ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.27 by root, Mon Sep 11 12:08:45 2006 UTC vs.
Revision 1.172 by root, Wed Aug 1 20:44:11 2007 UTC

1
2/* 1/*
3 * static char *rcsid_object_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: object.C,v 1.27 2006/09/11 12:08:45 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
32 variable. */ 26 variable. */
33#include <global.h> 27#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 28#include <stdio.h>
36# include <sys/types.h> 29#include <sys/types.h>
37# include <sys/uio.h> 30#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 31#include <object.h>
40#include <funcpoint.h> 32#include <funcpoint.h>
41#include <skills.h> 33#include <sproto.h>
42#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
43int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
44 41
45object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
46object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
47 44
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 47};
51short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
57int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 57};
61 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 137static int
64compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
65{ 139{
66 key_value *wants_field; 140 key_value *wants_field;
69 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
71 */ 145 */
72 146
73 /* For each field in wants, */ 147 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
75 { 149 {
76 key_value *has_field; 150 key_value *has_field;
77 151
78 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
113 * 187 *
114 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
117 * 191 *
118 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
119 * 193 *
120 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
121 * check weight 195 * check weight
122 */ 196 */
123
124bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
125{ 198{
126 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
128 return 0; 205 return 0;
129 206
130 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
131 return 0;
132
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof). 210 * used to store nrof).
136 */ 211 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 223
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 226
152 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
168 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
183 return 0; 252 return 0;
184 253
185 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory. 255 * check all objects in the inventory.
187 */ 256 */
190 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0; 261 return 0;
193 262
194 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
196 return 0; 265 return 0;
197 266
198 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 268 * if it is valid.
200 */ 269 */
209 278
210 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
212 * check? 281 * check?
213 */ 282 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 284 return 0;
216 285
217 switch (ob1->type) 286 switch (ob1->type)
218 { 287 {
219 case SCROLL: 288 case SCROLL:
220 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
221 return 0; 290 return 0;
222 break; 291 break;
223 } 292 }
224 293
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 { 295 {
227 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
230 return 0; 299 return 0;
231 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
232 return 0; 301 return 0;
233 } 302 }
234 303
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
237 { 305 {
238 ob1->optimise (); 306 ob1->optimise ();
239 ob2->optimise (); 307 ob2->optimise ();
240 308
241 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
242 return 0; 311 return 0;
243 } 312 }
244 313
245 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
246 return 1; 315 return 1;
247} 316}
249/* 318/*
250 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
253 */ 322 */
254signed long 323long
255sum_weight (object *op) 324sum_weight (object *op)
256{ 325{
257 signed long sum; 326 long sum;
258 object *inv; 327 object *inv;
259 328
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
261 { 330 {
262 if (inv->inv) 331 if (inv->inv)
263 sum_weight (inv); 332 sum_weight (inv);
333
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 335 }
336
266 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
268 if (op->carrying != sum) 340 if (op->carrying != sum)
269 op->carrying = sum; 341 op->carrying = sum;
342
270 return sum; 343 return sum;
271} 344}
272 345
273/** 346/**
274 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
281 op = op->env; 354 op = op->env;
282 return op; 355 return op;
283} 356}
284 357
285/* 358/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 360 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
304 */ 362 */
305 363char *
306void
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 {
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354}
355
356/*
357 * Dumps an object. Returns output in the static global errmsg array.
358 */
359
360void
361dump_object (object *op) 364dump_object (object *op)
362{ 365{
363 if (op == NULL) 366 if (!op)
364 { 367 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 368
372void 369 object_freezer freezer;
373dump_all_objects (void) 370 op->write (freezer);
374{ 371 return freezer.as_string ();
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382} 372}
383 373
384/* 374/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
402} 392}
403 393
404/* 394/*
405 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
406 */ 396 */
407
408object * 397object *
409find_object (tag_t i) 398find_object (tag_t i)
410{ 399{
411 object *op; 400 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 401 if (op->count == i)
415 break;
416 return op; 402 return op;
403
404 return 0;
417} 405}
418 406
419/* 407/*
420 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
423 */ 411 */
424
425object * 412object *
426find_object_name (const char *str) 413find_object_name (const char *str)
427{ 414{
428 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
429 object *op; 416 object *op;
430 417
431 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
432 if (&op->name == name) 419 if (op->name == str_)
433 break; 420 break;
434 421
435 return op; 422 return op;
436} 423}
437 424
440{ 427{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 429}
443 430
444/* 431/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480}
481
482/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 433 * skill and experience objects.
485 */ 434 */
486void 435void
487set_owner (object *op, object *owner) 436object::set_owner (object *owner)
488{ 437{
489 if (owner == NULL || op == NULL) 438 if (!owner)
490 return; 439 return;
491 440
492 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 443 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 445 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 446 * didn't match, this check is valid and I believe that cause is valid.
498 */ 447 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 448 while (owner->owner)
500 owner = owner->owner; 449 owner = owner->owner;
501 450
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner; 451 this->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512} 452}
513 453
514/* Set the owner to clone's current owner and set the skill and experience 454int
515 * objects to clone's objects (typically those objects that where the owner's 455object::slottype () const
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{ 456{
527 object *owner = get_owner (clone); 457 if (type == SKILL)
528
529 if (owner == NULL)
530 {
531 /* players don't have owners - they own themselves. Update
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return;
538 } 458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
539 470
540 set_owner (op, owner); 471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
541} 518}
542 519
543/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 521 * refcounts and freeing the links.
545 */ 522 */
546static void 523static void
547free_key_values (object *op) 524free_key_values (object *op)
548{ 525{
549 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
550 { 527 {
551 key_value *next = i->next; 528 key_value *next = i->next;
552 delete i; 529 delete i;
553 530
554 i = next; 531 i = next;
555 } 532 }
556 533
557 op->key_values = 0; 534 op->key_values = 0;
558} 535}
559 536
560void object::clear () 537object &
538object::operator =(const object &src)
561{ 539{
562 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
563 542
564 free_key_values (this); 543 *(object_copy *)this = src;
565 544
566 clear_owner (this); 545 flag [FLAG_FREED] = is_freed;
567 546 flag [FLAG_REMOVED] = is_removed;
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object,
627 * and then copies the contends of the first object into the second
628 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630 * if the first object is freed, the pointers in the new object
631 * will point at garbage.
632 */
633
634void
635copy_object (object *op2, object *op)
636{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
639
640 op2->clone (op);
641
642 if (is_freed)
643 SET_FLAG (op, FLAG_FREED);
644 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED);
646
647 if (op2->speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
649 547
650 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
651 if (op2->key_values) 549 if (src.key_values)
652 { 550 {
653 key_value *tail = 0; 551 key_value *tail = 0;
654 key_value *i;
655
656 op->key_values = 0; 552 key_values = 0;
657 553
658 for (i = op2->key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
659 { 555 {
660 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
661 557
662 new_link->next = 0; 558 new_link->next = 0;
663 new_link->key = i->key; 559 new_link->key = i->key;
664 new_link->value = i->value; 560 new_link->value = i->value;
665 561
666 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
667 if (!op->key_values) 563 if (!key_values)
668 { 564 {
669 op->key_values = new_link; 565 key_values = new_link;
670 tail = new_link; 566 tail = new_link;
671 } 567 }
672 else 568 else
673 { 569 {
674 tail->next = new_link; 570 tail->next = new_link;
675 tail = new_link; 571 tail = new_link;
676 } 572 }
677 } 573 }
678 } 574 }
575}
679 576
680 update_ob_speed (op); 577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
613}
614
615object *
616object::clone ()
617{
618 object *neu = create ();
619 copy_to (neu);
620 return neu;
681} 621}
682 622
683/* 623/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 624 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * to the closest player being on the other side, this function can 625 * to the closest player being on the other side, this function can
686 * be called to update the face variable, _and_ how it looks on the map. 626 * be called to update the face variable, _and_ how it looks on the map.
687 */ 627 */
688
689void 628void
690update_turn_face (object *op) 629update_turn_face (object *op)
691{ 630{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 632 return;
633
694 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
696} 636}
697 637
698/* 638/*
699 * Updates the speed of an object. If the speed changes from 0 to another 639 * Updates the speed of an object. If the speed changes from 0 to another
700 * value, or vice versa, then add/remove the object from the active list. 640 * value, or vice versa, then add/remove the object from the active list.
701 * This function needs to be called whenever the speed of an object changes. 641 * This function needs to be called whenever the speed of an object changes.
702 */ 642 */
703
704void 643void
705update_ob_speed (object *op) 644object::set_speed (float speed)
706{ 645{
707 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
708
709 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated.
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 { 647 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 649 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 650 }
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731 651
732 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
733 * of the list. */ 653
734 op->active_next = active_objects; 654 if (has_active_speed ())
735 if (op->active_next != NULL) 655 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 656 else
740 { 657 deactivate ();
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760} 658}
761 659
762/* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770void
771remove_from_active_list (object *op)
772{
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791}
792
793/* 660/*
794 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 663 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 664 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 665 * If the object being updated is beneath a player, the look-window
799 * of that player is updated (this might be a suboptimal way of 666 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
801 * 668 *
802 * action is a hint of what the caller believes need to be done. 669 * action is a hint of what the caller believes need to be done.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 670 * current action are:
808 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 673 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811 * as that is easier than trying to look at what may have changed. 674 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
813 */ 676 */
814
815void 677void
816update_object (object *op, int action) 678update_object (object *op, int action)
817{ 679{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow;
820
821 if (op == NULL) 680 if (op == NULL)
822 { 681 {
823 /* this should never happen */ 682 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 684 return;
826 } 685 }
827 686
828 if (op->env != NULL) 687 if (op->env)
829 { 688 {
830 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
831 * to do in this case. 690 * to do in this case.
832 */ 691 */
833 return; 692 return;
838 */ 697 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 699 return;
841 700
842 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 703 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 705#ifdef MANY_CORES
847 abort (); 706 abort ();
848#endif 707#endif
849 return; 708 return;
850 } 709 }
851 710
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 711 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
859 if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
860 { 716 {
717 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on) 724 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 725 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 726 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 728 * to have move_allow right now.
884 */ 729 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 732 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 733 }
891 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 736 * that is being removed.
