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Comparing deliantra/server/common/object.C (file contents):
Revision 1.78 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.187 by root, Tue Sep 4 08:42:55 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 223
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 226
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 228 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 229 || ob1->name != ob2->name
229 || ob1->title != ob2->title 230 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 231 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 232 || ob1->weight != ob2->weight
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
298 return 0; 299 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 301 return 0;
301 } 302 }
302 303
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
305 { 305 {
306 ob1->optimise (); 306 ob1->optimise ();
307 ob2->optimise (); 307 ob2->optimise ();
308 308
309 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
310 return 0; 311 return 0;
311 } 312 }
312 313
313 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
314 return 1; 315 return 1;
315} 316}
323sum_weight (object *op) 324sum_weight (object *op)
324{ 325{
325 long sum; 326 long sum;
326 object *inv; 327 object *inv;
327 328
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 330 {
330 if (inv->inv) 331 if (inv->inv)
331 sum_weight (inv); 332 sum_weight (inv);
333
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 335 }
334 336
335 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 358/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 360 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
360 */ 362 */
361
362char * 363char *
363dump_object (object *op) 364dump_object (object *op)
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 op->write (freezer);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
377 */ 378 */
378
379object * 379object *
380get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
381{ 381{
382 object *tmp, *closest; 382 object *tmp, *closest;
383 int last_dist, i; 383 int last_dist, i;
391} 391}
392 392
393/* 393/*
394 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
395 */ 395 */
396
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
401 if (op->count == i) 400 if (op->count == i)
402 return op; 401 return op;
403 402
404 return 0; 403 return 0;
405} 404}
406 405
407/* 406/*
408 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
411 */ 410 */
412
413object * 411object *
414find_object_name (const char *str) 412find_object_name (const char *str)
415{ 413{
416 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
417 object *op; 415 object *op;
418 416
419 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
420 if (op->name == str_) 418 if (op->name == str_)
421 break; 419 break;
422 420
423 return op; 421 return op;
424} 422}
430} 428}
431 429
432/* 430/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
435 */ 434 */
436void 435void
437object::set_owner (object *owner) 436object::set_owner (object *owner)
438{ 437{
438 // allow objects which own objects
439 if (!owner) 439 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 440 while (owner->owner)
450 owner = owner->owner; 441 owner = owner->owner;
451 442
452 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
453} 510}
454 511
455/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 513 * refcounts and freeing the links.
457 */ 514 */
458static void 515static void
459free_key_values (object *op) 516free_key_values (object *op)
460{ 517{
461 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
462 { 519 {
463 key_value *next = i->next; 520 key_value *next = i->next;
464 delete i; 521 delete i;
465 522
466 i = next; 523 i = next;
467 } 524 }
468 525
469 op->key_values = 0; 526 op->key_values = 0;
470} 527}
471 528
472/* 529object &
473 * copy_to first frees everything allocated by the dst object, 530object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 531{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 532 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 533 bool is_removed = flag [FLAG_REMOVED];
485 534
486 *(object_copy *)dst = *this; 535 *(object_copy *)this = src;
487 *(object_pod *)dst = *this;
488 536
489 if (self || cb) 537 flag [FLAG_FREED] = is_freed;
490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 538 flag [FLAG_REMOVED] = is_removed;
491
492 if (is_freed)
493 SET_FLAG (dst, FLAG_FREED);
494
495 if (is_removed)
496 SET_FLAG (dst, FLAG_REMOVED);
497
498 if (speed < 0)
499 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
500 539
501 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
502 if (key_values) 541 if (src.key_values)
503 { 542 {
504 key_value *tail = 0; 543 key_value *tail = 0;
505 key_value *i;
506
507 dst->key_values = 0; 544 key_values = 0;
508 545
509 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
510 { 547 {
511 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
512 549
513 new_link->next = 0; 550 new_link->next = 0;
514 new_link->key = i->key; 551 new_link->key = i->key;
515 new_link->value = i->value; 552 new_link->value = i->value;
516 553
517 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
518 if (!dst->key_values) 555 if (!key_values)
519 { 556 {
520 dst->key_values = new_link; 557 key_values = new_link;
521 tail = new_link; 558 tail = new_link;
522 } 559 }
523 else 560 else
524 { 561 {
525 tail->next = new_link; 562 tail->next = new_link;
526 tail = new_link; 563 tail = new_link;
527 } 564 }
528 } 565 }
529 } 566 }
567}
530 568
531 update_ob_speed (dst); 569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
584
585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
532} 605}
533 606
534object * 607object *
535object::clone () 608object::clone ()
536{ 609{
542/* 615/*
543 * If an object with the IS_TURNABLE() flag needs to be turned due 616 * If an object with the IS_TURNABLE() flag needs to be turned due
544 * to the closest player being on the other side, this function can 617 * to the closest player being on the other side, this function can
545 * be called to update the face variable, _and_ how it looks on the map. 618 * be called to update the face variable, _and_ how it looks on the map.
546 */ 619 */
547
548void 620void
549update_turn_face (object *op) 621update_turn_face (object *op)
550{ 622{
551 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
552 return; 624 return;
625
553 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
554 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
555} 628}
556 629
557/* 630/*
558 * Updates the speed of an object. If the speed changes from 0 to another 631 * Updates the speed of an object. If the speed changes from 0 to another
559 * value, or vice versa, then add/remove the object from the active list. 632 * value, or vice versa, then add/remove the object from the active list.
560 * This function needs to be called whenever the speed of an object changes. 633 * This function needs to be called whenever the speed of an object changes.
561 */ 634 */
562void 635void
563update_ob_speed (object *op) 636object::set_speed (float speed)
564{ 637{
565 extern int arch_init; 638 if (flag [FLAG_FREED] && speed)
566
567 /* No reason putting the archetypes objects on the speed list,
568 * since they never really need to be updated.
569 */
570
571 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
572 { 639 {
573 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
574#ifdef MANY_CORES
575 abort ();
576#else
577 op->speed = 0; 641 speed = 0;
578#endif
579 }
580
581 if (arch_init)
582 return;
583
584 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
585 { 642 }
586 /* If already on active list, don't do anything */
587 if (op->active_next || op->active_prev || op == active_objects)
588 return;
589 643
590 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
591 * of the list. */
592 op->active_next = active_objects;
593 645
594 if (op->active_next != NULL) 646 if (has_active_speed ())
595 op->active_next->active_prev = op; 647 activate ();
596
597 active_objects = op;
598 }
599 else 648 else
600 { 649 deactivate ();
601 /* If not on the active list, nothing needs to be done */
602 if (!op->active_next && !op->active_prev && op != active_objects)
603 return;
604
605 if (op->active_prev == NULL)
606 {
607 active_objects = op->active_next;
608
609 if (op->active_next != NULL)
610 op->active_next->active_prev = NULL;
611 }
612 else
613 {
614 op->active_prev->active_next = op->active_next;
615
616 if (op->active_next)
617 op->active_next->active_prev = op->active_prev;
618 }
619
620 op->active_next = NULL;
621 op->active_prev = NULL;
622 }
623}
624
625/* This function removes object 'op' from the list of active
626 * objects.
627 * This should only be used for style maps or other such
628 * reference maps where you don't want an object that isn't
629 * in play chewing up cpu time getting processed.
630 * The reverse of this is to call update_ob_speed, which
631 * will do the right thing based on the speed of the object.
632 */
633void
634remove_from_active_list (object *op)
635{
636 /* If not on the active list, nothing needs to be done */
637 if (!op->active_next && !op->active_prev && op != active_objects)
638 return;
639
640 if (op->active_prev == NULL)
641 {
642 active_objects = op->active_next;
643 if (op->active_next != NULL)
644 op->active_next->active_prev = NULL;
645 }
646 else
647 {
648 op->active_prev->active_next = op->active_next;
649 if (op->active_next)
650 op->active_next->active_prev = op->active_prev;
651 }
652 op->active_next = NULL;
653 op->active_prev = NULL;
654} 650}
655 651
656/* 652/*
657 * update_object() updates the the map. 653 * update_object() updates the the map.
