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Comparing deliantra/server/common/object.C (file contents):
Revision 1.32 by root, Mon Sep 11 23:53:30 2006 UTC vs.
Revision 1.207 by root, Sun Apr 20 23:25:09 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
27
28#include <global.h> 28#include <global.h>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <skills.h> 34#include <sproto.h>
35#include <loader.h> 35#include <loader.h>
36 36
37int nrofallocobjects = 0; 37#include <bitset>
38 38
39object *objects; /* Pointer to the list of used objects */ 39UUID UUID::cur;
40object *active_objects; /* List of active objects that need to be processed */ 40static uint64_t seq_next_save;
41static const uint64 UUID_GAP = 1<<19;
41 42
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43objectvec objects;
44activevec actives;
45
46short freearr_x[SIZEOFFREE] = {
47 0,
48 0, 1, 1, 1, 0, -1, -1, -1,
49 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 50 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 51};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 52short freearr_y[SIZEOFFREE] = {
53 0,
54 -1, -1, 0, 1, 1, 1, 0, -1,
55 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
46 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 56 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
47}; 57};
48int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 58int maxfree[SIZEOFFREE] = {
59 0,
60 9, 10, 13, 14, 17, 18, 21, 22,
61 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
49 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 62 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
50}; 63};
51int freedir[SIZEOFFREE] = { 64int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 0,
66 1, 2, 3, 4, 5, 6, 7, 8,
67 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 68 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 69};
55 70
71static void
72write_uuid (uval64 skip, bool sync)
73{
74 CALL_BEGIN (2);
75 CALL_ARG_SV (newSVval64 (skip));
76 CALL_ARG_SV (boolSV (sync));
77 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END;
79}
80
81static void
82read_uuid (void)
83{
84 char filename[MAX_BUF];
85
86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
89
90 FILE *fp;
91
92 if (!(fp = fopen (filename, "r")))
93 {
94 if (errno == ENOENT)
95 {
96 LOG (llevInfo, "RESET uid to 1\n");
97 UUID::cur.seq = 0;
98 write_uuid (UUID_GAP, true);
99 return;
100 }
101
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1);
104 }
105
106 UUID::BUF buf;
107 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
111 {
112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
113 _exit (1);
114 }
115
116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
117
118 write_uuid (UUID_GAP, true);
119 fclose (fp);
120}
121
122UUID
123UUID::gen ()
124{
125 UUID uid;
126
127 uid.seq = ++cur.seq;
128
129 if (expect_false (cur.seq >= seq_next_save))
130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
135
136 return uid;
137}
138
139void
140UUID::init ()
141{
142 read_uuid ();
143}
144
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 146static bool
58compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
59{ 148{
60 key_value *wants_field; 149 key_value *wants_field;
61 150
62 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 151 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
63 * objects with lists are rare, and lists stay short. If not, use a 152 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 153 * different structure or at least keep the lists sorted...
65 */ 154 */
66 155
67 /* For each field in wants, */ 156 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 157 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 158 {
70 key_value *has_field; 159 key_value *has_field;
71 160
72 /* Look for a field in has with the same key. */ 161 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 162 has_field = get_ob_key_link (has, wants_field->key);
74 163
75 if (has_field == NULL) 164 if (!has_field)
76 {
77 /* No field with that name. */ 165 return 0; /* No field with that name. */
78 return FALSE;
79 }
80 166
81 /* Found the matching field. */ 167 /* Found the matching field. */
82 if (has_field->value != wants_field->value) 168 if (has_field->value != wants_field->value)
83 {
84 /* Values don't match, so this half of the comparison is false. */ 169 return 0; /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87 170
88 /* If we get here, we found a match. Now for the next field in wants. */ 171 /* If we get here, we found a match. Now for the next field in wants. */
89 } 172 }
90 173
91 /* If we get here, every field in wants has a matching field in has. */ 174 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 175 return 1;
93} 176}
94 177
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 178/* Returns TRUE if ob1 has the same key_values as ob2. */
96static int 179static bool
97compare_ob_value_lists (const object *ob1, const object *ob2) 180compare_ob_value_lists (const object *ob1, const object *ob2)
98{ 181{
99 /* However, there may be fields in has which aren't partnered in wants, 182 /* However, there may be fields in has which aren't partnered in wants,
100 * so we need to run the comparison *twice*. :( 183 * so we need to run the comparison *twice*. :(
101 */ 184 */
107 * 190 *
108 * Note that this function appears a lot longer than the macro it 191 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 192 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 193 * reduce this to the same efficiency.
111 * 194 *
112 * Check nrof variable *before* calling CAN_MERGE() 195 * Check nrof variable *before* calling can_merge()
113 * 196 *
114 * Improvements made with merge: Better checking on potion, and also 197 * Improvements made with merge: Better checking on potion, and also
115 * check weight 198 * check weight
116 */ 199 */
117
118bool object::can_merge (object *ob1, object *ob2) 200bool object::can_merge_slow (object *ob1, object *ob2)
119{ 201{
120 /* A couple quicksanity checks */ 202 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 203 if (ob1 == ob2
204 || ob1->type != ob2->type
205 || ob1->speed != ob2->speed
206 || ob1->value != ob2->value
207 || ob1->name != ob2->name)
122 return 0; 208 return 0;
123 209
124 if (ob1->speed != ob2->speed) 210 /* Do not merge objects if nrof would overflow. First part checks
211 * for unsigned overflow (2c), second part checks wether the result
212 * would fit into a 32 bit signed int, which is often used to hold
213 * nrof values.
214 */
215 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
125 return 0; 216 return 0;
126 217
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof).
130 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31)
132 return 0;
133
134 /* If the objects have been identified, set the BEEN_APPLIED flag. 218 /* If the objects have been identified, set the BEEN_APPLIED flag.
135 * This is to the comparison of the flags below will be OK. We 219 * This is to the comparison of the flags below will be OK. We
136 * just can't ignore the been applied or identified flags, as they 220 * just can't ignore the been applied or identified flags, as they
137 * are not equal - just if it has been identified, the been_applied 221 * are not equal - just if it has been identified, the been_applied
138 * flags lose any meaning. 222 * flags lose any meaning.
139 */ 223 */
140 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 226
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 227 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 228 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 229
146 230 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 231 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 232 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 233 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 234 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 235 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 238 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 239 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 240 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 241 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 242 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 243 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 244 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 245 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 246 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 247 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 248 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 249 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 250 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 251 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 252 || ob1->move_off != ob2->move_off
253 || ob1->move_slow != ob2->move_slow
254 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 255 return 0;
178 256
179 /* This is really a spellbook check - really, we should 257 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 258 * not merge objects with real inventories, as splitting them
259 * is hard.
181 */ 260 */
182 if (ob1->inv || ob2->inv) 261 if (ob1->inv || ob2->inv)
183 { 262 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!(ob1->inv && ob2->inv))
190 return 0; 264 return 0; /* inventories differ in length */
265
266 if (ob1->inv->below || ob2->inv->below)
267 return 0; /* more than one object in inv */
268
269 if (!object::can_merge (ob1->inv, ob2->inv))
270 return 0; /* inventory objects differ */
191 271
192 /* inventory ok - still need to check rest of this object to see 272 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 273 * if it is valid.
194 */ 274 */
195 } 275 }
203 283
204 /* Note sure why the following is the case - either the object has to 284 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 285 * be animated or have a very low speed. Is this an attempted monster
206 * check? 286 * check?
207 */ 287 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 288 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 289 return 0;
210 290
211 switch (ob1->type) 291 switch (ob1->type)
212 { 292 {
213 case SCROLL: 293 case SCROLL:
214 if (ob1->level != ob2->level) 294 if (ob1->level != ob2->level)
215 return 0; 295 return 0;
216 break; 296 break;
217 } 297 }
218 298
219 if (ob1->key_values != NULL || ob2->key_values != NULL) 299 if (ob1->key_values || ob2->key_values)
220 { 300 {
221 /* At least one of these has key_values. */ 301 /* At least one of these has key_values. */
222 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 302 if ((!ob1->key_values) != (!ob2->key_values))
223 /* One has fields, but the other one doesn't. */ 303 /* One has fields, but the other one doesn't. */
224 return 0; 304 return 0;
225 else if (!compare_ob_value_lists (ob1, ob2)) 305 else if (!compare_ob_value_lists (ob1, ob2))
226 return 0; 306 return 0;
227 } 307 }
228 308
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
231 { 310 {
232 ob1->optimise (); 311 ob1->optimise ();
233 ob2->optimise (); 312 ob2->optimise ();
234 313
235 if (ob1->self || ob2->self) 314 if (ob1->self || ob2->self)
315 {
316 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
317 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
318
319 if (k1 != k2)
236 return 0; 320 return 0;
321 else if (k1 == 0)
322 return 1;
323 else if (!cfperl_can_merge (ob1, ob2))
324 return 0;
325 }
237 } 326 }
238 327
239 /* Everything passes, must be OK. */ 328 /* Everything passes, must be OK. */
240 return 1; 329 return 1;
241} 330}
242 331
332static sint32
333weight_adjust (object *op, sint32 weight)
334{
335 return op->type == CONTAINER
336 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
337 : weight;
338}
339
243/* 340/*
341 * add_weight(object, weight) adds the specified weight to an object,
342 * and also updates how much the environment(s) is/are carrying.
343 */
344static void
345add_weight (object *op, sint32 weight)
346{
347 while (op)
348 {
349 weight = weight_adjust (op, weight);
350
351 op->carrying += weight;
352 op = op->env;
353 }
354}
355
356/*
357 * sub_weight() recursively (outwards) subtracts a number from the
358 * weight of an object (and what is carried by it's environment(s)).
359 */
360static void
361sub_weight (object *op, long weight)
362{
363 add_weight (op, -weight);
364}
365
366/*
244 * sum_weight() is a recursive function which calculates the weight 367 * this is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 368 * an object is carrying. It goes through op and figures out how much
246 * containers are carrying, and sums it up. 369 * containers are carrying, and sums it up.
247 */ 370 */
248long 371void
249sum_weight (object *op) 372object::update_weight ()
250{ 373{
251 long sum; 374 sint32 sum = 0;
252 object *inv;
253 375
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 376 for (object *op = inv; op; op = op->below)
255 { 377 {
256 if (inv->inv) 378 if (op->inv)
257 sum_weight (inv); 379 op->update_weight ();
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 }
260 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100;
262 if (op->carrying != sum)
263 op->carrying = sum;
264 return sum;
265}
266 380
267/** 381 sum += op->total_weight ();
268 * Return the outermost environment object for a given object. 382 }
269 */
270 383
271object * 384 carrying = weight_adjust (this, sum);
272object_get_env_recursive (object *op)
273{
274 while (op->env != NULL)
275 op = op->env;
276 return op;
277}
278
279/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292} 385}
293 386
294/* 387/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 388 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 389 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 390 * The result of the dump is stored in the static global errmsg array.
298 */ 391 */
299 392char *
300void
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 393dump_object (object *op)
356{ 394{
357 if (op == NULL) 395 if (!op)
358 { 396 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 397
366void 398 object_freezer freezer;
367dump_all_objects (void) 399 op->write (freezer);
368{ 400 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 401}
377 402
378/* 403/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 404 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 405 * multi-object 1 which is closest to the second object.
381 * If it's not a multi-object, it is returned. 406 * If it's not a multi-object, it is returned.
382 */ 407 */
383
384object * 408object *
385get_nearest_part (object *op, const object *pl) 409get_nearest_part (object *op, const object *pl)
386{ 410{
387 object *tmp, *closest; 411 object *tmp, *closest;
388 int last_dist, i; 412 int last_dist, i;
396} 420}
397 421
398/* 422/*
399 * Returns the object which has the count-variable equal to the argument. 423 * Returns the object which has the count-variable equal to the argument.
400 */ 424 */
401
402object * 425object *
403find_object (tag_t i) 426find_object (tag_t i)
404{ 427{
405 object *op; 428 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 429 if (op->count == i)
409 break;
410 return op; 430 return op;
431
432 return 0;
411} 433}
412 434
413/* 435/*
414 * Returns the first object which has a name equal to the argument. 436 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 437 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 438 * Enables features like "patch <name-of-other-player> food 999"
417 */ 439 */
418
419object * 440object *
420find_object_name (const char *str) 441find_object_name (const char *str)
421{ 442{
422 const char *name = shstr::find (str); 443 shstr_cmp str_ (str);
423 object *op; 444 object *op;
424 445
425 for (op = objects; op != NULL; op = op->next) 446 for_all_objects (op)
426 if (&op->name == name) 447 if (op->name == str_)
427 break; 448 break;
428 449
429 return op; 450 return op;
430}
431
432void
433free_all_object_data ()
434{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 451}
458 452
459/* 453/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 454 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 455 * skill and experience objects.
456 * ACTUALLY NO! investigate! TODO
462 */ 457 */
463void 458void
464object::set_owner (object *owner) 459object::set_owner (object *owner)
465{ 460{
461 // allow objects which own objects
466 if (!owner) 462 if (owner)
467 return;
468
469 /* next line added to allow objects which own objects */
470 /* Add a check for ownercounts in here, as I got into an endless loop
471 * with the fireball owning a poison cloud which then owned the
472 * fireball. I believe that was caused by one of the objects getting
473 * freed and then another object replacing it. Since the ownercounts
474 * didn't match, this check is valid and I believe that cause is valid.
