 2387
2698 return dst; 2388 return dst;
2699}
2700
2701/* return true if the object was destroyed, 0 otherwise */
2702int
2703was_destroyed (const object *op, tag_t old_tag)
2704{
2705 /* checking for FLAG_FREED isn't necessary, but makes this function more
2706 * robust */
2707 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2708}
2709
2710/* GROS - Creates an object using a string representing its content. */
2711
2712/* Basically, we save the content of the string to a temp file, then call */
2713
2714/* load_object on it. I admit it is a highly inefficient way to make things, */
2715
2716/* but it was simple to make and allows reusing the load_object function. */
2717
2718/* Remember not to use load_object_str in a time-critical situation. */
2719
2720/* Also remember that multiparts objects are not supported for now. */
2721
2722object *
2723load_object_str (const char *obstr)
2724{
2725 object *
2726 op;
2727 char
2728 filename[MAX_BUF];
2729
2730 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2731
2732 FILE *
2733 tempfile = fopen (filename, "w");
2734
2735 if (tempfile == NULL)
2736 {
2737 LOG (llevError, "Error - Unable to access load object temp file\n");
2738 return NULL;
2739 };
2740 fprintf (tempfile, obstr);
2741 fclose (tempfile);
2742
2743 op = get_object ();
2744
2745 object_thawer
2746 thawer (filename);
2747
2748 if (thawer)
2749 load_object (thawer, op, 0);
2750
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2752 CLEAR_FLAG (op, FLAG_REMOVED);
2753
2754 return op;
2755} 2389}
2756 2390
2757/* This returns the first object in who's inventory that 2391/* This returns the first object in who's inventory that
2758 * has the same type and subtype match. 2392 * has the same type and subtype match.
2759 * returns NULL if no match. 2393 * returns NULL if no match.
2760 */ 2394 */
2761object * 2395object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2396find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2397{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2398 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2399 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2400 return tmp;
2770 2401
2771 return NULL; 2402 return 0;
2772} 2403}
2773 2404
2774/* If ob has a field named key, return the link from the list, 2405/* If ob has a field named key, return the link from the list,
2775 * otherwise return NULL. 2406 * otherwise return NULL.
2776 * 2407 *
2778 * do the desired thing. 2409 * do the desired thing.
2779 */ 2410 */
2780key_value * 2411key_value *
2781get_ob_key_link (const object *ob, const char *key) 2412get_ob_key_link (const object *ob, const char *key)
2782{ 2413{
2783 key_value *
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next) 2414 for (key_value *link = ob->key_values; link; link = link->next)
2787 {
2788 if (link->key == key) 2415 if (link->key == key)
2789 {
2790 return link; 2416 return link;
2791 }
2792 }
2793 2417
2794 return NULL; 2418 return 0;
2795} 2419}
2796 2420
2797/* 2421/*
2798 * Returns the value of op has an extra_field for key, or NULL. 2422 * Returns the value of op has an extra_field for key, or NULL.
2799 * 2423 *
2802 * The returned string is shared. 2426 * The returned string is shared.
2803 */ 2427 */
2804const char * 2428const char *
2805get_ob_key_value (const object *op, const char *const key) 2429get_ob_key_value (const object *op, const char *const key)
2806{ 2430{
2807 key_value * 2431 key_value *link;
2808 link; 2432 shstr_cmp canonical_key (key);
2809 const char *
2810 canonical_key;
2811 2433
2812 canonical_key = shstr::find (key);
2813
2814 if (canonical_key == NULL) 2434 if (!canonical_key)
2815 { 2435 {
2816 /* 1. There being a field named key on any object 2436 /* 1. There being a field named key on any object
2817 * implies there'd be a shared string to find. 2437 * implies there'd be a shared string to find.
2818 * 2. Since there isn't, no object has this field. 2438 * 2. Since there isn't, no object has this field.
2819 * 3. Therefore, *this* object doesn't have this field. 2439 * 3. Therefore, *this* object doesn't have this field.
2820 */ 2440 */
2821 return NULL; 2441 return 0;
2822 } 2442 }
2823 2443
2824 /* This is copied from get_ob_key_link() above - 2444 /* This is copied from get_ob_key_link() above -
2825 * only 4 lines, and saves the function call overhead. 2445 * only 4 lines, and saves the function call overhead.
2826 */ 2446 */
2827 for (link = op->key_values; link != NULL; link = link->next) 2447 for (link = op->key_values; link; link = link->next)
2828 {
2829 if (link->key == canonical_key) 2448 if (link->key == canonical_key)
2830 {
2831 return link->value; 2449 return link->value;
2832 } 2450
2833 }
2834 return NULL; 2451 return 0;
2835} 2452}
2836
2837 2453
2838/* 2454/*
2839 * Updates the canonical_key in op to value. 2455 * Updates the canonical_key in op to value.
2840 * 2456 *
2841 * canonical_key is a shared string (value doesn't have to be). 2457 * canonical_key is a shared string (value doesn't have to be).
2846 * Returns TRUE on success. 2462 * Returns TRUE on success.
2847 */ 2463 */
2848int 2464int
2849set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2465set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2850{ 2466{
2851 key_value *
2852 field = NULL, *last = NULL; 2467 key_value *field = NULL, *last = NULL;
2853 2468
2854 for (field = op->key_values; field != NULL; field = field->next) 2469 for (field = op->key_values; field != NULL; field = field->next)
2855 { 2470 {
2856 if (field->key != canonical_key) 2471 if (field->key != canonical_key)
2857 { 2472 {
2866 /* Basically, if the archetype has this key set, 2481 /* Basically, if the archetype has this key set,
2867 * we need to store the null value so when we save 2482 * we need to store the null value so when we save
2868 * it, we save the empty value so that when we load, 2483 * it, we save the empty value so that when we load,
2869 * we get this value back again. 2484 * we get this value back again.