894 */ 737 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 update_now = 1; 739 m.flags_ = 0;
897 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
898 /* Nothing to do for that case */; 741 /* Nothing to do for that case */ ;
899 else 742 else
900 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
901 744
902 if (update_now)
903 {
904 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
905 update_position (op->map, op->x, op->y);
906 }
907
908 if (op->more != NULL) 745 if (op->more)
909 update_object (op->more, action); 746 update_object (op->more, action);
910}
911
912static unordered_vector<object *> mortals;
913static std::vector<object *> freed;
914
915void object::free_mortals ()
916{
917 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
918 if (!(*i)->refcount)
919 {
920 freed.push_back (*i);
921 mortals.erase (i);
922 }
923 else
924 ++i;
925} 747}
926 748
927object::object () 749object::object ()
928{ 750{
929 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
930 752
931 expmul = 1.0; 753 expmul = 1.0;
932 face = blank_face; 754 face = blank_face;
933 attacked_by_count = -1;
934} 755}
935 756
936object::~object () 757object::~object ()
937{ 758{
759 unlink ();
760
938 free_key_values (this); 761 free_key_values (this);
939} 762}
940 763
764static int object_count;
765
941void object::link () 766void object::link ()
942{ 767{
768 assert (!index);//D
769 uuid = gen_uuid ();
943 count = ++ob_count; 770 count = ++object_count;
944 771
945 prev = 0; 772 refcnt_inc ();
946 next = objects; 773 objects.insert (this);
947
948 if (objects)
949 objects->prev = this;
950
951 objects = this;
952} 774}
953 775
954void object::unlink () 776void object::unlink ()
955{ 777{
956 count = 0;
957
958 /* Remove this object from the list of used objects */
959 if (prev)
960 {
961 prev->next = next;
962 prev = 0;
963 }
964
965 if (next) 778 if (!index)
966 { 779 return;
967 next->prev = prev; 780
968 next = 0; 781 objects.erase (this);
782 refcnt_dec ();
783}
784
785void
786object::activate ()
787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794}
795
796void
797object::activate_recursive ()
798{
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803}
804
805/* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813void
814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
969 } 836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840}
970 841
971 if (this == objects) 842/*
972 objects = next; 843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846void
847object::destroy_inv (bool drop_to_ground)
848{
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
866 {
867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy ();
871 }
872 }
873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
973} 890}
974 891
975object *object::create () 892object *object::create ()
976{ 893{
977 object *op;
978
979 if (freed.empty ())
980 op = new object; 894 object *op = new object;
981 else
982 {
983 // highly annoying, but the only way to get it stable right now
984 op = freed.back (); freed.pop_back ();
985 op->~object ();
986 new ((void *)op) object;
987 }
988
989 op->link (); 895 op->link ();
990 return op; 896 return op;
991} 897}
992 898
993/* 899void
994 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
995 * it from the list of used objects, and puts it on the list of
996 * free objects. The IS_FREED() flag is set in the object.
997 * The object must have been removed by remove_ob() first for
998 * this function to succeed.
999 *
1000 * If free_inventory is set, free inventory as well. Else drop items in
1001 * inventory to the ground.
1002 */
1003void object::free (bool free_inventory)
1004{ 901{
1005 if (!QUERY_FLAG (this, FLAG_REMOVED)) 902 attachable::do_destroy ();
1006 {
1007 LOG (llevDebug, "Free object called with non removed object\n");
1008 dump_object (this);
1009#ifdef MANY_CORES
1010 abort ();
1011#endif
1012 }
1013 903
1014 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 904 if (flag [FLAG_IS_LINKED])
1015 { 905 remove_button_link (this);
1016 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 906
907 if (flag [FLAG_FRIENDLY])
1017 remove_friendly_object (this); 908 remove_friendly_object (this);
1018 }
1019 909
1020 if (QUERY_FLAG (this, FLAG_FREED)) 910 if (!flag [FLAG_REMOVED])
911 remove ();
912
913 destroy_inv (true);
914
915 deactivate ();
916 unlink ();
917
918 flag [FLAG_FREED] = 1;
919
920 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
1021 { 925 {
1022 dump_object (this); 926 freed_map = new maptile;
1023 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 927
1024 return; 928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
1025 } 934 }
935
936 map = freed_map;
937 x = 1;
938 y = 1;
939 }
1026 940
1027 if (more) 941 if (more)
1028 { 942 {
1029 more->free (free_inventory); 943 more->destroy ();
1030 more = 0; 944 more = 0;
1031 } 945 }
1032 946
1033 if (inv)
1034 {
1035 /* Only if the space blocks everything do we not process -
1036 * if some form of movement is allowed, let objects
1037 * drop on that space.
1038 */
1039 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1040 {
1041 object *
1042 op = inv;
1043
1044 while (op)
1045 {
1046 object *
1047 tmp = op->below;
1048
1049 remove_ob (op);
1050 op->free (free_inventory);
1051 op = tmp;
1052 }
1053 }
1054 else
1055 { /* Put objects in inventory onto this space */
1056 object *
1057 op = inv;
1058
1059 while (op)
1060 {
1061 object *
1062 tmp = op->below;
1063
1064 remove_ob (op);
1065
1066 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1067 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1068 free_object (op);
1069 else
1070 {
1071 op->x = x;
1072 op->y = y;
1073 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1074 }
1075
1076 op = tmp;
1077 }
1078 }
1079 }
1080
1081 clear_owner (this);
1082
1083 /* Remove object from the active list */
1084 speed = 0; 947 head = 0;
1085 update_ob_speed (this);
1086 948
1087 unlink (); 949 // clear those pointers that likely might cause circular references
950 owner = 0;
951 enemy = 0;
952 attacked_by = 0;
953 current_weapon = 0;
954}
1088 955
1089 SET_FLAG (this, FLAG_FREED); 956void
957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
960 return;
1090 961
1091 mortals.push_back (this); 962 if (destroy_inventory)
963 destroy_inv (false);
964
965 if (sound_destroy)
966 play_sound (sound_destroy);
967 else if (flag [FLAG_MONSTER])
968 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
969
970 attachable::destroy ();
1092} 971}
1093 972
1094/* 973/*
1095 * sub_weight() recursively (outwards) subtracts a number from the 974 * sub_weight() recursively (outwards) subtracts a number from the
1096 * weight of an object (and what is carried by it's environment(s)). 975 * weight of an object (and what is carried by it's environment(s)).
1097 */ 976 */
1098
1099void 977void
1100sub_weight (object *op, signed long weight) 978sub_weight (object *op, signed long weight)
1101{ 979{
1102 while (op != NULL) 980 while (op != NULL)
1103 { 981 {
1104 if (op->type == CONTAINER) 982 if (op->type == CONTAINER)
1105 {
1106 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 983 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1107 } 984
1108 op->carrying -= weight; 985 op->carrying -= weight;
1109 op = op->env; 986 op = op->env;
1110 } 987 }
1111} 988}
1112 989
1113/* remove_ob(op): 990/* op->remove ():
1114 * This function removes the object op from the linked list of objects 991 * This function removes the object op from the linked list of objects
1115 * which it is currently tied to. When this function is done, the 992 * which it is currently tied to. When this function is done, the
1116 * object will have no environment. If the object previously had an 993 * object will have no environment. If the object previously had an
1117 * environment, the x and y coordinates will be updated to 994 * environment, the x and y coordinates will be updated to
1118 * the previous environment. 995 * the previous environment.
1119 * Beware: This function is called from the editor as well!
1120 */ 996 */
1121
1122void 997void
1123remove_ob (object *op) 998object::do_remove ()
1124{ 999{
1125 object *tmp, *last = NULL; 1000 object *tmp, *last = 0;
1126 object *otmp; 1001 object *otmp;
1127 1002
1128 tag_t tag;
1129 int check_walk_off;
1130 mapstruct *m;
1131
1132 sint16 x, y;
1133
1134 if (QUERY_FLAG (op, FLAG_REMOVED)) 1003 if (QUERY_FLAG (this, FLAG_REMOVED))
1135 { 1004 return;
1136 dump_object (op);
1137 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1138 1005
1139 /* Changed it to always dump core in this case. As has been learned
1140 * in the past, trying to recover from errors almost always
1141 * make things worse, and this is a real error here - something
1142 * that should not happen.
1143 * Yes, if this was a mission critical app, trying to do something
1144 * to recover may make sense, but that is because failure of the app
1145 * may have other disastrous problems. Cf runs out of a script
1146 * so is easily enough restarted without any real problems.
1147 * MSW 2001-07-01
1148 */
1149 abort ();
1150 }
1151
1152 if (op->more != NULL)
1153 remove_ob (op->more);
1154
1155 SET_FLAG (op, FLAG_REMOVED); 1006 SET_FLAG (this, FLAG_REMOVED);
1007 INVOKE_OBJECT (REMOVE, this);
1008
1009 if (more)
1010 more->remove ();
1156 1011
1157 /* 1012 /*
1158 * In this case, the object to be removed is in someones 1013 * In this case, the object to be removed is in someones
1159 * inventory. 1014 * inventory.
1160 */ 1015 */
1161 if (op->env != NULL) 1016 if (env)
1162 { 1017 {
1163 if (op->nrof) 1018 if (nrof)
1164 sub_weight (op->env, op->weight * op->nrof); 1019 sub_weight (env, weight * nrof);
1165 else 1020 else
1166 sub_weight (op->env, op->weight + op->carrying); 1021 sub_weight (env, weight + carrying);
1167 1022
1168 /* NO_FIX_PLAYER is set when a great many changes are being 1023 /* NO_FIX_PLAYER is set when a great many changes are being
1169 * made to players inventory. If set, avoiding the call 1024 * made to players inventory. If set, avoiding the call
1170 * to save cpu time. 1025 * to save cpu time.
1171 */ 1026 */
1172 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1027 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1173 fix_player (otmp); 1028 otmp->update_stats ();
1174 1029
1175 if (op->above != NULL) 1030 if (above)
1176 op->above->below = op->below; 1031 above->below = below;
1177 else 1032 else
1178 op->env->inv = op->below; 1033 env->inv = below;
1179 1034
1180 if (op->below != NULL) 1035 if (below)
1181 op->below->above = op->above; 1036 below->above = above;
1182 1037
1183 /* we set up values so that it could be inserted into 1038 /* we set up values so that it could be inserted into
1184 * the map, but we don't actually do that - it is up 1039 * the map, but we don't actually do that - it is up
1185 * to the caller to decide what we want to do. 1040 * to the caller to decide what we want to do.
1186 */ 1041 */
1187 op->x = op->env->x, op->y = op->env->y; 1042 x = env->x, y = env->y;
1188 op->map = op->env->map; 1043 map = env->map;
1189 op->above = NULL, op->below = NULL; 1044 above = 0, below = 0;
1190 op->env = NULL; 1045 env = 0;
1191 return;
1192 }
1193
1194 /* If we get here, we are removing it from a map */
1195 if (op->map == NULL)
1196 return;
1197
1198 x = op->x;
1199 y = op->y;
1200 m = get_map_from_coord (op->map, &x, &y);
1201
1202 if (!m)
1203 { 1046 }
1204 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1047 else if (map)
1205 op->map->path, op->x, op->y);
1206 /* in old days, we used to set x and y to 0 and continue.
1207 * it seems if we get into this case, something is probablye
1208 * screwed up and should be fixed.
1209 */
1210 abort ();
1211 } 1048 {
1212 if (op->map != m) 1049 if (type == PLAYER)
1213 {
1214 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1215 op->map->path, m->path, op->x, op->y, x, y);
1216 }
1217
1218 /* Re did the following section of code - it looks like it had
1219 * lots of logic for things we no longer care about
1220 */
1221
1222 /* link the object above us */
1223 if (op->above)
1224 op->above->below = op->below;
1225 else
1226 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1227
1228 /* Relink the object below us, if there is one */
1229 if (op->below)
1230 op->below->above = op->above;
1231 else
1232 {
1233 /* Nothing below, which means we need to relink map object for this space
1234 * use translated coordinates in case some oddness with map tiling is
1235 * evident
1236 */
1237 if (GET_MAP_OB (m, x, y) != op)
1238 { 1050 {
1239 dump_object (op); 1051 // leaving a spot always closes any open container on the ground
1240 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", 1052 if (container && !container->env)
1241 errmsg); 1053 // this causes spurious floorbox updates, but it ensures
1242 dump_object (GET_MAP_OB (m, x, y)); 1054 // that the CLOSE event is being sent.