475 */
476 while (owner->owner) 463 while (owner->owner)
477 owner = owner->owner; 464 owner = owner->owner;
465
466 if (flag [FLAG_FREED])
467 {
468 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
469 return;
470 }
478 471
479 this->owner = owner; 472 this->owner = owner;
473}
474
475int
476object::slottype () const
477{
478 if (type == SKILL)
479 {
480 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
481 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
482 }
483 else
484 {
485 if (slot [body_combat].info) return slot_combat;
486 if (slot [body_range ].info) return slot_ranged;
487 }
488
489 return slot_none;
490}
491
492bool
493object::change_weapon (object *ob)
494{
495 if (current_weapon == ob)
496 return true;
497
498 if (chosen_skill)
499 chosen_skill->flag [FLAG_APPLIED] = false;
500
501 current_weapon = ob;
502 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
503
504 if (chosen_skill)
505 chosen_skill->flag [FLAG_APPLIED] = true;
506
507 update_stats ();
508
509 if (ob)
510 {
511 // now check wether any body locations became invalid, in which case
512 // we cannot apply the weapon at the moment.
513 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
514 if (slot[i].used < 0)
515 {
516 current_weapon = chosen_skill = 0;
517 update_stats ();
518
519 new_draw_info_format (NDI_UNIQUE, 0, this,
520 "You try to balance all your items at once, "
521 "but the %s is just too much for your body. "
522 "[You need to unapply some items first.]", &ob->name);
523 return false;
524 }
525
526 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
527 }
528 else
529 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
530
531 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
532 {
533 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
534 &name, ob->debug_desc ());
535 return false;
536 }
537
538 return true;
480} 539}
481 540
482/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
483 * refcounts and freeing the links. 542 * refcounts and freeing the links.
484 */ 543 */
485static void 544static void
486free_key_values (object *op) 545free_key_values (object *op)
487{ 546{
488 for (key_value *i = op->key_values; i != 0;) 547 for (key_value *i = op->key_values; i; )
489 { 548 {
490 key_value *next = i->next; 549 key_value *next = i->next;
491 delete i; 550 delete i;
492 551
493 i = next; 552 i = next;
494 } 553 }
495 554
496 op->key_values = 0; 555 op->key_values = 0;
497} 556}
498 557
499void object::clear () 558object &
559object::operator =(const object &src)
500{ 560{
501 attachable_base::clear (); 561 bool is_freed = flag [FLAG_FREED];
562 bool is_removed = flag [FLAG_REMOVED];
502 563
503 free_key_values (this); 564 *(object_copy *)this = src;
504 565
505 owner = 0; 566 flag [FLAG_FREED] = is_freed;
506 name = 0; 567 flag [FLAG_REMOVED] = is_removed;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/*
552 * copy object first frees everything allocated by the second object,
553 * and then copies the contends of the first object into the second
554 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object
557 * will point at garbage.
558 */
559void
560copy_object (object *op2, object *op)
561{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
564
565 op2->clone (op);
566
567 if (is_freed)
568 SET_FLAG (op, FLAG_FREED);
569 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED);
571
572 if (op2->speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
574 568
575 /* Copy over key_values, if any. */ 569 /* Copy over key_values, if any. */
576 if (op2->key_values) 570 if (src.key_values)
577 { 571 {
578 key_value *tail = 0; 572 key_value *tail = 0;
579 key_value *i;
580
581 op->key_values = 0; 573 key_values = 0;
582 574
583 for (i = op2->key_values; i; i = i->next) 575 for (key_value *i = src.key_values; i; i = i->next)
584 { 576 {
585 key_value *new_link = new key_value; 577 key_value *new_link = new key_value;
586 578
587 new_link->next = 0; 579 new_link->next = 0;
588 new_link->key = i->key; 580 new_link->key = i->key;
589 new_link->value = i->value; 581 new_link->value = i->value;
590 582
591 /* Try and be clever here, too. */ 583 /* Try and be clever here, too. */
592 if (!op->key_values) 584 if (!key_values)
593 { 585 {
594 op->key_values = new_link; 586 key_values = new_link;
595 tail = new_link; 587 tail = new_link;
596 } 588 }
597 else 589 else
598 { 590 {
599 tail->next = new_link; 591 tail->next = new_link;
600 tail = new_link; 592 tail = new_link;
601 } 593 }
602 } 594 }
603 } 595 }
596}
604 597
605 update_ob_speed (op); 598/*
599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
608{
609 *dst = *this;
610
611 if (speed < 0)
612 dst->speed_left -= rndm ();
613
614 dst->set_speed (dst->speed);
615}
616
617void
618object::instantiate ()
619{
620 if (!uuid.seq) // HACK
621 uuid = UUID::gen ();
622
623 speed_left = -0.1f;
624 /* copy the body_info to the body_used - this is only really
625 * need for monsters, but doesn't hurt to do it for everything.
626 * by doing so, when a monster is created, it has good starting
627 * values for the body_used info, so when items are created
628 * for it, they can be properly equipped.
629 */
630 for (int i = NUM_BODY_LOCATIONS; i--; )
631 slot[i].used = slot[i].info;
632
633 attachable::instantiate ();
634}
635
636object *
637object::clone ()
638{
639 object *neu = create ();
640 copy_to (neu);
641 return neu;
606} 642}
607 643
608/* 644/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 645 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 646 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 647 * be called to update the face variable, _and_ how it looks on the map.
612 */ 648 */
613
614void 649void
615update_turn_face (object *op) 650update_turn_face (object *op)
616{ 651{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 652 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 653 return;
654
619 SET_ANIMATION (op, op->direction); 655 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 656 update_object (op, UP_OBJ_FACE);
621} 657}
622 658
623/* 659/*
624 * Updates the speed of an object. If the speed changes from 0 to another 660 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 661 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 662 * This function needs to be called whenever the speed of an object changes.
627 */ 663 */
628void 664void
629update_ob_speed (object *op) 665object::set_speed (float speed)
630{ 666{
631 extern int arch_init; 667 if (flag [FLAG_FREED] && speed)
632
633 /* No reason putting the archetypes objects on the speed list,
634 * since they never really need to be updated.
635 */
636
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 { 668 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 669 LOG (llevError, "Object %s is freed but has speed.\n", &name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0; 670 speed = 0;
644#endif
645 }
646
647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 { 671 }
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
654 return;
655 672
656 /* process_events() expects us to insert the object at the beginning 673 this->speed = speed;
657 * of the list. */
658 op->active_next = active_objects;
659 674
660 if (op->active_next != NULL) 675 if (has_active_speed ())
661 op->active_next->active_prev = op; 676 activate ();
662
663 active_objects = op;
664 }
665 else 677 else
666 { 678 deactivate ();
667 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects)
669 return;
670
671 if (op->active_prev == NULL)
672 {
673 active_objects = op->active_next;
674
675 if (op->active_next != NULL)
676 op->active_next->active_prev = NULL;
677 }
678 else
679 {
680 op->active_prev->active_next = op->active_next;
681
682 if (op->active_next)
683 op->active_next->active_prev = op->active_prev;
684 }
685
686 op->active_next = NULL;
687 op->active_prev = NULL;
688 }
689} 679}
690 680
691/* This function removes object 'op' from the list of active
692 * objects.
693 * This should only be used for style maps or other such
694 * reference maps where you don't want an object that isn't
695 * in play chewing up cpu time getting processed.
696 * The reverse of this is to call update_ob_speed, which
697 * will do the right thing based on the speed of the object.
698 */
699void
700remove_from_active_list (object *op)
701{
702 /* If not on the active list, nothing needs to be done */
703 if (!op->active_next && !op->active_prev && op != active_objects)
704 return;
705
706 if (op->active_prev == NULL)
707 {
708 active_objects = op->active_next;
709 if (op->active_next != NULL)
710 op->active_next->active_prev = NULL;
711 }
712 else
713 {
714 op->active_prev->active_next = op->active_next;
715 if (op->active_next)
716 op->active_next->active_prev = op->active_prev;
717 }
718 op->active_next = NULL;
719 op->active_prev = NULL;
720}
721
722/* 681/*
723 * update_object() updates the array which represents the map. 682 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 683 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another 684 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...) 685 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window 686 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of 687 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_) 688 * updating that window, though, since update_object() is called _often_)
730 * 689 *
731 * action is a hint of what the caller believes need to be done. 690 * action is a hint of what the caller believes need to be done.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are: 691 * current action are:
737 * UP_OBJ_INSERT: op was inserted 692 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 693 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 694 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed. 695 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed. 696 * UP_OBJ_FACE: only the objects face has changed.
742 */ 697 */
743
744void 698void
745update_object (object *op, int action) 699update_object (object *op, int action)
746{ 700{
747 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow;
749
750 if (op == NULL) 701 if (op == NULL)
751 { 702 {
752 /* this should never happen */ 703 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 704 LOG (llevDebug, "update_object() called for NULL object.\n");
754 return; 705 return;
755 } 706 }
756 707
757 if (op->env != NULL) 708 if (op->env)
758 { 709 {
759 /* Animation is currently handled by client, so nothing 710 /* Animation is currently handled by client, so nothing
760 * to do in this case. 711 * to do in this case.
761 */ 712 */
762 return; 713 return;
767 */ 718 */
768 if (!op->map || op->map->in_memory == MAP_SAVING) 719 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return; 720 return;
770 721
771 /* make sure the object is within map boundaries */ 722 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 723 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 724 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 725 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 726#ifdef MANY_CORES
776 abort (); 727 abort ();
777#endif 728#endif
778 return; 729 return;
779 } 730 }
780 731
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 732 mapspace &m = op->ms ();
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 733
734 if (!(m.flags_ & P_UPTODATE))
735 /* nop */;
788 if (action == UP_OBJ_INSERT) 736 else if (action == UP_OBJ_INSERT)
789 { 737 {
738 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 739 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
791 update_now = 1;
792
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 740 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
794 update_now = 1; 741 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
795 742 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
743 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 744 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
805 if ((move_on | op->move_on) != move_on) 745 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 746 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 747 || (m.move_slow | op->move_slow) != m.move_slow
810
811 /* This isn't perfect, but I don't expect a lot of objects to 748 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 749 * to have move_allow right now.
813 */ 750 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 751 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 752 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 753 m.flags_ = 0;
817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
819 } 754 }
820 /* if the object is being removed, we can't make intelligent 755 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 756 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 757 * that is being removed.
823 */ 758 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 759 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 760 m.flags_ = 0;
826 else if (action == UP_OBJ_FACE) 761 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 762 /* Nothing to do for that case */ ;
828 else 763 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 764 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 765
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL) 766 if (op->more)
838 update_object (op->more, action); 767 update_object (op->more, action);
839}
840
841static unordered_vector<object *> mortals;
842static std::vector<object *> freed;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858} 768}
859 769
860object::object () 770object::object ()
861{ 771{
862 SET_FLAG (this, FLAG_REMOVED); 772 SET_FLAG (this, FLAG_REMOVED);
863 773
864 expmul = 1.0; 774 expmul = 1.0;
865 face = blank_face; 775 face = blank_face;
866 attacked_by_count = -1;
867} 776}
868 777
869object::~object () 778object::~object ()
870{ 779{
780 unlink ();
781
871 free_key_values (this); 782 free_key_values (this);
872} 783}
873 784
785static int object_count;
786
874void object::link () 787void object::link ()
875{ 788{
789 assert (!index);//D
790 uuid = UUID::gen ();
876 count = ++ob_count; 791 count = ++object_count;
877 792
878 prev = 0; 793 refcnt_inc ();
879 next = objects; 794 objects.insert (this);
880
881 if (objects)
882 objects->prev = this;
883
884 objects = this;
885} 795}
886 796
887void object::unlink () 797void object::unlink ()
888{ 798{
889 count = 0;
890
891 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next;
895 prev = 0;
896 }
897
898 if (next) 799 if (!index)
899 { 800 return;
900 next->prev = prev; 801
901 next = 0; 802 objects.erase (this);
803 refcnt_dec ();
804}
805
806void
807object::activate ()
808{
809 /* If already on active list, don't do anything */
810 if (active)
811 return;
812
813 if (has_active_speed ())
814 actives.insert (this);
815}
816
817void
818object::activate_recursive ()
819{
820 activate ();
821
822 for (object *op = inv; op; op = op->below)
823 op->activate_recursive ();
824}
825
826/* This function removes object 'op' from the list of active
827 * objects.
828 * This should only be used for style maps or other such
829 * reference maps where you don't want an object that isn't
830 * in play chewing up cpu time getting processed.
831 * The reverse of this is to call update_ob_speed, which
832 * will do the right thing based on the speed of the object.
833 */
834void
835object::deactivate ()
836{
837 /* If not on the active list, nothing needs to be done */
838 if (!active)
839 return;
840
841 actives.erase (this);
842}
843
844void
845object::deactivate_recursive ()
846{
847 for (object *op = inv; op; op = op->below)
848 op->deactivate_recursive ();
849
850 deactivate ();
851}
852
853void
854object::set_flag_inv (int flag, int value)
855{
856 for (object *op = inv; op; op = op->below)
902 } 857 {
858 op->flag [flag] = value;
859 op->set_flag_inv (flag, value);
860 }
861}
903 862
904 if (this == objects) 863/*
905 objects = next; 864 * Remove and free all objects in the inventory of the given object.
865 * object.c ?