2870 */ 2485 */
2871 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2486 if (get_ob_key_link (op->arch, canonical_key))
2872 field->value = 0; 2487 field->value = 0;
2873 else 2488 else
2874 { 2489 {
2875 if (last) 2490 if (last)
2876 last->next = field->next; 2491 last->next = field->next;
2877 else 2492 else
2878 op->key_values = field->next; 2493 op->key_values = field->next;
2879 2494
2880 delete
2881 field; 2495 delete field;
2882 } 2496 }
2883 } 2497 }
2884 return TRUE; 2498 return TRUE;
2885 } 2499 }
2886 /* IF we get here, key doesn't exist */ 2500 /* IF we get here, key doesn't exist */
2887 2501
2888 /* No field, we'll have to add it. */ 2502 /* No field, we'll have to add it. */
2889 2503
2890 if (!add_key) 2504 if (!add_key)
2891 {
2892 return FALSE; 2505 return FALSE;
2893 } 2506
2894 /* There isn't any good reason to store a null 2507 /* There isn't any good reason to store a null
2895 * value in the key/value list. If the archetype has 2508 * value in the key/value list. If the archetype has
2896 * this key, then we should also have it, so shouldn't 2509 * this key, then we should also have it, so shouldn't
2897 * be here. If user wants to store empty strings, 2510 * be here. If user wants to store empty strings,
2898 * should pass in "" 2511 * should pass in ""
2921 * Returns TRUE on success. 2534 * Returns TRUE on success.
2922 */ 2535 */
2923int 2536int
2924set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2537set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2925{ 2538{
2926 shstr
2927 key_ (key); 2539 shstr key_ (key);
2928 2540
2929 return set_ob_key_value_s (op, key_, value, add_key); 2541 return set_ob_key_value_s (op, key_, value, add_key);
2930} 2542}
2543
2544object::depth_iterator::depth_iterator (object *container)
2545: iterator_base (container)
2546{
2547 while (item->inv)
2548 item = item->inv;
2549}
2550
2551void
2552object::depth_iterator::next ()
2553{
2554 if (item->below)
2555 {
2556 item = item->below;
2557
2558 while (item->inv)
2559 item = item->inv;
2560 }
2561 else
2562 item = item->env;
2563}
2564
2565const char *
2566object::flag_desc (char *desc, int len) const
2567{
2568 char *p = desc;
2569 bool first = true;
2570
2571 *p = 0;
2572
2573 for (int i = 0; i < NUM_FLAGS; i++)
2574 {
2575 if (len <= 10) // magic constant!
2576 {
2577 snprintf (p, len, ",...");
2578 break;
2579 }
2580
2581 if (flag [i])
2582 {
2583 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2584 len -= cnt;
2585 p += cnt;
2586 first = false;
2587 }
2588 }
2589
2590 return desc;
2591}
2592
2593// return a suitable string describing an object in enough detail to find it
2594const char *
2595object::debug_desc (char *info) const
2596{
2597 char flagdesc[512];
2598 char info2[256 * 4];
2599 char *p = info;
2600
2601 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2602 count,
2603 uuid.c_str (),
2604 &name,
2605 title ? "\",title:\"" : "",
2606 title ? (const char *)title : "",
2607 flag_desc (flagdesc, 512), type);
2608
2609 if (!this->flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611
2612 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614
2615 return info;
2616}
2617
2618const char *
2619object::debug_desc () const
2620{
2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2624 return debug_desc (info [++info_idx % 3]);
2625}
2626
2627struct region *
2628object::region () const
2629{
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632}
2633
2634const materialtype_t *
2635object::dominant_material () const
2636{
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641}
2642
2643void
2644object::open_container (object *new_container)
2645{
2646 if (container == new_container)
2647 return;
2648
2649 if (object *old_container = container)
2650 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return;
2653
2654#if 0
2655 // remove the "Close old_container" object.
2656 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON)
2658 closer->destroy ();
2659#endif
2660
2661 old_container->flag [FLAG_APPLIED] = 0;
2662 container = 0;
2663
2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = arch_to_object (new_container->other_arch);
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2686
2687 new_container->flag [FLAG_APPLIED] = 1;
2688 container = new_container;
2689
2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694}
2695
2696object *
2697object::force_find (const shstr name)
2698{
2699 /* cycle through his inventory to look for the MARK we want to
2700 * place
2701 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE && tmp->slaying == name)
2704 return splay (tmp);
2705
2706 return 0;
2707}
2708
2709void
2710object::force_add (const shstr name, int duration)
2711{
2712 if (object *force = force_find (name))
2713 force->destroy ();
2714
2715 object *force = get_archetype (FORCE_NAME);
2716
2717 force->slaying = name;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true;
2724
2725 insert (force);
2726}
2727
2728void
2729object::play_sound (faceidx sound) const
2730{
2731 if (!sound)
2732 return;
2733
2734 if (flag [FLAG_REMOVED])
2735 return;
2736
2737 if (env)
2738 {
2739 if (object *pl = in_player ())
2740 pl->contr->play_sound (sound);
2741 }
2742 else
2743 map->play_sound (sound, x, y);
2744}
2745

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