1243 LOG (llevError, "%s\n", errmsg); 1055 close_container ();
1056
1057 --map->players;
1058 map->touch ();
1244 } 1059 }
1245 1060
1246 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1061 map->dirty = true;
1247 } 1062 mapspace &ms = this->ms ();
1248 1063
1249 op->above = NULL; 1064 /* link the object above us */
1250 op->below = NULL; 1065 if (above)
1066 above->below = below;
1067 else
1068 ms.top = below; /* we were top, set new top */
1251 1069
1252 if (op->map->in_memory == MAP_SAVING) 1070 /* Relink the object below us, if there is one */
1253 return; 1071 if (below)
1254 1072 below->above = above;
1255 tag = op->count; 1073 else
1256 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1257
1258 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1259 {
1260 /* No point updating the players look faces if he is the object
1261 * being removed.
1262 */
1263
1264 if (tmp->type == PLAYER && tmp != op)
1265 { 1074 {
1266 /* If a container that the player is currently using somehow gets 1075 /* Nothing below, which means we need to relink map object for this space
1267 * removed (most likely destroyed), update the player view 1076 * use translated coordinates in case some oddness with map tiling is
1268 * appropriately. 1077 * evident
1269 */ 1078 */
1270 if (tmp->container == op) 1079 if (GET_MAP_OB (map, x, y) != this)
1080 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 ());
1081
1082 ms.bot = above; /* goes on above it. */
1083 }
1084
1085 above = 0;
1086 below = 0;
1087
1088 if (map->in_memory == MAP_SAVING)
1089 return;
1090
1091 int check_walk_off = !flag [FLAG_NO_APPLY];
1092
1093 for (tmp = ms.bot; tmp; tmp = tmp->above)
1094 {
1095 /* No point updating the players look faces if he is the object
1096 * being removed.
1097 */
1098
1099 if (tmp->type == PLAYER && tmp != this)
1271 { 1100 {
1272 CLEAR_FLAG (op, FLAG_APPLIED); 1101 /* If a container that the player is currently using somehow gets
1102 * removed (most likely destroyed), update the player view
1103 * appropriately.
1104 */
1105 if (tmp->container == this)
1106 {
1107 flag [FLAG_APPLIED] = 0;
1273 tmp->container = NULL; 1108 tmp->container = 0;
1109 }
1110
1111 if (tmp->contr->ns)
1112 tmp->contr->ns->floorbox_update ();
1274 } 1113 }
1275 1114
1276 tmp->contr->socket.update_look = 1; 1115 /* See if object moving off should effect something */
1116 if (check_walk_off
1117 && ((move_type & tmp->move_off)
1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1119 {
1120 move_apply (tmp, this, 0);
1121
1122 if (destroyed ())
1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1124 }
1125
1126 last = tmp;
1277 } 1127 }
1278 /* See if player moving off should effect something */
1279 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1280 {
1281 move_apply (tmp, op, NULL);
1282 1128
1283 if (was_destroyed (op, tag))
1284 {
1285 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1286 }
1287 }
1288
1289 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1290
1291 if (tmp->above == tmp)
1292 tmp->above = NULL;
1293
1294 last = tmp;
1295 }
1296
1297 /* last == NULL of there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1298 if (last == NULL) 1130 //TODO: this makes little sense, why only update the topmost object?
1299 { 1131 if (!last)
1300 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1132 map->at (x, y).flags_ = 0;
1301 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1302 * those out anyways, and if there are any flags set right now, they won't
1303 * be correct anyways.
1304 */
1305 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1306 update_position (op->map, op->x, op->y);
1307 }
1308 else 1133 else
1309 update_object (last, UP_OBJ_REMOVE); 1134 update_object (last, UP_OBJ_REMOVE);
1310 1135
1311 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1136 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1312 update_all_los (op->map, op->x, op->y); 1137 update_all_los (map, x, y);
1138 }
1313} 1139}
1314 1140
1315/* 1141/*
1316 * merge_ob(op,top): 1142 * merge_ob(op,top):
1317 * 1143 *
1318 * This function goes through all objects below and including top, and 1144 * This function goes through all objects below and including top, and
1319 * merges op to the first matching object. 1145 * merges op to the first matching object.
1320 * If top is NULL, it is calculated. 1146 * If top is NULL, it is calculated.
1321 * Returns pointer to object if it succeded in the merge, otherwise NULL 1147 * Returns pointer to object if it succeded in the merge, otherwise NULL
1322 */ 1148 */
1323
1324object * 1149object *
1325merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1326{ 1151{
1327 if (!op->nrof) 1152 if (!op->nrof)
1328 return 0; 1153 return 0;
1329 if (top == NULL) 1154
1155 if (top)
1330 for (top = op; top != NULL && top->above != NULL; top = top->above); 1156 for (top = op; top && top->above; top = top->above)
1157 ;
1158
1331 for (; top != NULL; top = top->below) 1159 for (; top; top = top->below)
1332 { 1160 {
1333 if (top == op) 1161 if (top == op)
1334 continue; 1162 continue;
1335 if (CAN_MERGE (op, top)) 1163
1164 if (object::can_merge (op, top))
1336 { 1165 {
1337 top->nrof += op->nrof; 1166 top->nrof += op->nrof;
1338 1167
1339/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1168/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1340 op->weight = 0; /* Don't want any adjustements now */ 1169 op->weight = 0; /* Don't want any adjustements now */
1341 remove_ob (op); 1170 op->destroy ();
1342 free_object (op);
1343 return top; 1171 return top;
1344 } 1172 }
1345 } 1173 }
1174
1346 return NULL; 1175 return 0;
1347} 1176}
1348 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1349/* 1201/*
1350 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1351 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1352 */ 1204 */
1353object * 1205object *
1354insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1355{ 1207{
1356 object *
1357 tmp;
1358
1359 if (op->head)
1360 op = op->head;
1361 for (tmp = op; tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1362 { 1209 {
1363 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1364 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1365 } 1212 }
1213
1366 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1367} 1215}
1368 1216
1369/* 1217/*
1370 * insert_ob_in_map (op, map, originator, flag): 1218 * insert_ob_in_map (op, map, originator, flag):
1384 * Return value: 1232 * Return value:
1385 * new object if 'op' was merged with other object 1233 * new object if 'op' was merged with other object
1386 * NULL if 'op' was destroyed 1234 * NULL if 'op' was destroyed
1387 * just 'op' otherwise 1235 * just 'op' otherwise
1388 */ 1236 */
1389
1390object * 1237object *
1391insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1392{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1393 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1394 sint16 x, y;
1395 1243
1396 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1397 {
1398 LOG (llevError, "Trying to insert freed object!\n");
1399 return NULL;
1400 }
1401 1245
1402 if (m == NULL) 1246#if 0
1403 { 1247 if (!m->active != !op->active)
1404 dump_object (op); 1248 if (m->active)
1405 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1249 op->activate_recursive ();
1406 return op; 1250 else
1407 } 1251 op->deactivate_recursive ();
1252#endif
1408 1253
1409 if (out_of_map (m, op->x, op->y)) 1254 if (out_of_map (m, op->x, op->y))
1410 { 1255 {
1411 dump_object (op);
1412 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1413#ifdef MANY_CORES 1257#ifdef MANY_CORES
1414 /* Better to catch this here, as otherwise the next use of this object 1258 /* Better to catch this here, as otherwise the next use of this object
1415 * is likely to cause a crash. Better to find out where it is getting 1259 * is likely to cause a crash. Better to find out where it is getting
1416 * improperly inserted. 1260 * improperly inserted.
1417 */ 1261 */
1418 abort (); 1262 abort ();
1419#endif 1263#endif
1420 return op; 1264 return op;
1421 } 1265 }
1422 1266
1423 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1267 if (object *more = op->more)
1424 { 1268 if (!insert_ob_in_map (more, m, originator, flag))
1425 dump_object (op);
1426 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1427 return op; 1269 return 0;
1428 }
1429
1430 if (op->more != NULL)
1431 {
1432 /* The part may be on a different map. */
1433
1434 object *more = op->more;
1435
1436 /* We really need the caller to normalize coordinates - if
1437 * we set the map, that doesn't work if the location is within
1438 * a map and this is straddling an edge. So only if coordinate
1439 * is clear wrong do we normalize it.
1440 */
1441 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1442 more->map = get_map_from_coord (m, &more->x, &more->y);
1443 else if (!more->map)
1444 {
1445 /* For backwards compatibility - when not dealing with tiled maps,
1446 * more->map should always point to the parent.
1447 */
1448 more->map = m;
1449 }
1450
1451 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1452 {
1453 if (!op->head)
1454 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1455
1456 return NULL;
1457 }
1458 }
1459 1270
1460 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1461 1272
1462 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1463 * of areas of callers (eg, anything that uses find_free_spot would now 1274 * of areas of callers (eg, anything that uses find_free_spot would now
1464 * need extra work 1275 * need extra work
1465 */ 1276 */
1466 op->map = get_map_from_coord (m, &op->x, &op->y); 1277 if (!xy_normalise (m, op->x, op->y))
1467 x = op->x; 1278 return 0;
1468 y = op->y; 1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1469 1282
1470 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1471 */ 1284 */
1472 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1473 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1474 if (CAN_MERGE (op, tmp)) 1287 if (object::can_merge (op, tmp))
1475 { 1288 {
1476 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1477 remove_ob (tmp); 1290 tmp->destroy ();
1478 free_object (tmp);
1479 } 1291 }
1480 1292
1481 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1293 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1482 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1294 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1483 1295
1496 op->below = originator->below; 1308 op->below = originator->below;
1497 1309
1498 if (op->below) 1310 if (op->below)
1499 op->below->above = op; 1311 op->below->above = op;
1500 else 1312 else
1501 SET_MAP_OB (op->map, op->x, op->y, op); 1313 ms.bot = op;
1502 1314
1503 /* since *below* originator, no need to update top */ 1315 /* since *below* originator, no need to update top */
1504 originator->below = op; 1316 originator->below = op;
1505 } 1317 }
1506 else 1318 else
1507 { 1319 {
1320 top = ms.bot;
1321
1508 /* If there are other objects, then */ 1322 /* If there are other objects, then */
1509 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1323 if ((!(flag & INS_MAP_LOAD)) && top)
1510 { 1324 {
1511 object *last = NULL; 1325 object *last = 0;
1512 1326
1513 /* 1327 /*
1514 * If there are multiple objects on this space, we do some trickier handling. 1328 * If there are multiple objects on this space, we do some trickier handling.
1515 * We've already dealt with merging if appropriate. 1329 * We've already dealt with merging if appropriate.
1516 * Generally, we want to put the new object on top. But if 1330 * Generally, we want to put the new object on top. But if
1520 * once we get to them. This reduces the need to traverse over all of 1334 * once we get to them. This reduces the need to traverse over all of
1521 * them when adding another one - this saves quite a bit of cpu time 1335 * them when adding another one - this saves quite a bit of cpu time
1522 * when lots of spells are cast in one area. Currently, it is presumed 1336 * when lots of spells are cast in one area. Currently, it is presumed
1523 * that flying non pickable objects are spell objects. 1337 * that flying non pickable objects are spell objects.
