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Comparing deliantra/server/common/object.C (file contents):
Revision 1.41 by root, Thu Sep 14 01:12:28 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 <sproto.h>
34#include <loader.h> 35#include <loader.h>
35 36
36int nrofallocobjects = 0; 37#include <bitset>
37static UUID uuid; 38
39UUID UUID::cur;
40static uint64_t seq_next_save;
38const uint64 UUID_SKIP = 1<<19; 41static const uint64 UUID_GAP = 1<<19;
39 42
40object *objects; /* Pointer to the list of used objects */ 43objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 44activevec actives;
42 45
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
45}; 51};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
47 -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
48}; 57};
49int 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,
50 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
51}; 63};
52int freedir[SIZEOFFREE] = { 64int freedir[SIZEOFFREE] = {
53 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,
54 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
55}; 69};
56 70
57static void 71static void
58write_uuid (void) 72write_uuid (uval64 skip, bool sync)
59{ 73{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
61 75 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 78 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 79}
77 80
78static void 81static void
79read_uuid (void) 82read_uuid (void)
80{ 83{
81 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
82 85
83 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
84 87
88 seq_next_save = 0;
89
85 FILE *fp; 90 FILE *fp;
86 91
87 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
88 { 93 {
89 if (errno == ENOENT) 94 if (errno == ENOENT)
90 { 95 {
91 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 97 UUID::cur.seq = 0;
93 write_uuid (); 98 write_uuid (UUID_GAP, true);
94 return; 99 return;
95 } 100 }
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 int version; 106 UUID::BUF buf;
102 unsigned long long uid; 107 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
104 { 111 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 113 _exit (1);
107 } 114 }
108 115
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
117
118 write_uuid (UUID_GAP, true);
112 fclose (fp); 119 fclose (fp);
113} 120}
114 121
115UUID 122UUID
116gen_uuid () 123UUID::gen ()
117{ 124{
118 UUID uid; 125 UUID uid;
119 126
120 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
121 128
122 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
124 135
125 return uid; 136 return uid;
126} 137}
127 138
128void 139void
129init_uuid () 140UUID::init ()
130{ 141{
131 read_uuid (); 142 read_uuid ();
132} 143}
133 144
134/* 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. */
135static int 146static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
137{ 148{
138 key_value *wants_field; 149 key_value *wants_field;
139 150
140 /* 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
141 * 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
142 * different structure or at least keep the lists sorted... 153 * different structure or at least keep the lists sorted...
143 */ 154 */
144 155
145 /* For each field in wants, */ 156 /* For each field in wants, */
146 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)
147 { 158 {
148 key_value *has_field; 159 key_value *has_field;
149 160
150 /* Look for a field in has with the same key. */ 161 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 162 has_field = get_ob_key_link (has, wants_field->key);
152 163
153 if (has_field == NULL) 164 if (!has_field)
154 {
155 /* No field with that name. */ 165 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 166
159 /* Found the matching field. */ 167 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 168 if (has_field->value != wants_field->value)
161 {
162 /* 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. */
163 return FALSE;
164 }
165 170
166 /* 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. */
167 } 172 }
168 173
169 /* 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. */
170 return TRUE; 175 return 1;
171} 176}
172 177
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 178/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 179static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 180compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 181{
177 /* 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,
178 * so we need to run the comparison *twice*. :( 183 * so we need to run the comparison *twice*. :(
179 */ 184 */
185 * 190 *
186 * 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
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 192 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 193 * reduce this to the same efficiency.
189 * 194 *
190 * Check nrof variable *before* calling CAN_MERGE() 195 * Check nrof variable *before* calling can_merge()
191 * 196 *
192 * Improvements made with merge: Better checking on potion, and also 197 * Improvements made with merge: Better checking on potion, and also
193 * check weight 198 * check weight
194 */ 199 */
195
196bool object::can_merge (object *ob1, object *ob2) 200bool object::can_merge_slow (object *ob1, object *ob2)
197{ 201{
198 /* A couple quicksanity checks */ 202 /* A couple quicksanity checks */
199 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)
200 return 0; 208 return 0;
201 209
202 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))
203 return 0; 216 return 0;
204 217
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof).
208 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag. 218 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * 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
214 * 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
215 * 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
216 * flags lose any meaning. 222 * flags lose any meaning.
217 */ 223 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 226
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 227 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 228 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 229
224 230 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 231 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 232 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 233 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 234 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 235 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 238 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 239 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 240 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 241 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 242 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 243 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 244 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 245 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 246 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 247 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 248 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 249 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 250 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 251 || ob1->move_on != ob2->move_on
254 (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)
255 return 0; 255 return 0;
256 256
257 /* This is really a spellbook check - really, we should 257 /* This is really a spellbook check - we should in general
258 * check all objects in the inventory. 258 * not merge objects with real inventories, as splitting them
259 * is hard.
259 */ 260 */
260 if (ob1->inv || ob2->inv) 261 if (ob1->inv || ob2->inv)
261 { 262 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0;
265
266 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!(ob1->inv && ob2->inv))
268 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 */
269 271
270 /* 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
271 * if it is valid. 273 * if it is valid.
272 */ 274 */
273 } 275 }
281 283
282 /* 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
283 * 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
284 * check? 286 * check?
285 */ 287 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 288 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 289 return 0;
288 290
289 switch (ob1->type) 291 switch (ob1->type)
290 { 292 {
291 case SCROLL: 293 case SCROLL:
292 if (ob1->level != ob2->level) 294 if (ob1->level != ob2->level)
293 return 0; 295 return 0;
294 break; 296 break;
295 } 297 }
296 298
297 if (ob1->key_values != NULL || ob2->key_values != NULL) 299 if (ob1->key_values || ob2->key_values)
298 { 300 {
299 /* At least one of these has key_values. */ 301 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 302 if ((!ob1->key_values) != (!ob2->key_values))
301 /* One has fields, but the other one doesn't. */ 303 /* One has fields, but the other one doesn't. */
302 return 0; 304 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2)) 305 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0; 306 return 0;
305 } 307 }
306 308
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
309 { 310 {
310 ob1->optimise (); 311 ob1->optimise ();
311 ob2->optimise (); 312 ob2->optimise ();
312 313
313 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)
314 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 }
315 } 326 }
316 327
317 /* Everything passes, must be OK. */ 328 /* Everything passes, must be OK. */
318 return 1; 329 return 1;
319} 330}
320 331
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
321/* 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/*
322 * sum_weight() is a recursive function which calculates the weight 367 * this is a recursive function which calculates the weight
323 * 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
324 * containers are carrying, and sums it up. 369 * containers are carrying, and sums it up.
325 */ 370 */
326long 371void
327sum_weight (object *op) 372object::update_weight ()
328{ 373{
329 long sum; 374 sint32 sum = 0;
330 object *inv;
331 375
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 376 for (object *op = inv; op; op = op->below)
333 { 377 {
334 if (inv->inv) 378 if (op->inv)
335 sum_weight (inv); 379 op->update_weight ();
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 }
338 380
339 if (op->type == CONTAINER && op->stats.Str) 381 sum += op->total_weight ();
340 sum = (sum * (100 - op->stats.Str)) / 100; 382 }
341 383
342 if (op->carrying != sum) 384 carrying = weight_adjust (this, sum);
343 op->carrying = sum;
344
345 return sum;
346}
347
348/**
349 * Return the outermost environment object for a given object.
350 */
351
352object *
353object_get_env_recursive (object *op)
354{
355 while (op->env != NULL)
356 op = op->env;
357 return op;
358}
359
360/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373} 385}
374 386
375/* 387/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 388 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 389 * Some error messages.
378 * 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.
379 */ 391 */
380 392char *
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429}
430
431/*
432 * Dumps an object. Returns output in the static global errmsg array.
433 */
434
435void
436dump_object (object *op) 393dump_object (object *op)
437{ 394{
438 if (op == NULL) 395 if (!op)
439 { 396 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 397
447void 398 object_freezer freezer;
448dump_all_objects (void) 399 op->write (freezer);
449{ 400 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 401}
458 402
459/* 403/*
460 * 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
461 * multi-object 1 which is closest to the second object. 405 * multi-object 1 which is closest to the second object.
462 * If it's not a multi-object, it is returned. 406 * If it's not a multi-object, it is returned.
463 */ 407 */
464
465object * 408object *
466get_nearest_part (object *op, const object *pl) 409get_nearest_part (object *op, const object *pl)
467{ 410{
468 object *tmp, *closest; 411 object *tmp, *closest;
469 int last_dist, i; 412 int last_dist, i;
477} 420}
478 421
479/* 422/*
480 * 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.
481 */ 424 */
482
483object * 425object *
484find_object (tag_t i) 426find_object (tag_t i)
485{ 427{
486 object *op; 428 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 429 if (op->count == i)
490 break;
491 return op; 430 return op;
431
432 return 0;
492} 433}
493 434
494/* 435/*
495 * 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.
496 * Used only by the patch command, but not all that useful. 437 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 438 * Enables features like "patch <name-of-other-player> food 999"
498 */ 439 */
499
500object * 440object *
501find_object_name (const char *str) 441find_object_name (const char *str)
502{ 442{
503 shstr_cmp str_ (str); 443 shstr_cmp str_ (str);
504 object *op; 444 object *op;
505 445
506 for (op = objects; op != NULL; op = op->next) 446 for_all_objects (op)
507 if (op->name == str_) 447 if (op->name == str_)
508 break; 448 break;
509 449
510 return op; 450 return op;
511} 451}
512 452
513void
514free_all_object_data ()
515{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538}
539
540/* 453/*
541 * 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
542 * skill and experience objects. 455 * skill and experience objects.
456 * ACTUALLY NO! investigate! TODO
543 */ 457 */
544void 458void
545object::set_owner (object *owner) 459object::set_owner (object *owner)
546{ 460{
461 // allow objects which own objects
547 if (!owner) 462 if (owner)
548 return;
549
550 /* next line added to allow objects which own objects */
551 /* Add a check for ownercounts in here, as I got into an endless loop
552 * with the fireball owning a poison cloud which then owned the
553 * fireball. I believe that was caused by one of the objects getting
554 * freed and then another object replacing it. Since the ownercounts
555 * didn't match, this check is valid and I believe that cause is valid.
556 */
557 while (owner->owner) 463 while (owner->owner)
558 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 }
559 471
560 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;
561} 539}
562 540
563/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links. 542 * refcounts and freeing the links.