866 */
867void
868object::destroy_inv (bool drop_to_ground)
869{
870 // need to check first, because the checks below might segfault
871 // as we might be on an invalid mapspace and crossfire code
872 // is too buggy to ensure that the inventory is empty.
873 // corollary: if you create arrows etc. with stuff in tis inventory,
874 // cf will crash below with off-map x and y
875 if (!inv)
876 return;
877
878 /* Only if the space blocks everything do we not process -
879 * if some form of movement is allowed, let objects
880 * drop on that space.
881 */
882 if (!drop_to_ground
883 || !map
884 || map->in_memory != MAP_ACTIVE
885 || map->nodrop
886 || ms ().move_block == MOVE_ALL)
887 {
888 while (inv)
889 {
890 inv->destroy_inv (drop_to_ground);
891 inv->destroy ();
892 }
893 }
894 else
895 { /* Put objects in inventory onto this space */
896 while (inv)
897 {
898 object *op = inv;
899
900 if (op->flag [FLAG_STARTEQUIP]
901 || op->flag [FLAG_NO_DROP]
902 || op->type == RUNE
903 || op->type == TRAP
904 || op->flag [FLAG_IS_A_TEMPLATE]
905 || op->flag [FLAG_DESTROY_ON_DEATH])
906 op->destroy ();
907 else
908 map->insert (op, x, y);
909 }
910 }
906} 911}
907 912
908object *object::create () 913object *object::create ()
909{ 914{
910 object *op;
911
912 if (freed.empty ())
913 op = new object; 915 object *op = new object;
914 else
915 {
916 // highly annoying, but the only way to get it stable right now
917 op = freed.back ();
918 freed.pop_back ();
919 op->~object ();
920 new ((void *) op) object;
921 }
922
923 op->link (); 916 op->link ();
924 return op; 917 return op;
925} 918}
926 919
927/* 920void
928 * free_object() frees everything allocated by an object, removes 921object::do_destroy ()
929 * it from the list of used objects, and puts it on the list of
930 * free objects. The IS_FREED() flag is set in the object.
931 * The object must have been removed by remove_ob() first for
932 * this function to succeed.
933 *
934 * If free_inventory is set, free inventory as well. Else drop items in
935 * inventory to the ground.
936 */
937void object::free (bool free_inventory)
938{ 922{
939 if (QUERY_FLAG (this, FLAG_FREED)) 923 attachable::do_destroy ();
924
925 if (flag [FLAG_IS_LINKED])
926 remove_button_link (this);
927
928 if (flag [FLAG_FRIENDLY])
929 remove_friendly_object (this);
930
931 if (!flag [FLAG_REMOVED])
932 remove ();
933
934 destroy_inv (true);
935
936 deactivate ();
937 unlink ();
938
939 flag [FLAG_FREED] = 1;
940
941 // hack to ensure that freed objects still have a valid map
942 {
943 static maptile *freed_map; // freed objects are moved here to avoid crashes
944
945 if (!freed_map)
946 {
947 freed_map = new maptile;
948
949 freed_map->path = "<freed objects map>";
950 freed_map->name = "/internal/freed_objects_map";
951 freed_map->width = 3;
952 freed_map->height = 3;
953 freed_map->nodrop = 1;
954
955 freed_map->alloc ();
956 freed_map->in_memory = MAP_ACTIVE;
957 }
958
959 map = freed_map;
960 x = 1;
961 y = 1;
962 }
963
964 if (more)
965 {
966 more->destroy ();
967 more = 0;
968 }
969
970 head = 0;
971
972 // clear those pointers that likely might cause circular references
973 owner = 0;
974 enemy = 0;
975 attacked_by = 0;
976 current_weapon = 0;
977}
978
979void
980object::destroy (bool destroy_inventory)
981{
982 if (destroyed ())
940 return; 983 return;
941 984
942 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 985 if (destroy_inventory)
943 remove_friendly_object (this); 986 destroy_inv (false);
944 987
945 if (!QUERY_FLAG (this, FLAG_REMOVED)) 988 if (is_head ())
946 remove_ob (this); 989 if (sound_destroy)
990 play_sound (sound_destroy);
991 else if (flag [FLAG_MONSTER])
992 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
947 993
948 SET_FLAG (this, FLAG_FREED); 994 attachable::destroy ();
949
950 if (more)
951 {
952 more->free (free_inventory);
953 more = 0;
954 }
955
956 if (inv)
957 {
958 /* Only if the space blocks everything do we not process -
959 * if some form of movement is allowed, let objects
960 * drop on that space.
961 */
962 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
963 {
964 object *op = inv;
965
966 while (op)
967 {
968 object *tmp = op->below;
969 op->free (free_inventory);
970 op = tmp;
971 }
972 }
973 else
974 { /* Put objects in inventory onto this space */
975 object *op = inv;
976
977 while (op)
978 {
979 object *tmp = op->below;
980
981 remove_ob (op);
982
983 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
984 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
985 free_object (op);
986 else
987 {
988 op->x = x;
989 op->y = y;
990 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
991 }
992
993 op = tmp;
994 }
995 }
996 }
997
998 owner = 0;
999
1000 /* Remove object from the active list */
1001 speed = 0;
1002 update_ob_speed (this);
1003
1004 unlink ();
1005
1006 mortals.push_back (this);
1007} 995}
1008 996
1009/* 997/* op->remove ():
1010 * sub_weight() recursively (outwards) subtracts a number from the
1011 * weight of an object (and what is carried by it's environment(s)).
1012 */
1013
1014void
1015sub_weight (object *op, signed long weight)
1016{
1017 while (op != NULL)
1018 {
1019 if (op->type == CONTAINER)
1020 {
1021 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1022 }
1023 op->carrying -= weight;
1024 op = op->env;
1025 }
1026}
1027
1028/* remove_ob(op):
1029 * This function removes the object op from the linked list of objects 998 * This function removes the object op from the linked list of objects
1030 * which it is currently tied to. When this function is done, the 999 * which it is currently tied to. When this function is done, the
1031 * object will have no environment. If the object previously had an 1000 * object will have no environment. If the object previously had an
1032 * environment, the x and y coordinates will be updated to 1001 * environment, the x and y coordinates will be updated to
1033 * the previous environment. 1002 * the previous environment.
1034 * Beware: This function is called from the editor as well!
1035 */ 1003 */
1036
1037void 1004void
1038remove_ob (object *op) 1005object::do_remove ()
1039{ 1006{
1007 object *tmp, *last = 0;
1040 object * 1008 object *otmp;
1041 tmp, *
1042 last = NULL;
1043 object *
1044 otmp;
1045 1009
1046 tag_t
1047 tag;
1048 int
1049 check_walk_off;
1050 mapstruct *
1051 m;
1052
1053 sint16
1054 x,
1055 y;
1056
1057 if (QUERY_FLAG (op, FLAG_REMOVED)) 1010 if (QUERY_FLAG (this, FLAG_REMOVED))
1058 return; 1011 return;
1059 1012
1060 SET_FLAG (op, FLAG_REMOVED); 1013 SET_FLAG (this, FLAG_REMOVED);
1014 INVOKE_OBJECT (REMOVE, this);
1061 1015
1062 if (op->more != NULL) 1016 if (more)
1063 remove_ob (op->more); 1017 more->remove ();
1064 1018
1065 /* 1019 /*
1066 * In this case, the object to be removed is in someones 1020 * In this case, the object to be removed is in someones
1067 * inventory. 1021 * inventory.
1068 */ 1022 */
1069 if (op->env != NULL) 1023 if (env)
1070 { 1024 {
1071 if (op->nrof) 1025 if (nrof)
1072 sub_weight (op->env, op->weight * op->nrof); 1026 sub_weight (env, weight * nrof);
1073 else 1027 else
1074 sub_weight (op->env, op->weight + op->carrying); 1028 sub_weight (env, weight + carrying);
1075 1029
1076 /* NO_FIX_PLAYER is set when a great many changes are being 1030 /* NO_FIX_PLAYER is set when a great many changes are being
1077 * made to players inventory. If set, avoiding the call 1031 * made to players inventory. If set, avoiding the call
1078 * to save cpu time. 1032 * to save cpu time.
1079 */ 1033 */
1080 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1034 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1081 fix_player (otmp); 1035 otmp->update_stats ();
1082 1036
1083 if (op->above != NULL) 1037 if (above)
1084 op->above->below = op->below; 1038 above->below = below;
1085 else 1039 else
1086 op->env->inv = op->below; 1040 env->inv = below;
1087 1041
1088 if (op->below != NULL) 1042 if (below)
1089 op->below->above = op->above; 1043 below->above = above;
1090 1044
1091 /* we set up values so that it could be inserted into 1045 /* we set up values so that it could be inserted into
1092 * the map, but we don't actually do that - it is up 1046 * the map, but we don't actually do that - it is up
1093 * to the caller to decide what we want to do. 1047 * to the caller to decide what we want to do.
1094 */ 1048 */
1095 op->x = op->env->x, op->y = op->env->y; 1049 x = env->x, y = env->y;
1096 op->map = op->env->map; 1050 map = env->map;
1097 op->above = NULL, op->below = NULL; 1051 above = 0, below = 0;
1098 op->env = NULL; 1052 env = 0;
1099 } 1053 }
1100 else if (op->map) 1054 else if (map)
1101 { 1055 {
1102 x = op->x; 1056 if (type == PLAYER)
1103 y = op->y;
1104 m = get_map_from_coord (op->map, &x, &y);
1105
1106 if (!m)
1107 {
1108 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1109 op->map->path, op->x, op->y);
1110 /* in old days, we used to set x and y to 0 and continue.
1111 * it seems if we get into this case, something is probablye
1112 * screwed up and should be fixed.
1113 */
1114 abort ();
1115 } 1057 {
1058 // leaving a spot always closes any open container on the ground
1059 if (container && !container->env)
1060 // this causes spurious floorbox updates, but it ensures
1061 // that the CLOSE event is being sent.
1062 close_container ();
1116 1063
1117 if (op->map != m) 1064 --map->players;
1118 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1065 map->touch ();
1119 op->map->path, m->path, op->x, op->y, x, y);
1120
1121 /* Re did the following section of code - it looks like it had
1122 * lots of logic for things we no longer care about
1123 */ 1066 }
1067
1068 map->dirty = true;
1069 mapspace &ms = this->ms ();
1124 1070
1125 /* link the object above us */ 1071 /* link the object above us */
1126 if (op->above) 1072 if (above)
1127 op->above->below = op->below; 1073 above->below = below;
1128 else 1074 else
1129 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1075 ms.top = below; /* we were top, set new top */
1130 1076
1131 /* Relink the object below us, if there is one */ 1077 /* Relink the object below us, if there is one */
1132 if (op->below) 1078 if (below)
1133 op->below->above = op->above; 1079 below->above = above;
1134 else 1080 else
1135 { 1081 {
1136 /* Nothing below, which means we need to relink map object for this space 1082 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is 1083 * use translated coordinates in case some oddness with map tiling is
1138 * evident 1084 * evident
1139 */ 1085 */
1140 if (GET_MAP_OB (m, x, y) != op) 1086 if (GET_MAP_OB (map, x, y) != this)
1141 {
1142 dump_object (op);
1143 LOG (llevError,
1144 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1087 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1145 dump_object (GET_MAP_OB (m, x, y)); 1088
1146 LOG (llevError, "%s\n", errmsg); 1089 ms.bot = above; /* goes on above it. */
1147 } 1090 }
1148 1091
1149 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1150 }
1151
1152 op->above = 0; 1092 above = 0;
1153 op->below = 0; 1093 below = 0;
1154 1094
1155 if (op->map->in_memory == MAP_SAVING) 1095 if (map->in_memory == MAP_SAVING)
1156 return; 1096 return;
1157 1097
1158 tag = op->count; 1098 int check_walk_off = !flag [FLAG_NO_APPLY];
1159 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1160 1099
1161 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1100 if (object *pl = ms.player ())
1101 {
1102 if (pl->container == this)
1103 /* If a container that the player is currently using somehow gets
1104 * removed (most likely destroyed), update the player view
1105 * appropriately.
1106 */
1107 pl->close_container ();
1108
1109 pl->contr->ns->floorbox_update ();
1110 }
1111
1112 for (tmp = ms.bot; tmp; tmp = tmp->above)
1162 { 1113 {
1163 /* No point updating the players look faces if he is the object 1114 /* No point updating the players look faces if he is the object
1164 * being removed. 1115 * being removed.
1165 */ 1116 */
1166 1117
1167 if (tmp->type == PLAYER && tmp != op) 1118 /* See if object moving off should effect something */
1119 if (check_walk_off
1120 && ((move_type & tmp->move_off)
1121 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1168 { 1122 {
1169 /* If a container that the player is currently using somehow gets 1123 move_apply (tmp, this, 0);
1170 * removed (most likely destroyed), update the player view
1171 * appropriately.
1172 */
1173 if (tmp->container == op)
1174 {
1175 CLEAR_FLAG (op, FLAG_APPLIED);
1176 tmp->container = NULL;
1177 }
1178 1124
1179 tmp->contr->socket.update_look = 1; 1125 if (destroyed ())
1126 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1180 } 1127 }
1181 1128
1182 /* See if player moving off should effect something */
1183 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1184 {
1185 move_apply (tmp, op, NULL);
1186
1187 if (was_destroyed (op, tag))
1188 {
1189 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1190 }
1191 }
1192
1193 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1194
1195 if (tmp->above == tmp)
1196 tmp->above = NULL;
1197
1198 last = tmp; 1129 last = tmp;
1199 } 1130 }
1200 1131
1201 /* last == NULL of there are no objects on this space */ 1132 /* last == NULL if there are no objects on this space */
1133 //TODO: this makes little sense, why only update the topmost object?