1524 */ 1338 */
1525 1339 for (top = ms.bot; top; top = top->above)
1526 while (top != NULL)
1527 { 1340 {
1528 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1529 floor = top; 1342 floor = top;
1530 1343
1531 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1534 top = top->below; 1347 top = top->below;
1535 break; 1348 break;
1536 } 1349 }
1537 1350
1538 last = top; 1351 last = top;
1539 top = top->above;
1540 } 1352 }
1541 1353
1542 /* Don't want top to be NULL, so set it to the last valid object */ 1354 /* Don't want top to be NULL, so set it to the last valid object */
1543 top = last; 1355 top = last;
1544 1356
1546 * looks like instead of lots of conditions here. 1358 * looks like instead of lots of conditions here.
1547 * makes things faster, and effectively the same result. 1359 * makes things faster, and effectively the same result.
1548 */ 1360 */
1549 1361
1550 /* Have object 'fall below' other objects that block view. 1362 /* Have object 'fall below' other objects that block view.
1551 * Unless those objects are exits, type 66 1363 * Unless those objects are exits.
1552 * If INS_ON_TOP is used, don't do this processing 1364 * If INS_ON_TOP is used, don't do this processing
1553 * Need to find the object that in fact blocks view, otherwise 1365 * Need to find the object that in fact blocks view, otherwise
1554 * stacking is a bit odd. 1366 * stacking is a bit odd.
1555 */ 1367 */
1556 if (!(flag & INS_ON_TOP) && 1368 if (!(flag & INS_ON_TOP)
1557 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1369 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility))
1558 { 1371 {
1559 for (last = top; last != floor; last = last->below) 1372 for (last = top; last != floor; last = last->below)
1560 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1561 break; 1374 break;
1375
1562 /* Check to see if we found the object that blocks view, 1376 /* Check to see if we found the object that blocks view,
1563 * and make sure we have a below pointer for it so that 1377 * and make sure we have a below pointer for it so that
1564 * we can get inserted below this one, which requires we 1378 * we can get inserted below this one, which requires we
1565 * set top to the object below us. 1379 * set top to the object below us.
1566 */ 1380 */
1567 if (last && last->below && last != floor) 1381 if (last && last->below && last != floor)
1568 top = last->below; 1382 top = last->below;
1569 } 1383 }
1570 } /* If objects on this space */ 1384 } /* If objects on this space */
1571
1572 if (flag & INS_MAP_LOAD) 1385 if (flag & INS_MAP_LOAD)
1573 top = GET_MAP_TOP (op->map, op->x, op->y); 1386 top = ms.top;
1574 1387
1575 if (flag & INS_ABOVE_FLOOR_ONLY) 1388 if (flag & INS_ABOVE_FLOOR_ONLY)
1576 top = floor; 1389 top = floor;
1577 1390
1578 /* Top is the object that our object (op) is going to get inserted above. 1391 /* Top is the object that our object (op) is going to get inserted above.
1579 */ 1392 */
1580 1393
1581 /* First object on this space */ 1394 /* First object on this space */
1582 if (!top) 1395 if (!top)
1583 { 1396 {
1584 op->above = GET_MAP_OB (op->map, op->x, op->y); 1397 op->above = ms.bot;
1585 1398
1586 if (op->above) 1399 if (op->above)
1587 op->above->below = op; 1400 op->above->below = op;
1588 1401
1589 op->below = NULL; 1402 op->below = 0;
1590 SET_MAP_OB (op->map, op->x, op->y, op); 1403 ms.bot = op;
1591 } 1404 }
1592 else 1405 else
1593 { /* get inserted into the stack above top */ 1406 { /* get inserted into the stack above top */
1594 op->above = top->above; 1407 op->above = top->above;
1595 1408
1598 1411
1599 op->below = top; 1412 op->below = top;
1600 top->above = op; 1413 top->above = op;
1601 } 1414 }
1602 1415
1603 if (op->above == NULL) 1416 if (!op->above)
1604 SET_MAP_TOP (op->map, op->x, op->y, op); 1417 ms.top = op;
1605 } /* else not INS_BELOW_ORIGINATOR */ 1418 } /* else not INS_BELOW_ORIGINATOR */
1606 1419
1607 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1421 {
1608 op->contr->do_los = 1; 1422 op->contr->do_los = 1;
1423 ++op->map->players;
1424 op->map->touch ();
1425 }
1426
1427 op->map->dirty = true;
1609 1428
1610 /* If we have a floor, we know the player, if any, will be above 1429 /* If we have a floor, we know the player, if any, will be above
1611 * it, so save a few ticks and start from there. 1430 * it, so save a few ticks and start from there.
1612 */ 1431 */
1613 if (!(flag & INS_MAP_LOAD)) 1432 if (!(flag & INS_MAP_LOAD))
1614 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1433 if (object *pl = ms.player ())
1615 if (tmp->type == PLAYER) 1434 if (pl->contr->ns)
1616 tmp->contr->socket.update_look = 1; 1435 pl->contr->ns->floorbox_update ();
1617 1436
1618 /* If this object glows, it may affect lighting conditions that are 1437 /* If this object glows, it may affect lighting conditions that are
1619 * visible to others on this map. But update_all_los is really 1438 * visible to others on this map. But update_all_los is really
1620 * an inefficient way to do this, as it means los for all players 1439 * an inefficient way to do this, as it means los for all players
1621 * on the map will get recalculated. The players could very well 1440 * on the map will get recalculated. The players could very well
1622 * be far away from this change and not affected in any way - 1441 * be far away from this change and not affected in any way -
1623 * this should get redone to only look for players within range, 1442 * this should get redone to only look for players within range,
1624 * or just updating the P_NEED_UPDATE for spaces within this area 1443 * or just updating the P_UPTODATE for spaces within this area
1625 * of effect may be sufficient. 1444 * of effect may be sufficient.
1626 */ 1445 */
1627 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1446 if (op->map->darkness && (op->glow_radius != 0))
1628 update_all_los (op->map, op->x, op->y); 1447 update_all_los (op->map, op->x, op->y);
1629 1448
1630 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1631 update_object (op, UP_OBJ_INSERT); 1450 update_object (op, UP_OBJ_INSERT);
1632 1451
1452 INVOKE_OBJECT (INSERT, op);
1453
1633 /* Don't know if moving this to the end will break anything. However, 1454 /* Don't know if moving this to the end will break anything. However,
1634 * we want to have update_look set above before calling this. 1455 * we want to have floorbox_update called before calling this.
1635 * 1456 *
1636 * check_move_on() must be after this because code called from 1457 * check_move_on() must be after this because code called from
1637 * check_move_on() depends on correct map flags (so functions like 1458 * check_move_on() depends on correct map flags (so functions like
1638 * blocked() and wall() work properly), and these flags are updated by 1459 * blocked() and wall() work properly), and these flags are updated by
1639 * update_object(). 1460 * update_object().
1640 */ 1461 */
1641 1462
1642 /* if this is not the head or flag has been passed, don't check walk on status */ 1463 /* if this is not the head or flag has been passed, don't check walk on status */
1643 if (!(flag & INS_NO_WALK_ON) && !op->head) 1464 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1644 { 1465 {
1645 if (check_move_on (op, originator)) 1466 if (check_move_on (op, originator))
1646 return NULL; 1467 return 0;
1647 1468
1648 /* If we are a multi part object, lets work our way through the check 1469 /* If we are a multi part object, lets work our way through the check
1649 * walk on's. 1470 * walk on's.
1650 */ 1471 */
1651 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1472 for (object *tmp = op->more; tmp; tmp = tmp->more)
1652 if (check_move_on (tmp, originator)) 1473 if (check_move_on (tmp, originator))
1653 return NULL; 1474 return 0;
1654 } 1475 }
1655 1476
1656 return op; 1477 return op;
1657} 1478}
1658 1479
1659/* this function inserts an object in the map, but if it 1480/* this function inserts an object in the map, but if it
1660 * finds an object of its own type, it'll remove that one first. 1481 * finds an object of its own type, it'll remove that one first.
1661 * op is the object to insert it under: supplies x and the map. 1482 * op is the object to insert it under: supplies x and the map.
1662 */ 1483 */
1663void 1484void
1664replace_insert_ob_in_map (const char *arch_string, object *op) 1485replace_insert_ob_in_map (const char *arch_string, object *op)
1665{ 1486{
1666 object *tmp;
1667 object *tmp1; 1487 object *tmp, *tmp1;
1668 1488
1669 /* first search for itself and remove any old instances */ 1489 /* first search for itself and remove any old instances */
1670 1490
1671 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1491 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1672 {
1673 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1492 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1674 { 1493 tmp->destroy ();
1675 remove_ob (tmp);
1676 free_object (tmp);
1677 }
1678 }
1679 1494
1680 tmp1 = arch_to_object (find_archetype (arch_string)); 1495 tmp1 = arch_to_object (archetype::find (arch_string));
1681 1496
1682 tmp1->x = op->x; 1497 tmp1->x = op->x;
1683 tmp1->y = op->y; 1498 tmp1->y = op->y;
1684 insert_ob_in_map (tmp1, op->map, op, 0); 1499 insert_ob_in_map (tmp1, op->map, op, 0);
1500}
1501
1502object *
1503object::insert_at (object *where, object *originator, int flags)
1504{
1505 return where->map->insert (this, where->x, where->y, originator, flags);
1685} 1506}
1686 1507
1687/* 1508/*
1688 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1509 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1689 * is returned contains nr objects, and the remaining parts contains 1510 * is returned contains nr objects, and the remaining parts contains
1690 * the rest (or is removed and freed if that number is 0). 1511 * the rest (or is removed and freed if that number is 0).
1691 * On failure, NULL is returned, and the reason put into the 1512 * On failure, NULL is returned, and the reason put into the
1692 * global static errmsg array. 1513 * global static errmsg array.
1693 */ 1514 */
1694
1695object * 1515object *
1696get_split_ob (object *orig_ob, uint32 nr) 1516get_split_ob (object *orig_ob, uint32 nr)
1697{ 1517{
1698 object * 1518 object *newob;
1699 newob;
1700 int
1701 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1519 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1702 1520
1703 if (orig_ob->nrof < nr) 1521 if (orig_ob->nrof < nr)
1704 { 1522 {
1705 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1523 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1706 return NULL; 1524 return NULL;
1707 } 1525 }
1526
1708 newob = object_create_clone (orig_ob); 1527 newob = object_create_clone (orig_ob);
1528
1709 if ((orig_ob->nrof -= nr) < 1) 1529 if ((orig_ob->nrof -= nr) < 1)
1710 { 1530 orig_ob->destroy (1);
1711 if (!is_removed)
1712 remove_ob (orig_ob);
1713 free_object2 (orig_ob, 1);
1714 }
1715 else if (!is_removed) 1531 else if (!is_removed)
1716 { 1532 {
1717 if (orig_ob->env != NULL) 1533 if (orig_ob->env != NULL)
1718 sub_weight (orig_ob->env, orig_ob->weight * nr); 1534 sub_weight (orig_ob->env, orig_ob->weight * nr);
1719 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1535 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1721 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1537 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1722 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1538 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1723 return NULL; 1539 return NULL;
1724 } 1540 }
1725 } 1541 }
1542
1726 newob->nrof = nr; 1543 newob->nrof = nr;
1727 1544
1728 return newob; 1545 return newob;
1729} 1546}
1730 1547
1733 * the amount of an object. If the amount reaches 0, the object 1550 * the amount of an object. If the amount reaches 0, the object
1734 * is subsequently removed and freed. 1551 * is subsequently removed and freed.