565 */ 543 */
566static void 544static void
567free_key_values (object *op) 545free_key_values (object *op)
568{ 546{
569 for (key_value *i = op->key_values; i != 0;) 547 for (key_value *i = op->key_values; i; )
570 { 548 {
571 key_value *next = i->next; 549 key_value *next = i->next;
572 delete i; 550 delete i;
573 551
574 i = next; 552 i = next;
575 } 553 }
576 554
577 op->key_values = 0; 555 op->key_values = 0;
578} 556}
579 557
580void object::clear () 558object &
559object::operator =(const object &src)
581{ 560{
582 attachable_base::clear (); 561 bool is_freed = flag [FLAG_FREED];
562 bool is_removed = flag [FLAG_REMOVED];
583 563
584 free_key_values (this); 564 *(object_copy *)this = src;
585 565
586 owner = 0; 566 flag [FLAG_FREED] = is_freed;
587 name = 0; 567 flag [FLAG_REMOVED] = is_removed;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/*
633 * copy object first frees everything allocated by the second object,
634 * and then copies the contends of the first object into the second
635 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object
638 * will point at garbage.
639 */
640void
641copy_object (object *op2, object *op)
642{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
645
646 op2->clone (op);
647
648 if (is_freed)
649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED);
652
653 if (op2->speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655 568
656 /* Copy over key_values, if any. */ 569 /* Copy over key_values, if any. */
657 if (op2->key_values) 570 if (src.key_values)
658 { 571 {
659 key_value *tail = 0; 572 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 573 key_values = 0;
663 574
664 for (i = op2->key_values; i; i = i->next) 575 for (key_value *i = src.key_values; i; i = i->next)
665 { 576 {
666 key_value *new_link = new key_value; 577 key_value *new_link = new key_value;
667 578
668 new_link->next = 0; 579 new_link->next = 0;
669 new_link->key = i->key; 580 new_link->key = i->key;
670 new_link->value = i->value; 581 new_link->value = i->value;
671 582
672 /* Try and be clever here, too. */ 583 /* Try and be clever here, too. */
673 if (!op->key_values) 584 if (!key_values)
674 { 585 {
675 op->key_values = new_link; 586 key_values = new_link;
676 tail = new_link; 587 tail = new_link;
677 } 588 }
678 else 589 else
679 { 590 {
680 tail->next = new_link; 591 tail->next = new_link;
681 tail = new_link; 592 tail = new_link;
682 } 593 }
683 } 594 }
684 } 595 }
596}
685 597
686 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;
687} 642}
688 643
689/* 644/*
690 * 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
691 * 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
692 * 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.
693 */ 648 */
694
695void 649void
696update_turn_face (object *op) 650update_turn_face (object *op)
697{ 651{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 652 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 653 return;
654
700 SET_ANIMATION (op, op->direction); 655 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 656 update_object (op, UP_OBJ_FACE);
702} 657}
703 658
704/* 659/*
705 * 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
706 * 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.
707 * 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.
708 */ 663 */
709void 664void
710update_ob_speed (object *op) 665object::set_speed (float speed)
711{ 666{
712 extern int arch_init; 667 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 668 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 669 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 670 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 671 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 672
737 /* process_events() expects us to insert the object at the beginning 673 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 674
741 if (op->active_next != NULL) 675 if (has_active_speed ())
742 op->active_next->active_prev = op; 676 activate ();
743
744 active_objects = op;
745 }
746 else 677 else
747 { 678 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 679}
771 680
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 681/*
804 * update_object() updates the array which represents the map. 682 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 683 * It takes into account invisible objects (and represent squares covered
806 * 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
807 * invisible object, etc...) 685 * invisible object, etc...)
808 * 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
809 * 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
810 * updating that window, though, since update_object() is called _often_) 688 * updating that window, though, since update_object() is called _often_)
811 * 689 *
812 * 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.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 691 * current action are:
818 * UP_OBJ_INSERT: op was inserted 692 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 693 * UP_OBJ_REMOVE: op was removed
820 * 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
821 * 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.
822 * UP_OBJ_FACE: only the objects face has changed. 696 * UP_OBJ_FACE: only the objects face has changed.
823 */ 697 */
824
825void 698void
826update_object (object *op, int action) 699update_object (object *op, int action)
827{ 700{
828 int update_now = 0, flags;
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL) 701 if (op == NULL)
832 { 702 {
833 /* this should never happen */ 703 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 704 LOG (llevDebug, "update_object() called for NULL object.\n");
835 return; 705 return;
836 } 706 }
837 707
838 if (op->env != NULL) 708 if (op->env)
839 { 709 {
840 /* Animation is currently handled by client, so nothing 710 /* Animation is currently handled by client, so nothing
841 * to do in this case. 711 * to do in this case.
842 */ 712 */
843 return; 713 return;
848 */ 718 */
849 if (!op->map || op->map->in_memory == MAP_SAVING) 719 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return; 720 return;
851 721
852 /* make sure the object is within map boundaries */ 722 /* make sure the object is within map boundaries */
853 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)
854 { 724 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 725 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 726#ifdef MANY_CORES
857 abort (); 727 abort ();
858#endif 728#endif
859 return; 729 return;
860 } 730 }
861 731
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 732 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 733
734 if (!(m.flags_ & P_UPTODATE))
735 /* nop */;
869 if (action == UP_OBJ_INSERT) 736 else if (action == UP_OBJ_INSERT)
870 { 737 {
738 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 739 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 740 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 741 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 742 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
743 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 744 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 745 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 746 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 747 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* 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
893 * to have move_allow right now. 749 * to have move_allow right now.
894 */ 750 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 751 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 752 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 753 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 754 }
901 /* if the object is being removed, we can't make intelligent 755 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 756 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 757 * that is being removed.
904 */ 758 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 759 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 760 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 761 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 762 /* Nothing to do for that case */ ;
909 else 763 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 764 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 765
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 766 if (op->more)
919 update_object (op->more, action); 767 update_object (op->more, action);
920}
921
922static unordered_vector<object *> mortals;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 //printf ("free_mortal(%p,%ld,%ld)\n", *i, pticks, (*i)->count);//D
933 //freed.push_back (*i);//D
934 delete *i;
935 mortals.erase (i);
936 }
937
938 if (mortals.size() && 0)//D
939 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
940} 768}
941 769
942object::object () 770object::object ()
943{ 771{
944 SET_FLAG (this, FLAG_REMOVED); 772 SET_FLAG (this, FLAG_REMOVED);
945 773
946 expmul = 1.0; 774 expmul = 1.0;
947 face = blank_face; 775 face = blank_face;
948 attacked_by_count = -1;
949} 776}
950 777
951object::~object () 778object::~object ()
952{ 779{
780 unlink ();
781
953 free_key_values (this); 782 free_key_values (this);
954} 783}
955 784
785static int object_count;
786
956void object::link () 787void object::link ()
957{ 788{
789 assert (!index);//D
790 uuid = UUID::gen ();
958 count = ++ob_count; 791 count = ++object_count;
959 uuid = gen_uuid ();
960 792
961 prev = 0; 793 refcnt_inc ();
962 next = objects; 794 objects.insert (this);
963
964 if (objects)
965 objects->prev = this;
966
967 objects = this;
968} 795}
969 796
970void object::unlink () 797void object::unlink ()
971{ 798{
972 //count = 0;//D 799 if (!index)
973 if (!prev && !next) return;//D 800 return;
974 801
975 if (this == objects) 802 objects.erase (this);
976 objects = next; 803 refcnt_dec ();
804}
977 805
978 /* Remove this object from the list of used objects */ 806void
979 if (prev) prev->next = next; 807object::activate ()
980 if (next) next->prev = prev; 808{
809 /* If already on active list, don't do anything */
810 if (active)
811 return;
981 812
982 prev = 0; 813 if (has_active_speed ())
983 next = 0; 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)
857 {
858 op->flag [flag] = value;
859 op->set_flag_inv (flag, value);
860 }
861}
862
863/*
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 }
984} 911}
985 912
986object *object::create () 913object *object::create ()
987{ 914{
988 object *op;
989
990 if (freed.empty ())
991 op = new object; 915 object *op = new object;
992 else
993 {
994 // highly annoying, but the only way to get it stable right now
995 op = freed.back ();
996 freed.pop_back ();
997 op->~object ();
998 new ((void *) op) object;
999 }
1000
1001 op->link (); 916 op->link ();
1002 return op; 917 return op;
1003} 918}
1004 919
1005/* 920void
1006 * free_object() frees everything allocated by an object, removes 921object::do_destroy ()
1007 * it from the list of used objects, and puts it on the list of
1008 * free objects. The IS_FREED() flag is set in the object.
1009 * The object must have been removed by remove_ob() first for
1010 * this function to succeed.
1011 *
1012 * If free_inventory is set, free inventory as well. Else drop items in
1013 * inventory to the ground.
1014 */
1015void object::free (bool free_inventory)
1016{ 922{
1017 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 ())
1018 return; 983 return;
1019 984
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 985 if (destroy_inventory)
1021 remove_friendly_object (this); 986 destroy_inv (false);
1022 987
1023 if (!QUERY_FLAG (this, FLAG_REMOVED)) 988 if (is_head ())
1024 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
1025 993
1026 SET_FLAG (this, FLAG_FREED); 994 attachable::destroy ();
1027
1028 //printf ("free(%p,%ld,%ld)\n", this, pticks, count);//D
1029
1030 if (more)
1031 {
1032 more->free (free_inventory);
1033 more = 0;
1034 }
1035
1036 if (inv)
1037 {
1038 /* Only if the space blocks everything do we not process -
1039 * if some form of movement is allowed, let objects
1040 * drop on that space.
1041 */
1042 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1043 {
1044 object *op = inv;
1045
1046 while (op)
1047 {
1048 object *tmp = op->below;
1049 op->free (free_inventory);
1050 op = tmp;
1051 }
1052 }
1053 else
1054 { /* Put objects in inventory onto this space */
1055 object *op = inv;
1056
1057 while (op)
1058 {
1059 object *tmp = op->below;
1060
1061 remove_ob (op);
1062
1063 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1064 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1065 free_object (op);
1066 else
1067 {
1068 op->x = x;
1069 op->y = y;
1070 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1071 }
1072
1073 op = tmp;
1074 }
1075 }
1076 }
1077
1078 owner = 0;
1079
1080 /* Remove object from the active list */
1081 speed = 0;
1082 update_ob_speed (this);
1083
1084 unlink ();
1085
1086 mortals.push_back (this);
1087} 995}
1088 996
1089/* 997/* op->remove ():
1090 * sub_weight() recursively (outwards) subtracts a number from the
1091 * weight of an object (and what is carried by it's environment(s)).