1202 if (last == NULL) 1134 if (!last)
1203 { 1135 map->at (x, y).flags_ = 0;
1204 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1205 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1206 * those out anyways, and if there are any flags set right now, they won't
1207 * be correct anyways.
1208 */
1209 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1210 update_position (op->map, op->x, op->y);
1211 }
1212 else 1136 else
1213 update_object (last, UP_OBJ_REMOVE); 1137 update_object (last, UP_OBJ_REMOVE);
1214 1138
1215 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1139 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1216 update_all_los (op->map, op->x, op->y); 1140 update_all_los (map, x, y);
1217 } 1141 }
1218} 1142}
1219 1143
1220/* 1144/*
1221 * merge_ob(op,top): 1145 * merge_ob(op,top):
1223 * This function goes through all objects below and including top, and 1147 * This function goes through all objects below and including top, and
1224 * merges op to the first matching object. 1148 * merges op to the first matching object.
1225 * If top is NULL, it is calculated. 1149 * If top is NULL, it is calculated.
1226 * Returns pointer to object if it succeded in the merge, otherwise NULL 1150 * Returns pointer to object if it succeded in the merge, otherwise NULL
1227 */ 1151 */
1228
1229object * 1152object *
1230merge_ob (object *op, object *top) 1153merge_ob (object *op, object *top)
1231{ 1154{
1232 if (!op->nrof) 1155 if (!op->nrof)
1233 return 0; 1156 return 0;
1234 1157
1235 if (top == NULL) 1158 if (!top)
1236 for (top = op; top != NULL && top->above != NULL; top = top->above); 1159 for (top = op; top && top->above; top = top->above)
1160 ;
1237 1161
1238 for (; top != NULL; top = top->below) 1162 for (; top; top = top->below)
1239 { 1163 {
1240 if (top == op) 1164 if (top == op)
1241 continue; 1165 continue;
1242 if (CAN_MERGE (op, top)) 1166
1167 if (object::can_merge (op, top))
1243 { 1168 {
1244 top->nrof += op->nrof; 1169 top->nrof += op->nrof;
1245 1170
1246/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1171/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1247 op->weight = 0; /* Don't want any adjustements now */ 1172 op->weight = 0; /* Don't want any adjustements now */
1248 remove_ob (op); 1173 op->destroy ();
1249 free_object (op);
1250 return top; 1174 return top;
1251 } 1175 }
1252 } 1176 }
1253 1177
1254 return NULL; 1178 return 0;
1255} 1179}
1256 1180
1181void
1182object::expand_tail ()
1183{
1184 if (more)
1185 return;
1186
1187 object *prev = this;
1188
1189 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1190 {
1191 object *op = arch_to_object (at);
1192
1193 op->name = name;
1194 op->name_pl = name_pl;
1195 op->title = title;
1196
1197 op->head = this;
1198 prev->more = op;
1199
1200 prev = op;
1201 }
1202}
1203
1257/* 1204/*
1258 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1205 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1259 * job preparing multi-part monsters 1206 * job preparing multi-part monsters.
1260 */ 1207 */
1261object * 1208object *
1262insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1209insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1263{ 1210{
1264 object *tmp;
1265
1266 if (op->head)
1267 op = op->head;
1268
1269 for (tmp = op; tmp; tmp = tmp->more) 1211 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1270 { 1212 {
1271 tmp->x = x + tmp->arch->clone.x; 1213 tmp->x = x + tmp->arch->x;
1272 tmp->y = y + tmp->arch->clone.y; 1214 tmp->y = y + tmp->arch->y;
1273 } 1215 }
1274 1216
1275 return insert_ob_in_map (op, m, originator, flag); 1217 return insert_ob_in_map (op, m, originator, flag);
1276} 1218}
1277 1219
1293 * Return value: 1235 * Return value:
1294 * new object if 'op' was merged with other object 1236 * new object if 'op' was merged with other object
1295 * NULL if 'op' was destroyed 1237 * NULL if 'op' was destroyed
1296 * just 'op' otherwise 1238 * just 'op' otherwise
1297 */ 1239 */
1298
1299object * 1240object *
1300insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1241insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301{ 1242{
1243 assert (!op->flag [FLAG_FREED]);
1244
1302 object *tmp, *top, *floor = NULL; 1245 object *top, *floor = NULL;
1303 sint16 x, y;
1304 1246
1305 if (QUERY_FLAG (op, FLAG_FREED)) 1247 op->remove ();
1306 {
1307 LOG (llevError, "Trying to insert freed object!\n");
1308 return NULL;
1309 }
1310
1311 if (m == NULL)
1312 {
1313 dump_object (op);
1314 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1315 return op;
1316 }
1317
1318 if (out_of_map (m, op->x, op->y))
1319 {
1320 dump_object (op);
1321 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1322#ifdef MANY_CORES
1323 /* Better to catch this here, as otherwise the next use of this object
1324 * is likely to cause a crash. Better to find out where it is getting
1325 * improperly inserted.
1326 */
1327 abort ();
1328#endif
1329 return op;
1330 }
1331
1332 if (!QUERY_FLAG (op, FLAG_REMOVED))
1333 {
1334 dump_object (op);
1335 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1336 return op;
1337 }
1338
1339 if (op->more != NULL)
1340 {
1341 /* The part may be on a different map. */
1342
1343 object *more = op->more;
1344
1345 /* We really need the caller to normalize coordinates - if
1346 * we set the map, that doesn't work if the location is within
1347 * a map and this is straddling an edge. So only if coordinate
1348 * is clear wrong do we normalize it.
1349 */
1350 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1351 more->map = get_map_from_coord (m, &more->x, &more->y);
1352 else if (!more->map)
1353 {
1354 /* For backwards compatibility - when not dealing with tiled maps,
1355 * more->map should always point to the parent.
1356 */
1357 more->map = m;
1358 }
1359
1360 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1361 {
1362 if (!op->head)
1363 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1364
1365 return NULL;
1366 }
1367 }
1368
1369 CLEAR_FLAG (op, FLAG_REMOVED);
1370 1248
1371 /* Ideally, the caller figures this out. However, it complicates a lot 1249 /* Ideally, the caller figures this out. However, it complicates a lot
1372 * of areas of callers (eg, anything that uses find_free_spot would now 1250 * of areas of callers (eg, anything that uses find_free_spot would now
1373 * need extra work 1251 * need extra work
1374 */ 1252 */
1375 op->map = get_map_from_coord (m, &op->x, &op->y); 1253 if (!xy_normalise (m, op->x, op->y))
1376 x = op->x; 1254 {
1377 y = op->y; 1255 op->destroy ();
1256 return 0;
1257 }
1258
1259 if (object *more = op->more)
1260 if (!insert_ob_in_map (more, m, originator, flag))
1261 return 0;
1262
1263 CLEAR_FLAG (op, FLAG_REMOVED);
1264
1265 op->map = m;
1266 mapspace &ms = op->ms ();
1378 1267
1379 /* this has to be done after we translate the coordinates. 1268 /* this has to be done after we translate the coordinates.
1380 */ 1269 */
1381 if (op->nrof && !(flag & INS_NO_MERGE)) 1270 if (op->nrof && !(flag & INS_NO_MERGE))
1382 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1271 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1383 if (CAN_MERGE (op, tmp)) 1272 if (object::can_merge (op, tmp))
1384 { 1273 {
1385 op->nrof += tmp->nrof; 1274 op->nrof += tmp->nrof;
1386 remove_ob (tmp); 1275 tmp->destroy ();
1387 free_object (tmp);
1388 } 1276 }
1389 1277
1390 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1278 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1391 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1279 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1392 1280
1405 op->below = originator->below; 1293 op->below = originator->below;
1406 1294
1407 if (op->below) 1295 if (op->below)
1408 op->below->above = op; 1296 op->below->above = op;
1409 else 1297 else
1410 SET_MAP_OB (op->map, op->x, op->y, op); 1298 ms.bot = op;
1411 1299
1412 /* since *below* originator, no need to update top */ 1300 /* since *below* originator, no need to update top */
1413 originator->below = op; 1301 originator->below = op;
1414 } 1302 }
1415 else 1303 else
1416 { 1304 {
1305 top = ms.bot;
1306
1417 /* If there are other objects, then */ 1307 /* If there are other objects, then */
1418 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1308 if (top)
1419 { 1309 {
1420 object *last = NULL; 1310 object *last = 0;
1421 1311
1422 /* 1312 /*
1423 * If there are multiple objects on this space, we do some trickier handling. 1313 * If there are multiple objects on this space, we do some trickier handling.
1424 * We've already dealt with merging if appropriate. 1314 * We've already dealt with merging if appropriate.
1425 * Generally, we want to put the new object on top. But if 1315 * Generally, we want to put the new object on top. But if
1429 * once we get to them. This reduces the need to traverse over all of 1319 * once we get to them. This reduces the need to traverse over all of
1430 * them when adding another one - this saves quite a bit of cpu time 1320 * them when adding another one - this saves quite a bit of cpu time
1431 * when lots of spells are cast in one area. Currently, it is presumed 1321 * when lots of spells are cast in one area. Currently, it is presumed
1432 * that flying non pickable objects are spell objects. 1322 * that flying non pickable objects are spell objects.
1433 */ 1323 */
1434 1324 for (top = ms.bot; top; top = top->above)
1435 while (top != NULL)
1436 { 1325 {
1437 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1438 floor = top; 1327 floor = top;
1439 1328
1440 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1329 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1443 top = top->below; 1332 top = top->below;
1444 break; 1333 break;
1445 } 1334 }
1446 1335
1447 last = top; 1336 last = top;
1448 top = top->above;
1449 } 1337 }
1450 1338
1451 /* Don't want top to be NULL, so set it to the last valid object */ 1339 /* Don't want top to be NULL, so set it to the last valid object */
1452 top = last; 1340 top = last;
1453 1341
1455 * looks like instead of lots of conditions here. 1343 * looks like instead of lots of conditions here.
1456 * makes things faster, and effectively the same result. 1344 * makes things faster, and effectively the same result.
1457 */ 1345 */
1458 1346
1459 /* Have object 'fall below' other objects that block view. 1347 /* Have object 'fall below' other objects that block view.
1460 * Unless those objects are exits, type 66 1348 * Unless those objects are exits.
1461 * If INS_ON_TOP is used, don't do this processing 1349 * If INS_ON_TOP is used, don't do this processing
1462 * Need to find the object that in fact blocks view, otherwise 1350 * Need to find the object that in fact blocks view, otherwise
1463 * stacking is a bit odd. 1351 * stacking is a bit odd.
1464 */ 1352 */
1465 if (!(flag & INS_ON_TOP) && 1353 if (!(flag & INS_ON_TOP)
1466 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1354 && ms.flags () & P_BLOCKSVIEW
1355 && (op->face && !faces [op->face].visibility))
1467 { 1356 {
1468 for (last = top; last != floor; last = last->below) 1357 for (last = top; last != floor; last = last->below)
1469 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1358 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1470 break; 1359 break;
1360
1471 /* Check to see if we found the object that blocks view, 1361 /* Check to see if we found the object that blocks view,
1472 * and make sure we have a below pointer for it so that 1362 * and make sure we have a below pointer for it so that
1473 * we can get inserted below this one, which requires we 1363 * we can get inserted below this one, which requires we
1474 * set top to the object below us. 1364 * set top to the object below us.
1475 */ 1365 */
1476 if (last && last->below && last != floor) 1366 if (last && last->below && last != floor)
1477 top = last->below; 1367 top = last->below;
1478 } 1368 }
1479 } /* If objects on this space */ 1369 } /* If objects on this space */
1480 1370
1481 if (flag & INS_MAP_LOAD)
1482 top = GET_MAP_TOP (op->map, op->x, op->y);
1483
1484 if (flag & INS_ABOVE_FLOOR_ONLY) 1371 if (flag & INS_ABOVE_FLOOR_ONLY)
1485 top = floor; 1372 top = floor;
1486 1373
1487 /* Top is the object that our object (op) is going to get inserted above. 1374 /* Top is the object that our object (op) is going to get inserted above.