1735 * 1552 *
1736 * Return value: 'op' if something is left, NULL if the amount reached 0 1553 * Return value: 'op' if something is left, NULL if the amount reached 0
1737 */ 1554 */
1738
1739object * 1555object *
1740decrease_ob_nr (object *op, uint32 i) 1556decrease_ob_nr (object *op, uint32 i)
1741{ 1557{
1742 object * 1558 object *tmp;
1743 tmp;
1744 player *
1745 pl;
1746 1559
1747 if (i == 0) /* objects with op->nrof require this check */ 1560 if (i == 0) /* objects with op->nrof require this check */
1748 return op; 1561 return op;
1749 1562
1750 if (i > op->nrof) 1563 if (i > op->nrof)
1751 i = op->nrof; 1564 i = op->nrof;
1752 1565
1753 if (QUERY_FLAG (op, FLAG_REMOVED)) 1566 if (QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 op->nrof -= i; 1567 op->nrof -= i;
1756 }
1757 else if (op->env != NULL) 1568 else if (op->env)
1758 { 1569 {
1759 /* is this object in the players inventory, or sub container 1570 /* is this object in the players inventory, or sub container
1760 * therein? 1571 * therein?
1761 */ 1572 */
1762 tmp = is_player_inv (op->env); 1573 tmp = op->in_player ();
1763 /* nope. Is this a container the player has opened? 1574 /* nope. Is this a container the player has opened?
1764 * If so, set tmp to that player. 1575 * If so, set tmp to that player.
1765 * IMO, searching through all the players will mostly 1576 * IMO, searching through all the players will mostly
1766 * likely be quicker than following op->env to the map, 1577 * likely be quicker than following op->env to the map,
1767 * and then searching the map for a player. 1578 * and then searching the map for a player.
1768 */ 1579 */
1769 if (!tmp) 1580 if (!tmp)
1770 { 1581 for_all_players (pl)
1771 for (pl = first_player; pl; pl = pl->next)
1772 if (pl->ob->container == op->env) 1582 if (pl->ob->container == op->env)
1583 {
1584 tmp = pl->ob;
1773 break; 1585 break;
1774 if (pl)
1775 tmp = pl->ob;
1776 else
1777 tmp = NULL;
1778 } 1586 }
1779 1587
1780 if (i < op->nrof) 1588 if (i < op->nrof)
1781 { 1589 {
1782 sub_weight (op->env, op->weight * i); 1590 sub_weight (op->env, op->weight * i);
1783 op->nrof -= i; 1591 op->nrof -= i;
1784 if (tmp) 1592 if (tmp)
1785 {
1786 esrv_send_item (tmp, op); 1593 esrv_send_item (tmp, op);
1787 }
1788 } 1594 }
1789 else 1595 else
1790 { 1596 {
1791 remove_ob (op); 1597 op->remove ();
1792 op->nrof = 0; 1598 op->nrof = 0;
1793 if (tmp) 1599 if (tmp)
1794 {
1795 esrv_del_item (tmp->contr, op->count); 1600 esrv_del_item (tmp->contr, op->count);
1796 }
1797 } 1601 }
1798 } 1602 }
1799 else 1603 else
1800 { 1604 {
1801 object *
1802 above = op->above; 1605 object *above = op->above;
1803 1606
1804 if (i < op->nrof) 1607 if (i < op->nrof)
1805 {
1806 op->nrof -= i; 1608 op->nrof -= i;
1807 }
1808 else 1609 else
1809 { 1610 {
1810 remove_ob (op); 1611 op->remove ();
1811 op->nrof = 0; 1612 op->nrof = 0;
1812 } 1613 }
1614
1813 /* Since we just removed op, op->above is null */ 1615 /* Since we just removed op, op->above is null */
1814 for (tmp = above; tmp != NULL; tmp = tmp->above) 1616 for (tmp = above; tmp; tmp = tmp->above)
1815 if (tmp->type == PLAYER) 1617 if (tmp->type == PLAYER)
1816 { 1618 {
1817 if (op->nrof) 1619 if (op->nrof)
1818 esrv_send_item (tmp, op); 1620 esrv_send_item (tmp, op);
1819 else 1621 else
1820 esrv_del_item (tmp->contr, op->count); 1622 esrv_del_item (tmp->contr, op->count);
1821 } 1623 }
1822 } 1624 }
1823 1625
1824 if (op->nrof) 1626 if (op->nrof)
1825 {
1826 return op; 1627 return op;
1827 }
1828 else 1628 else
1829 { 1629 {
1830 free_object (op); 1630 op->destroy ();
1831 return NULL; 1631 return 0;
1832 } 1632 }
1833} 1633}
1834 1634
1835/* 1635/*
1836 * add_weight(object, weight) adds the specified weight to an object, 1636 * add_weight(object, weight) adds the specified weight to an object,
1837 * and also updates how much the environment(s) is/are carrying. 1637 * and also updates how much the environment(s) is/are carrying.
1838 */ 1638 */
1839
1840void 1639void
1841add_weight (object *op, signed long weight) 1640add_weight (object *op, signed long weight)
1842{ 1641{
1843 while (op != NULL) 1642 while (op != NULL)
1844 { 1643 {
1845 if (op->type == CONTAINER) 1644 if (op->type == CONTAINER)
1846 {
1847 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1645 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1848 } 1646
1849 op->carrying += weight; 1647 op->carrying += weight;
1850 op = op->env; 1648 op = op->env;
1851 } 1649 }
1852} 1650}
1853 1651
1652object *
1653insert_ob_in_ob (object *op, object *where)
1654{
1655 if (!where)
1656 {
1657 char *dump = dump_object (op);
1658 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1659 free (dump);
1660 return op;
1661 }
1662
1663 if (where->head_ () != where)
1664 {
1665 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1666 where = where->head;
1667 }
1668
1669 return where->insert (op);
1670}
1671
1854/* 1672/*
1855 * insert_ob_in_ob(op,environment): 1673 * env->insert (op)
1856 * This function inserts the object op in the linked list 1674 * This function inserts the object op in the linked list
1857 * inside the object environment. 1675 * inside the object environment.
1858 * 1676 *
1859 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1860 * the inventory at the last position or next to other objects of the same
1861 * type.
1862 * Frank: Now sorted by type, archetype and magic!
1863 *
1864 * The function returns now pointer to inserted item, and return value can 1677 * The function returns now pointer to inserted item, and return value can
1865 * be != op, if items are merged. -Tero 1678 * be != op, if items are merged. -Tero
1866 */ 1679 */
1867
1868object * 1680object *
1869insert_ob_in_ob (object *op, object *where) 1681object::insert (object *op)
1870{ 1682{
1871 object * 1683 object *tmp, *otmp;
1872 tmp, *
1873 otmp;
1874 1684
1875 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1685 if (!QUERY_FLAG (op, FLAG_REMOVED))
1876 { 1686 op->remove ();
1877 dump_object (op); 1687
1878 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1879 return op;
1880 }
1881 if (where == NULL)
1882 {
1883 dump_object (op);
1884 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where->head)
1888 {
1889 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1890 where = where->head;
1891 }
1892 if (op->more) 1688 if (op->more)
1893 { 1689 {
1894 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1895 return op; 1691 return op;
1896 } 1692 }
1693
1897 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1694 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1898 CLEAR_FLAG (op, FLAG_REMOVED); 1695 CLEAR_FLAG (op, FLAG_REMOVED);
1899 if (op->nrof) 1696 if (op->nrof)
1900 { 1697 {
1901 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1698 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1902 if (CAN_MERGE (tmp, op)) 1699 if (object::can_merge (tmp, op))
1903 { 1700 {
1904 /* return the original object and remove inserted object 1701 /* return the original object and remove inserted object
1905 (client needs the original object) */ 1702 (client needs the original object) */
1906 tmp->nrof += op->nrof; 1703 tmp->nrof += op->nrof;
1907 /* Weight handling gets pretty funky. Since we are adding to 1704 /* Weight handling gets pretty funky. Since we are adding to
1908 * tmp->nrof, we need to increase the weight. 1705 * tmp->nrof, we need to increase the weight.
1909 */ 1706 */
1910 add_weight (where, op->weight * op->nrof); 1707 add_weight (this, op->weight * op->nrof);
1911 SET_FLAG (op, FLAG_REMOVED); 1708 SET_FLAG (op, FLAG_REMOVED);
1912 free_object (op); /* free the inserted object */ 1709 op->destroy (); /* free the inserted object */
1913 op = tmp; 1710 op = tmp;
1914 remove_ob (op); /* and fix old object's links */ 1711 op->remove (); /* and fix old object's links */
1915 CLEAR_FLAG (op, FLAG_REMOVED); 1712 CLEAR_FLAG (op, FLAG_REMOVED);
1916 break; 1713 break;
1917 } 1714 }
1918 1715
1919 /* I assume combined objects have no inventory 1716 /* I assume combined objects have no inventory
1920 * We add the weight - this object could have just been removed 1717 * We add the weight - this object could have just been removed
1921 * (if it was possible to merge). calling remove_ob will subtract 1718 * (if it was possible to merge). calling remove_ob will subtract
1922 * the weight, so we need to add it in again, since we actually do 1719 * the weight, so we need to add it in again, since we actually do
1923 * the linking below 1720 * the linking below
1924 */ 1721 */
1925 add_weight (where, op->weight * op->nrof); 1722 add_weight (this, op->weight * op->nrof);
1926 } 1723 }
1927 else 1724 else
1928 add_weight (where, (op->weight + op->carrying)); 1725 add_weight (this, (op->weight + op->carrying));
1929 1726
1930 otmp = is_player_inv (where); 1727 otmp = this->in_player ();
1931 if (otmp && otmp->contr != NULL) 1728 if (otmp && otmp->contr)
1932 {
1933 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1729 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1934 fix_player (otmp); 1730 otmp->update_stats ();
1935 }
1936 1731
1937 op->map = NULL; 1732 op->map = 0;
1938 op->env = where; 1733 op->env = this;
1939 op->above = NULL; 1734 op->above = 0;
1940 op->below = NULL; 1735 op->below = 0;
1941 op->x = 0, op->y = 0; 1736 op->x = 0, op->y = 0;
1942 1737
1943 /* reset the light list and los of the players on the map */ 1738 /* reset the light list and los of the players on the map */
1944 if ((op->glow_radius != 0) && where->map) 1739 if ((op->glow_radius != 0) && map)
1945 { 1740 {
1946#ifdef DEBUG_LIGHTS 1741#ifdef DEBUG_LIGHTS
1947 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1742 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1948#endif /* DEBUG_LIGHTS */ 1743#endif /* DEBUG_LIGHTS */
1949 if (MAP_DARKNESS (where->map)) 1744 if (map->darkness)
1950 update_all_los (where->map, where->x, where->y); 1745 update_all_los (map, x, y);
1951 } 1746 }
1952 1747
1953 /* Client has no idea of ordering so lets not bother ordering it here. 1748 /* Client has no idea of ordering so lets not bother ordering it here.
1954 * It sure simplifies this function... 1749 * It sure simplifies this function...