1092 */
1093
1094void
1095sub_weight (object *op, signed long weight)
1096{
1097 while (op != NULL)
1098 {
1099 if (op->type == CONTAINER)
1100 {
1101 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1102 }
1103 op->carrying -= weight;
1104 op = op->env;
1105 }
1106}
1107
1108/* remove_ob(op):
1109 * 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
1110 * 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
1111 * object will have no environment. If the object previously had an 1000 * object will have no environment. If the object previously had an
1112 * environment, the x and y coordinates will be updated to 1001 * environment, the x and y coordinates will be updated to
1113 * the previous environment. 1002 * the previous environment.
1114 * Beware: This function is called from the editor as well!
1115 */ 1003 */
1116
1117void 1004void
1118remove_ob (object *op) 1005object::do_remove ()
1119{ 1006{
1007 object *tmp, *last = 0;
1120 object * 1008 object *otmp;
1121 tmp, *
1122 last = NULL;
1123 object *
1124 otmp;
1125 1009
1126 tag_t
1127 tag;
1128 int
1129 check_walk_off;
1130 mapstruct *
1131 m;
1132
1133 sint16
1134 x,
1135 y;
1136
1137 if (QUERY_FLAG (op, FLAG_REMOVED)) 1010 if (QUERY_FLAG (this, FLAG_REMOVED))
1138 return; 1011 return;
1139 1012
1140 SET_FLAG (op, FLAG_REMOVED); 1013 SET_FLAG (this, FLAG_REMOVED);
1014 INVOKE_OBJECT (REMOVE, this);
1141 1015
1142 if (op->more != NULL) 1016 if (more)
1143 remove_ob (op->more); 1017 more->remove ();
1144 1018
1145 /* 1019 /*
1146 * In this case, the object to be removed is in someones 1020 * In this case, the object to be removed is in someones
1147 * inventory. 1021 * inventory.
1148 */ 1022 */
1149 if (op->env != NULL) 1023 if (env)
1150 { 1024 {
1151 if (op->nrof) 1025 if (nrof)
1152 sub_weight (op->env, op->weight * op->nrof); 1026 sub_weight (env, weight * nrof);
1153 else 1027 else
1154 sub_weight (op->env, op->weight + op->carrying); 1028 sub_weight (env, weight + carrying);
1155 1029
1156 /* 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
1157 * made to players inventory. If set, avoiding the call 1031 * made to players inventory. If set, avoiding the call
1158 * to save cpu time. 1032 * to save cpu time.
1159 */ 1033 */
1160 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))
1161 fix_player (otmp); 1035 otmp->update_stats ();
1162 1036
1163 if (op->above != NULL) 1037 if (above)
1164 op->above->below = op->below; 1038 above->below = below;
1165 else 1039 else
1166 op->env->inv = op->below; 1040 env->inv = below;
1167 1041
1168 if (op->below != NULL) 1042 if (below)
1169 op->below->above = op->above; 1043 below->above = above;
1170 1044
1171 /* we set up values so that it could be inserted into 1045 /* we set up values so that it could be inserted into
1172 * 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
1173 * to the caller to decide what we want to do. 1047 * to the caller to decide what we want to do.
1174 */ 1048 */
1175 op->x = op->env->x, op->y = op->env->y; 1049 x = env->x, y = env->y;
1176 op->map = op->env->map; 1050 map = env->map;
1177 op->above = NULL, op->below = NULL; 1051 above = 0, below = 0;
1178 op->env = NULL; 1052 env = 0;
1179 } 1053 }
1180 else if (op->map) 1054 else if (map)
1181 { 1055 {
1182 x = op->x; 1056 if (type == PLAYER)
1183 y = op->y;
1184 m = get_map_from_coord (op->map, &x, &y);
1185
1186 if (!m)
1187 {
1188 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1189 op->map->path, op->x, op->y);
1190 /* in old days, we used to set x and y to 0 and continue.
1191 * it seems if we get into this case, something is probablye
1192 * screwed up and should be fixed.
1193 */
1194 abort ();
1195 } 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 ();
1196 1063
1197 if (op->map != m) 1064 --map->players;
1198 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1065 map->touch ();
1199 op->map->path, m->path, op->x, op->y, x, y);
1200
1201 /* Re did the following section of code - it looks like it had
1202 * lots of logic for things we no longer care about
1203 */ 1066 }
1067
1068 map->dirty = true;
1069 mapspace &ms = this->ms ();
1204 1070
1205 /* link the object above us */ 1071 /* link the object above us */
1206 if (op->above) 1072 if (above)
1207 op->above->below = op->below; 1073 above->below = below;
1208 else 1074 else
1209 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1075 ms.top = below; /* we were top, set new top */
1210 1076
1211 /* Relink the object below us, if there is one */ 1077 /* Relink the object below us, if there is one */
1212 if (op->below) 1078 if (below)
1213 op->below->above = op->above; 1079 below->above = above;
1214 else 1080 else
1215 { 1081 {
1216 /* 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
1217 * use translated coordinates in case some oddness with map tiling is 1083 * use translated coordinates in case some oddness with map tiling is
1218 * evident 1084 * evident
1219 */ 1085 */
1220 if (GET_MAP_OB (m, x, y) != op) 1086 if (GET_MAP_OB (map, x, y) != this)
1221 {
1222 dump_object (op);
1223 LOG (llevError,
1224 "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 ());
1225 dump_object (GET_MAP_OB (m, x, y)); 1088
1226 LOG (llevError, "%s\n", errmsg); 1089 ms.bot = above; /* goes on above it. */
1227 } 1090 }
1228 1091
1229 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1230 }
1231
1232 op->above = 0; 1092 above = 0;
1233 op->below = 0; 1093 below = 0;
1234 1094
1235 if (op->map->in_memory == MAP_SAVING) 1095 if (map->in_memory == MAP_SAVING)
1236 return; 1096 return;
1237 1097
1238 tag = op->count; 1098 int check_walk_off = !flag [FLAG_NO_APPLY];
1239 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1240 1099
1241 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)
1242 { 1113 {
1243 /* 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
1244 * being removed. 1115 * being removed.
1245 */ 1116 */
1246 1117
1247 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))
1248 { 1122 {
1249 /* If a container that the player is currently using somehow gets 1123 move_apply (tmp, this, 0);
1250 * removed (most likely destroyed), update the player view
1251 * appropriately.
1252 */
1253 if (tmp->container == op)
1254 {
1255 CLEAR_FLAG (op, FLAG_APPLIED);
1256 tmp->container = NULL;
1257 }
1258 1124
1259 tmp->contr->socket.update_look = 1; 1125 if (destroyed ())
1126 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1260 } 1127 }
1261 1128
1262 /* See if player moving off should effect something */
1263 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1264 {
1265 move_apply (tmp, op, NULL);
1266
1267 if (was_destroyed (op, tag))
1268 {
1269 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1270 }
1271 }
1272
1273 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1274
1275 if (tmp->above == tmp)
1276 tmp->above = NULL;
1277
1278 last = tmp; 1129 last = tmp;
1279 } 1130 }
1280 1131
1281 /* 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?
1282 if (last == NULL) 1134 if (!last)
1283 { 1135 map->at (x, y).flags_ = 0;
1284 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1285 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1286 * those out anyways, and if there are any flags set right now, they won't
1287 * be correct anyways.
1288 */
1289 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1290 update_position (op->map, op->x, op->y);
1291 }
1292 else 1136 else
1293 update_object (last, UP_OBJ_REMOVE); 1137 update_object (last, UP_OBJ_REMOVE);
1294 1138
1295 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1139 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1296 update_all_los (op->map, op->x, op->y); 1140 update_all_los (map, x, y);
1297 } 1141 }
1298} 1142}
1299 1143
1300/* 1144/*
1301 * merge_ob(op,top): 1145 * merge_ob(op,top):
1309merge_ob (object *op, object *top) 1153merge_ob (object *op, object *top)
1310{ 1154{
1311 if (!op->nrof) 1155 if (!op->nrof)
1312 return 0; 1156 return 0;
1313 1157
1314 if (top == NULL) 1158 if (!top)
1315 for (top = op; top != NULL && top->above != NULL; top = top->above); 1159 for (top = op; top && top->above; top = top->above)
1160 ;
1316 1161
1317 for (; top != NULL; top = top->below) 1162 for (; top; top = top->below)
1318 { 1163 {
1319 if (top == op) 1164 if (top == op)
1320 continue; 1165 continue;
1321 if (CAN_MERGE (op, top)) 1166
1167 if (object::can_merge (op, top))
1322 { 1168 {
1323 top->nrof += op->nrof; 1169 top->nrof += op->nrof;
1324 1170
1325/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1171/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1326 op->weight = 0; /* Don't want any adjustements now */ 1172 op->weight = 0; /* Don't want any adjustements now */
1327 remove_ob (op); 1173 op->destroy ();
1328 free_object (op);
1329 return top; 1174 return top;
1330 } 1175 }
1331 } 1176 }
1332 1177
1333 return NULL; 1178 return 0;
1334} 1179}
1335 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
1336/* 1204/*
1337 * 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
1338 * job preparing multi-part monsters 1206 * job preparing multi-part monsters.