1488 */ 1375 */
1489 1376
1490 /* First object on this space */ 1377 /* First object on this space */
1491 if (!top) 1378 if (!top)
1492 { 1379 {
1493 op->above = GET_MAP_OB (op->map, op->x, op->y); 1380 op->above = ms.bot;
1494 1381
1495 if (op->above) 1382 if (op->above)
1496 op->above->below = op; 1383 op->above->below = op;
1497 1384
1498 op->below = NULL; 1385 op->below = 0;
1499 SET_MAP_OB (op->map, op->x, op->y, op); 1386 ms.bot = op;
1500 } 1387 }
1501 else 1388 else
1502 { /* get inserted into the stack above top */ 1389 { /* get inserted into the stack above top */
1503 op->above = top->above; 1390 op->above = top->above;
1504 1391
1507 1394
1508 op->below = top; 1395 op->below = top;
1509 top->above = op; 1396 top->above = op;
1510 } 1397 }
1511 1398
1512 if (op->above == NULL) 1399 if (!op->above)
1513 SET_MAP_TOP (op->map, op->x, op->y, op); 1400 ms.top = op;
1514 } /* else not INS_BELOW_ORIGINATOR */ 1401 } /* else not INS_BELOW_ORIGINATOR */
1515 1402
1516 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1404 {
1517 op->contr->do_los = 1; 1405 op->contr->do_los = 1;
1406 ++op->map->players;
1407 op->map->touch ();
1408 }
1518 1409
1519 /* If we have a floor, we know the player, if any, will be above 1410 op->map->dirty = true;
1520 * it, so save a few ticks and start from there. 1411
1521 */ 1412 if (object *pl = ms.player ())
1522 if (!(flag & INS_MAP_LOAD)) 1413 pl->contr->ns->floorbox_update ();
1523 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1524 if (tmp->type == PLAYER)
1525 tmp->contr->socket.update_look = 1;
1526 1414
1527 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1528 * visible to others on this map. But update_all_los is really 1416 * visible to others on this map. But update_all_los is really
1529 * an inefficient way to do this, as it means los for all players 1417 * an inefficient way to do this, as it means los for all players
1530 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1531 * be far away from this change and not affected in any way - 1419 * be far away from this change and not affected in any way -
1532 * this should get redone to only look for players within range, 1420 * this should get redone to only look for players within range,
1533 * or just updating the P_NEED_UPDATE for spaces within this area 1421 * or just updating the P_UPTODATE for spaces within this area
1534 * of effect may be sufficient. 1422 * of effect may be sufficient.
1535 */ 1423 */
1536 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1424 if (op->map->darkness && (op->glow_radius != 0))
1537 update_all_los (op->map, op->x, op->y); 1425 update_all_los (op->map, op->x, op->y);
1538 1426
1539 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1427 /* updates flags (blocked, alive, no magic, etc) for this map space */
1540 update_object (op, UP_OBJ_INSERT); 1428 update_object (op, UP_OBJ_INSERT);
1541 1429
1430 INVOKE_OBJECT (INSERT, op);
1431
1542 /* Don't know if moving this to the end will break anything. However, 1432 /* Don't know if moving this to the end will break anything. However,
1543 * we want to have update_look set above before calling this. 1433 * we want to have floorbox_update called before calling this.
1544 * 1434 *
1545 * check_move_on() must be after this because code called from 1435 * check_move_on() must be after this because code called from
1546 * check_move_on() depends on correct map flags (so functions like 1436 * check_move_on() depends on correct map flags (so functions like
1547 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1548 * update_object(). 1438 * update_object().
1549 */ 1439 */
1550 1440
1551 /* if this is not the head or flag has been passed, don't check walk on status */ 1441 /* if this is not the head or flag has been passed, don't check walk on status */
1552 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1553 { 1443 {
1554 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1555 return NULL; 1445 return 0;
1556 1446
1557 /* If we are a multi part object, lets work our way through the check 1447 /* If we are a multi part object, lets work our way through the check
1558 * walk on's. 1448 * walk on's.
1559 */ 1449 */
1560 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1561 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1562 return NULL; 1452 return 0;
1563 } 1453 }
1564 1454
1565 return op; 1455 return op;
1566} 1456}
1567 1457
1568/* this function inserts an object in the map, but if it 1458/* this function inserts an object in the map, but if it
1569 * finds an object of its own type, it'll remove that one first. 1459 * finds an object of its own type, it'll remove that one first.
1570 * op is the object to insert it under: supplies x and the map. 1460 * op is the object to insert it under: supplies x and the map.
1571 */ 1461 */
1572void 1462void
1573replace_insert_ob_in_map (const char *arch_string, object *op) 1463replace_insert_ob_in_map (const char *arch_string, object *op)
1574{ 1464{
1575 object * 1465 object *tmp, *tmp1;
1576 tmp;
1577 object *
1578 tmp1;
1579 1466
1580 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1581 1468
1582 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1469 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1583 {
1584 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1585 { 1471 tmp->destroy ();
1586 remove_ob (tmp);
1587 free_object (tmp);
1588 }
1589 }
1590 1472
1591 tmp1 = arch_to_object (find_archetype (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1592 1474
1593 tmp1->x = op->x; 1475 tmp1->x = op->x;
1594 tmp1->y = op->y; 1476 tmp1->y = op->y;
1595 insert_ob_in_map (tmp1, op->map, op, 0); 1477 insert_ob_in_map (tmp1, op->map, op, 0);
1478}
1479
1480object *
1481object::insert_at (object *where, object *originator, int flags)
1482{
1483 if (where->env)
1484 return where->env->insert (this);
1485 else
1486 return where->map->insert (this, where->x, where->y, originator, flags);
1596} 1487}
1597 1488
1598/* 1489/*
1599 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1600 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1601 * the rest (or is removed and freed if that number is 0). 1492 * the rest (or is removed and freed if that number is 0).
1602 * On failure, NULL is returned, and the reason put into the 1493 * On failure, NULL is returned, and the reason put into the
1603 * global static errmsg array. 1494 * global static errmsg array.
1604 */ 1495 */
1605
1606object * 1496object *
1607get_split_ob (object *orig_ob, uint32 nr) 1497get_split_ob (object *orig_ob, uint32 nr)
1608{ 1498{
1609 object * 1499 object *newob;
1610 newob;
1611 int
1612 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1613 1501
1614 if (orig_ob->nrof < nr) 1502 if (orig_ob->nrof < nr)
1615 { 1503 {
1616 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1504 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1617 return NULL; 1505 return NULL;
1618 } 1506 }
1619 1507
1620 newob = object_create_clone (orig_ob); 1508 newob = object_create_clone (orig_ob);
1621 1509
1622 if ((orig_ob->nrof -= nr) < 1) 1510 if ((orig_ob->nrof -= nr) < 1)
1623 { 1511 orig_ob->destroy (1);
1624 if (!is_removed)
1625 remove_ob (orig_ob);
1626 free_object2 (orig_ob, 1);
1627 }
1628 else if (!is_removed) 1512 else if (!is_removed)
1629 { 1513 {
1630 if (orig_ob->env != NULL) 1514 if (orig_ob->env != NULL)
1631 sub_weight (orig_ob->env, orig_ob->weight * nr); 1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1632 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_ACTIVE)
1633 { 1517 {
1634 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1635 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1636 return NULL; 1520 return NULL;
1637 } 1521 }
1647 * the amount of an object. If the amount reaches 0, the object 1531 * the amount of an object. If the amount reaches 0, the object
1648 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1649 * 1533 *
1650 * Return value: 'op' if something is left, NULL if the amount reached 0 1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1651 */ 1535 */
1652
1653object * 1536object *
1654decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1655{ 1538{
1656 object *tmp; 1539 object *tmp;
1657 player *pl;
1658 1540
1659 if (i == 0) /* objects with op->nrof require this check */ 1541 if (i == 0) /* objects with op->nrof require this check */
1660 return op; 1542 return op;
1661 1543
1662 if (i > op->nrof) 1544 if (i > op->nrof)
1663 i = op->nrof; 1545 i = op->nrof;
1664 1546
1665 if (QUERY_FLAG (op, FLAG_REMOVED)) 1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1666 op->nrof -= i; 1548 op->nrof -= i;
1667 else if (op->env != NULL) 1549 else if (op->env)
1668 { 1550 {
1669 /* is this object in the players inventory, or sub container 1551 /* is this object in the players inventory, or sub container
1670 * therein? 1552 * therein?
1671 */ 1553 */
1672 tmp = is_player_inv (op->env); 1554 tmp = op->in_player ();
1673 /* nope. Is this a container the player has opened? 1555 /* nope. Is this a container the player has opened?
1674 * If so, set tmp to that player. 1556 * If so, set tmp to that player.
1675 * IMO, searching through all the players will mostly 1557 * IMO, searching through all the players will mostly
1676 * likely be quicker than following op->env to the map, 1558 * likely be quicker than following op->env to the map,
1677 * and then searching the map for a player. 1559 * and then searching the map for a player.
1678 */ 1560 */
1679 if (!tmp) 1561 if (!tmp)
1680 { 1562 for_all_players (pl)
1681 for (pl = first_player; pl; pl = pl->next)
1682 if (pl->ob->container == op->env) 1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1683 break; 1566 break;
1684 if (pl)
1685 tmp = pl->ob;
1686 else
1687 tmp = NULL;
1688 } 1567 }
1689 1568
1690 if (i < op->nrof) 1569 if (i < op->nrof)
1691 { 1570 {
1692 sub_weight (op->env, op->weight * i); 1571 sub_weight (op->env, op->weight * i);
1693 op->nrof -= i; 1572 op->nrof -= i;
1694 if (tmp) 1573 if (tmp)
1695 {
1696 esrv_send_item (tmp, op); 1574 esrv_send_item (tmp, op);
1697 }
1698 } 1575 }
1699 else 1576 else
1700 { 1577 {
1701 remove_ob (op); 1578 op->remove ();
1702 op->nrof = 0; 1579 op->nrof = 0;
1703 if (tmp) 1580 if (tmp)
1704 {
1705 esrv_del_item (tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1706 }
1707 } 1582 }
1708 } 1583 }
1709 else 1584 else
1710 { 1585 {
1711 object *above = op->above; 1586 object *above = op->above;
1712 1587
1713 if (i < op->nrof) 1588 if (i < op->nrof)
1714 op->nrof -= i; 1589 op->nrof -= i;
1715 else 1590 else
1716 { 1591 {
1717 remove_ob (op); 1592 op->remove ();
1718 op->nrof = 0; 1593 op->nrof = 0;
1719 } 1594 }
1720 1595
1721 /* Since we just removed op, op->above is null */ 1596 /* Since we just removed op, op->above is null */
1722 for (tmp = above; tmp != NULL; tmp = tmp->above) 1597 for (tmp = above; tmp; tmp = tmp->above)
1723 if (tmp->type == PLAYER) 1598 if (tmp->type == PLAYER)
1724 { 1599 {
1725 if (op->nrof) 1600 if (op->nrof)
1726 esrv_send_item (tmp, op); 1601 esrv_send_item (tmp, op);
1727 else 1602 else
1731 1606
1732 if (op->nrof) 1607 if (op->nrof)
1733 return op; 1608 return op;
1734 else 1609 else
1735 { 1610 {
1736 free_object (op); 1611 op->destroy ();
1737 return NULL; 1612 return 0;
1738 }
1739}
1740
1741/*
1742 * add_weight(object, weight) adds the specified weight to an object,
1743 * and also updates how much the environment(s) is/are carrying.
1744 */
1745
1746void
1747add_weight (object *op, signed long weight)
1748{
1749 while (op != NULL)
1750 { 1613 }
1751 if (op->type == CONTAINER) 1614}
1752 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1753 1615
1754 op->carrying += weight; 1616object *
1755 op = op->env; 1617insert_ob_in_ob (object *op, object *where)
1618{
1619 if (!where)
1756 } 1620 {
1757} 1621 char *dump = dump_object (op);
1622 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1623 free (dump);
1624 return op;
1625 }
1758 1626
1627 if (where->head_ () != where)
1628 {
1629 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1630 where = where->head;
1631 }
1632
1633 return where->insert (op);
1634}
1635
1759/* 1636/*
1760 * insert_ob_in_ob(op,environment): 1637 * env->insert (op)
1761 * This function inserts the object op in the linked list 1638 * This function inserts the object op in the linked list
1762 * inside the object environment. 1639 * inside the object environment.
1763 * 1640 *
1764 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1765 * the inventory at the last position or next to other objects of the same
1766 * type.
1767 * Frank: Now sorted by type, archetype and magic!
1768 *
1769 * The function returns now pointer to inserted item, and return value can 1641 * The function returns now pointer to inserted item, and return value can
1770 * be != op, if items are merged. -Tero 1642 * be != op, if items are merged. -Tero
1771 */ 1643 */
1772
1773object * 1644object *
1774insert_ob_in_ob (object *op, object *where) 1645object::insert (object *op)
1775{ 1646{
1776 object *
1777 tmp, *
1778 otmp;
1779
1780 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1781 { 1648 op->remove ();
1782 dump_object (op);
1783 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1784 return op;
1785 }
1786
1787 if (where == NULL)
1788 {
1789 dump_object (op);
1790 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1791 return op;
1792 }
1793
1794 if (where->head)
1795 {
1796 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1797 where = where->head;
1798 }
1799 1649
1800 if (op->more) 1650 if (op->more)
1801 { 1651 {
1802 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1803 return op; 1653 return op;
1804 } 1654 }
1805 1655
1806 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1807 CLEAR_FLAG (op, FLAG_REMOVED); 1657 CLEAR_FLAG (op, FLAG_REMOVED);
1658
1808 if (op->nrof) 1659 if (op->nrof)
1809 { 1660 {
1810 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1661 for (object *tmp = inv; tmp; tmp = tmp->below)
1811 if (CAN_MERGE (tmp, op)) 1662 if (object::can_merge (tmp, op))
1812 { 1663 {
1813 /* return the original object and remove inserted object 1664 /* return the original object and remove inserted object
1814 (client needs the original object) */ 1665 (client needs the original object) */
1815 tmp->nrof += op->nrof; 1666 tmp->nrof += op->nrof;
1816 /* Weight handling gets pretty funky. Since we are adding to 1667 /* Weight handling gets pretty funky. Since we are adding to
1817 * tmp->nrof, we need to increase the weight. 1668 * tmp->nrof, we need to increase the weight.