1955 */ 1750 */
1956 if (where->inv == NULL) 1751 if (!inv)
1957 where->inv = op; 1752 inv = op;
1958 else 1753 else
1959 { 1754 {
1960 op->below = where->inv; 1755 op->below = inv;
1961 op->below->above = op; 1756 op->below->above = op;
1962 where->inv = op; 1757 inv = op;
1963 } 1758 }
1759
1760 INVOKE_OBJECT (INSERT, this);
1761
1964 return op; 1762 return op;
1965} 1763}
1966 1764
1967/* 1765/*
1968 * Checks if any objects has a move_type that matches objects 1766 * Checks if any objects has a move_type that matches objects
1982 * 1780 *
1983 * MSW 2001-07-08: Check all objects on space, not just those below 1781 * MSW 2001-07-08: Check all objects on space, not just those below
1984 * object being inserted. insert_ob_in_map may not put new objects 1782 * object being inserted. insert_ob_in_map may not put new objects
1985 * on top. 1783 * on top.
1986 */ 1784 */
1987
1988int 1785int
1989check_move_on (object *op, object *originator) 1786check_move_on (object *op, object *originator)
1990{ 1787{
1991 object *tmp; 1788 object *tmp;
1992 tag_t tag;
1993 mapstruct *m = op->map; 1789 maptile *m = op->map;
1994 int x = op->x, y = op->y; 1790 int x = op->x, y = op->y;
1995 1791
1996 MoveType move_on, move_slow, move_block; 1792 MoveType move_on, move_slow, move_block;
1997 1793
1998 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1794 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1999 return 0; 1795 return 0;
2000
2001 tag = op->count;
2002 1796
2003 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1797 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2004 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1798 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2005 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1799 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2006 1800
2022 1816
2023 /* The objects have to be checked from top to bottom. 1817 /* The objects have to be checked from top to bottom.
2024 * Hence, we first go to the top: 1818 * Hence, we first go to the top:
2025 */ 1819 */
2026 1820
2027 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1821 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2028 { 1822 {
2029 /* Trim the search when we find the first other spell effect 1823 /* Trim the search when we find the first other spell effect
2030 * this helps performance so that if a space has 50 spell objects, 1824 * this helps performance so that if a space has 50 spell objects,
2031 * we don't need to check all of them. 1825 * we don't need to check all of them.
2032 */ 1826 */
2049 { 1843 {
2050 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2052 { 1846 {
2053 1847
1848 float
2054 float diff = tmp->move_slow_penalty * FABS (op->speed); 1849 diff = tmp->move_slow_penalty * fabs (op->speed);
2055 1850
2056 if (op->type == PLAYER) 1851 if (op->type == PLAYER)
2057 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1852 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2058 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1853 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2059 diff /= 4.0; 1854 diff /= 4.0;
2066 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1861 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1862 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2068 { 1863 {
2069 move_apply (tmp, op, originator); 1864 move_apply (tmp, op, originator);
2070 1865
2071 if (was_destroyed (op, tag)) 1866 if (op->destroyed ())
2072 return 1; 1867 return 1;
2073 1868
2074 /* what the person/creature stepped onto has moved the object 1869 /* what the person/creature stepped onto has moved the object
2075 * someplace new. Don't process any further - if we did, 1870 * someplace new. Don't process any further - if we did,
2076 * have a feeling strange problems would result. 1871 * have a feeling strange problems would result.
2086/* 1881/*
2087 * present_arch(arch, map, x, y) searches for any objects with 1882 * present_arch(arch, map, x, y) searches for any objects with
2088 * a matching archetype at the given map and coordinates. 1883 * a matching archetype at the given map and coordinates.
2089 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
2090 */ 1885 */
2091
2092object * 1886object *
2093present_arch (const archetype *at, mapstruct *m, int x, int y) 1887present_arch (const archetype *at, maptile *m, int x, int y)
2094{ 1888{
2095 object *
2096 tmp;
2097
2098 if (m == NULL || out_of_map (m, x, y)) 1889 if (!m || out_of_map (m, x, y))
2099 { 1890 {
2100 LOG (llevError, "Present_arch called outside map.\n"); 1891 LOG (llevError, "Present_arch called outside map.\n");
2101 return NULL; 1892 return NULL;
2102 } 1893 }
2103 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1894
1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2104 if (tmp->arch == at) 1896 if (tmp->arch == at)
2105 return tmp; 1897 return tmp;
1898
2106 return NULL; 1899 return NULL;
2107} 1900}
2108 1901
2109/* 1902/*
2110 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
2111 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
2112 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
2113 */ 1906 */
2114
2115object * 1907object *
2116present (unsigned char type, mapstruct *m, int x, int y) 1908present (unsigned char type, maptile *m, int x, int y)
2117{ 1909{
2118 object *
2119 tmp;
2120
2121 if (out_of_map (m, x, y)) 1910 if (out_of_map (m, x, y))
2122 { 1911 {
2123 LOG (llevError, "Present called outside map.\n"); 1912 LOG (llevError, "Present called outside map.\n");
2124 return NULL; 1913 return NULL;
2125 } 1914 }
2126 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1915
1916 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2127 if (tmp->type == type) 1917 if (tmp->type == type)
2128 return tmp; 1918 return tmp;
1919
2129 return NULL; 1920 return NULL;
2130} 1921}
2131 1922
2132/* 1923/*
2133 * present_in_ob(type, object) searches for any objects with 1924 * present_in_ob(type, object) searches for any objects with
2134 * a matching type variable in the inventory of the given object. 1925 * a matching type variable in the inventory of the given object.
2135 * The first matching object is returned, or NULL if none. 1926 * The first matching object is returned, or NULL if none.
2136 */ 1927 */
2137
2138object * 1928object *
2139present_in_ob (unsigned char type, const object *op) 1929present_in_ob (unsigned char type, const object *op)
2140{ 1930{
2141 object *
2142 tmp;
2143
2144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1931 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2145 if (tmp->type == type) 1932 if (tmp->type == type)
2146 return tmp; 1933 return tmp;
1934
2147 return NULL; 1935 return NULL;
2148} 1936}
2149 1937
2150/* 1938/*
2151 * present_in_ob (type, str, object) searches for any objects with 1939 * present_in_ob (type, str, object) searches for any objects with
2159 * str is the string to match against. Note that we match against 1947 * str is the string to match against. Note that we match against
2160 * the object name, not the archetype name. this is so that the 1948 * the object name, not the archetype name. this is so that the
2161 * spell code can use one object type (force), but change it's name 1949 * spell code can use one object type (force), but change it's name
2162 * to be unique. 1950 * to be unique.
2163 */ 1951 */
2164
2165object * 1952object *
2166present_in_ob_by_name (int type, const char *str, const object *op) 1953present_in_ob_by_name (int type, const char *str, const object *op)
2167{ 1954{
2168 object *
2169 tmp;
2170
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1955 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2172 {
2173 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1956 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2174 return tmp; 1957 return tmp;
2175 } 1958
2176 return NULL; 1959 return 0;
2177} 1960}
2178 1961
2179/* 1962/*
2180 * present_arch_in_ob(archetype, object) searches for any objects with 1963 * present_arch_in_ob(archetype, object) searches for any objects with
2181 * a matching archetype in the inventory of the given object. 1964 * a matching archetype in the inventory of the given object.
2182 * The first matching object is returned, or NULL if none. 1965 * The first matching object is returned, or NULL if none.
2183 */ 1966 */
2184
2185object * 1967object *
2186present_arch_in_ob (const archetype *at, const object *op) 1968present_arch_in_ob (const archetype *at, const object *op)
2187{ 1969{
2188 object *
2189 tmp;
2190
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2192 if (tmp->arch == at) 1971 if (tmp->arch == at)
2193 return tmp; 1972 return tmp;
1973
2194 return NULL; 1974 return NULL;
2195} 1975}
2196 1976
2197/* 1977/*
2198 * activate recursively a flag on an object inventory 1978 * activate recursively a flag on an object inventory
2199 */ 1979 */
2200void 1980void
2201flag_inv (object *op, int flag) 1981flag_inv (object *op, int flag)
2202{ 1982{
2203 object *
2204 tmp;
2205
2206 if (op->inv) 1983 if (op->inv)
2207 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1984 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2208 { 1985 {
2209 SET_FLAG (tmp, flag); 1986 SET_FLAG (tmp, flag);
2210 flag_inv (tmp, flag); 1987 flag_inv (tmp, flag);
2211 } 1988 }
2212} /* 1989}
1990
1991/*
2213 * desactivate recursively a flag on an object inventory 1992 * deactivate recursively a flag on an object inventory
2214 */ 1993 */
2215void 1994void
2216unflag_inv (object *op, int flag) 1995unflag_inv (object *op, int flag)
2217{ 1996{
2218 object *
2219 tmp;
2220
2221 if (op->inv) 1997 if (op->inv)
2222 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1998 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2223 { 1999 {
2224 CLEAR_FLAG (tmp, flag); 2000 CLEAR_FLAG (tmp, flag);
2225 unflag_inv (tmp, flag); 2001 unflag_inv (tmp, flag);
2226 } 2002 }
2227}
2228
2229/*
2230 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2231 * all it's inventory (recursively).
2232 * If checksums are used, a player will get set_cheat called for
2233 * him/her-self and all object carried by a call to this function.
2234 */
2235
2236void
2237set_cheat (object *op)
2238{
2239 SET_FLAG (op, FLAG_WAS_WIZ);
2240 flag_inv (op, FLAG_WAS_WIZ);
2241} 2003}
2242 2004
2243/* 2005/*
2244 * find_free_spot(object, map, x, y, start, stop) will search for 2006 * find_free_spot(object, map, x, y, start, stop) will search for
2245 * a spot at the given map and coordinates which will be able to contain 2007 * a spot at the given map and coordinates which will be able to contain
2259 * because arch_blocked (now ob_blocked) needs to know the movement type 2021 * because arch_blocked (now ob_blocked) needs to know the movement type
2260 * to know if the space in question will block the object. We can't use 2022 * to know if the space in question will block the object. We can't use
2261 * the archetype because that isn't correct if the monster has been 2023 * the archetype because that isn't correct if the monster has been
2262 * customized, changed states, etc. 2024 * customized, changed states, etc.
2263 */ 2025 */
2264
2265int 2026int
2266find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2027find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2267{ 2028{
2268 int
2269 i,
2270 index = 0, flag; 2029 int index = 0, flag;
2271 static int
2272 altern[SIZEOFFREE]; 2030 int altern[SIZEOFFREE];
2273 2031
2274 for (i = start; i < stop; i++) 2032 for (int i = start; i < stop; i++)
2275 { 2033 {
2276 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2034 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2277 if (!flag) 2035 if (!flag)
2278 altern[index++] = i; 2036 altern [index++] = i;
2279 2037
2280 /* Basically, if we find a wall on a space, we cut down the search size. 2038 /* Basically, if we find a wall on a space, we cut down the search size.
2281 * In this way, we won't return spaces that are on another side of a wall. 2039 * In this way, we won't return spaces that are on another side of a wall.
2282 * This mostly work, but it cuts down the search size in all directions - 2040 * This mostly work, but it cuts down the search size in all directions -
2283 * if the space being examined only has a wall to the north and empty 2041 * if the space being examined only has a wall to the north and empty
2284 * spaces in all the other directions, this will reduce the search space 2042 * spaces in all the other directions, this will reduce the search space
2285 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
2286 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
2287 */ 2045 */
2288 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2046 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2289 stop = maxfree[i]; 2047 stop = maxfree[i];
2290 } 2048 }
2049
2291 if (!index) 2050 if (!index)
2292 return -1; 2051 return -1;
2052
2293 return altern[RANDOM () % index]; 2053 return altern [rndm (index)];
2294} 2054}
2295 2055
2296/* 2056/*
2297 * find_first_free_spot(archetype, mapstruct, x, y) works like 2057 * find_first_free_spot(archetype, maptile, x, y) works like
2298 * find_free_spot(), but it will search max number of squares. 2058 * find_free_spot(), but it will search max number of squares.