1339 */ 1207 */
1340object * 1208object *
1341insert_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)
1342{ 1210{
1343 object *tmp;
1344
1345 if (op->head)
1346 op = op->head;
1347
1348 for (tmp = op; tmp; tmp = tmp->more) 1211 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1212 {
1350 tmp->x = x + tmp->arch->clone.x; 1213 tmp->x = x + tmp->arch->x;
1351 tmp->y = y + tmp->arch->clone.y; 1214 tmp->y = y + tmp->arch->y;
1352 } 1215 }
1353 1216
1354 return insert_ob_in_map (op, m, originator, flag); 1217 return insert_ob_in_map (op, m, originator, flag);
1355} 1218}
1356 1219
1372 * Return value: 1235 * Return value:
1373 * new object if 'op' was merged with other object 1236 * new object if 'op' was merged with other object
1374 * NULL if 'op' was destroyed 1237 * NULL if 'op' was destroyed
1375 * just 'op' otherwise 1238 * just 'op' otherwise
1376 */ 1239 */
1377
1378object * 1240object *
1379insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1241insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1380{ 1242{
1243 assert (!op->flag [FLAG_FREED]);
1244
1381 object *tmp, *top, *floor = NULL; 1245 object *top, *floor = NULL;
1382 sint16 x, y;
1383 1246
1384 if (QUERY_FLAG (op, FLAG_FREED)) 1247 op->remove ();
1385 {
1386 LOG (llevError, "Trying to insert freed object!\n");
1387 return NULL;
1388 }
1389
1390 if (m == NULL)
1391 {
1392 dump_object (op);
1393 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1394 return op;
1395 }
1396
1397 if (out_of_map (m, op->x, op->y))
1398 {
1399 dump_object (op);
1400 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1401#ifdef MANY_CORES
1402 /* Better to catch this here, as otherwise the next use of this object
1403 * is likely to cause a crash. Better to find out where it is getting
1404 * improperly inserted.
1405 */
1406 abort ();
1407#endif
1408 return op;
1409 }
1410
1411 if (!QUERY_FLAG (op, FLAG_REMOVED))
1412 {
1413 dump_object (op);
1414 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1415 return op;
1416 }
1417
1418 if (op->more != NULL)
1419 {
1420 /* The part may be on a different map. */
1421
1422 object *more = op->more;
1423
1424 /* We really need the caller to normalize coordinates - if
1425 * we set the map, that doesn't work if the location is within
1426 * a map and this is straddling an edge. So only if coordinate
1427 * is clear wrong do we normalize it.
1428 */
1429 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1430 more->map = get_map_from_coord (m, &more->x, &more->y);
1431 else if (!more->map)
1432 {
1433 /* For backwards compatibility - when not dealing with tiled maps,
1434 * more->map should always point to the parent.
1435 */
1436 more->map = m;
1437 }
1438
1439 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1440 {
1441 if (!op->head)
1442 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1443
1444 return NULL;
1445 }
1446 }
1447
1448 CLEAR_FLAG (op, FLAG_REMOVED);
1449 1248
1450 /* Ideally, the caller figures this out. However, it complicates a lot 1249 /* Ideally, the caller figures this out. However, it complicates a lot
1451 * 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
1452 * need extra work 1251 * need extra work
1453 */ 1252 */
1454 op->map = get_map_from_coord (m, &op->x, &op->y); 1253 if (!xy_normalise (m, op->x, op->y))
1455 x = op->x; 1254 {
1456 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 ();
1457 1267
1458 /* this has to be done after we translate the coordinates. 1268 /* this has to be done after we translate the coordinates.
1459 */ 1269 */
1460 if (op->nrof && !(flag & INS_NO_MERGE)) 1270 if (op->nrof && !(flag & INS_NO_MERGE))
1461 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1271 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1462 if (CAN_MERGE (op, tmp)) 1272 if (object::can_merge (op, tmp))
1463 { 1273 {
1464 op->nrof += tmp->nrof; 1274 op->nrof += tmp->nrof;
1465 remove_ob (tmp); 1275 tmp->destroy ();
1466 free_object (tmp);
1467 } 1276 }
1468 1277
1469 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 */
1470 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1279 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1471 1280
1484 op->below = originator->below; 1293 op->below = originator->below;
1485 1294
1486 if (op->below) 1295 if (op->below)
1487 op->below->above = op; 1296 op->below->above = op;
1488 else 1297 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1298 ms.bot = op;
1490 1299
1491 /* since *below* originator, no need to update top */ 1300 /* since *below* originator, no need to update top */
1492 originator->below = op; 1301 originator->below = op;
1493 } 1302 }
1494 else 1303 else
1495 { 1304 {
1305 top = ms.bot;
1306
1496 /* If there are other objects, then */ 1307 /* If there are other objects, then */
1497 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1308 if (top)
1498 { 1309 {
1499 object *last = NULL; 1310 object *last = 0;
1500 1311
1501 /* 1312 /*
1502 * 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.
1503 * We've already dealt with merging if appropriate. 1314 * We've already dealt with merging if appropriate.
1504 * 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
1508 * 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
1509 * 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
1510 * 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
1511 * that flying non pickable objects are spell objects. 1322 * that flying non pickable objects are spell objects.
1512 */ 1323 */
1513 1324 for (top = ms.bot; top; top = top->above)
1514 while (top != NULL)
1515 { 1325 {
1516 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))
1517 floor = top; 1327 floor = top;
1518 1328
1519 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))
1522 top = top->below; 1332 top = top->below;
1523 break; 1333 break;
1524 } 1334 }
1525 1335
1526 last = top; 1336 last = top;
1527 top = top->above;
1528 } 1337 }
1529 1338
1530 /* 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 */
1531 top = last; 1340 top = last;
1532 1341
1534 * looks like instead of lots of conditions here. 1343 * looks like instead of lots of conditions here.
1535 * makes things faster, and effectively the same result. 1344 * makes things faster, and effectively the same result.
1536 */ 1345 */
1537 1346
1538 /* Have object 'fall below' other objects that block view. 1347 /* Have object 'fall below' other objects that block view.
1539 * Unless those objects are exits, type 66 1348 * Unless those objects are exits.
1540 * If INS_ON_TOP is used, don't do this processing 1349 * If INS_ON_TOP is used, don't do this processing
1541 * Need to find the object that in fact blocks view, otherwise 1350 * Need to find the object that in fact blocks view, otherwise
1542 * stacking is a bit odd. 1351 * stacking is a bit odd.
1543 */ 1352 */
1544 if (!(flag & INS_ON_TOP) && 1353 if (!(flag & INS_ON_TOP)
1545 (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))
1546 { 1356 {
1547 for (last = top; last != floor; last = last->below) 1357 for (last = top; last != floor; last = last->below)
1548 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1358 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1549 break; 1359 break;
1360
1550 /* Check to see if we found the object that blocks view, 1361 /* Check to see if we found the object that blocks view,
1551 * 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
1552 * we can get inserted below this one, which requires we 1363 * we can get inserted below this one, which requires we
1553 * set top to the object below us. 1364 * set top to the object below us.
1554 */ 1365 */
1555 if (last && last->below && last != floor) 1366 if (last && last->below && last != floor)
1556 top = last->below; 1367 top = last->below;
1557 } 1368 }
1558 } /* If objects on this space */ 1369 } /* If objects on this space */
1559 1370
1560 if (flag & INS_MAP_LOAD)
1561 top = GET_MAP_TOP (op->map, op->x, op->y);
1562
1563 if (flag & INS_ABOVE_FLOOR_ONLY) 1371 if (flag & INS_ABOVE_FLOOR_ONLY)
1564 top = floor; 1372 top = floor;
1565 1373
1566 /* 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.
1567 */ 1375 */
1568 1376
1569 /* First object on this space */ 1377 /* First object on this space */
1570 if (!top) 1378 if (!top)
1571 { 1379 {
1572 op->above = GET_MAP_OB (op->map, op->x, op->y); 1380 op->above = ms.bot;
1573 1381
1574 if (op->above) 1382 if (op->above)
1575 op->above->below = op; 1383 op->above->below = op;
1576 1384
1577 op->below = NULL; 1385 op->below = 0;
1578 SET_MAP_OB (op->map, op->x, op->y, op); 1386 ms.bot = op;
1579 } 1387 }
1580 else 1388 else
1581 { /* get inserted into the stack above top */ 1389 { /* get inserted into the stack above top */
1582 op->above = top->above; 1390 op->above = top->above;
1583 1391
1586 1394
1587 op->below = top; 1395 op->below = top;
1588 top->above = op; 1396 top->above = op;
1589 } 1397 }
1590 1398
1591 if (op->above == NULL) 1399 if (!op->above)
1592 SET_MAP_TOP (op->map, op->x, op->y, op); 1400 ms.top = op;
1593 } /* else not INS_BELOW_ORIGINATOR */ 1401 } /* else not INS_BELOW_ORIGINATOR */
1594 1402
1595 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1404 {
1596 op->contr->do_los = 1; 1405 op->contr->do_los = 1;
1406 ++op->map->players;
1407 op->map->touch ();
1408 }
1597 1409
1598 /* If we have a floor, we know the player, if any, will be above 1410 op->map->dirty = true;
1599 * it, so save a few ticks and start from there. 1411
1600 */ 1412 if (object *pl = ms.player ())
1601 if (!(flag & INS_MAP_LOAD)) 1413 pl->contr->ns->floorbox_update ();
1602 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1603 if (tmp->type == PLAYER)
1604 tmp->contr->socket.update_look = 1;
1605 1414
1606 /* If this object glows, it may affect lighting conditions that are 1415 /* If this object glows, it may affect lighting conditions that are
1607 * 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
1608 * 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
1609 * on the map will get recalculated. The players could very well 1418 * on the map will get recalculated. The players could very well
1610 * 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 -
1611 * this should get redone to only look for players within range, 1420 * this should get redone to only look for players within range,
1612 * or just updating the P_NEED_UPDATE for spaces within this area 1421 * or just updating the P_UPTODATE for spaces within this area
1613 * of effect may be sufficient. 1422 * of effect may be sufficient.
1614 */ 1423 */
1615 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1424 if (op->map->darkness && (op->glow_radius != 0))
1616 update_all_los (op->map, op->x, op->y); 1425 update_all_los (op->map, op->x, op->y);
1617 1426
1618 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1427 /* updates flags (blocked, alive, no magic, etc) for this map space */
1619 update_object (op, UP_OBJ_INSERT); 1428 update_object (op, UP_OBJ_INSERT);
1620 1429
1430 INVOKE_OBJECT (INSERT, op);
1431
1621 /* 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,
1622 * we want to have update_look set above before calling this. 1433 * we want to have floorbox_update called before calling this.
1623 * 1434 *
1624 * check_move_on() must be after this because code called from 1435 * check_move_on() must be after this because code called from
1625 * check_move_on() depends on correct map flags (so functions like 1436 * check_move_on() depends on correct map flags (so functions like
1626 * blocked() and wall() work properly), and these flags are updated by 1437 * blocked() and wall() work properly), and these flags are updated by
1627 * update_object(). 1438 * update_object().