1818 */ 1669 */
1819 add_weight (where, op->weight * op->nrof); 1670 add_weight (this, op->weight * op->nrof);
1820 SET_FLAG (op, FLAG_REMOVED); 1671 SET_FLAG (op, FLAG_REMOVED);
1821 free_object (op); /* free the inserted object */ 1672 op->destroy (); /* free the inserted object */
1822 op = tmp; 1673 op = tmp;
1823 remove_ob (op); /* and fix old object's links */ 1674 op->remove (); /* and fix old object's links */
1824 CLEAR_FLAG (op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1825 break; 1676 break;
1826 } 1677 }
1827 1678
1828 /* I assume combined objects have no inventory 1679 /* I assume combined objects have no inventory
1829 * We add the weight - this object could have just been removed 1680 * We add the weight - this object could have just been removed
1830 * (if it was possible to merge). calling remove_ob will subtract 1681 * (if it was possible to merge). calling remove_ob will subtract
1831 * the weight, so we need to add it in again, since we actually do 1682 * the weight, so we need to add it in again, since we actually do
1832 * the linking below 1683 * the linking below
1833 */ 1684 */
1834 add_weight (where, op->weight * op->nrof); 1685 add_weight (this, op->weight * op->nrof);
1835 } 1686 }
1836 else 1687 else
1837 add_weight (where, (op->weight + op->carrying)); 1688 add_weight (this, (op->weight + op->carrying));
1838 1689
1839 otmp = is_player_inv (where); 1690 if (object *otmp = this->in_player ())
1840 if (otmp && otmp->contr != NULL)
1841 {
1842 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1691 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1843 fix_player (otmp); 1692 otmp->update_stats ();
1844 }
1845 1693
1694 op->owner = 0; // its his/hers now. period.
1846 op->map = NULL; 1695 op->map = 0;
1847 op->env = where; 1696 op->env = this;
1848 op->above = NULL; 1697 op->above = 0;
1849 op->below = NULL; 1698 op->below = 0;
1850 op->x = 0, op->y = 0; 1699 op->x = op->y = 0;
1851 1700
1852 /* reset the light list and los of the players on the map */ 1701 /* reset the light list and los of the players on the map */
1853 if ((op->glow_radius != 0) && where->map) 1702 if (op->glow_radius && map)
1854 { 1703 {
1855#ifdef DEBUG_LIGHTS 1704#ifdef DEBUG_LIGHTS
1856 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1705 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1857#endif /* DEBUG_LIGHTS */ 1706#endif /* DEBUG_LIGHTS */
1858 if (MAP_DARKNESS (where->map)) 1707 if (map->darkness)
1859 update_all_los (where->map, where->x, where->y); 1708 update_all_los (map, x, y);
1860 } 1709 }
1861 1710
1862 /* Client has no idea of ordering so lets not bother ordering it here. 1711 /* Client has no idea of ordering so lets not bother ordering it here.
1863 * It sure simplifies this function... 1712 * It sure simplifies this function...
1864 */ 1713 */
1865 if (where->inv == NULL) 1714 if (!inv)
1866 where->inv = op; 1715 inv = op;
1867 else 1716 else
1868 { 1717 {
1869 op->below = where->inv; 1718 op->below = inv;
1870 op->below->above = op; 1719 op->below->above = op;
1871 where->inv = op; 1720 inv = op;
1872 } 1721 }
1722
1723 INVOKE_OBJECT (INSERT, this);
1724
1873 return op; 1725 return op;
1874} 1726}
1875 1727
1876/* 1728/*
1877 * Checks if any objects has a move_type that matches objects 1729 * Checks if any objects has a move_type that matches objects
1891 * 1743 *
1892 * MSW 2001-07-08: Check all objects on space, not just those below 1744 * MSW 2001-07-08: Check all objects on space, not just those below
1893 * object being inserted. insert_ob_in_map may not put new objects 1745 * object being inserted. insert_ob_in_map may not put new objects
1894 * on top. 1746 * on top.
1895 */ 1747 */
1896
1897int 1748int
1898check_move_on (object *op, object *originator) 1749check_move_on (object *op, object *originator)
1899{ 1750{
1900 object * 1751 object *tmp;
1901 tmp; 1752 maptile *m = op->map;
1902 tag_t
1903 tag;
1904 mapstruct *
1905 m = op->map;
1906 int
1907 x = op->x, y = op->y; 1753 int x = op->x, y = op->y;
1908 1754
1909 MoveType 1755 MoveType move_on, move_slow, move_block;
1910 move_on,
1911 move_slow,
1912 move_block;
1913 1756
1914 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1757 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1915 return 0; 1758 return 0;
1916
1917 tag = op->count;
1918 1759
1919 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1760 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1920 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1761 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1921 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1762 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1922 1763
1938 1779
1939 /* The objects have to be checked from top to bottom. 1780 /* The objects have to be checked from top to bottom.
1940 * Hence, we first go to the top: 1781 * Hence, we first go to the top:
1941 */ 1782 */
1942 1783
1943 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1784 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1944 { 1785 {
1945 /* Trim the search when we find the first other spell effect 1786 /* Trim the search when we find the first other spell effect
1946 * this helps performance so that if a space has 50 spell objects, 1787 * this helps performance so that if a space has 50 spell objects,
1947 * we don't need to check all of them. 1788 * we don't need to check all of them.
1948 */ 1789 */
1966 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1807 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1967 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1808 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1968 { 1809 {
1969 1810
1970 float 1811 float
1971 diff = tmp->move_slow_penalty * FABS (op->speed); 1812 diff = tmp->move_slow_penalty * fabs (op->speed);
1972 1813
1973 if (op->type == PLAYER) 1814 if (op->type == PLAYER)
1974 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1815 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1975 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1816 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1976 diff /= 4.0; 1817 diff /= 4.0;
1983 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1984 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1825 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1985 { 1826 {
1986 move_apply (tmp, op, originator); 1827 move_apply (tmp, op, originator);
1987 1828
1988 if (was_destroyed (op, tag)) 1829 if (op->destroyed ())
1989 return 1; 1830 return 1;
1990 1831
1991 /* what the person/creature stepped onto has moved the object 1832 /* what the person/creature stepped onto has moved the object
1992 * someplace new. Don't process any further - if we did, 1833 * someplace new. Don't process any further - if we did,
1993 * have a feeling strange problems would result. 1834 * have a feeling strange problems would result.
2003/* 1844/*
2004 * present_arch(arch, map, x, y) searches for any objects with 1845 * present_arch(arch, map, x, y) searches for any objects with
2005 * a matching archetype at the given map and coordinates. 1846 * a matching archetype at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2007 */ 1848 */
2008
2009object * 1849object *
2010present_arch (const archetype *at, mapstruct *m, int x, int y) 1850present_arch (const archetype *at, maptile *m, int x, int y)
2011{ 1851{
2012 object *
2013 tmp;
2014
2015 if (m == NULL || out_of_map (m, x, y)) 1852 if (!m || out_of_map (m, x, y))
2016 { 1853 {
2017 LOG (llevError, "Present_arch called outside map.\n"); 1854 LOG (llevError, "Present_arch called outside map.\n");
2018 return NULL; 1855 return NULL;
2019 } 1856 }
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1857
1858 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2021 if (tmp->arch == at) 1859 if (tmp->arch == at)
2022 return tmp; 1860 return tmp;
1861
2023 return NULL; 1862 return NULL;
2024} 1863}
2025 1864
2026/* 1865/*
2027 * present(type, map, x, y) searches for any objects with 1866 * present(type, map, x, y) searches for any objects with
2028 * a matching type variable at the given map and coordinates. 1867 * a matching type variable at the given map and coordinates.
2029 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
2030 */ 1869 */
2031
2032object * 1870object *
2033present (unsigned char type, mapstruct *m, int x, int y) 1871present (unsigned char type, maptile *m, int x, int y)
2034{ 1872{
2035 object *
2036 tmp;
2037
2038 if (out_of_map (m, x, y)) 1873 if (out_of_map (m, x, y))
2039 { 1874 {
2040 LOG (llevError, "Present called outside map.\n"); 1875 LOG (llevError, "Present called outside map.\n");
2041 return NULL; 1876 return NULL;
2042 } 1877 }
2043 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1878
1879 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2044 if (tmp->type == type) 1880 if (tmp->type == type)
2045 return tmp; 1881 return tmp;
1882
2046 return NULL; 1883 return NULL;
2047} 1884}
2048 1885
2049/* 1886/*
2050 * present_in_ob(type, object) searches for any objects with 1887 * present_in_ob(type, object) searches for any objects with
2051 * a matching type variable in the inventory of the given object. 1888 * a matching type variable in the inventory of the given object.
2052 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2053 */ 1890 */
2054
2055object * 1891object *
2056present_in_ob (unsigned char type, const object *op) 1892present_in_ob (unsigned char type, const object *op)
2057{ 1893{
2058 object *
2059 tmp;
2060
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 if (tmp->type == type) 1895 if (tmp->type == type)
2063 return tmp; 1896 return tmp;
1897
2064 return NULL; 1898 return NULL;
2065} 1899}
2066 1900
2067/* 1901/*
2068 * present_in_ob (type, str, object) searches for any objects with 1902 * present_in_ob (type, str, object) searches for any objects with
2076 * str is the string to match against. Note that we match against 1910 * str is the string to match against. Note that we match against
2077 * the object name, not the archetype name. this is so that the 1911 * the object name, not the archetype name. this is so that the
2078 * spell code can use one object type (force), but change it's name 1912 * spell code can use one object type (force), but change it's name
2079 * to be unique. 1913 * to be unique.
2080 */ 1914 */
2081
2082object * 1915object *
2083present_in_ob_by_name (int type, const char *str, const object *op) 1916present_in_ob_by_name (int type, const char *str, const object *op)
2084{ 1917{
2085 object *
2086 tmp;
2087
2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1918 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2089 {
2090 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1919 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2091 return tmp; 1920 return tmp;
2092 } 1921
2093 return NULL; 1922 return 0;
2094} 1923}
2095 1924
2096/* 1925/*
2097 * present_arch_in_ob(archetype, object) searches for any objects with 1926 * present_arch_in_ob(archetype, object) searches for any objects with
2098 * a matching archetype in the inventory of the given object. 1927 * a matching archetype in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
2100 */ 1929 */
2101
2102object * 1930object *
2103present_arch_in_ob (const archetype *at, const object *op) 1931present_arch_in_ob (const archetype *at, const object *op)
2104{ 1932{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1933 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->arch == at) 1934 if (tmp->arch == at)
2110 return tmp; 1935 return tmp;
1936
2111 return NULL; 1937 return NULL;
2112} 1938}
2113 1939
2114/* 1940/*
2115 * activate recursively a flag on an object inventory 1941 * activate recursively a flag on an object inventory
2116 */ 1942 */
2117void 1943void
2118flag_inv (object *op, int flag) 1944flag_inv (object *op, int flag)
2119{ 1945{
2120 object *
2121 tmp;
2122
2123 if (op->inv)
2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2125 { 1947 {
2126 SET_FLAG (tmp, flag); 1948 SET_FLAG (tmp, flag);
2127 flag_inv (tmp, flag); 1949 flag_inv (tmp, flag);
2128 } 1950 }
2129} /* 1951}
1952
1953/*
2130 * desactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
2131 */ 1955 */
2132void 1956void
2133unflag_inv (object *op, int flag) 1957unflag_inv (object *op, int flag)
2134{ 1958{
2135 object *
2136 tmp;
2137
2138 if (op->inv)
2139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2140 { 1960 {
2141 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2142 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
2143 } 1963 }
2144}
2145
2146/*
2147 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2148 * all it's inventory (recursively).
2149 * If checksums are used, a player will get set_cheat called for
2150 * him/her-self and all object carried by a call to this function.
2151 */
2152
2153void
2154set_cheat (object *op)
2155{
2156 SET_FLAG (op, FLAG_WAS_WIZ);
2157 flag_inv (op, FLAG_WAS_WIZ);
2158} 1964}
2159 1965
2160/* 1966/*
2161 * find_free_spot(object, map, x, y, start, stop) will search for 1967 * find_free_spot(object, map, x, y, start, stop) will search for
2162 * a spot at the given map and coordinates which will be able to contain 1968 * a spot at the given map and coordinates which will be able to contain
2164 * to search (see the freearr_x/y[] definition). 1970 * to search (see the freearr_x/y[] definition).
2165 * It returns a random choice among the alternatives found. 1971 * It returns a random choice among the alternatives found.
2166 * start and stop are where to start relative to the free_arr array (1,9 1972 * start and stop are where to start relative to the free_arr array (1,9
2167 * does all 4 immediate directions). This returns the index into the 1973 * does all 4 immediate directions). This returns the index into the
2168 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1974 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2169 * Note - this only checks to see if there is space for the head of the
2170 * object - if it is a multispace object, this should be called for all
2171 * pieces.
2172 * Note2: This function does correctly handle tiled maps, but does not 1975 * Note: This function does correctly handle tiled maps, but does not
2173 * inform the caller. However, insert_ob_in_map will update as 1976 * inform the caller. However, insert_ob_in_map will update as
2174 * necessary, so the caller shouldn't need to do any special work. 1977 * necessary, so the caller shouldn't need to do any special work.
2175 * Note - updated to take an object instead of archetype - this is necessary 1978 * Note - updated to take an object instead of archetype - this is necessary
2176 * because arch_blocked (now ob_blocked) needs to know the movement type 1979 * because arch_blocked (now ob_blocked) needs to know the movement type
2177 * to know if the space in question will block the object. We can't use 1980 * to know if the space in question will block the object. We can't use
2178 * the archetype because that isn't correct if the monster has been 1981 * the archetype because that isn't correct if the monster has been
2179 * customized, changed states, etc. 1982 * customized, changed states, etc.
2180 */ 1983 */
2181
2182int 1984int
2183find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1985find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2184{ 1986{
2185 int
2186 i,
2187 index = 0, flag;
2188 static int
2189 altern[SIZEOFFREE]; 1987 int altern[SIZEOFFREE];
1988 int index = 0, flag;
2190 1989
2191 for (i = start; i < stop; i++) 1990 for (int i = start; i < stop; i++)
2192 { 1991 {
2193 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1992 mapxy pos (m, x, y); pos.move (i);
2194 if (!flag) 1993
1994 if (!pos.normalise ())
1995 continue;
1996
1997 mapspace &ms = *pos;
1998
1999 if (ms.flags () & P_IS_ALIVE)
2000 continue;
2001
2002 /* However, often
2003 * ob doesn't have any move type (when used to place exits)
2004 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2005 */
2006 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2007 {
2195 altern[index++] = i; 2008 altern [index++] = i;
2009 continue;
2010 }
2196 2011
2197 /* Basically, if we find a wall on a space, we cut down the search size. 2012 /* Basically, if we find a wall on a space, we cut down the search size.
2198 * In this way, we won't return spaces that are on another side of a wall. 2013 * In this way, we won't return spaces that are on another side of a wall.
2199 * This mostly work, but it cuts down the search size in all directions - 2014 * This mostly work, but it cuts down the search size in all directions -
2200 * if the space being examined only has a wall to the north and empty 2015 * if the space being examined only has a wall to the north and empty
2201 * spaces in all the other directions, this will reduce the search space 2016 * spaces in all the other directions, this will reduce the search space
2202 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2203 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2204 */ 2019 */
2205 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2020 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2021 {
2206 stop = maxfree[i]; 2022 stop = maxfree[i];
2023 continue;
2024 }
2025
2026 /* Note it is intentional that we check ob - the movement type of the
2027 * head of the object should correspond for the entire object.
2028 */
2029 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2030 continue;
2031
2032 if (ob->blocked (m, pos.x, pos.y))
2033 continue;
2034
2035 altern [index++] = i;
2207 } 2036 }
2037
2208 if (!index) 2038 if (!index)
2209 return -1; 2039 return -1;
2040
2210 return altern[RANDOM () % index]; 2041 return altern [rndm (index)];
2211} 2042}
2212 2043
2213/* 2044/*
2214 * find_first_free_spot(archetype, mapstruct, x, y) works like 2045 * find_first_free_spot(archetype, maptile, x, y) works like
2215 * find_free_spot(), but it will search max number of squares. 2046 * find_free_spot(), but it will search max number of squares.
2216 * But it will return the first available spot, not a random choice. 2047 * But it will return the first available spot, not a random choice.
2217 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2048 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2218 */ 2049 */
2219
2220int 2050int
2221find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2051find_first_free_spot (const object *ob, maptile *m, int x, int y)
2222{ 2052{
2223 int
2224 i;
2225
2226 for (i = 0; i < SIZEOFFREE; i++) 2053 for (int i = 0; i < SIZEOFFREE; i++)
2227 {
2228 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2054 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2229 return i; 2055 return i;
2230 } 2056
2231 return -1; 2057 return -1;
2232} 2058}
2233 2059
2234/* 2060/*
2235 * The function permute(arr, begin, end) randomly reorders the array 2061 * The function permute(arr, begin, end) randomly reorders the array
2236 * arr[begin..end-1]. 2062 * arr[begin..end-1].
2063 * now uses a fisher-yates shuffle, old permute was broken
2237 */ 2064 */
2238static void 2065static void
2239permute (int *arr, int begin, int end) 2066permute (int *arr, int begin, int end)
2240{ 2067{
2241 int 2068 arr += begin;
2242 i,
2243 j,
2244 tmp,
2245 len;
2246
2247 len = end - begin; 2069 end -= begin;
2248 for (i = begin; i < end; i++)
2249 {
2250 j = begin + RANDOM () % len;
2251 2070
2252 tmp = arr[i]; 2071 while (--end)
2253 arr[i] = arr[j]; 2072 swap (arr [end], arr [rndm (end + 1)]);
2254 arr[j] = tmp;
2255 }
2256} 2073}
2257 2074
2258/* new function to make monster searching more efficient, and effective! 2075/* new function to make monster searching more efficient, and effective!
2259 * This basically returns a randomized array (in the passed pointer) of 2076 * This basically returns a randomized array (in the passed pointer) of
2260 * the spaces to find monsters. In this way, it won't always look for 2077 * the spaces to find monsters. In this way, it won't always look for
2263 * the 3x3 area will be searched, just not in a predictable order. 2080 * the 3x3 area will be searched, just not in a predictable order.
2264 */ 2081 */
2265void 2082void
2266get_search_arr (int *search_arr) 2083get_search_arr (int *search_arr)
2267{ 2084{
2268 int 2085 int i;
2269 i;
2270 2086
2271 for (i = 0; i < SIZEOFFREE; i++) 2087 for (i = 0; i < SIZEOFFREE; i++)
2272 {
2273 search_arr[i] = i; 2088 search_arr[i] = i;
2274 }
2275 2089
2276 permute (search_arr, 1, SIZEOFFREE1 + 1); 2090 permute (search_arr, 1, SIZEOFFREE1 + 1);
2277 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2091 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2278 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2092 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2279} 2093}
2288 * Perhaps incorrectly, but I'm making the assumption that exclude 2102 * Perhaps incorrectly, but I'm making the assumption that exclude
2289 * is actually want is going to try and move there. We need this info 2103 * is actually want is going to try and move there. We need this info
2290 * because we have to know what movement the thing looking to move 2104 * because we have to know what movement the thing looking to move
2291 * there is capable of. 2105 * there is capable of.
2292 */ 2106 */
2293
2294int 2107int
2295find_dir (mapstruct *m, int x, int y, object *exclude) 2108find_dir (maptile *m, int x, int y, object *exclude)
2296{ 2109{
2297 int
2298 i,
2299 max = SIZEOFFREE, mflags; 2110 int i, max = SIZEOFFREE, mflags;
2300 2111
2301 sint16 nx, ny; 2112 sint16 nx, ny;
2302 object * 2113 object *tmp;
2303 tmp; 2114 maptile *mp;
2304 mapstruct *
2305 mp;
2306 2115
2307 MoveType blocked, move_type; 2116 MoveType blocked, move_type;
2308 2117
2309 if (exclude && exclude->head) 2118 if (exclude && exclude->head_ () != exclude)
2310 { 2119 {
2311 exclude = exclude->head; 2120 exclude = exclude->head;
2312 move_type = exclude->move_type; 2121 move_type = exclude->move_type;
2313 } 2122 }
2314 else 2123 else
2322 mp = m; 2131 mp = m;
2323 nx = x + freearr_x[i]; 2132 nx = x + freearr_x[i];
2324 ny = y + freearr_y[i]; 2133 ny = y + freearr_y[i];
2325 2134
2326 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2135 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2136
2327 if (mflags & P_OUT_OF_MAP) 2137 if (mflags & P_OUT_OF_MAP)
2328 {
2329 max = maxfree[i]; 2138 max = maxfree[i];
2330 }
2331 else 2139 else
2332 { 2140 {
2333 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2141 mapspace &ms = mp->at (nx, ny);
2142
2143 blocked = ms.move_block;
2334 2144
2335 if ((move_type & blocked) == move_type) 2145 if ((move_type & blocked) == move_type)
2336 {
2337 max = maxfree[i]; 2146 max = maxfree[i];
2338 }
2339 else if (mflags & P_IS_ALIVE) 2147 else if (mflags & P_IS_ALIVE)
2340 { 2148 {
2341 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2149 for (tmp = ms.bot; tmp; tmp = tmp->above)
2342 { 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2343 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2151 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2344 {
2345 break; 2152 break;
2346 } 2153
2347 }
2348 if (tmp) 2154 if (tmp)
2349 {
2350 return freedir[i]; 2155 return freedir[i];
2351 }
2352 } 2156 }
2353 } 2157 }
2354 } 2158 }
2159
2355 return 0; 2160 return 0;
2356} 2161}
2357 2162
2358/* 2163/*
2359 * distance(object 1, object 2) will return the square of the 2164 * distance(object 1, object 2) will return the square of the
2360 * distance between the two given objects. 2165 * distance between the two given objects.
2361 */ 2166 */
2362
2363int 2167int
2364distance (const object *ob1, const object *ob2) 2168distance (const object *ob1, const object *ob2)
2365{ 2169{
2366 int
2367 i;
2368
2369 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2170 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2370 return i;
2371} 2171}
2372 2172
2373/* 2173/*
2374 * find_dir_2(delta-x,delta-y) will return a direction in which 2174 * find_dir_2(delta-x,delta-y) will return a direction in which
2375 * an object which has subtracted the x and y coordinates of another 2175 * an object which has subtracted the x and y coordinates of another
2376 * object, needs to travel toward it. 2176 * object, needs to travel toward it.
2377 */ 2177 */
2378
2379int 2178int
2380find_dir_2 (int x, int y) 2179find_dir_2 (int x, int y)
2381{ 2180{
2382 int 2181 int q;
2383 q;
2384 2182
2385 if (y) 2183 if (y)
2386 q = x * 100 / y; 2184 q = x * 100 / y;
2387 else if (x) 2185 else if (x)
2388 q = -300 * x; 2186 q = -300 * x;
2413 2211
2414 return 3; 2212 return 3;
2415} 2213}
2416 2214
2417/* 2215/*
2418 * absdir(int): Returns a number between 1 and 8, which represent
2419 * the "absolute" direction of a number (it actually takes care of
2420 * "overflow" in previous calculations of a direction).
2421 */
2422
2423int
2424absdir (int d)
2425{
2426 while (d < 1)
2427 d += 8;
2428 while (d > 8)
2429 d -= 8;
2430 return d;
2431}
2432
2433/*
2434 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2216 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2435 * between two directions (which are expected to be absolute (see absdir()) 2217 * between two directions (which are expected to be absolute (see absdir())
2436 */ 2218 */
2437
2438int 2219int
2439dirdiff (int dir1, int dir2) 2220dirdiff (int dir1, int dir2)
2440{ 2221{
2441 int 2222 int d;
2442 d;
2443 2223
2444 d = abs (dir1 - dir2); 2224 d = abs (dir1 - dir2);
2445 if (d > 4) 2225 if (d > 4)
2446 d = 8 - d; 2226 d = 8 - d;
2227
2447 return d; 2228 return d;
2448} 2229}
2449 2230
2450/* peterm: 2231/* peterm:
2451 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2232 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2454 * This basically means that if direction is 15, then it could either go 2235 * This basically means that if direction is 15, then it could either go
2455 * direction 4, 14, or 16 to get back to where we are. 2236 * direction 4, 14, or 16 to get back to where we are.
2456 * Moved from spell_util.c to object.c with the other related direction 2237 * Moved from spell_util.c to object.c with the other related direction
2457 * functions. 2238 * functions.
2458 */ 2239 */
2459
2460int
2461 reduction_dir[SIZEOFFREE][3] = { 2240int reduction_dir[SIZEOFFREE][3] = {
2462 {0, 0, 0}, /* 0 */ 2241 {0, 0, 0}, /* 0 */
2463 {0, 0, 0}, /* 1 */ 2242 {0, 0, 0}, /* 1 */
2464 {0, 0, 0}, /* 2 */ 2243 {0, 0, 0}, /* 2 */
2465 {0, 0, 0}, /* 3 */ 2244 {0, 0, 0}, /* 3 */
2466 {0, 0, 0}, /* 4 */ 2245 {0, 0, 0}, /* 4 */
2514 * find a path to that monster that we found. If not, 2293 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2294 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2295 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2296 * Modified to be map tile aware -.MSW
2518 */ 2297 */
2519
2520
2521int 2298int
2522can_see_monsterP (mapstruct *m, int x, int y, int dir) 2299can_see_monsterP (maptile *m, int x, int y, int dir)
2523{ 2300{
2524 sint16 dx, dy; 2301 sint16 dx, dy;
2525 int
2526 mflags; 2302 int mflags;
2527 2303
2528 if (dir < 0) 2304 if (dir < 0)
2529 return 0; /* exit condition: invalid direction */ 2305 return 0; /* exit condition: invalid direction */
2530 2306
2531 dx = x + freearr_x[dir]; 2307 dx = x + freearr_x[dir];
2544 return 0; 2320 return 0;
2545 2321
2546 /* yes, can see. */ 2322 /* yes, can see. */
2547 if (dir < 9) 2323 if (dir < 9)
2548 return 1; 2324 return 1;
2325
2549 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2326 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2550 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2327 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2328 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2551} 2329}
2552
2553
2554 2330
2555/* 2331/*
2556 * can_pick(picker, item): finds out if an object is possible to be 2332 * can_pick(picker, item): finds out if an object is possible to be
2557 * picked up by the picker. Returnes 1 if it can be 2333 * picked up by the picker. Returnes 1 if it can be
2558 * picked up, otherwise 0. 2334 * picked up, otherwise 0.
2560 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2336 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2561 * core dumps if they do. 2337 * core dumps if they do.