658 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
671 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
672 */ 668 */
673void 669void
674update_object (object *op, int action) 670update_object (object *op, int action)
675{ 671{
676 MoveType move_on, move_off, move_block, move_slow;
677
678 if (op == NULL) 672 if (op == NULL)
679 { 673 {
680 /* this should never happen */ 674 /* this should never happen */
681 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
682 return; 676 return;
695 */ 689 */
696 if (!op->map || op->map->in_memory == MAP_SAVING) 690 if (!op->map || op->map->in_memory == MAP_SAVING)
697 return; 691 return;
698 692
699 /* make sure the object is within map boundaries */ 693 /* make sure the object is within map boundaries */
700 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
701 { 695 {
702 LOG (llevError, "update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
703#ifdef MANY_CORES 697#ifdef MANY_CORES
704 abort (); 698 abort ();
705#endif 699#endif
706 return; 700 return;
707 } 701 }
708 702
709 mapspace &m = op->ms (); 703 mapspace &m = op->ms ();
710 704
711 if (m.flags_ & P_NEED_UPDATE) 705 if (!(m.flags_ & P_UPTODATE))
712 /* nop */; 706 /* nop */;
713 else if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
714 { 708 {
715 // this is likely overkill, TODO: revisit (schmorp) 709 // this is likely overkill, TODO: revisit (schmorp)
716 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
725 /* This isn't perfect, but I don't expect a lot of objects to 719 /* This isn't perfect, but I don't expect a lot of objects to
726 * to have move_allow right now. 720 * to have move_allow right now.
727 */ 721 */
728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
730 m.flags_ = P_NEED_UPDATE; 724 m.flags_ = 0;
731 } 725 }
732 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
733 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
734 * that is being removed. 728 * that is being removed.
735 */ 729 */
736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
737 m.flags_ = P_NEED_UPDATE; 731 m.flags_ = 0;
738 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
739 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
740 else 734 else
741 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
742 736
743 if (op->more) 737 if (op->more)
744 update_object (op->more, action); 738 update_object (op->more, action);
745} 739}
746 740
747object::vector object::mortals;
748object::vector object::objects; // not yet used
749object *object::first;
750
751void object::free_mortals ()
752{
753 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
754 if ((*i)->refcnt)
755 ++i; // further delay freeing
756 else
757 {
758 delete *i;
759 mortals.erase (i);
760 }
761}
762
763object::object () 741object::object ()
764{ 742{
765 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
766 744
767 expmul = 1.0; 745 expmul = 1.0;
768 face = blank_face; 746 face = blank_face;
769} 747}
770 748
771object::~object () 749object::~object ()
772{ 750{
751 unlink ();
752
773 free_key_values (this); 753 free_key_values (this);
774} 754}
775 755
756static int object_count;
757
776void object::link () 758void object::link ()
777{ 759{
778 count = ++ob_count; 760 assert (!index);//D
779 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
780 763
781 prev = 0; 764 refcnt_inc ();
782 next = object::first; 765 objects.insert (this);
783
784 if (object::first)
785 object::first->prev = this;
786
787 object::first = this;
788} 766}
789 767
790void object::unlink () 768void object::unlink ()
791{ 769{
792 if (this == object::first) 770 if (!index)
793 object::first = next; 771 return;
794 772
795 /* Remove this object from the list of used objects */ 773 objects.erase (this);
796 if (prev) prev->next = next; 774 refcnt_dec ();
797 if (next) next->prev = prev; 775}
798 776
799 prev = 0; 777void
800 next = 0; 778object::activate ()
779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
783
784 if (has_active_speed ())
785 actives.insert (this);
786}
787
788void
789object::activate_recursive ()
790{
791 activate ();
792
793 for (object *op = inv; op; op = op->below)
794 op->activate_recursive ();
795}
796
797/* This function removes object 'op' from the list of active
798 * objects.
799 * This should only be used for style maps or other such
800 * reference maps where you don't want an object that isn't
801 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which
803 * will do the right thing based on the speed of the object.
804 */
805void
806object::deactivate ()
807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
811
812 actives.erase (this);
813}
814
815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
832}
833
834/*
835 * Remove and free all objects in the inventory of the given object.
836 * object.c ?
837 */
838void
839object::destroy_inv (bool drop_to_ground)
840{
841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
846 if (!inv)
847 return;
848
849 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects
851 * drop on that space.
852 */
853 if (!drop_to_ground
854 || !map
855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
857 || ms ().move_block == MOVE_ALL)
858 {
859 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy ();
863 }
864 }
865 else
866 { /* Put objects in inventory onto this space */
867 while (inv)
868 {
869 object *op = inv;
870
871 if (op->flag [FLAG_STARTEQUIP]
872 || op->flag [FLAG_NO_DROP]
873 || op->type == RUNE
874 || op->type == TRAP
875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
877 op->destroy ();
878 else
879 map->insert (op, x, y);
880 }
881 }
801} 882}
802 883
803object *object::create () 884object *object::create ()
804{ 885{
805 object *op = new object; 886 object *op = new object;
806 op->link (); 887 op->link ();
807 return op; 888 return op;
808} 889}
809 890
810/* 891void
811 * free_object() frees everything allocated by an object, removes 892object::do_destroy ()
812 * it from the list of used objects, and puts it on the list of
813 * free objects. The IS_FREED() flag is set in the object.
814 * The object must have been removed by remove_ob() first for
815 * this function to succeed.
816 *
817 * If destroy_inventory is set, free inventory as well. Else drop items in
818 * inventory to the ground.
819 */
820void object::destroy (bool destroy_inventory)
821{ 893{
822 if (QUERY_FLAG (this, FLAG_FREED)) 894 attachable::do_destroy ();
823 return;
824 895
825 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 896 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this);
898
899 if (flag [FLAG_FRIENDLY])
826 remove_friendly_object (this); 900 remove_friendly_object (this);
827 901
828 if (!QUERY_FLAG (this, FLAG_REMOVED)) 902 if (!flag [FLAG_REMOVED])
829 remove (); 903 remove ();
830 904
831 SET_FLAG (this, FLAG_FREED); 905 destroy_inv (true);
832 906
833 if (more) 907 deactivate ();
834 { 908 unlink ();
835 more->destroy (destroy_inventory);
836 more = 0;
837 }
838 909
839 if (inv) 910 flag [FLAG_FREED] = 1;
840 {
841 /* Only if the space blocks everything do we not process -
842 * if some form of movement is allowed, let objects
843 * drop on that space.
844 */
845 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
846 {
847 object *op = inv;
848
849 while (op)
850 {
851 object *tmp = op->below;
852 op->destroy (destroy_inventory);
853 op = tmp;
854 }
855 }
856 else
857 { /* Put objects in inventory onto this space */
858 object *op = inv;
859
860 while (op)
861 {
862 object *tmp = op->below;
863
864 op->remove ();
865
866 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
867 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
868 op->destroy ();
869 else
870 {
871 op->x = x;
872 op->y = y;
873 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
874 }
875
876 op = tmp;
877 }
878 }
879 }
880 911
881 // hack to ensure that freed objects still have a valid map 912 // hack to ensure that freed objects still have a valid map
882 { 913 {
883 static maptile *freed_map; // freed objects are moved here to avoid crashes 914 static maptile *freed_map; // freed objects are moved here to avoid crashes
884 915
885 if (!freed_map) 916 if (!freed_map)
886 { 917 {
887 freed_map = new maptile; 918 freed_map = new maptile;
888 919
920 freed_map->path = "<freed objects map>";
889 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
890 freed_map->width = 3; 922 freed_map->width = 3;
891 freed_map->height = 3; 923 freed_map->height = 3;
892 924
893 freed_map->allocate (); 925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
894 } 927 }
895 928
896 map = freed_map; 929 map = freed_map;
897 x = 1; 930 x = 1;
898 y = 1; 931 y = 1;
899 } 932 }
900 933
934 if (more)
935 {
936 more->destroy ();
937 more = 0;
938 }
939
940 head = 0;
941
901 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
902 owner = 0; 943 owner = 0;
903 enemy = 0; 944 enemy = 0;
904 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
947}
905 948
906 // only relevant for players(?), but make sure of it anyways 949void
907 contr = 0; 950object::destroy (bool destroy_inventory)
951{
952 if (destroyed ())
953 return;
908 954
909 /* Remove object from the active list */ 955 if (destroy_inventory)
910 speed = 0; 956 destroy_inv (false);
911 update_ob_speed (this);
912 957
913 unlink (); 958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
914 963
915 mortals.push_back (this); 964 attachable::destroy ();
916} 965}
917 966
918/* 967/*
919 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
920 * weight of an object (and what is carried by it's environment(s)). 969 * weight of an object (and what is carried by it's environment(s)).