1628 */ 1439 */
1629 1440
1630 /* 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 */
1631 if (!(flag & INS_NO_WALK_ON) && !op->head) 1442 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1632 { 1443 {
1633 if (check_move_on (op, originator)) 1444 if (check_move_on (op, originator))
1634 return NULL; 1445 return 0;
1635 1446
1636 /* 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
1637 * walk on's. 1448 * walk on's.
1638 */ 1449 */
1639 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1450 for (object *tmp = op->more; tmp; tmp = tmp->more)
1640 if (check_move_on (tmp, originator)) 1451 if (check_move_on (tmp, originator))
1641 return NULL; 1452 return 0;
1642 } 1453 }
1643 1454
1644 return op; 1455 return op;
1645} 1456}
1646 1457
1647/* this function inserts an object in the map, but if it 1458/* this function inserts an object in the map, but if it
1648 * 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.
1649 * 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.
1650 */ 1461 */
1651void 1462void
1652replace_insert_ob_in_map (const char *arch_string, object *op) 1463replace_insert_ob_in_map (const char *arch_string, object *op)
1653{ 1464{
1654 object * 1465 object *tmp, *tmp1;
1655 tmp;
1656 object *
1657 tmp1;
1658 1466
1659 /* first search for itself and remove any old instances */ 1467 /* first search for itself and remove any old instances */
1660 1468
1661 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)
1662 {
1663 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1470 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1664 { 1471 tmp->destroy ();
1665 remove_ob (tmp);
1666 free_object (tmp);
1667 }
1668 }
1669 1472
1670 tmp1 = arch_to_object (find_archetype (arch_string)); 1473 tmp1 = arch_to_object (archetype::find (arch_string));
1671 1474
1672 tmp1->x = op->x; 1475 tmp1->x = op->x;
1673 tmp1->y = op->y; 1476 tmp1->y = op->y;
1674 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);
1675} 1487}
1676 1488
1677/* 1489/*
1678 * 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
1679 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1680 * 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).
1681 * On failure, NULL is returned, and the reason put into the 1493 * On failure, NULL is returned, and the reason put into the
1682 * global static errmsg array. 1494 * global static errmsg array.
1683 */ 1495 */
1684
1685object * 1496object *
1686get_split_ob (object *orig_ob, uint32 nr) 1497get_split_ob (object *orig_ob, uint32 nr)
1687{ 1498{
1688 object * 1499 object *newob;
1689 newob;
1690 int
1691 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1692 1501
1693 if (orig_ob->nrof < nr) 1502 if (orig_ob->nrof < nr)
1694 { 1503 {
1695 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);
1696 return NULL; 1505 return NULL;
1697 } 1506 }
1698 1507
1699 newob = object_create_clone (orig_ob); 1508 newob = object_create_clone (orig_ob);
1700 1509
1701 if ((orig_ob->nrof -= nr) < 1) 1510 if ((orig_ob->nrof -= nr) < 1)
1702 { 1511 orig_ob->destroy (1);
1703 if (!is_removed)
1704 remove_ob (orig_ob);
1705 free_object2 (orig_ob, 1);
1706 }
1707 else if (!is_removed) 1512 else if (!is_removed)
1708 { 1513 {
1709 if (orig_ob->env != NULL) 1514 if (orig_ob->env != NULL)
1710 sub_weight (orig_ob->env, orig_ob->weight * nr); 1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1711 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)
1712 { 1517 {
1713 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.");
1714 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");
1715 return NULL; 1520 return NULL;
1716 } 1521 }
1726 * the amount of an object. If the amount reaches 0, the object 1531 * the amount of an object. If the amount reaches 0, the object
1727 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1728 * 1533 *
1729 * Return value: 'op' if something is left, NULL if the amount reached 0 1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1730 */ 1535 */
1731
1732object * 1536object *
1733decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1734{ 1538{
1735 object *tmp; 1539 object *tmp;
1736 player *pl;
1737 1540
1738 if (i == 0) /* objects with op->nrof require this check */ 1541 if (i == 0) /* objects with op->nrof require this check */
1739 return op; 1542 return op;
1740 1543
1741 if (i > op->nrof) 1544 if (i > op->nrof)
1742 i = op->nrof; 1545 i = op->nrof;
1743 1546
1744 if (QUERY_FLAG (op, FLAG_REMOVED)) 1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1745 op->nrof -= i; 1548 op->nrof -= i;
1746 else if (op->env != NULL) 1549 else if (op->env)
1747 { 1550 {
1748 /* is this object in the players inventory, or sub container 1551 /* is this object in the players inventory, or sub container
1749 * therein? 1552 * therein?
1750 */ 1553 */
1751 tmp = is_player_inv (op->env); 1554 tmp = op->in_player ();
1752 /* nope. Is this a container the player has opened? 1555 /* nope. Is this a container the player has opened?
1753 * If so, set tmp to that player. 1556 * If so, set tmp to that player.
1754 * IMO, searching through all the players will mostly 1557 * IMO, searching through all the players will mostly
1755 * likely be quicker than following op->env to the map, 1558 * likely be quicker than following op->env to the map,
1756 * and then searching the map for a player. 1559 * and then searching the map for a player.
1757 */ 1560 */
1758 if (!tmp) 1561 if (!tmp)
1759 { 1562 for_all_players (pl)
1760 for (pl = first_player; pl; pl = pl->next)
1761 if (pl->ob->container == op->env) 1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1762 break; 1566 break;
1763 if (pl)
1764 tmp = pl->ob;
1765 else
1766 tmp = NULL;
1767 } 1567 }
1768 1568
1769 if (i < op->nrof) 1569 if (i < op->nrof)
1770 { 1570 {
1771 sub_weight (op->env, op->weight * i); 1571 sub_weight (op->env, op->weight * i);
1772 op->nrof -= i; 1572 op->nrof -= i;
1773 if (tmp) 1573 if (tmp)
1774 {
1775 esrv_send_item (tmp, op); 1574 esrv_send_item (tmp, op);
1776 }
1777 } 1575 }
1778 else 1576 else
1779 { 1577 {
1780 remove_ob (op); 1578 op->remove ();
1781 op->nrof = 0; 1579 op->nrof = 0;
1782 if (tmp) 1580 if (tmp)
1783 {
1784 esrv_del_item (tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1785 }
1786 } 1582 }
1787 } 1583 }
1788 else 1584 else
1789 { 1585 {
1790 object *above = op->above; 1586 object *above = op->above;
1791 1587
1792 if (i < op->nrof) 1588 if (i < op->nrof)
1793 op->nrof -= i; 1589 op->nrof -= i;
1794 else 1590 else
1795 { 1591 {
1796 remove_ob (op); 1592 op->remove ();
1797 op->nrof = 0; 1593 op->nrof = 0;
1798 } 1594 }
1799 1595
1800 /* Since we just removed op, op->above is null */ 1596 /* Since we just removed op, op->above is null */
1801 for (tmp = above; tmp != NULL; tmp = tmp->above) 1597 for (tmp = above; tmp; tmp = tmp->above)
1802 if (tmp->type == PLAYER) 1598 if (tmp->type == PLAYER)
1803 { 1599 {
1804 if (op->nrof) 1600 if (op->nrof)
1805 esrv_send_item (tmp, op); 1601 esrv_send_item (tmp, op);
1806 else 1602 else
1810 1606
1811 if (op->nrof) 1607 if (op->nrof)
1812 return op; 1608 return op;
1813 else 1609 else
1814 { 1610 {
1815 free_object (op); 1611 op->destroy ();
1816 return NULL; 1612 return 0;
1817 }
1818}
1819
1820/*
1821 * add_weight(object, weight) adds the specified weight to an object,
1822 * and also updates how much the environment(s) is/are carrying.
1823 */
1824
1825void
1826add_weight (object *op, signed long weight)
1827{
1828 while (op != NULL)
1829 { 1613 }
1830 if (op->type == CONTAINER) 1614}
1831 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1832 1615
1833 op->carrying += weight; 1616object *
1834 op = op->env; 1617insert_ob_in_ob (object *op, object *where)
1618{
1619 if (!where)
1835 } 1620 {
1836} 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 }
1837 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
1838/* 1636/*
1839 * insert_ob_in_ob(op,environment): 1637 * env->insert (op)
1840 * This function inserts the object op in the linked list 1638 * This function inserts the object op in the linked list
1841 * inside the object environment. 1639 * inside the object environment.
1842 * 1640 *
1843 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1844 * the inventory at the last position or next to other objects of the same
1845 * type.
1846 * Frank: Now sorted by type, archetype and magic!
1847 *
1848 * 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
1849 * be != op, if items are merged. -Tero 1642 * be != op, if items are merged. -Tero
1850 */ 1643 */
1851
1852object * 1644object *
1853insert_ob_in_ob (object *op, object *where) 1645object::insert (object *op)
1854{ 1646{
1855 object *
1856 tmp, *
1857 otmp;
1858
1859 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1860 { 1648 op->remove ();
1861 dump_object (op);
1862 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863 return op;
1864 }
1865
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872
1873 if (where->head)
1874 {
1875 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1876 where = where->head;
1877 }
1878 1649
1879 if (op->more) 1650 if (op->more)
1880 { 1651 {
1881 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);
1882 return op; 1653 return op;
1883 } 1654 }
1884 1655
1885 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1886 CLEAR_FLAG (op, FLAG_REMOVED); 1657 CLEAR_FLAG (op, FLAG_REMOVED);
1658
1887 if (op->nrof) 1659 if (op->nrof)
1888 { 1660 {
1889 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1661 for (object *tmp = inv; tmp; tmp = tmp->below)
1890 if (CAN_MERGE (tmp, op)) 1662 if (object::can_merge (tmp, op))
1891 { 1663 {
1892 /* return the original object and remove inserted object 1664 /* return the original object and remove inserted object
1893 (client needs the original object) */ 1665 (client needs the original object) */
1894 tmp->nrof += op->nrof; 1666 tmp->nrof += op->nrof;
1895 /* Weight handling gets pretty funky. Since we are adding to 1667 /* Weight handling gets pretty funky. Since we are adding to
1896 * tmp->nrof, we need to increase the weight. 1668 * tmp->nrof, we need to increase the weight.