2562 * 2338 *
2563 * Add a check so we can't pick up invisible objects (0.93.8) 2339 * Add a check so we can't pick up invisible objects (0.93.8)
2564 */ 2340 */
2565
2566int 2341int
2567can_pick (const object *who, const object *item) 2342can_pick (const object *who, const object *item)
2568{ 2343{
2569 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2570 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2571 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2346 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2572} 2347}
2573 2348
2574
2575/* 2349/*
2576 * create clone from object to another 2350 * create clone from object to another
2577 */ 2351 */
2578object * 2352object *
2579object_create_clone (object *asrc) 2353object_create_clone (object *asrc)
2580{ 2354{
2581 object *
2582 dst = NULL, *tmp, *src, *part, *prev, *item; 2355 object *dst = 0, *tmp, *src, *prev, *item;
2583 2356
2584 if (!asrc) 2357 if (!asrc)
2585 return NULL; 2358 return 0;
2586 src = asrc; 2359
2587 if (src->head)
2588 src = src->head; 2360 src = asrc->head_ ();
2589 2361
2590 prev = NULL; 2362 prev = 0;
2591 for (part = src; part; part = part->more) 2363 for (object *part = src; part; part = part->more)
2592 { 2364 {
2593 tmp = get_object (); 2365 tmp = part->clone ();
2594 copy_object (part, tmp);
2595 tmp->x -= src->x; 2366 tmp->x -= src->x;
2596 tmp->y -= src->y; 2367 tmp->y -= src->y;
2368
2597 if (!part->head) 2369 if (!part->head)
2598 { 2370 {
2599 dst = tmp; 2371 dst = tmp;
2600 tmp->head = NULL; 2372 tmp->head = 0;
2601 } 2373 }
2602 else 2374 else
2603 {
2604 tmp->head = dst; 2375 tmp->head = dst;
2605 } 2376
2606 tmp->more = NULL; 2377 tmp->more = 0;
2378
2607 if (prev) 2379 if (prev)
2608 prev->more = tmp; 2380 prev->more = tmp;
2381
2609 prev = tmp; 2382 prev = tmp;
2610 } 2383 }
2611 2384
2612 /*** copy inventory ***/
2613 for (item = src->inv; item; item = item->below) 2385 for (item = src->inv; item; item = item->below)
2614 {
2615 (void) insert_ob_in_ob (object_create_clone (item), dst); 2386 insert_ob_in_ob (object_create_clone (item), dst);
2616 }
2617 2387
2618 return dst; 2388 return dst;
2619}
2620
2621/* return true if the object was destroyed, 0 otherwise */
2622int
2623was_destroyed (const object *op, tag_t old_tag)
2624{
2625 /* checking for FLAG_FREED isn't necessary, but makes this function more
2626 * robust */
2627 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2628}
2629
2630/* GROS - Creates an object using a string representing its content. */
2631
2632/* Basically, we save the content of the string to a temp file, then call */
2633
2634/* load_object on it. I admit it is a highly inefficient way to make things, */
2635
2636/* but it was simple to make and allows reusing the load_object function. */
2637
2638/* Remember not to use load_object_str in a time-critical situation. */
2639
2640/* Also remember that multiparts objects are not supported for now. */
2641
2642object *
2643load_object_str (const char *obstr)
2644{
2645 object *
2646 op;
2647 char
2648 filename[MAX_BUF];
2649
2650 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2651
2652 FILE *
2653 tempfile = fopen (filename, "w");
2654
2655 if (tempfile == NULL)
2656 {
2657 LOG (llevError, "Error - Unable to access load object temp file\n");
2658 return NULL;
2659 };
2660 fprintf (tempfile, obstr);
2661 fclose (tempfile);
2662
2663 op = get_object ();
2664
2665 object_thawer thawer (filename);
2666
2667 if (thawer)
2668 load_object (thawer, op, 0);
2669
2670 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2671 CLEAR_FLAG (op, FLAG_REMOVED);
2672
2673 return op;
2674} 2389}
2675 2390
2676/* This returns the first object in who's inventory that 2391/* This returns the first object in who's inventory that
2677 * has the same type and subtype match. 2392 * has the same type and subtype match.
2678 * returns NULL if no match. 2393 * returns NULL if no match.
2679 */ 2394 */
2680object * 2395object *
2681find_obj_by_type_subtype (const object *who, int type, int subtype) 2396find_obj_by_type_subtype (const object *who, int type, int subtype)
2682{ 2397{
2683 object *
2684 tmp;
2685
2686 for (tmp = who->inv; tmp; tmp = tmp->below) 2398 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2687 if (tmp->type == type && tmp->subtype == subtype) 2399 if (tmp->type == type && tmp->subtype == subtype)
2688 return tmp; 2400 return tmp;
2689 2401
2690 return NULL; 2402 return 0;
2691} 2403}
2692 2404
2693/* If ob has a field named key, return the link from the list, 2405/* If ob has a field named key, return the link from the list,
2694 * otherwise return NULL. 2406 * otherwise return NULL.
2695 * 2407 *
2697 * do the desired thing. 2409 * do the desired thing.
2698 */ 2410 */
2699key_value * 2411key_value *
2700get_ob_key_link (const object *ob, const char *key) 2412get_ob_key_link (const object *ob, const char *key)
2701{ 2413{
2702 key_value *
2703 link;
2704
2705 for (link = ob->key_values; link != NULL; link = link->next) 2414 for (key_value *link = ob->key_values; link; link = link->next)
2706 {
2707 if (link->key == key) 2415 if (link->key == key)
2708 {
2709 return link; 2416 return link;
2710 }
2711 }
2712 2417
2713 return NULL; 2418 return 0;
2714} 2419}
2715 2420
2716/* 2421/*
2717 * Returns the value of op has an extra_field for key, or NULL. 2422 * Returns the value of op has an extra_field for key, or NULL.
2718 * 2423 *
2721 * The returned string is shared. 2426 * The returned string is shared.
2722 */ 2427 */
2723const char * 2428const char *
2724get_ob_key_value (const object *op, const char *const key) 2429get_ob_key_value (const object *op, const char *const key)
2725{ 2430{
2726 key_value * 2431 key_value *link;
2727 link; 2432 shstr_cmp canonical_key (key);
2728 const char *
2729 canonical_key;
2730 2433
2731 canonical_key = shstr::find (key);
2732
2733 if (canonical_key == NULL) 2434 if (!canonical_key)
2734 { 2435 {
2735 /* 1. There being a field named key on any object 2436 /* 1. There being a field named key on any object
2736 * implies there'd be a shared string to find. 2437 * implies there'd be a shared string to find.
2737 * 2. Since there isn't, no object has this field. 2438 * 2. Since there isn't, no object has this field.
2738 * 3. Therefore, *this* object doesn't have this field. 2439 * 3. Therefore, *this* object doesn't have this field.
2739 */ 2440 */
2740 return NULL; 2441 return 0;
2741 } 2442 }
2742 2443
2743 /* This is copied from get_ob_key_link() above - 2444 /* This is copied from get_ob_key_link() above -
2744 * only 4 lines, and saves the function call overhead. 2445 * only 4 lines, and saves the function call overhead.
2745 */ 2446 */
2746 for (link = op->key_values; link != NULL; link = link->next) 2447 for (link = op->key_values; link; link = link->next)
2747 {
2748 if (link->key == canonical_key) 2448 if (link->key == canonical_key)
2749 {
2750 return link->value; 2449 return link->value;
2751 } 2450
2752 }
2753 return NULL; 2451 return 0;
2754} 2452}
2755
2756 2453
2757/* 2454/*
2758 * Updates the canonical_key in op to value. 2455 * Updates the canonical_key in op to value.
2759 * 2456 *
2760 * canonical_key is a shared string (value doesn't have to be). 2457 * canonical_key is a shared string (value doesn't have to be).
2765 * Returns TRUE on success. 2462 * Returns TRUE on success.
2766 */ 2463 */
2767int 2464int
2768set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2465set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2769{ 2466{
2770 key_value *
2771 field = NULL, *last = NULL; 2467 key_value *field = NULL, *last = NULL;
2772 2468
2773 for (field = op->key_values; field != NULL; field = field->next) 2469 for (field = op->key_values; field != NULL; field = field->next)
2774 { 2470 {
2775 if (field->key != canonical_key) 2471 if (field->key != canonical_key)
2776 { 2472 {
2785 /* Basically, if the archetype has this key set, 2481 /* Basically, if the archetype has this key set,
2786 * we need to store the null value so when we save 2482 * we need to store the null value so when we save
2787 * it, we save the empty value so that when we load, 2483 * it, we save the empty value so that when we load,
2788 * we get this value back again. 2484 * we get this value back again.
2789 */ 2485 */
2790 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2486 if (get_ob_key_link (op->arch, canonical_key))
2791 field->value = 0; 2487 field->value = 0;
2792 else 2488 else
2793 { 2489 {
2794 if (last) 2490 if (last)
2795 last->next = field->next; 2491 last->next = field->next;
2804 /* IF we get here, key doesn't exist */ 2500 /* IF we get here, key doesn't exist */
2805 2501
2806 /* No field, we'll have to add it. */ 2502 /* No field, we'll have to add it. */
2807 2503
2808 if (!add_key) 2504 if (!add_key)
2809 {
2810 return FALSE; 2505 return FALSE;
2811 } 2506
2812 /* There isn't any good reason to store a null 2507 /* There isn't any good reason to store a null
2813 * value in the key/value list. If the archetype has 2508 * value in the key/value list. If the archetype has
2814 * this key, then we should also have it, so shouldn't 2509 * this key, then we should also have it, so shouldn't
2815 * be here. If user wants to store empty strings, 2510 * be here. If user wants to store empty strings,
2816 * should pass in "" 2511 * should pass in ""
2844 shstr key_ (key); 2539 shstr key_ (key);
2845 2540
2846 return set_ob_key_value_s (op, key_, value, add_key); 2541 return set_ob_key_value_s (op, key_, value, add_key);
2847} 2542}
2848 2543
2544object::depth_iterator::depth_iterator (object *container)
2545: iterator_base (container)
2546{
2547 while (item->inv)
2548 item = item->inv;
2549}
2550
2849void 2551void
2850object::deep_iterator::next () 2552object::depth_iterator::next ()
2851{ 2553{
2852 if (item->inv)
2853 item = item->inv;
2854 else if (item->below) 2554 if (item->below)
2555 {
2855 item = item->below; 2556 item = item->below;
2557
2558 while (item->inv)
2559 item = item->inv;
2560 }
2856 else 2561 else
2857 item = item->env->below; 2562 item = item->env;
2858} 2563}
2564
2565const char *
2566object::flag_desc (char *desc, int len) const
2567{
2568 char *p = desc;
2569 bool first = true;
2570
2571 *p = 0;
2572
2573 for (int i = 0; i < NUM_FLAGS; i++)
2574 {
2575 if (len <= 10) // magic constant!
2576 {
2577 snprintf (p, len, ",...");
2578 break;
2579 }
2580
2581 if (flag [i])
2582 {
2583 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2584 len -= cnt;
2585 p += cnt;
2586 first = false;
2587 }
2588 }
2589
2590 return desc;
2591}
2592
2593// return a suitable string describing an object in enough detail to find it
2594const char *
2595object::debug_desc (char *info) const
2596{
2597 char flagdesc[512];
2598 char info2[256 * 4];
2599 char *p = info;
2600
2601 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2602 count,
2603 uuid.c_str (),
2604 &name,
2605 title ? "\",title:\"" : "",
2606 title ? (const char *)title : "",
2607 flag_desc (flagdesc, 512), type);
2608
2609 if (!this->flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611
2612 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614
2615 return info;
2616}
2617
2618const char *
2619object::debug_desc () const
2620{
2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2624 return debug_desc (info [++info_idx % 3]);
2625}
2626
2627struct region *
2628object::region () const
2629{
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632}
2633
2634const materialtype_t *
2635object::dominant_material () const
2636{
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641}
2642
2643void
2644object::open_container (object *new_container)
2645{
2646 if (container == new_container)
2647 return;
2648
2649 if (object *old_container = container)
2650 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return;
2653
2654#if 0
2655 // remove the "Close old_container" object.
2656 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON)
2658 closer->destroy ();
2659#endif
2660
2661 old_container->flag [FLAG_APPLIED] = 0;
2662 container = 0;
2663
2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = arch_to_object (new_container->other_arch);
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2686
2687 new_container->flag [FLAG_APPLIED] = 1;
2688 container = new_container;
2689
2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694}
2695
2696object *
2697object::force_find (const shstr name)
2698{
2699 /* cycle through his inventory to look for the MARK we want to
2700 * place
2701 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE && tmp->slaying == name)
2704 return splay (tmp);
2705
2706 return 0;
2707}
2708
2709void
2710object::force_add (const shstr name, int duration)
2711{
2712 if (object *force = force_find (name))
2713 force->destroy ();
2714
2715 object *force = get_archetype (FORCE_NAME);
2716
2717 force->slaying = name;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true;
2724
2725 insert (force);
2726}
2727
2728void
2729object::play_sound (faceidx sound) const
2730{
2731 if (!sound)
2732 return;
2733
2734 if (flag [FLAG_REMOVED])
2735 return;
2736
2737 if (env)
2738 {
2739 if (object *pl = in_player ())
2740 pl->contr->play_sound (sound);
2741 }
2742 else
2743 map->play_sound (sound, x, y);
2744}
2745

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