936 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
940 * the previous environment. 989 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 990 */
943void 991void
944object::remove () 992object::do_remove ()
945{ 993{
946 object *tmp, *last = 0; 994 object *tmp, *last = 0;
947 object *otmp; 995 object *otmp;
948 996
949 int check_walk_off;
950
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 998 return;
953 999
954 SET_FLAG (this, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
955 1002
956 if (more) 1003 if (more)
957 more->remove (); 1004 more->remove ();
958 1005
959 /* 1006 /*
972 * to save cpu time. 1019 * to save cpu time.
973 */ 1020 */
974 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
975 otmp->update_stats (); 1022 otmp->update_stats ();
976 1023
977 if (above != NULL) 1024 if (above)
978 above->below = below; 1025 above->below = below;
979 else 1026 else
980 env->inv = below; 1027 env->inv = below;
981 1028
982 if (below != NULL) 1029 if (below)
983 below->above = above; 1030 below->above = above;
984 1031
985 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
986 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
987 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
991 above = 0, below = 0; 1038 above = 0, below = 0;
992 env = 0; 1039 env = 0;
993 } 1040 }
994 else if (map) 1041 else if (map)
995 { 1042 {
996 /* Re did the following section of code - it looks like it had 1043 if (type == PLAYER)
997 * lots of logic for things we no longer care about
998 */ 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
999 1057
1000 /* link the object above us */ 1058 /* link the object above us */
1001 if (above) 1059 if (above)
1002 above->below = below; 1060 above->below = below;
1003 else 1061 else
1004 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1005 1063
1006 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1007 if (below) 1065 if (below)
1008 below->above = above; 1066 below->above = above;
1009 else 1067 else
1011 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1012 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1013 * evident 1071 * evident
1014 */ 1072 */
1015 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
1016 {
1017 char *dump = dump_object (this);
1018 LOG (llevError,
1019 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1020 free (dump);
1021 dump = dump_object (GET_MAP_OB (map, x, y));
1022 LOG (llevError, "%s\n", dump);
1023 free (dump);
1024 }
1025 1075
1026 map->at (x, y).bottom = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1027 } 1077 }
1028 1078
1029 above = 0; 1079 above = 0;
1030 below = 0; 1080 below = 0;
1031 1081
1032 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1033 return; 1083 return;
1034 1084
1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1036 1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1037 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1038 { 1100 {
1039 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1040 * being removed. 1102 * being removed.
1041 */ 1103 */
1042 1104
1043 if (tmp->type == PLAYER && tmp != this)
1044 {
1045 /* If a container that the player is currently using somehow gets
1046 * removed (most likely destroyed), update the player view
1047 * appropriately.
1048 */
1049 if (tmp->container == this)
1050 {
1051 CLEAR_FLAG (this, FLAG_APPLIED);
1052 tmp->container = 0;
1053 }
1054
1055 tmp->contr->ns->floorbox_update ();
1056 }
1057
1058 /* See if player moving off should effect something */ 1105 /* See if object moving off should effect something */
1059 if (check_walk_off 1106 if (check_walk_off
1060 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1061 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1062 { 1109 {
1063 move_apply (tmp, this, 0); 1110 move_apply (tmp, this, 0);
1064 1111
1065 if (destroyed ()) 1112 if (destroyed ())
1066 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1067 } 1114 }
1068 1115
1069 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1070
1071 if (tmp->above == tmp)
1072 tmp->above = 0;
1073
1074 last = tmp; 1116 last = tmp;
1075 } 1117 }
1076 1118
1077 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1078 if (!last) 1121 if (!last)
1079 map->at (x, y).flags_ = P_NEED_UPDATE; 1122 map->at (x, y).flags_ = 0;
1080 else 1123 else
1081 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1082 1125
1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1084 update_all_los (map, x, y); 1127 update_all_los (map, x, y);
1085 } 1128 }
1086} 1129}
1087 1130
1088/* 1131/*
1097merge_ob (object *op, object *top) 1140merge_ob (object *op, object *top)
1098{ 1141{
1099 if (!op->nrof) 1142 if (!op->nrof)
1100 return 0; 1143 return 0;
1101 1144
1102 if (top == NULL) 1145 if (top)
1103 for (top = op; top != NULL && top->above != NULL; top = top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1104 1148
1105 for (; top != NULL; top = top->below) 1149 for (; top; top = top->below)
1106 { 1150 {
1107 if (top == op) 1151 if (top == op)
1108 continue; 1152 continue;
1109 1153
1110 if (object::can_merge (op, top)) 1154 if (object::can_merge (op, top))
1119 } 1163 }
1120 1164
1121 return 0; 1165 return 0;
1122} 1166}
1123 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1124/* 1191/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1127 */ 1194 */
1128object * 1195object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1197{
1131 object *tmp;
1132
1133 if (op->head)
1134 op = op->head;
1135
1136 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1199 {
1138 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1140 } 1202 }
1141 1203
1142 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1143} 1205}
1144 1206
1160 * Return value: 1222 * Return value:
1161 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1162 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1163 * just 'op' otherwise 1225 * just 'op' otherwise
1164 */ 1226 */
1165
1166object * 1227object *
1167insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1168{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1169 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1170 sint16 x, y;
1171 1233
1172 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1173 {
1174 LOG (llevError, "Trying to insert freed object!\n");
1175 return NULL;
1176 }
1177
1178 if (m == NULL)
1179 {
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1182 free (dump);
1183 return op;
1184 }
1185
1186 if (out_of_map (m, op->x, op->y))
1187 {
1188 char *dump = dump_object (op);
1189 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1190#ifdef MANY_CORES
1191 /* Better to catch this here, as otherwise the next use of this object
1192 * is likely to cause a crash. Better to find out where it is getting
1193 * improperly inserted.
1194 */
1195 abort ();
1196#endif
1197 free (dump);
1198 return op;
1199 }
1200
1201 if (!QUERY_FLAG (op, FLAG_REMOVED))
1202 {
1203 char *dump = dump_object (op);
1204 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1205 free (dump);
1206 return op;
1207 }
1208
1209 if (op->more != NULL)
1210 {
1211 /* The part may be on a different map. */
1212
1213 object *more = op->more;
1214
1215 /* We really need the caller to normalize coordinates - if
1216 * we set the map, that doesn't work if the location is within
1217 * a map and this is straddling an edge. So only if coordinate
1218 * is clear wrong do we normalize it.
1219 */
1220 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1221 more->map = get_map_from_coord (m, &more->x, &more->y);
1222 else if (!more->map)
1223 {
1224 /* For backwards compatibility - when not dealing with tiled maps,
1225 * more->map should always point to the parent.
1226 */
1227 more->map = m;
1228 }
1229
1230 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1231 {
1232 if (!op->head)
1233 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1234
1235 return NULL;
1236 }
1237 }
1238
1239 CLEAR_FLAG (op, FLAG_REMOVED);
1240 1235
1241 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1242 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1243 * need extra work 1238 * need extra work
1244 */ 1239 */
1245 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1246 x = op->x; 1241 {
1247 y = op->y; 1242 op->destroy ();
1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1251
1252 op->map = m;
1253 mapspace &ms = op->ms ();
1248 1254
1249 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1250 */ 1256 */
1251 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1252 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1253 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1254 { 1260 {
1255 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1256 tmp->destroy (); 1262 tmp->destroy ();
1257 } 1263 }
1274 op->below = originator->below; 1280 op->below = originator->below;
1275 1281
1276 if (op->below) 1282 if (op->below)
1277 op->below->above = op; 1283 op->below->above = op;
1278 else 1284 else
1279 op->ms ().bottom = op; 1285 ms.bot = op;
1280 1286
1281 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1282 originator->below = op; 1288 originator->below = op;
1283 } 1289 }
1284 else 1290 else
1285 { 1291 {
1292 top = ms.bot;
1293
1286 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1287 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1288 { 1296 {
1289 object *last = NULL; 1297 object *last = 0;
1290 1298
1291 /* 1299 /*
1292 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1293 * We've already dealt with merging if appropriate. 1301 * We've already dealt with merging if appropriate.
1294 * Generally, we want to put the new object on top. But if 1302 * Generally, we want to put the new object on top. But if
1298 * once we get to them. This reduces the need to traverse over all of 1306 * once we get to them. This reduces the need to traverse over all of
1299 * them when adding another one - this saves quite a bit of cpu time 1307 * them when adding another one - this saves quite a bit of cpu time
1300 * when lots of spells are cast in one area. Currently, it is presumed 1308 * when lots of spells are cast in one area. Currently, it is presumed
1301 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1302 */ 1310 */
1303 1311 for (top = ms.bot; top; top = top->above)
1304 while (top != NULL)
1305 { 1312 {
1306 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1307 floor = top; 1314 floor = top;
1308 1315
1309 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1312 top = top->below; 1319 top = top->below;
1313 break; 1320 break;
1314 } 1321 }
1315 1322
1316 last = top; 1323 last = top;
1317 top = top->above;
1318 } 1324 }
1319 1325
1320 /* Don't want top to be NULL, so set it to the last valid object */ 1326 /* Don't want top to be NULL, so set it to the last valid object */
1321 top = last; 1327 top = last;
1322 1328
1324 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1325 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1326 */ 1332 */
1327 1333
1328 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1329 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1330 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1331 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1332 * stacking is a bit odd. 1338 * stacking is a bit odd.
1333 */ 1339 */
1334 if (!(flag & INS_ON_TOP) && 1340 if (!(flag & INS_ON_TOP)
1335 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1336 { 1343 {
1337 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1338 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1339 break; 1346 break;
1347
1340 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1341 * and make sure we have a below pointer for it so that 1349 * and make sure we have a below pointer for it so that
1342 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1343 * set top to the object below us. 1351 * set top to the object below us.
1344 */ 1352 */
1345 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1346 top = last->below; 1354 top = last->below;
1347 } 1355 }
1348 } /* If objects on this space */ 1356 } /* If objects on this space */
1349
1350 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1351 top = GET_MAP_TOP (op->map, op->x, op->y); 1358 top = ms.top;
1352 1359
1353 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1354 top = floor; 1361 top = floor;
1355 1362
1356 /* Top is the object that our object (op) is going to get inserted above. 1363 /* Top is the object that our object (op) is going to get inserted above.
1357 */ 1364 */
1358 1365
1359 /* First object on this space */ 1366 /* First object on this space */
1360 if (!top) 1367 if (!top)
1361 { 1368 {
1362 op->above = GET_MAP_OB (op->map, op->x, op->y); 1369 op->above = ms.bot;
1363 1370
1364 if (op->above) 1371 if (op->above)
1365 op->above->below = op; 1372 op->above->below = op;
1366 1373
1367 op->below = NULL; 1374 op->below = 0;
1368 op->ms ().bottom = op; 1375 ms.bot = op;
1369 } 1376 }
1370 else 1377 else
1371 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1372 op->above = top->above; 1379 op->above = top->above;
1373 1380
1376 1383
1377 op->below = top; 1384 op->below = top;
1378 top->above = op; 1385 top->above = op;
1379 } 1386 }
1380 1387
1381 if (op->above == NULL) 1388 if (!op->above)
1382 op->ms ().top = op; 1389 ms.top = op;
1383 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1384 1391
1385 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1393 {
1386 op->contr->do_los = 1; 1394 op->contr->do_los = 1;
1395 ++op->map->players;
1396 op->map->touch ();
1397 }
1387 1398
1388 /* If we have a floor, we know the player, if any, will be above 1399 op->map->dirty = true;
1389 * it, so save a few ticks and start from there. 1400
1390 */
1391 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1392 if (object *pl = op->ms ().player ()) 1402 if (object *pl = ms.player ())
1393 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1394 1404
1395 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1399 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1400 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1401 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1402 * of effect may be sufficient. 1412 * of effect may be sufficient.
1403 */ 1413 */
1404 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1405 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1406 1416
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1419
1420 INVOKE_OBJECT (INSERT, op);
1409 1421
1410 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1411 * we want to have floorbox_update called before calling this. 1423 * we want to have floorbox_update called before calling this.
1412 * 1424 *
1413 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1415 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1416 * update_object(). 1428 * update_object().
1417 */ 1429 */
1418 1430
1419 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1420 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1421 { 1433 {
1422 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1423 return NULL; 1435 return 0;
1424 1436
1425 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1426 * walk on's. 1438 * walk on's.
1427 */ 1439 */
1428 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1429 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1430 return NULL; 1442 return 0;
1431 } 1443 }
1432 1444
1433 return op; 1445 return op;
1434} 1446}
1435 1447
1442{ 1454{
1443 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1444 1456
1445 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1446 1458
1447 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1449 tmp->destroy (); 1461 tmp->destroy ();
1450 1462
1451 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1452 1464
1453 tmp1->x = op->x; 1465 tmp1->x = op->x;
1454 tmp1->y = op->y; 1466 tmp1->y = op->y;
1455 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 return where->map->insert (this, where->x, where->y, originator, flags);
1456} 1474}
1457 1475
1458/* 1476/*
1459 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1460 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1461 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1462 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1463 * global static errmsg array. 1481 * global static errmsg array.
1464 */ 1482 */
1465
1466object * 1483object *
1467get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1468{ 1485{
1469 object *newob; 1486 object *newob;
1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1501 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1502 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1503 * 1520 *
1504 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1505 */ 1522 */
1506
1507object * 1523object *
1508decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1509{ 1525{
1510 object *tmp; 1526 object *tmp;
1511 player *pl;
1512 1527
1513 if (i == 0) /* objects with op->nrof require this check */ 1528 if (i == 0) /* objects with op->nrof require this check */
1514 return op; 1529 return op;
1515 1530
1516 if (i > op->nrof) 1531 if (i > op->nrof)
1529 * IMO, searching through all the players will mostly 1544 * IMO, searching through all the players will mostly
1530 * likely be quicker than following op->env to the map, 1545 * likely be quicker than following op->env to the map,
1531 * and then searching the map for a player. 1546 * and then searching the map for a player.
1532 */ 1547 */
1533 if (!tmp) 1548 if (!tmp)
1534 { 1549 for_all_players (pl)
1535 for (pl = first_player; pl; pl = pl->next)
1536 if (pl->ob->container == op->env) 1550 if (pl->ob->container == op->env)
1537 { 1551 {
1538 tmp = pl->ob; 1552 tmp = pl->ob;
1539 break; 1553 break;
1540 } 1554 }
1541 }
1542 1555
1543 if (i < op->nrof) 1556 if (i < op->nrof)
1544 { 1557 {
1545 sub_weight (op->env, op->weight * i); 1558 sub_weight (op->env, op->weight * i);
1546 op->nrof -= i; 1559 op->nrof -= i;
1589 1602
1590/* 1603/*
1591 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1592 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1593 */ 1606 */
1594
1595void 1607void
1596add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1597{ 1609{
1598 while (op != NULL) 1610 while (op != NULL)
1599 { 1611 {
1614 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1615 free (dump); 1627 free (dump);
1616 return op; 1628 return op;
1617 } 1629 }
1618 1630
1619 if (where->head) 1631 if (where->head_ () != where)
1620 { 1632 {
1621 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1622 where = where->head; 1634 where = where->head;
1623 } 1635 }
1624 1636
1625 return where->insert (op); 1637 return where->insert (op);
1626} 1638}
1631 * inside the object environment. 1643 * inside the object environment.
1632 * 1644 *
1633 * The function returns now pointer to inserted item, and return value can 1645 * The function returns now pointer to inserted item, and return value can
1634 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1635 */ 1647 */
1636
1637object * 1648object *
1638object::insert (object *op) 1649object::insert (object *op)
1639{ 1650{
1640 object *tmp, *otmp;
1641
1642 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 op->remove (); 1652 op->remove ();
1644 1653
1645 if (op->more) 1654 if (op->more)
1646 { 1655 {
1648 return op; 1657 return op;
1649 } 1658 }
1650 1659
1651 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1652 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1653 if (op->nrof) 1663 if (op->nrof)
1654 { 1664 {
1655 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1656 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1657 { 1667 {
1658 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1659 (client needs the original object) */ 1669 (client needs the original object) */
1660 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1679 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1680 } 1690 }
1681 else 1691 else
1682 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1683 1693
1684 otmp = this->in_player (); 1694 if (object *otmp = this->in_player ())
1685 if (otmp && otmp->contr)
1686 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1687 otmp->update_stats (); 1696 otmp->update_stats ();
1688 1697
1698 op->owner = 0; // its his/hers now. period.
1689 op->map = 0; 1699 op->map = 0;
1690 op->env = this; 1700 op->env = this;
1691 op->above = 0; 1701 op->above = 0;
1692 op->below = 0; 1702 op->below = 0;
1693 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1694 1704
1695 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1696 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1697 { 1707 {
1698#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1699 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1700#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1701 if (MAP_DARKNESS (map)) 1711 if (map->darkness)
1702 update_all_los (map, x, y); 1712 update_all_los (map, x, y);
1703 } 1713 }
1704 1714
1705 /* Client has no idea of ordering so lets not bother ordering it here. 1715 /* Client has no idea of ordering so lets not bother ordering it here.
1706 * It sure simplifies this function... 1716 * It sure simplifies this function...
1711 { 1721 {
1712 op->below = inv; 1722 op->below = inv;
1713 op->below->above = op; 1723 op->below->above = op;
1714 inv = op; 1724 inv = op;
1715 } 1725 }
1726
1727 INVOKE_OBJECT (INSERT, this);
1716 1728
1717 return op; 1729 return op;
1718} 1730}
1719 1731
1720/* 1732/*
1735 * 1747 *
1736 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * MSW 2001-07-08: Check all objects on space, not just those below
1737 * object being inserted. insert_ob_in_map may not put new objects 1749 * object being inserted. insert_ob_in_map may not put new objects
1738 * on top. 1750 * on top.
1739 */ 1751 */
1740
1741int 1752int
1742check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
1743{ 1754{
1744 object *tmp; 1755 object *tmp;
1745 maptile *m = op->map; 1756 maptile *m = op->map;
1772 1783
1773 /* The objects have to be checked from top to bottom. 1784 /* The objects have to be checked from top to bottom.
1774 * Hence, we first go to the top: 1785 * Hence, we first go to the top:
1775 */ 1786 */
1776 1787
1777 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1788 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1778 { 1789 {
1779 /* Trim the search when we find the first other spell effect 1790 /* Trim the search when we find the first other spell effect
1780 * this helps performance so that if a space has 50 spell objects, 1791 * this helps performance so that if a space has 50 spell objects,
1781 * we don't need to check all of them. 1792 * we don't need to check all of them.
1782 */ 1793 */
1800 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1801 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1802 { 1813 {
1803 1814
1804 float 1815 float
1805 diff = tmp->move_slow_penalty * FABS (op->speed); 1816 diff = tmp->move_slow_penalty * fabs (op->speed);
1806 1817
1807 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
1808 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1819 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1809 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1810 diff /= 4.0; 1821 diff /= 4.0;
1837/* 1848/*
1838 * present_arch(arch, map, x, y) searches for any objects with 1849 * present_arch(arch, map, x, y) searches for any objects with
1839 * a matching archetype at the given map and coordinates. 1850 * a matching archetype at the given map and coordinates.
1840 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
1841 */ 1852 */
1842
1843object * 1853object *
1844present_arch (const archetype *at, maptile *m, int x, int y) 1854present_arch (const archetype *at, maptile *m, int x, int y)
1845{ 1855{
1846 object *
1847 tmp;
1848
1849 if (m == NULL || out_of_map (m, x, y)) 1856 if (!m || out_of_map (m, x, y))
1850 { 1857 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1858 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1859 return NULL;
1853 } 1860 }
1854 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1861
1862 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1855 if (tmp->arch == at) 1863 if (tmp->arch == at)
1856 return tmp; 1864 return tmp;
1865
1857 return NULL; 1866 return NULL;
1858} 1867}
1859 1868
1860/* 1869/*
1861 * present(type, map, x, y) searches for any objects with 1870 * present(type, map, x, y) searches for any objects with
1862 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
1863 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
1864 */ 1873 */
1865
1866object * 1874object *
1867present (unsigned char type, maptile *m, int x, int y) 1875present (unsigned char type, maptile *m, int x, int y)
1868{ 1876{
1869 object *
1870 tmp;
1871
1872 if (out_of_map (m, x, y)) 1877 if (out_of_map (m, x, y))
1873 { 1878 {
1874 LOG (llevError, "Present called outside map.\n"); 1879 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1880 return NULL;
1876 } 1881 }
1877 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1882
1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if (tmp->type == type) 1884 if (tmp->type == type)
1879 return tmp; 1885 return tmp;
1886
1880 return NULL; 1887 return NULL;
1881} 1888}
1882 1889
1883/* 1890/*
1884 * present_in_ob(type, object) searches for any objects with 1891 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1892 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
1887 */ 1894 */
1888
1889object * 1895object *
1890present_in_ob (unsigned char type, const object *op) 1896present_in_ob (unsigned char type, const object *op)
1891{ 1897{
1892 object *
1893 tmp;
1894
1895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if (tmp->type == type) 1899 if (tmp->type == type)
1897 return tmp; 1900 return tmp;
1901
1898 return NULL; 1902 return NULL;
1899} 1903}
1900 1904
1901/* 1905/*
1902 * present_in_ob (type, str, object) searches for any objects with 1906 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1914 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the 1915 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 1916 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1917 * to be unique.
1914 */ 1918 */
1915
1916object * 1919object *
1917present_in_ob_by_name (int type, const char *str, const object *op) 1920present_in_ob_by_name (int type, const char *str, const object *op)
1918{ 1921{
1919 object *
1920 tmp;
1921
1922 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 {
1924 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1925 return tmp; 1924 return tmp;
1926 } 1925
1927 return NULL; 1926 return 0;
1928} 1927}
1929 1928
1930/* 1929/*
1931 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
1932 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
1933 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
1934 */ 1933 */
1935
1936object * 1934object *
1937present_arch_in_ob (const archetype *at, const object *op) 1935present_arch_in_ob (const archetype *at, const object *op)
1938{ 1936{
1939 object *
1940 tmp;
1941
1942 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1943 if (tmp->arch == at) 1938 if (tmp->arch == at)
1944 return tmp; 1939 return tmp;
1940
1945 return NULL; 1941 return NULL;
1946} 1942}
1947 1943
1948/* 1944/*
1949 * activate recursively a flag on an object inventory 1945 * activate recursively a flag on an object inventory
1950 */ 1946 */
1951void 1947void
1952flag_inv (object *op, int flag) 1948flag_inv (object *op, int flag)
1953{ 1949{
1954 object *
1955 tmp;
1956
1957 if (op->inv) 1950 if (op->inv)
1958 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 { 1952 {
1960 SET_FLAG (tmp, flag); 1953 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1954 flag_inv (tmp, flag);
1962 } 1955 }
1963} /* 1956}
1957
1958/*
1964 * desactivate recursively a flag on an object inventory 1959 * deactivate recursively a flag on an object inventory
1965 */ 1960 */
1966void 1961void
1967unflag_inv (object *op, int flag) 1962unflag_inv (object *op, int flag)
1968{ 1963{
1969 object *
1970 tmp;
1971
1972 if (op->inv) 1964 if (op->inv)
1973 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1974 { 1966 {
1975 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
1976 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
1977 } 1969 }
1978}
1979
1980/*
1981 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1982 * all it's inventory (recursively).
1983 * If checksums are used, a player will get set_cheat called for
1984 * him/her-self and all object carried by a call to this function.
1985 */
1986
1987void
1988set_cheat (object *op)
1989{
1990 SET_FLAG (op, FLAG_WAS_WIZ);
1991 flag_inv (op, FLAG_WAS_WIZ);
1992} 1970}
1993 1971
1994/* 1972/*
1995 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
1996 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
2010 * because arch_blocked (now ob_blocked) needs to know the movement type 1988 * because arch_blocked (now ob_blocked) needs to know the movement type
2011 * to know if the space in question will block the object. We can't use 1989 * to know if the space in question will block the object. We can't use
2012 * the archetype because that isn't correct if the monster has been 1990 * the archetype because that isn't correct if the monster has been
2013 * customized, changed states, etc. 1991 * customized, changed states, etc.
2014 */ 1992 */
2015
2016int 1993int
2017find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1994find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2018{ 1995{
2019 int
2020 i,
2021 index = 0, flag; 1996 int index = 0, flag;
2022 static int
2023 altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
2024 1998
2025 for (i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
2026 { 2000 {
2027 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2028 if (!flag) 2002 if (!flag)
2029 altern[index++] = i; 2003 altern [index++] = i;
2030 2004
2031 /* Basically, if we find a wall on a space, we cut down the search size. 2005 /* Basically, if we find a wall on a space, we cut down the search size.
2032 * In this way, we won't return spaces that are on another side of a wall. 2006 * In this way, we won't return spaces that are on another side of a wall.
2033 * This mostly work, but it cuts down the search size in all directions - 2007 * This mostly work, but it cuts down the search size in all directions -
2034 * if the space being examined only has a wall to the north and empty 2008 * if the space being examined only has a wall to the north and empty
2041 } 2015 }
2042 2016
2043 if (!index) 2017 if (!index)
2044 return -1; 2018 return -1;
2045 2019
2046 return altern[RANDOM () % index]; 2020 return altern [rndm (index)];
2047} 2021}
2048 2022
2049/* 2023/*
2050 * find_first_free_spot(archetype, maptile, x, y) works like 2024 * find_first_free_spot(archetype, maptile, x, y) works like
2051 * find_free_spot(), but it will search max number of squares. 2025 * find_free_spot(), but it will search max number of squares.
2052 * But it will return the first available spot, not a random choice. 2026 * But it will return the first available spot, not a random choice.
2053 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2027 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2054 */ 2028 */
2055
2056int 2029int
2057find_first_free_spot (const object *ob, maptile *m, int x, int y) 2030find_first_free_spot (const object *ob, maptile *m, int x, int y)
2058{ 2031{
2059 int
2060 i;
2061
2062 for (i = 0; i < SIZEOFFREE; i++) 2032 for (int i = 0; i < SIZEOFFREE; i++)
2063 {
2064 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2033 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2065 return i; 2034 return i;
2066 } 2035
2067 return -1; 2036 return -1;
2068} 2037}
2069 2038
2070/* 2039/*
2071 * The function permute(arr, begin, end) randomly reorders the array 2040 * The function permute(arr, begin, end) randomly reorders the array
2072 * arr[begin..end-1]. 2041 * arr[begin..end-1].
2042 * now uses a fisher-yates shuffle, old permute was broken
2073 */ 2043 */
2074static void 2044static void
2075permute (int *arr, int begin, int end) 2045permute (int *arr, int begin, int end)
2076{ 2046{
2077 int 2047 arr += begin;
2078 i,
2079 j,
2080 tmp,
2081 len;
2082
2083 len = end - begin; 2048 end -= begin;
2084 for (i = begin; i < end; i++)
2085 {
2086 j = begin + RANDOM () % len;
2087 2049
2088 tmp = arr[i]; 2050 while (--end)
2089 arr[i] = arr[j]; 2051 swap (arr [end], arr [rndm (end + 1)]);
2090 arr[j] = tmp;
2091 }
2092} 2052}
2093 2053
2094/* new function to make monster searching more efficient, and effective! 2054/* new function to make monster searching more efficient, and effective!
2095 * This basically returns a randomized array (in the passed pointer) of 2055 * This basically returns a randomized array (in the passed pointer) of
2096 * the spaces to find monsters. In this way, it won't always look for 2056 * the spaces to find monsters. In this way, it won't always look for
2099 * the 3x3 area will be searched, just not in a predictable order. 2059 * the 3x3 area will be searched, just not in a predictable order.
2100 */ 2060 */
2101void 2061void
2102get_search_arr (int *search_arr) 2062get_search_arr (int *search_arr)
2103{ 2063{
2104 int 2064 int i;
2105 i;
2106 2065
2107 for (i = 0; i < SIZEOFFREE; i++) 2066 for (i = 0; i < SIZEOFFREE; i++)
2108 {
2109 search_arr[i] = i; 2067 search_arr[i] = i;
2110 }
2111 2068
2112 permute (search_arr, 1, SIZEOFFREE1 + 1); 2069 permute (search_arr, 1, SIZEOFFREE1 + 1);
2113 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2070 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2114 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2071 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2115} 2072}
2124 * Perhaps incorrectly, but I'm making the assumption that exclude 2081 * Perhaps incorrectly, but I'm making the assumption that exclude
2125 * is actually want is going to try and move there. We need this info 2082 * is actually want is going to try and move there. We need this info
2126 * because we have to know what movement the thing looking to move 2083 * because we have to know what movement the thing looking to move
2127 * there is capable of. 2084 * there is capable of.
2128 */ 2085 */
2129
2130int 2086int
2131find_dir (maptile *m, int x, int y, object *exclude) 2087find_dir (maptile *m, int x, int y, object *exclude)
2132{ 2088{
2133 int
2134 i,
2135 max = SIZEOFFREE, mflags; 2089 int i, max = SIZEOFFREE, mflags;
2136 2090
2137 sint16 nx, ny; 2091 sint16 nx, ny;
2138 object * 2092 object *tmp;
2139 tmp;
2140 maptile * 2093 maptile *mp;
2141 mp;
2142 2094
2143 MoveType blocked, move_type; 2095 MoveType blocked, move_type;
2144 2096
2145 if (exclude && exclude->head) 2097 if (exclude && exclude->head_ () != exclude)
2146 { 2098 {
2147 exclude = exclude->head; 2099 exclude = exclude->head;
2148 move_type = exclude->move_type; 2100 move_type = exclude->move_type;
2149 } 2101 }
2150 else 2102 else
2163 2115
2164 if (mflags & P_OUT_OF_MAP) 2116 if (mflags & P_OUT_OF_MAP)
2165 max = maxfree[i]; 2117 max = maxfree[i];
2166 else 2118 else
2167 { 2119 {
2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2120 mapspace &ms = mp->at (nx, ny);
2121
2122 blocked = ms.move_block;
2169 2123
2170 if ((move_type & blocked) == move_type) 2124 if ((move_type & blocked) == move_type)
2171 max = maxfree[i]; 2125 max = maxfree[i];
2172 else if (mflags & P_IS_ALIVE) 2126 else if (mflags & P_IS_ALIVE)
2173 { 2127 {
2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2128 for (tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2129 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2130 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2176 break; 2131 break;
2177 2132
2178 if (tmp) 2133 if (tmp)
2179 return freedir[i]; 2134 return freedir[i];
2180 } 2135 }
2186 2141
2187/* 2142/*
2188 * distance(object 1, object 2) will return the square of the 2143 * distance(object 1, object 2) will return the square of the
2189 * distance between the two given objects. 2144 * distance between the two given objects.
2190 */ 2145 */
2191
2192int 2146int
2193distance (const object *ob1, const object *ob2) 2147distance (const object *ob1, const object *ob2)
2194{ 2148{
2195 int i;
2196
2197 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2149 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2198 return i;
2199} 2150}
2200 2151
2201/* 2152/*
2202 * find_dir_2(delta-x,delta-y) will return a direction in which 2153 * find_dir_2(delta-x,delta-y) will return a direction in which
2203 * an object which has subtracted the x and y coordinates of another 2154 * an object which has subtracted the x and y coordinates of another
2204 * object, needs to travel toward it. 2155 * object, needs to travel toward it.
2205 */ 2156 */
2206
2207int 2157int
2208find_dir_2 (int x, int y) 2158find_dir_2 (int x, int y)
2209{ 2159{
2210 int q; 2160 int q;
2211 2161
2240 2190
2241 return 3; 2191 return 3;
2242} 2192}
2243 2193
2244/* 2194/*
2245 * absdir(int): Returns a number between 1 and 8, which represent
2246 * the "absolute" direction of a number (it actually takes care of
2247 * "overflow" in previous calculations of a direction).
2248 */
2249
2250int
2251absdir (int d)
2252{
2253 while (d < 1)
2254 d += 8;
2255 while (d > 8)
2256 d -= 8;
2257 return d;
2258}
2259
2260/*
2261 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2195 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262 * between two directions (which are expected to be absolute (see absdir()) 2196 * between two directions (which are expected to be absolute (see absdir())
2263 */ 2197 */
2264
2265int 2198int
2266dirdiff (int dir1, int dir2) 2199dirdiff (int dir1, int dir2)
2267{ 2200{
2268 int 2201 int d;
2269 d;
2270 2202
2271 d = abs (dir1 - dir2); 2203 d = abs (dir1 - dir2);
2272 if (d > 4) 2204 if (d > 4)
2273 d = 8 - d; 2205 d = 8 - d;
2206
2274 return d; 2207 return d;
2275} 2208}
2276 2209
2277/* peterm: 2210/* peterm:
2278 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2211 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2281 * This basically means that if direction is 15, then it could either go 2214 * This basically means that if direction is 15, then it could either go
2282 * direction 4, 14, or 16 to get back to where we are. 2215 * direction 4, 14, or 16 to get back to where we are.
2283 * Moved from spell_util.c to object.c with the other related direction 2216 * Moved from spell_util.c to object.c with the other related direction
2284 * functions. 2217 * functions.
2285 */ 2218 */
2286
2287int
2288 reduction_dir[SIZEOFFREE][3] = { 2219int reduction_dir[SIZEOFFREE][3] = {
2289 {0, 0, 0}, /* 0 */ 2220 {0, 0, 0}, /* 0 */
2290 {0, 0, 0}, /* 1 */ 2221 {0, 0, 0}, /* 1 */
2291 {0, 0, 0}, /* 2 */ 2222 {0, 0, 0}, /* 2 */
2292 {0, 0, 0}, /* 3 */ 2223 {0, 0, 0}, /* 3 */
2293 {0, 0, 0}, /* 4 */ 2224 {0, 0, 0}, /* 4 */
2384 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2315 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2385 * core dumps if they do. 2316 * core dumps if they do.
2386 * 2317 *
2387 * Add a check so we can't pick up invisible objects (0.93.8) 2318 * Add a check so we can't pick up invisible objects (0.93.8)
2388 */ 2319 */
2389
2390int 2320int
2391can_pick (const object *who, const object *item) 2321can_pick (const object *who, const object *item)
2392{ 2322{
2393 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2323 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2394 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2324 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2399 * create clone from object to another 2329 * create clone from object to another
2400 */ 2330 */
2401object * 2331object *
2402object_create_clone (object *asrc) 2332object_create_clone (object *asrc)
2403{ 2333{
2404 object *dst = 0, *tmp, *src, *part, *prev, *item; 2334 object *dst = 0, *tmp, *src, *prev, *item;
2405 2335
2406 if (!asrc) 2336 if (!asrc)
2407 return 0; 2337 return 0;
2408 2338
2409 src = asrc;
2410 if (src->head)
2411 src = src->head; 2339 src = asrc->head_ ();
2412 2340
2413 prev = 0; 2341 prev = 0;
2414 for (part = src; part; part = part->more) 2342 for (object *part = src; part; part = part->more)
2415 { 2343 {
2416 tmp = part->clone (); 2344 tmp = part->clone ();
2417 tmp->x -= src->x; 2345 tmp->x -= src->x;
2418 tmp->y -= src->y; 2346 tmp->y -= src->y;
2419 2347
2437 insert_ob_in_ob (object_create_clone (item), dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2438 2366
2439 return dst; 2367 return dst;
2440} 2368}
2441 2369
2442/* GROS - Creates an object using a string representing its content. */
2443/* Basically, we save the content of the string to a temp file, then call */
2444/* load_object on it. I admit it is a highly inefficient way to make things, */
2445/* but it was simple to make and allows reusing the load_object function. */
2446/* Remember not to use load_object_str in a time-critical situation. */
2447/* Also remember that multiparts objects are not supported for now. */
2448
2449object *
2450load_object_str (const char *obstr)
2451{
2452 object *op;
2453 char filename[MAX_BUF];
2454
2455 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2456
2457 FILE *tempfile = fopen (filename, "w");
2458
2459 if (tempfile == NULL)
2460 {
2461 LOG (llevError, "Error - Unable to access load object temp file\n");
2462 return NULL;
2463 }
2464
2465 fprintf (tempfile, obstr);
2466 fclose (tempfile);
2467
2468 op = object::create ();
2469
2470 object_thawer thawer (filename);
2471
2472 if (thawer)
2473 load_object (thawer, op, 0);
2474
2475 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2476 CLEAR_FLAG (op, FLAG_REMOVED);
2477
2478 return op;
2479}
2480
2481/* This returns the first object in who's inventory that 2370/* This returns the first object in who's inventory that
2482 * has the same type and subtype match. 2371 * has the same type and subtype match.
2483 * returns NULL if no match. 2372 * returns NULL if no match.
2484 */ 2373 */
2485object * 2374object *
2486find_obj_by_type_subtype (const object *who, int type, int subtype) 2375find_obj_by_type_subtype (const object *who, int type, int subtype)
2487{ 2376{
2488 object *tmp;
2489
2490 for (tmp = who->inv; tmp; tmp = tmp->below) 2377 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2491 if (tmp->type == type && tmp->subtype == subtype) 2378 if (tmp->type == type && tmp->subtype == subtype)
2492 return tmp; 2379 return tmp;
2493 2380
2494 return NULL; 2381 return 0;
2495} 2382}
2496 2383
2497/* If ob has a field named key, return the link from the list, 2384/* If ob has a field named key, return the link from the list,
2498 * otherwise return NULL. 2385 * otherwise return NULL.
2499 * 2386 *
2501 * do the desired thing. 2388 * do the desired thing.
2502 */ 2389 */
2503key_value * 2390key_value *
2504get_ob_key_link (const object *ob, const char *key) 2391get_ob_key_link (const object *ob, const char *key)
2505{ 2392{
2506 key_value *link;
2507
2508 for (link = ob->key_values; link != NULL; link = link->next) 2393 for (key_value *link = ob->key_values; link; link = link->next)
2509 if (link->key == key) 2394 if (link->key == key)
2510 return link; 2395 return link;
2511 2396
2512 return NULL; 2397 return 0;
2513} 2398}
2514 2399
2515/* 2400/*
2516 * Returns the value of op has an extra_field for key, or NULL. 2401 * Returns the value of op has an extra_field for key, or NULL.
2517 * 2402 *
2542 if (link->key == canonical_key) 2427 if (link->key == canonical_key)
2543 return link->value; 2428 return link->value;
2544 2429
2545 return 0; 2430 return 0;
2546} 2431}
2547
2548 2432
2549/* 2433/*
2550 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2551 * 2435 *
2552 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2557 * Returns TRUE on success. 2441 * Returns TRUE on success.
2558 */ 2442 */
2559int 2443int
2560set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2444set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2561{ 2445{
2562 key_value *
2563 field = NULL, *last = NULL; 2446 key_value *field = NULL, *last = NULL;
2564 2447
2565 for (field = op->key_values; field != NULL; field = field->next) 2448 for (field = op->key_values; field != NULL; field = field->next)
2566 { 2449 {
2567 if (field->key != canonical_key) 2450 if (field->key != canonical_key)
2568 { 2451 {
2577 /* Basically, if the archetype has this key set, 2460 /* Basically, if the archetype has this key set,
2578 * we need to store the null value so when we save 2461 * we need to store the null value so when we save
2579 * it, we save the empty value so that when we load, 2462 * it, we save the empty value so that when we load,
2580 * we get this value back again. 2463 * we get this value back again.
2581 */ 2464 */
2582 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2465 if (get_ob_key_link (op->arch, canonical_key))
2583 field->value = 0; 2466 field->value = 0;
2584 else 2467 else
2585 { 2468 {
2586 if (last) 2469 if (last)
2587 last->next = field->next; 2470 last->next = field->next;
2596 /* IF we get here, key doesn't exist */ 2479 /* IF we get here, key doesn't exist */
2597 2480
2598 /* No field, we'll have to add it. */ 2481 /* No field, we'll have to add it. */
2599 2482
2600 if (!add_key) 2483 if (!add_key)
2601 {
2602 return FALSE; 2484 return FALSE;
2603 } 2485
2604 /* There isn't any good reason to store a null 2486 /* There isn't any good reason to store a null
2605 * value in the key/value list. If the archetype has 2487 * value in the key/value list. If the archetype has
2606 * this key, then we should also have it, so shouldn't 2488 * this key, then we should also have it, so shouldn't
2607 * be here. If user wants to store empty strings, 2489 * be here. If user wants to store empty strings,
2608 * should pass in "" 2490 * should pass in ""
2657 } 2539 }
2658 else 2540 else
2659 item = item->env; 2541 item = item->env;
2660} 2542}
2661 2543
2544const char *
2545object::flag_desc (char *desc, int len) const
2546{
2547 char *p = desc;
2548 bool first = true;
2549
2550 *p = 0;
2551
2552 for (int i = 0; i < NUM_FLAGS; i++)
2553 {
2554 if (len <= 10) // magic constant!
2555 {
2556 snprintf (p, len, ",...");
2557 break;
2558 }
2559
2560 if (flag [i])
2561 {
2562 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2563 len -= cnt;
2564 p += cnt;
2565 first = false;
2566 }
2567 }
2568
2569 return desc;
2570}
2571
2662// return a suitable string describing an objetc in enough detail to find it 2572// return a suitable string describing an object in enough detail to find it
2663const char * 2573const char *
2664object::debug_desc (char *info) const 2574object::debug_desc (char *info) const
2665{ 2575{
2576 char flagdesc[512];
2666 char info2[256 * 3]; 2577 char info2[256 * 4];
2667 char *p = info; 2578 char *p = info;
2668 2579
2669 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2580 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2670 count, 2581 count, uuid.seq,
2671 &name, 2582 &name,
2672 title ? " " : "", 2583 title ? "\",title:\"" : "",
2673 title ? (const char *)title : ""); 2584 title ? (const char *)title : "",
2585 flag_desc (flagdesc, 512), type);
2674 2586
2675 if (env) 2587 if (!this->flag[FLAG_REMOVED] && env)
2676 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2677 2589
2678 if (map) 2590 if (map)
2679 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2680 2592
2681 return info; 2593 return info;
2682} 2594}
2683 2595
2684const char * 2596const char *
2685object::debug_desc () const 2597object::debug_desc () const
2686{ 2598{
2687 static char info[256 * 3]; 2599 static char info[3][256 * 4];
2600 static int info_idx;
2601
2688 return debug_desc (info); 2602 return debug_desc (info [++info_idx % 3]);
2689} 2603}
2690 2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mt = name_to_material (materialname))
2616 return mt;
2617
2618 return name_to_material (shstr_unknown);
2619}
2620
2621void
2622object::open_container (object *new_container)
2623{
2624 if (container == new_container)
2625 return;
2626
2627 if (object *old_container = container)
2628 {
2629 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2630 return;
2631
2632#if 0
2633 // remove the "Close old_container" object.
2634 if (object *closer = old_container->inv)
2635 if (closer->type == CLOSE_CON)
2636 closer->destroy ();
2637#endif
2638
2639 old_container->flag [FLAG_APPLIED] = 0;
2640 container = 0;
2641
2642 esrv_update_item (UPD_FLAGS, this, old_container);
2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2644 play_sound (sound_find ("chest_close"));
2645 }
2646
2647 if (new_container)
2648 {
2649 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2650 return;
2651
2652 // TODO: this does not seem to serve any purpose anymore?
2653#if 0
2654 // insert the "Close Container" object.
2655 if (archetype *closer = new_container->other_arch)
2656 {
2657 object *closer = arch_to_object (new_container->other_arch);
2658 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2659 new_container->insert (closer);
2660 }
2661#endif
2662
2663 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2664
2665 new_container->flag [FLAG_APPLIED] = 1;
2666 container = new_container;
2667
2668 esrv_update_item (UPD_FLAGS, this, new_container);
2669 esrv_send_inventory (this, new_container);
2670 play_sound (sound_find ("chest_open"));
2671 }
2672}
2673
2674object *
2675object::force_find (const shstr name)
2676{
2677 /* cycle through his inventory to look for the MARK we want to
2678 * place
2679 */
2680 for (object *tmp = inv; tmp; tmp = tmp->below)
2681 if (tmp->type == FORCE && tmp->slaying == name)
2682 return splay (tmp);
2683
2684 return 0;
2685}
2686
2687void
2688object::force_add (const shstr name, int duration)
2689{
2690 if (object *force = force_find (name))
2691 force->destroy ();
2692
2693 object *force = get_archetype (FORCE_NAME);
2694
2695 force->slaying = name;
2696 force->stats.food = 1;
2697 force->speed_left = -1.f;
2698
2699 force->set_speed (duration ? 1.f / duration : 0.f);
2700 force->flag [FLAG_IS_USED_UP] = true;
2701 force->flag [FLAG_APPLIED] = true;
2702
2703 insert (force);
2704}
2705
2706void
2707object::play_sound (faceidx sound) const
2708{
2709 if (!sound)
2710 return;
2711
2712 if (flag [FLAG_REMOVED])
2713 return;
2714
2715 if (env)
2716 {
2717 if (object *pl = in_player ())
2718 pl->contr->play_sound (sound);
2719 }
2720 else
2721 map->play_sound (sound, x, y);
2722}
2723

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