2299 * But it will return the first available spot, not a random choice. 2059 * But it will return the first available spot, not a random choice.
2300 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2060 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2301 */ 2061 */
2302
2303int 2062int
2304find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2063find_first_free_spot (const object *ob, maptile *m, int x, int y)
2305{ 2064{
2306 int
2307 i;
2308
2309 for (i = 0; i < SIZEOFFREE; i++) 2065 for (int i = 0; i < SIZEOFFREE; i++)
2310 {
2311 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2066 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2312 return i; 2067 return i;
2313 } 2068
2314 return -1; 2069 return -1;
2315} 2070}
2316 2071
2317/* 2072/*
2318 * The function permute(arr, begin, end) randomly reorders the array 2073 * The function permute(arr, begin, end) randomly reorders the array
2319 * arr[begin..end-1]. 2074 * arr[begin..end-1].
2075 * now uses a fisher-yates shuffle, old permute was broken
2320 */ 2076 */
2321static void 2077static void
2322permute (int *arr, int begin, int end) 2078permute (int *arr, int begin, int end)
2323{ 2079{
2324 int 2080 arr += begin;
2325 i,
2326 j,
2327 tmp,
2328 len;
2329
2330 len = end - begin; 2081 end -= begin;
2331 for (i = begin; i < end; i++)
2332 {
2333 j = begin + RANDOM () % len;
2334 2082
2335 tmp = arr[i]; 2083 while (--end)
2336 arr[i] = arr[j]; 2084 swap (arr [end], arr [rndm (end + 1)]);
2337 arr[j] = tmp;
2338 }
2339} 2085}
2340 2086
2341/* new function to make monster searching more efficient, and effective! 2087/* new function to make monster searching more efficient, and effective!
2342 * This basically returns a randomized array (in the passed pointer) of 2088 * This basically returns a randomized array (in the passed pointer) of
2343 * the spaces to find monsters. In this way, it won't always look for 2089 * the spaces to find monsters. In this way, it won't always look for
2346 * the 3x3 area will be searched, just not in a predictable order. 2092 * the 3x3 area will be searched, just not in a predictable order.
2347 */ 2093 */
2348void 2094void
2349get_search_arr (int *search_arr) 2095get_search_arr (int *search_arr)
2350{ 2096{
2351 int 2097 int i;
2352 i;
2353 2098
2354 for (i = 0; i < SIZEOFFREE; i++) 2099 for (i = 0; i < SIZEOFFREE; i++)
2355 {
2356 search_arr[i] = i; 2100 search_arr[i] = i;
2357 }
2358 2101
2359 permute (search_arr, 1, SIZEOFFREE1 + 1); 2102 permute (search_arr, 1, SIZEOFFREE1 + 1);
2360 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2103 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2361 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2104 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2362} 2105}
2371 * Perhaps incorrectly, but I'm making the assumption that exclude 2114 * Perhaps incorrectly, but I'm making the assumption that exclude
2372 * is actually want is going to try and move there. We need this info 2115 * is actually want is going to try and move there. We need this info
2373 * because we have to know what movement the thing looking to move 2116 * because we have to know what movement the thing looking to move
2374 * there is capable of. 2117 * there is capable of.
2375 */ 2118 */
2376
2377int 2119int
2378find_dir (mapstruct *m, int x, int y, object *exclude) 2120find_dir (maptile *m, int x, int y, object *exclude)
2379{ 2121{
2380 int
2381 i,
2382 max = SIZEOFFREE, mflags; 2122 int i, max = SIZEOFFREE, mflags;
2383 sint16 2123
2384 nx, 2124 sint16 nx, ny;
2385 ny;
2386 object * 2125 object *tmp;
2387 tmp; 2126 maptile *mp;
2388 mapstruct *
2389 mp;
2390 MoveType
2391 blocked,
2392 move_type;
2393 2127
2128 MoveType blocked, move_type;
2129
2394 if (exclude && exclude->head) 2130 if (exclude && exclude->head_ () != exclude)
2395 { 2131 {
2396 exclude = exclude->head; 2132 exclude = exclude->head;
2397 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2398 } 2134 }
2399 else 2135 else
2407 mp = m; 2143 mp = m;
2408 nx = x + freearr_x[i]; 2144 nx = x + freearr_x[i];
2409 ny = y + freearr_y[i]; 2145 ny = y + freearr_y[i];
2410 2146
2411 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2147 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2148
2412 if (mflags & P_OUT_OF_MAP) 2149 if (mflags & P_OUT_OF_MAP)
2413 {
2414 max = maxfree[i]; 2150 max = maxfree[i];
2415 }
2416 else 2151 else
2417 { 2152 {
2418 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2153 mapspace &ms = mp->at (nx, ny);
2154
2155 blocked = ms.move_block;
2419 2156
2420 if ((move_type & blocked) == move_type) 2157 if ((move_type & blocked) == move_type)
2421 {
2422 max = maxfree[i]; 2158 max = maxfree[i];
2423 }
2424 else if (mflags & P_IS_ALIVE) 2159 else if (mflags & P_IS_ALIVE)
2425 { 2160 {
2426 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2161 for (tmp = ms.bot; tmp; tmp = tmp->above)
2427 { 2162 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2428 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2163 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2429 {
2430 break; 2164 break;
2431 } 2165
2432 }
2433 if (tmp) 2166 if (tmp)
2434 {
2435 return freedir[i]; 2167 return freedir[i];
2436 }
2437 } 2168 }
2438 } 2169 }
2439 } 2170 }
2171
2440 return 0; 2172 return 0;
2441} 2173}
2442 2174
2443/* 2175/*
2444 * distance(object 1, object 2) will return the square of the 2176 * distance(object 1, object 2) will return the square of the
2445 * distance between the two given objects. 2177 * distance between the two given objects.
2446 */ 2178 */
2447
2448int 2179int
2449distance (const object *ob1, const object *ob2) 2180distance (const object *ob1, const object *ob2)
2450{ 2181{
2451 int
2452 i;
2453
2454 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2182 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2455 return i;
2456} 2183}
2457 2184
2458/* 2185/*
2459 * find_dir_2(delta-x,delta-y) will return a direction in which 2186 * find_dir_2(delta-x,delta-y) will return a direction in which
2460 * an object which has subtracted the x and y coordinates of another 2187 * an object which has subtracted the x and y coordinates of another
2461 * object, needs to travel toward it. 2188 * object, needs to travel toward it.
2462 */ 2189 */
2463
2464int 2190int
2465find_dir_2 (int x, int y) 2191find_dir_2 (int x, int y)
2466{ 2192{
2467 int 2193 int q;
2468 q;
2469 2194
2470 if (y) 2195 if (y)
2471 q = x * 100 / y; 2196 q = x * 100 / y;
2472 else if (x) 2197 else if (x)
2473 q = -300 * x; 2198 q = -300 * x;
2498 2223
2499 return 3; 2224 return 3;
2500} 2225}
2501 2226
2502/* 2227/*
2503 * absdir(int): Returns a number between 1 and 8, which represent
2504 * the "absolute" direction of a number (it actually takes care of
2505 * "overflow" in previous calculations of a direction).
2506 */
2507
2508int
2509absdir (int d)
2510{
2511 while (d < 1)
2512 d += 8;
2513 while (d > 8)
2514 d -= 8;
2515 return d;
2516}
2517
2518/*
2519 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2228 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2520 * between two directions (which are expected to be absolute (see absdir()) 2229 * between two directions (which are expected to be absolute (see absdir())
2521 */ 2230 */
2522
2523int 2231int
2524dirdiff (int dir1, int dir2) 2232dirdiff (int dir1, int dir2)
2525{ 2233{
2526 int 2234 int d;
2527 d;
2528 2235
2529 d = abs (dir1 - dir2); 2236 d = abs (dir1 - dir2);
2530 if (d > 4) 2237 if (d > 4)
2531 d = 8 - d; 2238 d = 8 - d;
2239
2532 return d; 2240 return d;
2533} 2241}
2534 2242
2535/* peterm: 2243/* peterm:
2536 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2244 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2539 * This basically means that if direction is 15, then it could either go 2247 * This basically means that if direction is 15, then it could either go
2540 * direction 4, 14, or 16 to get back to where we are. 2248 * direction 4, 14, or 16 to get back to where we are.
2541 * Moved from spell_util.c to object.c with the other related direction 2249 * Moved from spell_util.c to object.c with the other related direction
2542 * functions. 2250 * functions.
2543 */ 2251 */
2544
2545int
2546 reduction_dir[SIZEOFFREE][3] = { 2252int reduction_dir[SIZEOFFREE][3] = {
2547 {0, 0, 0}, /* 0 */ 2253 {0, 0, 0}, /* 0 */
2548 {0, 0, 0}, /* 1 */ 2254 {0, 0, 0}, /* 1 */
2549 {0, 0, 0}, /* 2 */ 2255 {0, 0, 0}, /* 2 */
2550 {0, 0, 0}, /* 3 */ 2256 {0, 0, 0}, /* 3 */
2551 {0, 0, 0}, /* 4 */ 2257 {0, 0, 0}, /* 4 */
2599 * find a path to that monster that we found. If not, 2305 * find a path to that monster that we found. If not,
2600 * we don't bother going toward it. Returns 1 if we 2306 * we don't bother going toward it. Returns 1 if we
2601 * can see a direct way to get it 2307 * can see a direct way to get it
2602 * Modified to be map tile aware -.MSW 2308 * Modified to be map tile aware -.MSW
2603 */ 2309 */
2604
2605
2606int 2310int
2607can_see_monsterP (mapstruct *m, int x, int y, int dir) 2311can_see_monsterP (maptile *m, int x, int y, int dir)
2608{ 2312{
2609 sint16 2313 sint16 dx, dy;
2610 dx,
2611 dy;
2612 int
2613 mflags; 2314 int mflags;
2614 2315
2615 if (dir < 0) 2316 if (dir < 0)
2616 return 0; /* exit condition: invalid direction */ 2317 return 0; /* exit condition: invalid direction */
2617 2318
2618 dx = x + freearr_x[dir]; 2319 dx = x + freearr_x[dir];
2631 return 0; 2332 return 0;
2632 2333
2633 /* yes, can see. */ 2334 /* yes, can see. */
2634 if (dir < 9) 2335 if (dir < 9)
2635 return 1; 2336 return 1;
2337
2636 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2338 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2637 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2339 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2340 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2638} 2341}
2639
2640
2641 2342
2642/* 2343/*
2643 * can_pick(picker, item): finds out if an object is possible to be 2344 * can_pick(picker, item): finds out if an object is possible to be
2644 * picked up by the picker. Returnes 1 if it can be 2345 * picked up by the picker. Returnes 1 if it can be
2645 * picked up, otherwise 0. 2346 * picked up, otherwise 0.