1897 */ 1669 */
1898 add_weight (where, op->weight * op->nrof); 1670 add_weight (this, op->weight * op->nrof);
1899 SET_FLAG (op, FLAG_REMOVED); 1671 SET_FLAG (op, FLAG_REMOVED);
1900 free_object (op); /* free the inserted object */ 1672 op->destroy (); /* free the inserted object */
1901 op = tmp; 1673 op = tmp;
1902 remove_ob (op); /* and fix old object's links */ 1674 op->remove (); /* and fix old object's links */
1903 CLEAR_FLAG (op, FLAG_REMOVED); 1675 CLEAR_FLAG (op, FLAG_REMOVED);
1904 break; 1676 break;
1905 } 1677 }
1906 1678
1907 /* I assume combined objects have no inventory 1679 /* I assume combined objects have no inventory
1908 * We add the weight - this object could have just been removed 1680 * We add the weight - this object could have just been removed
1909 * (if it was possible to merge). calling remove_ob will subtract 1681 * (if it was possible to merge). calling remove_ob will subtract
1910 * 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
1911 * the linking below 1683 * the linking below
1912 */ 1684 */
1913 add_weight (where, op->weight * op->nrof); 1685 add_weight (this, op->weight * op->nrof);
1914 } 1686 }
1915 else 1687 else
1916 add_weight (where, (op->weight + op->carrying)); 1688 add_weight (this, (op->weight + op->carrying));
1917 1689
1918 otmp = is_player_inv (where); 1690 if (object *otmp = this->in_player ())
1919 if (otmp && otmp->contr != NULL)
1920 {
1921 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1691 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1922 fix_player (otmp); 1692 otmp->update_stats ();
1923 }
1924 1693
1694 op->owner = 0; // its his/hers now. period.
1925 op->map = NULL; 1695 op->map = 0;
1926 op->env = where; 1696 op->env = this;
1927 op->above = NULL; 1697 op->above = 0;
1928 op->below = NULL; 1698 op->below = 0;
1929 op->x = 0, op->y = 0; 1699 op->x = op->y = 0;
1930 1700
1931 /* 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 */
1932 if ((op->glow_radius != 0) && where->map) 1702 if (op->glow_radius && map)
1933 { 1703 {
1934#ifdef DEBUG_LIGHTS 1704#ifdef DEBUG_LIGHTS
1935 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);
1936#endif /* DEBUG_LIGHTS */ 1706#endif /* DEBUG_LIGHTS */
1937 if (MAP_DARKNESS (where->map)) 1707 if (map->darkness)
1938 update_all_los (where->map, where->x, where->y); 1708 update_all_los (map, x, y);
1939 } 1709 }
1940 1710
1941 /* 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.
1942 * It sure simplifies this function... 1712 * It sure simplifies this function...
1943 */ 1713 */
1944 if (where->inv == NULL) 1714 if (!inv)
1945 where->inv = op; 1715 inv = op;
1946 else 1716 else
1947 { 1717 {
1948 op->below = where->inv; 1718 op->below = inv;
1949 op->below->above = op; 1719 op->below->above = op;
1950 where->inv = op; 1720 inv = op;
1951 } 1721 }
1722
1723 INVOKE_OBJECT (INSERT, this);
1724
1952 return op; 1725 return op;
1953} 1726}
1954 1727
1955/* 1728/*
1956 * Checks if any objects has a move_type that matches objects 1729 * Checks if any objects has a move_type that matches objects
1970 * 1743 *
1971 * 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
1972 * 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
1973 * on top. 1746 * on top.
1974 */ 1747 */
1975
1976int 1748int
1977check_move_on (object *op, object *originator) 1749check_move_on (object *op, object *originator)
1978{ 1750{
1979 object * 1751 object *tmp;
1980 tmp; 1752 maptile *m = op->map;
1981 tag_t
1982 tag;
1983 mapstruct *
1984 m = op->map;
1985 int
1986 x = op->x, y = op->y; 1753 int x = op->x, y = op->y;
1987 1754
1988 MoveType 1755 MoveType move_on, move_slow, move_block;
1989 move_on,
1990 move_slow,
1991 move_block;
1992 1756
1993 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1757 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1994 return 0; 1758 return 0;
1995
1996 tag = op->count;
1997 1759
1998 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);
1999 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);
2000 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);
2001 1763
2017 1779
2018 /* The objects have to be checked from top to bottom. 1780 /* The objects have to be checked from top to bottom.
2019 * Hence, we first go to the top: 1781 * Hence, we first go to the top:
2020 */ 1782 */
2021 1783
2022 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)
2023 { 1785 {
2024 /* Trim the search when we find the first other spell effect 1786 /* Trim the search when we find the first other spell effect
2025 * 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,
2026 * we don't need to check all of them. 1788 * we don't need to check all of them.
2027 */ 1789 */
2045 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1807 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2046 ((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))
2047 { 1809 {
2048 1810
2049 float 1811 float
2050 diff = tmp->move_slow_penalty * FABS (op->speed); 1812 diff = tmp->move_slow_penalty * fabs (op->speed);
2051 1813
2052 if (op->type == PLAYER) 1814 if (op->type == PLAYER)
2053 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)) ||
2054 (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)))
2055 diff /= 4.0; 1817 diff /= 4.0;
2062 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2063 ((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))
2064 { 1826 {
2065 move_apply (tmp, op, originator); 1827 move_apply (tmp, op, originator);
2066 1828
2067 if (was_destroyed (op, tag)) 1829 if (op->destroyed ())
2068 return 1; 1830 return 1;
2069 1831
2070 /* what the person/creature stepped onto has moved the object 1832 /* what the person/creature stepped onto has moved the object
2071 * someplace new. Don't process any further - if we did, 1833 * someplace new. Don't process any further - if we did,
2072 * have a feeling strange problems would result. 1834 * have a feeling strange problems would result.
2082/* 1844/*
2083 * present_arch(arch, map, x, y) searches for any objects with 1845 * present_arch(arch, map, x, y) searches for any objects with
2084 * a matching archetype at the given map and coordinates. 1846 * a matching archetype at the given map and coordinates.
2085 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2086 */ 1848 */
2087
2088object * 1849object *
2089present_arch (const archetype *at, mapstruct *m, int x, int y) 1850present_arch (const archetype *at, maptile *m, int x, int y)
2090{ 1851{
2091 object *
2092 tmp;
2093
2094 if (m == NULL || out_of_map (m, x, y)) 1852 if (!m || out_of_map (m, x, y))
2095 { 1853 {
2096 LOG (llevError, "Present_arch called outside map.\n"); 1854 LOG (llevError, "Present_arch called outside map.\n");
2097 return NULL; 1855 return NULL;
2098 } 1856 }
2099 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)
2100 if (tmp->arch == at) 1859 if (tmp->arch == at)
2101 return tmp; 1860 return tmp;
1861
2102 return NULL; 1862 return NULL;
2103} 1863}
2104 1864
2105/* 1865/*
2106 * present(type, map, x, y) searches for any objects with 1866 * present(type, map, x, y) searches for any objects with
2107 * a matching type variable at the given map and coordinates. 1867 * a matching type variable at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
2109 */ 1869 */
2110
2111object * 1870object *
2112present (unsigned char type, mapstruct *m, int x, int y) 1871present (unsigned char type, maptile *m, int x, int y)
2113{ 1872{
2114 object *
2115 tmp;
2116
2117 if (out_of_map (m, x, y)) 1873 if (out_of_map (m, x, y))
2118 { 1874 {
2119 LOG (llevError, "Present called outside map.\n"); 1875 LOG (llevError, "Present called outside map.\n");
2120 return NULL; 1876 return NULL;
2121 } 1877 }
2122 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)
2123 if (tmp->type == type) 1880 if (tmp->type == type)
2124 return tmp; 1881 return tmp;
1882
2125 return NULL; 1883 return NULL;
2126} 1884}
2127 1885
2128/* 1886/*
2129 * present_in_ob(type, object) searches for any objects with 1887 * present_in_ob(type, object) searches for any objects with
2130 * a matching type variable in the inventory of the given object. 1888 * a matching type variable in the inventory of the given object.
2131 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2132 */ 1890 */
2133
2134object * 1891object *
2135present_in_ob (unsigned char type, const object *op) 1892present_in_ob (unsigned char type, const object *op)
2136{ 1893{
2137 object *
2138 tmp;
2139
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 if (tmp->type == type) 1895 if (tmp->type == type)
2142 return tmp; 1896 return tmp;
1897
2143 return NULL; 1898 return NULL;
2144} 1899}
2145 1900
2146/* 1901/*
2147 * present_in_ob (type, str, object) searches for any objects with 1902 * present_in_ob (type, str, object) searches for any objects with
2155 * 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
2156 * 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
2157 * 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
2158 * to be unique. 1913 * to be unique.
2159 */ 1914 */
2160
2161object * 1915object *
2162present_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)
2163{ 1917{
2164 object *
2165 tmp;
2166
2167 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1918 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2168 {
2169 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1919 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2170 return tmp; 1920 return tmp;
2171 } 1921
2172 return NULL; 1922 return 0;
2173} 1923}
2174 1924
2175/* 1925/*
2176 * present_arch_in_ob(archetype, object) searches for any objects with 1926 * present_arch_in_ob(archetype, object) searches for any objects with
2177 * a matching archetype in the inventory of the given object. 1927 * a matching archetype in the inventory of the given object.
2178 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
2179 */ 1929 */
2180
2181object * 1930object *
2182present_arch_in_ob (const archetype *at, const object *op) 1931present_arch_in_ob (const archetype *at, const object *op)
2183{ 1932{
2184 object *
2185 tmp;
2186
2187 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1933 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2188 if (tmp->arch == at) 1934 if (tmp->arch == at)
2189 return tmp; 1935 return tmp;
1936
2190 return NULL; 1937 return NULL;
2191} 1938}
2192 1939
2193/* 1940/*
2194 * activate recursively a flag on an object inventory 1941 * activate recursively a flag on an object inventory
2195 */ 1942 */
2196void 1943void
2197flag_inv (object *op, int flag) 1944flag_inv (object *op, int flag)
2198{ 1945{
2199 object *
2200 tmp;
2201
2202 if (op->inv)
2203 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2204 { 1947 {
2205 SET_FLAG (tmp, flag); 1948 SET_FLAG (tmp, flag);
2206 flag_inv (tmp, flag); 1949 flag_inv (tmp, flag);
2207 } 1950 }
2208} /* 1951}
1952
1953/*
2209 * desactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
2210 */ 1955 */
2211void 1956void
2212unflag_inv (object *op, int flag) 1957unflag_inv (object *op, int flag)
2213{ 1958{
2214 object *
2215 tmp;
2216
2217 if (op->inv)
2218 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2219 { 1960 {
2220 CLEAR_FLAG (tmp, flag); 1961 CLEAR_FLAG (tmp, flag);
2221 unflag_inv (tmp, flag); 1962 unflag_inv (tmp, flag);
2222 } 1963 }
2223}
2224
2225/*
2226 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2227 * all it's inventory (recursively).
2228 * If checksums are used, a player will get set_cheat called for
2229 * him/her-self and all object carried by a call to this function.
2230 */
2231
2232void
2233set_cheat (object *op)
2234{
2235 SET_FLAG (op, FLAG_WAS_WIZ);
2236 flag_inv (op, FLAG_WAS_WIZ);
2237} 1964}
2238 1965
2239/* 1966/*
2240 * 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
2241 * 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
2243 * to search (see the freearr_x/y[] definition). 1970 * to search (see the freearr_x/y[] definition).
2244 * It returns a random choice among the alternatives found. 1971 * It returns a random choice among the alternatives found.
2245 * 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
2246 * does all 4 immediate directions). This returns the index into the 1973 * does all 4 immediate directions). This returns the index into the
2247 * 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)
2248 * Note - this only checks to see if there is space for the head of the
2249 * object - if it is a multispace object, this should be called for all
2250 * pieces.
2251 * Note2: This function does correctly handle tiled maps, but does not 1975 * Note: This function does correctly handle tiled maps, but does not
2252 * inform the caller. However, insert_ob_in_map will update as 1976 * inform the caller. However, insert_ob_in_map will update as
2253 * 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.
2254 * 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
2255 * 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
2256 * 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
2257 * 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
2258 * customized, changed states, etc. 1982 * customized, changed states, etc.
2259 */ 1983 */
2260
2261int 1984int
2262find_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)
2263{ 1986{
2264 int
2265 i,
2266 index = 0, flag;
2267 static int
2268 altern[SIZEOFFREE]; 1987 int altern[SIZEOFFREE];
1988 int index = 0, flag;
2269 1989
2270 for (i = start; i < stop; i++) 1990 for (int i = start; i < stop; i++)
2271 { 1991 {
2272 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1992 mapxy pos (m, x, y); pos.move (i);
2273 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 {
2274 altern[index++] = i; 2008 altern [index++] = i;
2009 continue;
2010 }
2275 2011
2276 /* 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.
2277 * 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.
2278 * 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 -
2279 * 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
2280 * 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
2281 * to only the spaces immediately surrounding the target area, and 2017 * to only the spaces immediately surrounding the target area, and
2282 * won't look 2 spaces south of the target space. 2018 * won't look 2 spaces south of the target space.
2283 */ 2019 */
2284 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2020 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2021 {
2285 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;
2286 } 2036 }
2037
2287 if (!index) 2038 if (!index)
2288 return -1; 2039 return -1;
2040
2289 return altern[RANDOM () % index]; 2041 return altern [rndm (index)];
2290} 2042}
2291 2043
2292/* 2044/*
2293 * find_first_free_spot(archetype, mapstruct, x, y) works like 2045 * find_first_free_spot(archetype, maptile, x, y) works like
2294 * find_free_spot(), but it will search max number of squares. 2046 * find_free_spot(), but it will search max number of squares.
2295 * 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.
2296 * 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.
2297 */ 2049 */
2298
2299int 2050int
2300find_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)
2301{ 2052{
2302 int
2303 i;
2304
2305 for (i = 0; i < SIZEOFFREE; i++) 2053 for (int i = 0; i < SIZEOFFREE; i++)
2306 {
2307 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]))
2308 return i; 2055 return i;
2309 } 2056
2310 return -1; 2057 return -1;
2311} 2058}
2312 2059
2313/* 2060/*
2314 * The function permute(arr, begin, end) randomly reorders the array 2061 * The function permute(arr, begin, end) randomly reorders the array
2315 * arr[begin..end-1]. 2062 * arr[begin..end-1].
2063 * now uses a fisher-yates shuffle, old permute was broken
2316 */ 2064 */
2317static void 2065static void
2318permute (int *arr, int begin, int end) 2066permute (int *arr, int begin, int end)
2319{ 2067{
2320 int 2068 arr += begin;
2321 i,
2322 j,
2323 tmp,
2324 len;
2325
2326 len = end - begin; 2069 end -= begin;
2327 for (i = begin; i < end; i++)
2328 {
2329 j = begin + RANDOM () % len;
2330 2070
2331 tmp = arr[i]; 2071 while (--end)
2332 arr[i] = arr[j]; 2072 swap (arr [end], arr [rndm (end + 1)]);
2333 arr[j] = tmp;
2334 }
2335} 2073}
2336 2074
2337/* new function to make monster searching more efficient, and effective! 2075/* new function to make monster searching more efficient, and effective!
2338 * This basically returns a randomized array (in the passed pointer) of 2076 * This basically returns a randomized array (in the passed pointer) of
2339 * 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
2342 * 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.
2343 */ 2081 */
2344void 2082void
2345get_search_arr (int *search_arr) 2083get_search_arr (int *search_arr)
2346{ 2084{
2347 int 2085 int i;
2348 i;
2349 2086
2350 for (i = 0; i < SIZEOFFREE; i++) 2087 for (i = 0; i < SIZEOFFREE; i++)
2351 {
2352 search_arr[i] = i; 2088 search_arr[i] = i;
2353 }
2354 2089
2355 permute (search_arr, 1, SIZEOFFREE1 + 1); 2090 permute (search_arr, 1, SIZEOFFREE1 + 1);
2356 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2091 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2357 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2092 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2358} 2093}
2367 * Perhaps incorrectly, but I'm making the assumption that exclude 2102 * Perhaps incorrectly, but I'm making the assumption that exclude
2368 * 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
2369 * 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
2370 * there is capable of. 2105 * there is capable of.
2371 */ 2106 */
2372
2373int 2107int
2374find_dir (mapstruct *m, int x, int y, object *exclude) 2108find_dir (maptile *m, int x, int y, object *exclude)
2375{ 2109{
2376 int
2377 i,
2378 max = SIZEOFFREE, mflags; 2110 int i, max = SIZEOFFREE, mflags;
2379 2111
2380 sint16 nx, ny; 2112 sint16 nx, ny;
2381 object * 2113 object *tmp;
2382 tmp; 2114 maptile *mp;
2383 mapstruct *
2384 mp;
2385 2115
2386 MoveType blocked, move_type; 2116 MoveType blocked, move_type;
2387 2117
2388 if (exclude && exclude->head) 2118 if (exclude && exclude->head_ () != exclude)
2389 { 2119 {
2390 exclude = exclude->head; 2120 exclude = exclude->head;
2391 move_type = exclude->move_type; 2121 move_type = exclude->move_type;
2392 } 2122 }
2393 else 2123 else
2401 mp = m; 2131 mp = m;
2402 nx = x + freearr_x[i]; 2132 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2133 ny = y + freearr_y[i];
2404 2134
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2135 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2136
2406 if (mflags & P_OUT_OF_MAP) 2137 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2138 max = maxfree[i];
2409 }
2410 else 2139 else
2411 { 2140 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2141 mapspace &ms = mp->at (nx, ny);
2142
2143 blocked = ms.move_block;
2413 2144
2414 if ((move_type & blocked) == move_type) 2145 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2146 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2147 else if (mflags & P_IS_ALIVE)
2419 { 2148 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2149 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2150 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2422 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)))
2423 {
2424 break; 2152 break;
2425 } 2153
2426 }
2427 if (tmp) 2154 if (tmp)
2428 {
2429 return freedir[i]; 2155 return freedir[i];
2430 }
2431 } 2156 }
2432 } 2157 }
2433 } 2158 }
2159
2434 return 0; 2160 return 0;
2435} 2161}
2436 2162
2437/* 2163/*
2438 * distance(object 1, object 2) will return the square of the 2164 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2165 * distance between the two given objects.
2440 */ 2166 */
2441
2442int 2167int
2443distance (const object *ob1, const object *ob2) 2168distance (const object *ob1, const object *ob2)
2444{ 2169{
2445 int
2446 i;
2447
2448 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);
2449 return i;
2450} 2171}
2451 2172
2452/* 2173/*
2453 * 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
2454 * 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
2455 * object, needs to travel toward it. 2176 * object, needs to travel toward it.
2456 */ 2177 */
2457
2458int 2178int
2459find_dir_2 (int x, int y) 2179find_dir_2 (int x, int y)
2460{ 2180{
2461 int 2181 int q;
2462 q;
2463 2182
2464 if (y) 2183 if (y)
2465 q = x * 100 / y; 2184 q = x * 100 / y;
2466 else if (x) 2185 else if (x)
2467 q = -300 * x; 2186 q = -300 * x;
2492 2211
2493 return 3; 2212 return 3;
2494} 2213}
2495 2214
2496/* 2215/*
2497 * absdir(int): Returns a number between 1 and 8, which represent
2498 * the "absolute" direction of a number (it actually takes care of
2499 * "overflow" in previous calculations of a direction).
2500 */
2501
2502int
2503absdir (int d)
2504{
2505 while (d < 1)
2506 d += 8;
2507 while (d > 8)
2508 d -= 8;
2509 return d;
2510}
2511
2512/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2216 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514 * between two directions (which are expected to be absolute (see absdir()) 2217 * between two directions (which are expected to be absolute (see absdir())
2515 */ 2218 */
2516
2517int 2219int
2518dirdiff (int dir1, int dir2) 2220dirdiff (int dir1, int dir2)
2519{ 2221{
2520 int 2222 int d;
2521 d;
2522 2223
2523 d = abs (dir1 - dir2); 2224 d = abs (dir1 - dir2);
2524 if (d > 4) 2225 if (d > 4)
2525 d = 8 - d; 2226 d = 8 - d;
2227
2526 return d; 2228 return d;
2527} 2229}
2528 2230
2529/* peterm: 2231/* peterm:
2530 * 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.
2533 * 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
2534 * 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.
2535 * 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
2536 * functions. 2238 * functions.
2537 */ 2239 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2240int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2241 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2242 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2243 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2244 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2245 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2293 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2294 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2295 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2296 * Modified to be map tile aware -.MSW
2597 */ 2297 */
2598
2599
2600int 2298int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2299can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2300{
2603 sint16 dx, dy; 2301 sint16 dx, dy;
2604 int
2605 mflags; 2302 int mflags;
2606 2303
2607 if (dir < 0) 2304 if (dir < 0)
2608 return 0; /* exit condition: invalid direction */ 2305 return 0; /* exit condition: invalid direction */
2609 2306
2610 dx = x + freearr_x[dir]; 2307 dx = x + freearr_x[dir];
2623 return 0; 2320 return 0;
2624 2321
2625 /* yes, can see. */ 2322 /* yes, can see. */
2626 if (dir < 9) 2323 if (dir < 9)
2627 return 1; 2324 return 1;
2325
2628 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2326 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2629 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]);
2630} 2329}
2631
2632
2633 2330
2634/* 2331/*
2635 * 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
2636 * picked up by the picker. Returnes 1 if it can be 2333 * picked up by the picker. Returnes 1 if it can be
2637 * picked up, otherwise 0. 2334 * picked up, otherwise 0.
2639 * 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
2640 * core dumps if they do. 2337 * core dumps if they do.
2641 * 2338 *
2642 * 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)
2643 */ 2340 */
2644
2645int 2341int
2646can_pick (const object *who, const object *item) 2342can_pick (const object *who, const object *item)
2647{ 2343{
2648 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2344 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2649 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2345 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2650 !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));
2651} 2347}
2652 2348
2653
2654/* 2349/*
2655 * create clone from object to another 2350 * create clone from object to another
2656 */ 2351 */
2657object * 2352object *
2658object_create_clone (object *asrc) 2353object_create_clone (object *asrc)
2659{ 2354{
2660 object *
2661 dst = NULL, *tmp, *src, *part, *prev, *item; 2355 object *dst = 0, *tmp, *src, *prev, *item;
2662 2356
2663 if (!asrc) 2357 if (!asrc)
2664 return NULL; 2358 return 0;
2665 src = asrc; 2359
2666 if (src->head)
2667 src = src->head; 2360 src = asrc->head_ ();
2668 2361
2669 prev = NULL; 2362 prev = 0;
2670 for (part = src; part; part = part->more) 2363 for (object *part = src; part; part = part->more)
2671 { 2364 {
2672 tmp = get_object (); 2365 tmp = part->clone ();
2673 copy_object (part, tmp);
2674 tmp->x -= src->x; 2366 tmp->x -= src->x;
2675 tmp->y -= src->y; 2367 tmp->y -= src->y;
2368
2676 if (!part->head) 2369 if (!part->head)
2677 { 2370 {
2678 dst = tmp; 2371 dst = tmp;
2679 tmp->head = NULL; 2372 tmp->head = 0;
2680 } 2373 }
2681 else 2374 else
2682 {
2683 tmp->head = dst; 2375 tmp->head = dst;
2684 } 2376
2685 tmp->more = NULL; 2377 tmp->more = 0;
2378
2686 if (prev) 2379 if (prev)
2687 prev->more = tmp; 2380 prev->more = tmp;
2381
2688 prev = tmp; 2382 prev = tmp;
2689 } 2383 }
2690 2384
2691 /*** copy inventory ***/
2692 for (item = src->inv; item; item = item->below) 2385 for (item = src->inv; item; item = item->below)
2693 {
2694 (void) insert_ob_in_ob (object_create_clone (item), dst); 2386 insert_ob_in_ob (object_create_clone (item), dst);
2695 }
2696 2387
2697 return dst; 2388 return dst;
2698}
2699
2700/* return true if the object was destroyed, 0 otherwise */
2701int
2702was_destroyed (const object *op, tag_t old_tag)
2703{
2704 /* checking for FLAG_FREED isn't necessary, but makes this function more
2705 * robust */
2706 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2707}
2708
2709/* GROS - Creates an object using a string representing its content. */
2710
2711/* Basically, we save the content of the string to a temp file, then call */
2712
2713/* load_object on it. I admit it is a highly inefficient way to make things, */
2714
2715/* but it was simple to make and allows reusing the load_object function. */
2716
2717/* Remember not to use load_object_str in a time-critical situation. */
2718
2719/* Also remember that multiparts objects are not supported for now. */
2720
2721object *
2722load_object_str (const char *obstr)
2723{
2724 object *
2725 op;
2726 char
2727 filename[MAX_BUF];
2728
2729 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2730
2731 FILE *
2732 tempfile = fopen (filename, "w");
2733
2734 if (tempfile == NULL)
2735 {
2736 LOG (llevError, "Error - Unable to access load object temp file\n");
2737 return NULL;
2738 }
2739
2740 fprintf (tempfile, obstr);
2741 fclose (tempfile);
2742
2743 op = get_object ();
2744
2745 object_thawer thawer (filename);
2746
2747 if (thawer)
2748 load_object (thawer, op, 0);
2749
2750 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2751 CLEAR_FLAG (op, FLAG_REMOVED);
2752
2753 return op;
2754} 2389}
2755 2390
2756/* This returns the first object in who's inventory that 2391/* This returns the first object in who's inventory that
2757 * has the same type and subtype match. 2392 * has the same type and subtype match.
2758 * returns NULL if no match. 2393 * returns NULL if no match.
2759 */ 2394 */
2760object * 2395object *
2761find_obj_by_type_subtype (const object *who, int type, int subtype) 2396find_obj_by_type_subtype (const object *who, int type, int subtype)
2762{ 2397{
2763 object *
2764 tmp;
2765
2766 for (tmp = who->inv; tmp; tmp = tmp->below) 2398 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2767 if (tmp->type == type && tmp->subtype == subtype) 2399 if (tmp->type == type && tmp->subtype == subtype)
2768 return tmp; 2400 return tmp;
2769 2401
2770 return NULL; 2402 return 0;
2771} 2403}
2772 2404
2773/* 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,
2774 * otherwise return NULL. 2406 * otherwise return NULL.
2775 * 2407 *
2777 * do the desired thing. 2409 * do the desired thing.
2778 */ 2410 */
2779key_value * 2411key_value *
2780get_ob_key_link (const object *ob, const char *key) 2412get_ob_key_link (const object *ob, const char *key)
2781{ 2413{
2782 key_value *
2783 link;
2784
2785 for (link = ob->key_values; link != NULL; link = link->next) 2414 for (key_value *link = ob->key_values; link; link = link->next)
2786 {
2787 if (link->key == key) 2415 if (link->key == key)
2788 {
2789 return link; 2416 return link;
2790 }
2791 }
2792 2417
2793 return NULL; 2418 return 0;
2794} 2419}
2795 2420
2796/* 2421/*
2797 * 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.
2798 * 2423 *
2823 if (link->key == canonical_key) 2448 if (link->key == canonical_key)
2824 return link->value; 2449 return link->value;
2825 2450
2826 return 0; 2451 return 0;
2827} 2452}
2828
2829 2453
2830/* 2454/*
2831 * Updates the canonical_key in op to value. 2455 * Updates the canonical_key in op to value.
2832 * 2456 *
2833 * 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).
2838 * Returns TRUE on success. 2462 * Returns TRUE on success.
2839 */ 2463 */
2840int 2464int
2841set_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)
2842{ 2466{
2843 key_value *
2844 field = NULL, *last = NULL; 2467 key_value *field = NULL, *last = NULL;
2845 2468
2846 for (field = op->key_values; field != NULL; field = field->next) 2469 for (field = op->key_values; field != NULL; field = field->next)
2847 { 2470 {
2848 if (field->key != canonical_key) 2471 if (field->key != canonical_key)
2849 { 2472 {
2858 /* Basically, if the archetype has this key set, 2481 /* Basically, if the archetype has this key set,
2859 * we need to store the null value so when we save 2482 * we need to store the null value so when we save
2860 * it, we save the empty value so that when we load, 2483 * it, we save the empty value so that when we load,
2861 * we get this value back again. 2484 * we get this value back again.
2862 */ 2485 */
2863 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2486 if (get_ob_key_link (op->arch, canonical_key))
2864 field->value = 0; 2487 field->value = 0;
2865 else 2488 else
2866 { 2489 {
2867 if (last) 2490 if (last)
2868 last->next = field->next; 2491 last->next = field->next;
2877 /* IF we get here, key doesn't exist */ 2500 /* IF we get here, key doesn't exist */
2878 2501
2879 /* No field, we'll have to add it. */ 2502 /* No field, we'll have to add it. */
2880 2503
2881 if (!add_key) 2504 if (!add_key)
2882 {
2883 return FALSE; 2505 return FALSE;
2884 } 2506
2885 /* There isn't any good reason to store a null 2507 /* There isn't any good reason to store a null
2886 * value in the key/value list. If the archetype has 2508 * value in the key/value list. If the archetype has
2887 * this key, then we should also have it, so shouldn't 2509 * this key, then we should also have it, so shouldn't
2888 * be here. If user wants to store empty strings, 2510 * be here. If user wants to store empty strings,
2889 * should pass in "" 2511 * should pass in ""
2938 } 2560 }
2939 else 2561 else
2940 item = item->env; 2562 item = item->env;
2941} 2563}
2942 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
2943// return a suitable string describing an objetc in enough detail to find it 2593// return a suitable string describing an object in enough detail to find it
2944const char * 2594const char *
2945object::debug_desc (char *info) const 2595object::debug_desc (char *info) const
2946{ 2596{
2597 char flagdesc[512];
2947 char info2[256 * 3]; 2598 char info2[256 * 4];
2948 char *p = info; 2599 char *p = info;
2949 2600
2950 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2601 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2951 count, 2602 count,
2603 uuid.c_str (),
2952 &name, 2604 &name,
2953 title ? " " : "", 2605 title ? "\",title:\"" : "",
2954 title ? (const char *)title : ""); 2606 title ? (const char *)title : "",
2607 flag_desc (flagdesc, 512), type);
2955 2608
2956 if (env) 2609 if (!this->flag[FLAG_REMOVED] && env)
2957 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2958 2611
2959 if (map) 2612 if (map)
2960 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2961 2614
2962 return info; 2615 return info;
2963} 2616}
2964 2617
2965const char * 2618const char *
2966object::debug_desc () const 2619object::debug_desc () const
2967{ 2620{
2968 static char info[256 * 3]; 2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2969 return debug_desc (info); 2624 return debug_desc (info [++info_idx % 3]);
2970} 2625}
2971 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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