2656 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2657 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2658 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2659} 2360}
2660 2361
2661
2662/* 2362/*
2663 * create clone from object to another 2363 * create clone from object to another
2664 */ 2364 */
2665object * 2365object *
2666object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2667{ 2367{
2668 object *
2669 dst = NULL, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2670 2369
2671 if (!asrc) 2370 if (!asrc)
2672 return NULL; 2371 return 0;
2673 src = asrc; 2372
2674 if (src->head)
2675 src = src->head; 2373 src = asrc->head_ ();
2676 2374
2677 prev = NULL; 2375 prev = 0;
2678 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2679 { 2377 {
2680 tmp = get_object (); 2378 tmp = part->clone ();
2681 copy_object (part, tmp);
2682 tmp->x -= src->x; 2379 tmp->x -= src->x;
2683 tmp->y -= src->y; 2380 tmp->y -= src->y;
2381
2684 if (!part->head) 2382 if (!part->head)
2685 { 2383 {
2686 dst = tmp; 2384 dst = tmp;
2687 tmp->head = NULL; 2385 tmp->head = 0;
2688 } 2386 }
2689 else 2387 else
2690 {
2691 tmp->head = dst; 2388 tmp->head = dst;
2692 } 2389
2693 tmp->more = NULL; 2390 tmp->more = 0;
2391
2694 if (prev) 2392 if (prev)
2695 prev->more = tmp; 2393 prev->more = tmp;
2394
2696 prev = tmp; 2395 prev = tmp;
2697 } 2396 }
2698 2397
2699 /*** copy inventory ***/
2700 for (item = src->inv; item; item = item->below) 2398 for (item = src->inv; item; item = item->below)
2701 {
2702 (void) insert_ob_in_ob (object_create_clone (item), dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2703 }
2704 2400
2705 return dst; 2401 return dst;
2706}
2707
2708/* return true if the object was destroyed, 0 otherwise */
2709int
2710was_destroyed (const object *op, tag_t old_tag)
2711{
2712 /* checking for FLAG_FREED isn't necessary, but makes this function more
2713 * robust */
2714 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2715}
2716
2717/* GROS - Creates an object using a string representing its content. */
2718
2719/* Basically, we save the content of the string to a temp file, then call */
2720
2721/* load_object on it. I admit it is a highly inefficient way to make things, */
2722
2723/* but it was simple to make and allows reusing the load_object function. */
2724
2725/* Remember not to use load_object_str in a time-critical situation. */
2726
2727/* Also remember that multiparts objects are not supported for now. */
2728
2729object *
2730load_object_str (const char *obstr)
2731{
2732 object *
2733 op;
2734 char
2735 filename[MAX_BUF];
2736
2737 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2738
2739 FILE *
2740 tempfile = fopen (filename, "w");
2741
2742 if (tempfile == NULL)
2743 {
2744 LOG (llevError, "Error - Unable to access load object temp file\n");
2745 return NULL;
2746 };
2747 fprintf (tempfile, obstr);
2748 fclose (tempfile);
2749
2750 op = get_object ();
2751
2752 object_thawer
2753 thawer (filename);
2754
2755 if (thawer)
2756 load_object (thawer, op, 0);
2757
2758 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2759 CLEAR_FLAG (op, FLAG_REMOVED);
2760
2761 return op;
2762} 2402}
2763 2403
2764/* This returns the first object in who's inventory that 2404/* This returns the first object in who's inventory that
2765 * has the same type and subtype match. 2405 * has the same type and subtype match.
2766 * returns NULL if no match. 2406 * returns NULL if no match.
2767 */ 2407 */
2768object * 2408object *
2769find_obj_by_type_subtype (const object *who, int type, int subtype) 2409find_obj_by_type_subtype (const object *who, int type, int subtype)
2770{ 2410{
2771 object *
2772 tmp;
2773
2774 for (tmp = who->inv; tmp; tmp = tmp->below) 2411 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2775 if (tmp->type == type && tmp->subtype == subtype) 2412 if (tmp->type == type && tmp->subtype == subtype)
2776 return tmp; 2413 return tmp;
2777 2414
2778 return NULL; 2415 return 0;
2779} 2416}
2780 2417
2781/* If ob has a field named key, return the link from the list, 2418/* If ob has a field named key, return the link from the list,
2782 * otherwise return NULL. 2419 * otherwise return NULL.
2783 * 2420 *
2785 * do the desired thing. 2422 * do the desired thing.
2786 */ 2423 */
2787key_value * 2424key_value *
2788get_ob_key_link (const object *ob, const char *key) 2425get_ob_key_link (const object *ob, const char *key)
2789{ 2426{
2790 key_value *
2791 link;
2792
2793 for (link = ob->key_values; link != NULL; link = link->next) 2427 for (key_value *link = ob->key_values; link; link = link->next)
2794 {
2795 if (link->key == key) 2428 if (link->key == key)
2796 {
2797 return link; 2429 return link;
2798 }
2799 }
2800 2430
2801 return NULL; 2431 return 0;
2802} 2432}
2803 2433
2804/* 2434/*
2805 * Returns the value of op has an extra_field for key, or NULL. 2435 * Returns the value of op has an extra_field for key, or NULL.
2806 * 2436 *
2809 * The returned string is shared. 2439 * The returned string is shared.
2810 */ 2440 */
2811const char * 2441const char *
2812get_ob_key_value (const object *op, const char *const key) 2442get_ob_key_value (const object *op, const char *const key)
2813{ 2443{
2814 key_value * 2444 key_value *link;
2815 link; 2445 shstr_cmp canonical_key (key);
2816 const char *
2817 canonical_key;
2818 2446
2819 canonical_key = shstr::find (key);
2820
2821 if (canonical_key == NULL) 2447 if (!canonical_key)
2822 { 2448 {
2823 /* 1. There being a field named key on any object 2449 /* 1. There being a field named key on any object
2824 * implies there'd be a shared string to find. 2450 * implies there'd be a shared string to find.
2825 * 2. Since there isn't, no object has this field. 2451 * 2. Since there isn't, no object has this field.
2826 * 3. Therefore, *this* object doesn't have this field. 2452 * 3. Therefore, *this* object doesn't have this field.
2827 */ 2453 */
2828 return NULL; 2454 return 0;
2829 } 2455 }
2830 2456
2831 /* This is copied from get_ob_key_link() above - 2457 /* This is copied from get_ob_key_link() above -
2832 * only 4 lines, and saves the function call overhead. 2458 * only 4 lines, and saves the function call overhead.
2833 */ 2459 */
2834 for (link = op->key_values; link != NULL; link = link->next) 2460 for (link = op->key_values; link; link = link->next)
2835 {
2836 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2837 {
2838 return link->value; 2462 return link->value;
2839 } 2463
2840 }
2841 return NULL; 2464 return 0;
2842} 2465}
2843
2844 2466
2845/* 2467/*
2846 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2847 * 2469 *
2848 * canonical_key is a shared string (value doesn't have to be). 2470 * canonical_key is a shared string (value doesn't have to be).
2853 * Returns TRUE on success. 2475 * Returns TRUE on success.
2854 */ 2476 */
2855int 2477int
2856set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2857{ 2479{
2858 key_value *
2859 field = NULL, *last = NULL; 2480 key_value *field = NULL, *last = NULL;
2860 2481
2861 for (field = op->key_values; field != NULL; field = field->next) 2482 for (field = op->key_values; field != NULL; field = field->next)
2862 { 2483 {
2863 if (field->key != canonical_key) 2484 if (field->key != canonical_key)
2864 { 2485 {
2873 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2874 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2875 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2876 * we get this value back again. 2497 * we get this value back again.
2877 */ 2498 */
2878 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2879 field->value = 0; 2500 field->value = 0;
2880 else 2501 else
2881 { 2502 {
2882 if (last) 2503 if (last)
2883 last->next = field->next; 2504 last->next = field->next;
2884 else 2505 else
2885 op->key_values = field->next; 2506 op->key_values = field->next;
2886 2507
2887 delete
2888 field; 2508 delete field;
2889 } 2509 }
2890 } 2510 }
2891 return TRUE; 2511 return TRUE;
2892 } 2512 }
2893 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2894 2514
2895 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2896 2516
2897 if (!add_key) 2517 if (!add_key)
2898 {
2899 return FALSE; 2518 return FALSE;
2900 } 2519
2901 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2902 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2903 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2904 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2905 * should pass in "" 2524 * should pass in ""
2928 * Returns TRUE on success. 2547 * Returns TRUE on success.
2929 */ 2548 */
2930int 2549int
2931set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2932{ 2551{
2933 shstr
2934 key_ (key); 2552 shstr key_ (key);
2935 2553
2936 return set_ob_key_value_s (op, key_, value, add_key); 2554 return set_ob_key_value_s (op, key_, value, add_key);
2937} 2555}
2556
2557object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container)
2559{
2560 while (item->inv)
2561 item = item->inv;
2562}
2563
2564void
2565object::depth_iterator::next ()
2566{
2567 if (item->below)
2568 {
2569 item = item->below;
2570
2571 while (item->inv)
2572 item = item->inv;
2573 }
2574 else
2575 item = item->env;
2576}
2577
2578const char *
2579object::flag_desc (char *desc, int len) const
2580{
2581 char *p = desc;
2582 bool first = true;
2583
2584 *p = 0;
2585
2586 for (int i = 0; i < NUM_FLAGS; i++)
2587 {
2588 if (len <= 10) // magic constant!
2589 {
2590 snprintf (p, len, ",...");
2591 break;
2592 }
2593
2594 if (flag [i])
2595 {
2596 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2597 len -= cnt;
2598 p += cnt;
2599 first = false;
2600 }
2601 }
2602
2603 return desc;
2604}
2605
2606// return a suitable string describing an object in enough detail to find it
2607const char *
2608object::debug_desc (char *info) const
2609{
2610 char flagdesc[512];
2611 char info2[256 * 4];
2612 char *p = info;
2613
2614 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2615 count, uuid.seq,
2616 &name,
2617 title ? "\",title:\"" : "",
2618 title ? (const char *)title : "",
2619 flag_desc (flagdesc, 512), type);
2620
2621 if (env)
2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2623
2624 if (map)
2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2626
2627 return info;
2628}
2629
2630const char *
2631object::debug_desc () const
2632{
2633 static char info[3][256 * 4];
2634 static int info_idx;
2635
2636 return debug_desc (info [++info_idx % 3]);
2637}
2638
2639struct region *
2640object::region () const
2641{
2642 return map ? map->region (x, y)
2643 : region::default_region ();
2644}
2645
2646const materialtype_t *
2647object::dominant_material () const
2648{
2649 if (materialtype_t *mt = name_to_material (materialname))
2650 return mt;
2651
2652 return name_to_material (shstr_unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
2703 }
2704}
2705
2706object *
2707object::force_find (const shstr name)
2708{
2709 /* cycle through his inventory to look for the MARK we want to
2710 * place
2711 */
2712 for (object *tmp = inv; tmp; tmp = tmp->below)
2713 if (tmp->type == FORCE && tmp->slaying == name)
2714 return splay (tmp);
2715
2716 return 0;
2717}
2718
2719void
2720object::force_add (const shstr name, int duration)
2721{
2722 if (object *force = force_find (name))
2723 force->destroy ();
2724
2725 object *force = get_archetype (FORCE_NAME);
2726
2727 force->slaying = name;
2728 force->stats.food = 1;
2729 force->speed_left = -1.f;
2730
2731 force->set_speed (duration ? 1.f / duration : 0.f);
2732 force->flag [FLAG_IS_USED_UP] = true;
2733 force->flag [FLAG_APPLIED] = true;
2734
2735 insert (force);
2736}
2737

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines