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Comparing deliantra/server/common/object.C (file contents):
Revision 1.24 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.182 by root, Mon Aug 20 18:11:02 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 1.24 2006/09/10 16:00:23 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
513} 452}
514 453
515/* Set the owner to clone's current owner and set the skill and experience 454int
516 * objects to clone's objects (typically those objects that where the owner's 455object::slottype () const
517 * current skill and experience objects at the time when clone's owner was
518 * set - not the owner's current skill and experience objects).
519 *
520 * Use this function if player created an object (e.g. fire bullet, swarm
521 * spell), and this object creates further objects whose kills should be
522 * accounted for the player's original skill, even if player has changed
523 * skills meanwhile.
524 */
525void
526copy_owner (object *op, object *clone)
527{ 456{
528 object *owner = get_owner (clone); 457 if (type == SKILL)
529
530 if (owner == NULL)
531 {
532 /* players don't have owners - they own themselves. Update
533 * as appropriate.
534 */
535 if (clone->type == PLAYER)
536 owner = clone;
537 else
538 return;
539 } 458 {
540 set_owner (op, owner); 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}
541 470
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;
542} 518}
543 519
544/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
545 * refcounts and freeing the links. 521 * refcounts and freeing the links.
546 */ 522 */
547static void 523static void
548free_key_values (object *op) 524free_key_values (object *op)
549{ 525{
550 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
551 { 527 {
552 key_value *next = i->next; 528 key_value *next = i->next;
553 delete i; 529 delete i;
554 530
555 i = next; 531 i = next;
556 } 532 }
557 533
558 op->key_values = 0; 534 op->key_values = 0;
559} 535}
560 536
561void object::clear () 537object &
538object::operator =(const object &src)
562{ 539{
563 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
564 542
565 free_key_values (this); 543 *(object_copy *)this = src;
566 544
567 name = 0; 545 flag [FLAG_FREED] = is_freed;
568 name_pl = 0; 546 flag [FLAG_REMOVED] = is_removed;
569 title = 0;
570 race = 0;
571 slaying = 0;
572 skill = 0;
573 msg = 0;
574 lore = 0;
575 custom_name = 0;
576 materialname = 0;
577
578 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
579
580 SET_FLAG (this, FLAG_REMOVED);
581}
582
583void object::clone (object *destination)
584{
585 *(object_copy *) destination = *this;
586 *(object_pod *) destination = *this;
587
588 if (self || cb)
589 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
590}
591
592/*
593 * clear_object() frees everything allocated by an object, and also
594 * clears all variables and flags to default settings.
595 */
596
597void
598clear_object (object *op)
599{
600 op->clear ();
601
602 op->contr = NULL;
603 op->below = NULL;
604 op->above = NULL;
605 op->inv = NULL;
606 op->container = NULL;
607 op->env = NULL;
608 op->more = NULL;
609 op->head = NULL;
610 op->map = NULL;
611 op->refcount = 0;
612 op->active_next = NULL;
613 op->active_prev = NULL;
614 /* What is not cleared is next, prev, and count */
615
616 op->expmul = 1.0;
617 op->face = blank_face;
618 op->attacked_by_count = -1;
619
620 if (settings.casting_time)
621 op->casting_time = -1;
622}
623
624/*
625 * copy object first frees everything allocated by the second object,
626 * and then copies the contends of the first object into the second
627 * object, allocating what needs to be allocated. Basically, any
628 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
629 * if the first object is freed, the pointers in the new object
630 * will point at garbage.
631 */
632
633void
634copy_object (object *op2, object *op)
635{
636 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
637 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
638
639 op2->clone (op);
640
641 if (is_freed)
642 SET_FLAG (op, FLAG_FREED);
643 if (is_removed)
644 SET_FLAG (op, FLAG_REMOVED);
645
646 if (op2->speed < 0)
647 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
648 547
649 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
650 if (op2->key_values) 549 if (src.key_values)
651 { 550 {
652 key_value *tail = 0; 551 key_value *tail = 0;
653 key_value *i;
654
655 op->key_values = 0; 552 key_values = 0;
656 553
657 for (i = op2->key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
658 { 555 {
659 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
660 557
661 new_link->next = 0; 558 new_link->next = 0;
662 new_link->key = i->key; 559 new_link->key = i->key;
663 new_link->value = i->value; 560 new_link->value = i->value;
664 561
665 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
666 if (!op->key_values) 563 if (!key_values)
667 { 564 {
668 op->key_values = new_link; 565 key_values = new_link;
669 tail = new_link; 566 tail = new_link;
670 } 567 }
671 else 568 else
672 { 569 {
673 tail->next = new_link; 570 tail->next = new_link;
674 tail = new_link; 571 tail = new_link;
675 } 572 }
676 } 573 }
677 } 574 }
575}
678 576
679 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;
680} 621}
681 622
682/* 623/*
683 * 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
684 * 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
685 * 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.
686 */ 627 */
687
688void 628void
689update_turn_face (object *op) 629update_turn_face (object *op)
690{ 630{
691 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
692 return; 632 return;
633
693 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
694 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
695} 636}
696 637
697/* 638/*
698 * 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
699 * 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.
700 * 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.
701 */ 642 */
702
703void 643void
704update_ob_speed (object *op) 644object::set_speed (float speed)
705{ 645{
706 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
707
708 /* No reason putting the archetypes objects on the speed list,
709 * since they never really need to be updated.
710 */
711
712 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
713 { 647 {
714 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
715#ifdef MANY_CORES
716 abort ();
717#else
718 op->speed = 0; 649 speed = 0;
719#endif
720 }
721 if (arch_init)
722 { 650 }
723 return;
724 }
725 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
726 {
727 /* If already on active list, don't do anything */
728 if (op->active_next || op->active_prev || op == active_objects)
729 return;
730 651
731 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
732 * of the list. */ 653
733 op->active_next = active_objects; 654 if (has_active_speed ())
734 if (op->active_next != NULL) 655 activate ();
735 op->active_next->active_prev = op;
736 active_objects = op;
737 }
738 else 656 else
739 { 657 deactivate ();
740 /* If not on the active list, nothing needs to be done */
741 if (!op->active_next && !op->active_prev && op != active_objects)
742 return;
743
744 if (op->active_prev == NULL)
745 {
746 active_objects = op->active_next;
747 if (op->active_next != NULL)
748 op->active_next->active_prev = NULL;
749 }
750 else
751 {
752 op->active_prev->active_next = op->active_next;
753 if (op->active_next)
754 op->active_next->active_prev = op->active_prev;
755 }
756 op->active_next = NULL;
757 op->active_prev = NULL;
758 }
759} 658}
760 659
761/* This function removes object 'op' from the list of active
762 * objects.
763 * This should only be used for style maps or other such
764 * reference maps where you don't want an object that isn't
765 * in play chewing up cpu time getting processed.
766 * The reverse of this is to call update_ob_speed, which
767 * will do the right thing based on the speed of the object.
768 */
769void
770remove_from_active_list (object *op)
771{
772 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op != active_objects)
774 return;
775
776 if (op->active_prev == NULL)
777 {
778 active_objects = op->active_next;
779 if (op->active_next != NULL)
780 op->active_next->active_prev = NULL;
781 }
782 else
783 {
784 op->active_prev->active_next = op->active_next;
785 if (op->active_next)
786 op->active_next->active_prev = op->active_prev;
787 }
788 op->active_next = NULL;
789 op->active_prev = NULL;
790}
791
792/* 660/*
793 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
794 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
795 * 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
796 * invisible object, etc...) 664 * invisible object, etc...)
797 * 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
798 * 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
799 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
800 * 668 *
801 * 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.
802 * For example, if the only thing that has changed is the face (due to
803 * an animation), we don't need to call update_position until that actually
804 * comes into view of a player. OTOH, many other things, like addition/removal
805 * of walls or living creatures may need us to update the flags now.
806 * current action are: 670 * current action are:
807 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
808 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
809 * 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
810 * 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.
811 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
812 */ 676 */
813
814void 677void
815update_object (object *op, int action) 678update_object (object *op, int action)
816{ 679{
817 int update_now = 0, flags;
818 MoveType move_on, move_off, move_block, move_slow;
819
820 if (op == NULL) 680 if (op == NULL)
821 { 681 {
822 /* this should never happen */ 682 /* this should never happen */
823 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
824 return; 684 return;
825 } 685 }
826 686
827 if (op->env != NULL) 687 if (op->env)
828 { 688 {
829 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
830 * to do in this case. 690 * to do in this case.
831 */ 691 */
832 return; 692 return;
837 */ 697 */
838 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
839 return; 699 return;
840 700
841 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
842 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)
843 { 703 {
844 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
845#ifdef MANY_CORES 705#ifdef MANY_CORES
846 abort (); 706 abort ();
847#endif 707#endif
848 return; 708 return;
849 } 709 }
850 710
851 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 711 mapspace &m = op->ms ();
852 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
853 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
854 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
855 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
856 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
857 712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
858 if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
859 { 716 {
717 // this is likely overkill, TODO: revisit (schmorp)
860 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
864 update_now = 1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
865 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
866 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
867 update_now = 1;
868
869 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
870 update_now = 1;
871
872 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
873 update_now = 1;
874
875 if ((move_on | op->move_on) != move_on) 724 || (m.move_on | op->move_on ) != m.move_on
876 update_now = 1;
877
878 if ((move_off | op->move_off) != move_off) 725 || (m.move_off | op->move_off ) != m.move_off
879 update_now = 1; 726 || (m.move_slow | op->move_slow) != m.move_slow
880
881 /* 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
882 * to have move_allow right now. 728 * to have move_allow right now.
883 */ 729 */
884 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
885 update_now = 1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
886 732 m.flags_ = 0;
887 if ((move_slow | op->move_slow) != move_slow)
888 update_now = 1;
889 } 733 }
890 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
891 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
892 * that is being removed. 736 * that is being removed.
893 */ 737 */
894 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
895 { 739 m.flags_ = 0;
896 update_now = 1;
897 }
898 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
899 {
900 /* Nothing to do for that case */ 741 /* Nothing to do for that case */ ;
901 }
902 else 742 else
903 {
904 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
905 }
906 744
907 if (update_now)
908 {
909 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
910 update_position (op->map, op->x, op->y);
911 }
912
913 if (op->more != NULL) 745 if (op->more)
914 update_object (op->more, action); 746 update_object (op->more, action);
915}
916
917static
918std::vector < object *>
919 mortals;
920
921void object::free_mortals ()
922{
923 for (std::vector < object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
924 delete *
925 i;
926
927 mortals.clear ();
928} 747}
929 748
930object::object () 749object::object ()
931{ 750{
932 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
933 752
934 expmul = 1.0; 753 expmul = 1.0;
935 face = blank_face; 754 face = blank_face;
936 attacked_by_count = -1;
937} 755}
938 756
939object::~object () 757object::~object ()
940{ 758{
759 unlink ();
760
941 free_key_values (this); 761 free_key_values (this);
942} 762}
943 763
764static int object_count;
765
944void object::link () 766void object::link ()
945{ 767{
768 assert (!index);//D
769 uuid = gen_uuid ();
946 count = ++ob_count; 770 count = ++object_count;
947 771
948 prev = 0; 772 refcnt_inc ();
949 next = objects; 773 objects.insert (this);
950
951 if (objects)
952 objects->prev = this;
953
954 objects = this;
955} 774}
956 775
957void object::unlink () 776void object::unlink ()
958{ 777{
959 count = 0;
960
961 /* Remove this object from the list of used objects */
962 if (prev)
963 prev->next = next;
964 if (next) 778 if (!index)
965 next->prev = prev; 779 return;
966 if (this == objects) 780
967 objects = next; 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)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840}
841
842/*
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 }
968} 890}
969 891
970object *object::create () 892object *object::create ()
971{ 893{
972 object *
973 op = new object; 894 object *op = new object;
974
975 op->link (); 895 op->link ();
976 return op; 896 return op;
977} 897}
978 898
979/* 899void
980 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
981 * it from the list of used objects, and puts it on the list of
982 * free objects. The IS_FREED() flag is set in the object.
983 * The object must have been removed by remove_ob() first for
984 * this function to succeed.
985 *
986 * If free_inventory is set, free inventory as well. Else drop items in
987 * inventory to the ground.
988 */
989void object::free (bool free_inventory)
990{ 901{
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 902 attachable::do_destroy ();
992 {
993 LOG (llevDebug, "Free object called with non removed object\n");
994 dump_object (this);
995#ifdef MANY_CORES
996 abort ();
997#endif
998 }
999 903
1000 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 904 if (flag [FLAG_IS_LINKED])
1001 { 905 remove_button_link (this);
1002 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 906
907 if (flag [FLAG_FRIENDLY])
1003 remove_friendly_object (this); 908 remove_friendly_object (this);
1004 }
1005 909
1006 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)
1007 { 925 {
1008 dump_object (this); 926 freed_map = new maptile;
1009 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 927
1010 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;
1011 } 934 }
935
936 map = freed_map;
937 x = 1;
938 y = 1;
939 }
1012 940
1013 if (more) 941 if (more)
1014 { 942 {
1015 more->free (free_inventory); 943 more->destroy ();
1016 more = 0; 944 more = 0;
1017 } 945 }
1018 946
1019 if (inv)
1020 {
1021 /* Only if the space blocks everything do we not process -
1022 * if some form of movement is allowed, let objects
1023 * drop on that space.
1024 */
1025 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1026 {
1027 object *
1028 op = inv;
1029
1030 while (op)
1031 {
1032 object *
1033 tmp = op->below;
1034
1035 remove_ob (op);
1036 op->free (free_inventory);
1037 op = tmp;
1038 }
1039 }
1040 else
1041 { /* Put objects in inventory onto this space */
1042 object *
1043 op = inv;
1044
1045 while (op)
1046 {
1047 object *
1048 tmp = op->below;
1049
1050 remove_ob (op);
1051
1052 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1053 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1054 free_object (op);
1055 else
1056 {
1057 op->x = x;
1058 op->y = y;
1059 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1060 }
1061
1062 op = tmp;
1063 }
1064 }
1065 }
1066
1067 /* Remove object from the active list */
1068 speed = 0; 947 head = 0;
1069 update_ob_speed (this);
1070 948
1071 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}
1072 955
1073 SET_FLAG (this, FLAG_FREED); 956void
957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
960 return;
1074 961
1075 mortals.push_back (this); 962 if (destroy_inventory)
963 destroy_inv (false);
964
965 if (is_head ())
966 if (sound_destroy)
967 play_sound (sound_destroy);
968 else if (flag [FLAG_MONSTER])
969 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
970
971 attachable::destroy ();
1076} 972}
1077 973
1078/* 974/*
1079 * sub_weight() recursively (outwards) subtracts a number from the 975 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)). 976 * weight of an object (and what is carried by it's environment(s)).
1081 */ 977 */
1082
1083void 978void
1084sub_weight (object *op, signed long weight) 979sub_weight (object *op, signed long weight)
1085{ 980{
1086 while (op != NULL) 981 while (op != NULL)
1087 { 982 {
1088 if (op->type == CONTAINER) 983 if (op->type == CONTAINER)
1089 {
1090 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 984 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1091 } 985
1092 op->carrying -= weight; 986 op->carrying -= weight;
1093 op = op->env; 987 op = op->env;
1094 } 988 }
1095} 989}
1096 990
1097/* remove_ob(op): 991/* op->remove ():
1098 * This function removes the object op from the linked list of objects 992 * This function removes the object op from the linked list of objects
1099 * which it is currently tied to. When this function is done, the 993 * which it is currently tied to. When this function is done, the
1100 * object will have no environment. If the object previously had an 994 * object will have no environment. If the object previously had an
1101 * environment, the x and y coordinates will be updated to 995 * environment, the x and y coordinates will be updated to
1102 * the previous environment. 996 * the previous environment.
1103 * Beware: This function is called from the editor as well!
1104 */ 997 */
1105
1106void 998void
1107remove_ob (object *op) 999object::do_remove ()
1108{ 1000{
1001 object *tmp, *last = 0;
1109 object * 1002 object *otmp;
1110 tmp, *
1111 last = NULL;
1112 object *
1113 otmp;
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120 sint16
1121 x,
1122 y;
1123 1003
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 1004 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 { 1005 return;
1127 dump_object (op);
1128 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1129 1006
1130 /* Changed it to always dump core in this case. As has been learned
1131 * in the past, trying to recover from errors almost always
1132 * make things worse, and this is a real error here - something
1133 * that should not happen.
1134 * Yes, if this was a mission critical app, trying to do something
1135 * to recover may make sense, but that is because failure of the app
1136 * may have other disastrous problems. Cf runs out of a script
1137 * so is easily enough restarted without any real problems.
1138 * MSW 2001-07-01
1139 */
1140 abort ();
1141 }
1142 if (op->more != NULL)
1143 remove_ob (op->more);
1144
1145 SET_FLAG (op, FLAG_REMOVED); 1007 SET_FLAG (this, FLAG_REMOVED);
1008 INVOKE_OBJECT (REMOVE, this);
1009
1010 if (more)
1011 more->remove ();
1146 1012
1147 /* 1013 /*
1148 * In this case, the object to be removed is in someones 1014 * In this case, the object to be removed is in someones
1149 * inventory. 1015 * inventory.
1150 */ 1016 */
1151 if (op->env != NULL) 1017 if (env)
1152 { 1018 {
1153 if (op->nrof) 1019 if (nrof)
1154 sub_weight (op->env, op->weight * op->nrof); 1020 sub_weight (env, weight * nrof);
1155 else 1021 else
1156 sub_weight (op->env, op->weight + op->carrying); 1022 sub_weight (env, weight + carrying);
1157 1023
1158 /* NO_FIX_PLAYER is set when a great many changes are being 1024 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 1025 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 1026 * to save cpu time.
1161 */ 1027 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1028 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 1029 otmp->update_stats ();
1164 1030
1165 if (op->above != NULL) 1031 if (above)
1166 op->above->below = op->below; 1032 above->below = below;
1167 else 1033 else
1168 op->env->inv = op->below; 1034 env->inv = below;
1169 1035
1170 if (op->below != NULL) 1036 if (below)
1171 op->below->above = op->above; 1037 below->above = above;
1172 1038
1173 /* we set up values so that it could be inserted into 1039 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up 1040 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do. 1041 * to the caller to decide what we want to do.
1176 */ 1042 */
1177 op->x = op->env->x, op->y = op->env->y; 1043 x = env->x, y = env->y;
1178 op->map = op->env->map; 1044 map = env->map;
1179 op->above = NULL, op->below = NULL; 1045 above = 0, below = 0;
1180 op->env = NULL; 1046 env = 0;
1181 return;
1182 }
1183
1184 /* If we get here, we are removing it from a map */
1185 if (op->map == NULL)
1186 return;
1187
1188 x = op->x;
1189 y = op->y;
1190 m = get_map_from_coord (op->map, &x, &y);
1191
1192 if (!m)
1193 { 1047 }
1194 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1048 else if (map)
1195 op->map->path, op->x, op->y);
1196 /* in old days, we used to set x and y to 0 and continue.
1197 * it seems if we get into this case, something is probablye
1198 * screwed up and should be fixed.
1199 */
1200 abort ();
1201 } 1049 {
1202 if (op->map != m) 1050 if (type == PLAYER)
1203 {
1204 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1205 op->map->path, m->path, op->x, op->y, x, y);
1206 }
1207
1208 /* Re did the following section of code - it looks like it had
1209 * lots of logic for things we no longer care about
1210 */
1211
1212 /* link the object above us */
1213 if (op->above)
1214 op->above->below = op->below;
1215 else
1216 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1217
1218 /* Relink the object below us, if there is one */
1219 if (op->below)
1220 {
1221 op->below->above = op->above;
1222 }
1223 else
1224 {
1225 /* Nothing below, which means we need to relink map object for this space
1226 * use translated coordinates in case some oddness with map tiling is
1227 * evident
1228 */
1229 if (GET_MAP_OB (m, x, y) != op)
1230 { 1051 {
1231 dump_object (op); 1052 // leaving a spot always closes any open container on the ground
1232 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", 1053 if (container && !container->env)
1233 errmsg); 1054 // this causes spurious floorbox updates, but it ensures
1234 dump_object (GET_MAP_OB (m, x, y)); 1055 // that the CLOSE event is being sent.
1235 LOG (llevError, "%s\n", errmsg); 1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1236 } 1060 }
1237 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1238 }
1239 op->above = NULL;
1240 op->below = NULL;
1241 1061
1242 if (op->map->in_memory == MAP_SAVING) 1062 map->dirty = true;
1243 return; 1063 mapspace &ms = this->ms ();
1244 1064
1245 tag = op->count; 1065 /* link the object above us */
1246 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1066 if (above)
1247 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1067 above->below = below;
1248 { 1068 else
1249 /* No point updating the players look faces if he is the object 1069 ms.top = below; /* we were top, set new top */
1250 * being removed.
1251 */
1252 1070
1253 if (tmp->type == PLAYER && tmp != op) 1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1254 { 1075 {
1255 /* If a container that the player is currently using somehow gets 1076 /* Nothing below, which means we need to relink map object for this space
1256 * removed (most likely destroyed), update the player view 1077 * use translated coordinates in case some oddness with map tiling is
1257 * appropriately. 1078 * evident
1258 */ 1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 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 ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085
1086 above = 0;
1087 below = 0;
1088
1089 if (map->in_memory == MAP_SAVING)
1090 return;
1091
1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1093
1094 if (object *pl = ms.player ())
1095 {
1259 if (tmp->container == op) 1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 {
1108 /* No point updating the players look faces if he is the object
1109 * being removed.
1110 */
1111
1112 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1260 { 1116 {
1261 CLEAR_FLAG (op, FLAG_APPLIED); 1117 move_apply (tmp, this, 0);
1262 tmp->container = NULL; 1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1263 } 1121 }
1264 tmp->contr->socket.update_look = 1; 1122
1123 last = tmp;
1265 } 1124 }
1266 /* See if player moving off should effect something */
1267 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1268 {
1269 1125
1270 move_apply (tmp, op, NULL);
1271 if (was_destroyed (op, tag))
1272 {
1273 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1274 }
1275 }
1276
1277 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1278
1279 if (tmp->above == tmp)
1280 tmp->above = NULL;
1281 last = tmp;
1282 }
1283 /* last == NULL of there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1284 if (last == NULL) 1127 //TODO: this makes little sense, why only update the topmost object?
1285 { 1128 if (!last)
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1129 map->at (x, y).flags_ = 0;
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else 1130 else
1295 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1296 1132
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1134 update_all_los (map, x, y);
1299 1135 }
1300} 1136}
1301 1137
1302/* 1138/*
1303 * merge_ob(op,top): 1139 * merge_ob(op,top):
1304 * 1140 *
1305 * This function goes through all objects below and including top, and 1141 * This function goes through all objects below and including top, and
1306 * merges op to the first matching object. 1142 * merges op to the first matching object.
1307 * If top is NULL, it is calculated. 1143 * If top is NULL, it is calculated.
1308 * Returns pointer to object if it succeded in the merge, otherwise NULL 1144 * Returns pointer to object if it succeded in the merge, otherwise NULL
1309 */ 1145 */
1310
1311object * 1146object *
1312merge_ob (object *op, object *top) 1147merge_ob (object *op, object *top)
1313{ 1148{
1314 if (!op->nrof) 1149 if (!op->nrof)
1315 return 0; 1150 return 0;
1316 if (top == NULL) 1151
1152 if (top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1153 for (top = op; top && top->above; top = top->above)
1154 ;
1155
1318 for (; top != NULL; top = top->below) 1156 for (; top; top = top->below)
1319 { 1157 {
1320 if (top == op) 1158 if (top == op)
1321 continue; 1159 continue;
1322 if (CAN_MERGE (op, top)) 1160
1161 if (object::can_merge (op, top))
1323 { 1162 {
1324 top->nrof += op->nrof; 1163 top->nrof += op->nrof;
1325 1164
1326/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1327 op->weight = 0; /* Don't want any adjustements now */ 1166 op->weight = 0; /* Don't want any adjustements now */
1328 remove_ob (op); 1167 op->destroy ();
1329 free_object (op);
1330 return top; 1168 return top;
1331 } 1169 }
1332 } 1170 }
1171
1333 return NULL; 1172 return 0;
1334} 1173}
1335 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1336/* 1198/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1338 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1339 */ 1201 */
1340object * 1202object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1204{
1343 object *
1344 tmp;
1345
1346 if (op->head)
1347 op = op->head;
1348 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1206 {
1350 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1351 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1352 } 1209 }
1210
1353 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1354} 1212}
1355 1213
1356/* 1214/*
1357 * insert_ob_in_map (op, map, originator, flag): 1215 * insert_ob_in_map (op, map, originator, flag):
1371 * Return value: 1229 * Return value:
1372 * new object if 'op' was merged with other object 1230 * new object if 'op' was merged with other object
1373 * NULL if 'op' was destroyed 1231 * NULL if 'op' was destroyed
1374 * just 'op' otherwise 1232 * just 'op' otherwise
1375 */ 1233 */
1376
1377object * 1234object *
1378insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1379{ 1236{
1380 object * 1237 assert (!op->flag [FLAG_FREED]);
1381 tmp, *
1382 top, *
1383 floor = NULL;
1384 sint16
1385 x,
1386 y;
1387 1238
1388 if (QUERY_FLAG (op, FLAG_FREED)) 1239 object *top, *floor = NULL;
1389 { 1240
1390 LOG (llevError, "Trying to insert freed object!\n"); 1241 op->remove ();
1391 return NULL; 1242
1392 }
1393 if (m == NULL)
1394 {
1395 dump_object (op);
1396 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1397 return op;
1398 }
1399 if (out_of_map (m, op->x, op->y)) 1243 if (out_of_map (m, op->x, op->y))
1400 { 1244 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1245 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1403#ifdef MANY_CORES 1246#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object 1247 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting 1248 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted. 1249 * improperly inserted.
1407 */ 1250 */
1408 abort (); 1251 abort ();
1409#endif 1252#endif
1410 return op; 1253 return op;
1411 } 1254 }
1412 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1255
1413 { 1256 if (object *more = op->more)
1414 dump_object (op); 1257 if (!insert_ob_in_map (more, m, originator, flag))
1415 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1416 return op; 1258 return 0;
1417 }
1418 if (op->more != NULL)
1419 {
1420 /* The part may be on a different map. */
1421 1259
1422 object *
1423 more = op->more;
1424
1425 /* We really need the caller to normalize coordinates - if
1426 * we set the map, that doesn't work if the location is within
1427 * a map and this is straddling an edge. So only if coordinate
1428 * is clear wrong do we normalize it.
1429 */
1430 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1431 {
1432 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 }
1434 else if (!more->map)
1435 {
1436 /* For backwards compatibility - when not dealing with tiled maps,
1437 * more->map should always point to the parent.
1438 */
1439 more->map = m;
1440 }
1441
1442 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1443 {
1444 if (!op->head)
1445 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1446 return NULL;
1447 }
1448 }
1449 CLEAR_FLAG (op, FLAG_REMOVED); 1260 CLEAR_FLAG (op, FLAG_REMOVED);
1450 1261
1451 /* Ideally, the caller figures this out. However, it complicates a lot 1262 /* Ideally, the caller figures this out. However, it complicates a lot
1452 * of areas of callers (eg, anything that uses find_free_spot would now 1263 * of areas of callers (eg, anything that uses find_free_spot would now
1453 * need extra work 1264 * need extra work
1454 */ 1265 */
1455 op->map = get_map_from_coord (m, &op->x, &op->y); 1266 if (!xy_normalise (m, op->x, op->y))
1456 x = op->x; 1267 return 0;
1457 y = op->y; 1268
1269 op->map = m;
1270 mapspace &ms = op->ms ();
1458 1271
1459 /* this has to be done after we translate the coordinates. 1272 /* this has to be done after we translate the coordinates.
1460 */ 1273 */
1461 if (op->nrof && !(flag & INS_NO_MERGE)) 1274 if (op->nrof && !(flag & INS_NO_MERGE))
1462 { 1275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1276 if (object::can_merge (op, tmp))
1464 if (CAN_MERGE (op, tmp))
1465 { 1277 {
1466 op->nrof += tmp->nrof; 1278 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1279 tmp->destroy ();
1468 free_object (tmp);
1469 } 1280 }
1470 }
1471 1281
1472 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1282 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1473 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1283 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1284
1474 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1285 if (!QUERY_FLAG (op, FLAG_ALIVE))
1475 CLEAR_FLAG (op, FLAG_NO_STEAL); 1286 CLEAR_FLAG (op, FLAG_NO_STEAL);
1476 1287
1477 if (flag & INS_BELOW_ORIGINATOR) 1288 if (flag & INS_BELOW_ORIGINATOR)
1478 { 1289 {
1479 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1290 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1480 { 1291 {
1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1292 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482 abort (); 1293 abort ();
1483 } 1294 }
1295
1484 op->above = originator; 1296 op->above = originator;
1485 op->below = originator->below; 1297 op->below = originator->below;
1298
1486 if (op->below) 1299 if (op->below)
1487 op->below->above = op; 1300 op->below->above = op;
1488 else 1301 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1302 ms.bot = op;
1303
1490 /* since *below* originator, no need to update top */ 1304 /* since *below* originator, no need to update top */
1491 originator->below = op; 1305 originator->below = op;
1492 } 1306 }
1493 else 1307 else
1494 { 1308 {
1309 top = ms.bot;
1310
1495 /* If there are other objects, then */ 1311 /* If there are other objects, then */
1496 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1312 if ((!(flag & INS_MAP_LOAD)) && top)
1497 { 1313 {
1498 object * 1314 object *last = 0;
1499 last = NULL;
1500 1315
1501 /* 1316 /*
1502 * If there are multiple objects on this space, we do some trickier handling. 1317 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate. 1318 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if 1319 * Generally, we want to put the new object on top. But if
1508 * once we get to them. This reduces the need to traverse over all of 1323 * once we get to them. This reduces the need to traverse over all of
1509 * them when adding another one - this saves quite a bit of cpu time 1324 * them when adding another one - this saves quite a bit of cpu time
1510 * when lots of spells are cast in one area. Currently, it is presumed 1325 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects. 1326 * that flying non pickable objects are spell objects.
1512 */ 1327 */
1513 1328 for (top = ms.bot; top; top = top->above)
1514 while (top != NULL)
1515 { 1329 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1330 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1517 floor = top; 1331 floor = top;
1332
1518 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1333 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1519 { 1334 {
1520 /* We insert above top, so we want this object below this */ 1335 /* We insert above top, so we want this object below this */
1521 top = top->below; 1336 top = top->below;
1522 break; 1337 break;
1523 } 1338 }
1339
1524 last = top; 1340 last = top;
1525 top = top->above;
1526 } 1341 }
1342
1527 /* Don't want top to be NULL, so set it to the last valid object */ 1343 /* Don't want top to be NULL, so set it to the last valid object */
1528 top = last; 1344 top = last;
1529 1345
1530 /* We let update_position deal with figuring out what the space 1346 /* We let update_position deal with figuring out what the space
1531 * looks like instead of lots of conditions here. 1347 * looks like instead of lots of conditions here.
1532 * makes things faster, and effectively the same result. 1348 * makes things faster, and effectively the same result.
1533 */ 1349 */
1534 1350
1535 /* Have object 'fall below' other objects that block view. 1351 /* Have object 'fall below' other objects that block view.
1536 * Unless those objects are exits, type 66 1352 * Unless those objects are exits.
1537 * If INS_ON_TOP is used, don't do this processing 1353 * If INS_ON_TOP is used, don't do this processing
1538 * Need to find the object that in fact blocks view, otherwise 1354 * Need to find the object that in fact blocks view, otherwise
1539 * stacking is a bit odd. 1355 * stacking is a bit odd.
1540 */ 1356 */
1541 if (!(flag & INS_ON_TOP) && 1357 if (!(flag & INS_ON_TOP)
1542 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1358 && ms.flags () & P_BLOCKSVIEW
1359 && (op->face && !faces [op->face].visibility))
1543 { 1360 {
1544 for (last = top; last != floor; last = last->below) 1361 for (last = top; last != floor; last = last->below)
1545 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1362 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1546 break; 1363 break;
1364
1547 /* Check to see if we found the object that blocks view, 1365 /* Check to see if we found the object that blocks view,
1548 * and make sure we have a below pointer for it so that 1366 * and make sure we have a below pointer for it so that
1549 * we can get inserted below this one, which requires we 1367 * we can get inserted below this one, which requires we
1550 * set top to the object below us. 1368 * set top to the object below us.
1551 */ 1369 */
1552 if (last && last->below && last != floor) 1370 if (last && last->below && last != floor)
1553 top = last->below; 1371 top = last->below;
1554 } 1372 }
1555 } /* If objects on this space */ 1373 } /* If objects on this space */
1556 if (flag & INS_MAP_LOAD) 1374 if (flag & INS_MAP_LOAD)
1557 top = GET_MAP_TOP (op->map, op->x, op->y); 1375 top = ms.top;
1376
1558 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1559 top = floor; 1378 top = floor;
1560 1379
1561 /* Top is the object that our object (op) is going to get inserted above. 1380 /* Top is the object that our object (op) is going to get inserted above.
1562 */ 1381 */
1563 1382
1564 /* First object on this space */ 1383 /* First object on this space */
1565 if (!top) 1384 if (!top)
1566 { 1385 {
1567 op->above = GET_MAP_OB (op->map, op->x, op->y); 1386 op->above = ms.bot;
1387
1568 if (op->above) 1388 if (op->above)
1569 op->above->below = op; 1389 op->above->below = op;
1390
1570 op->below = NULL; 1391 op->below = 0;
1571 SET_MAP_OB (op->map, op->x, op->y, op); 1392 ms.bot = op;
1572 } 1393 }
1573 else 1394 else
1574 { /* get inserted into the stack above top */ 1395 { /* get inserted into the stack above top */
1575 op->above = top->above; 1396 op->above = top->above;
1397
1576 if (op->above) 1398 if (op->above)
1577 op->above->below = op; 1399 op->above->below = op;
1400
1578 op->below = top; 1401 op->below = top;
1579 top->above = op; 1402 top->above = op;
1580 } 1403 }
1404
1581 if (op->above == NULL) 1405 if (!op->above)
1582 SET_MAP_TOP (op->map, op->x, op->y, op); 1406 ms.top = op;
1583 } /* else not INS_BELOW_ORIGINATOR */ 1407 } /* else not INS_BELOW_ORIGINATOR */
1584 1408
1585 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1410 {
1586 op->contr->do_los = 1; 1411 op->contr->do_los = 1;
1412 ++op->map->players;
1413 op->map->touch ();
1414 }
1587 1415
1588 /* If we have a floor, we know the player, if any, will be above 1416 op->map->dirty = true;
1589 * it, so save a few ticks and start from there. 1417
1590 */
1591 if (!(flag & INS_MAP_LOAD)) 1418 if (!(flag & INS_MAP_LOAD))
1592 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1419 if (object *pl = ms.player ())
1593 { 1420 pl->contr->ns->floorbox_update ();
1594 if (tmp->type == PLAYER)
1595 tmp->contr->socket.update_look = 1;
1596 }
1597 1421
1598 /* If this object glows, it may affect lighting conditions that are 1422 /* If this object glows, it may affect lighting conditions that are
1599 * visible to others on this map. But update_all_los is really 1423 * visible to others on this map. But update_all_los is really
1600 * an inefficient way to do this, as it means los for all players 1424 * an inefficient way to do this, as it means los for all players
1601 * on the map will get recalculated. The players could very well 1425 * on the map will get recalculated. The players could very well
1602 * be far away from this change and not affected in any way - 1426 * be far away from this change and not affected in any way -
1603 * this should get redone to only look for players within range, 1427 * this should get redone to only look for players within range,
1604 * or just updating the P_NEED_UPDATE for spaces within this area 1428 * or just updating the P_UPTODATE for spaces within this area
1605 * of effect may be sufficient. 1429 * of effect may be sufficient.
1606 */ 1430 */
1607 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1431 if (op->map->darkness && (op->glow_radius != 0))
1608 update_all_los (op->map, op->x, op->y); 1432 update_all_los (op->map, op->x, op->y);
1609
1610 1433
1611 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1434 /* updates flags (blocked, alive, no magic, etc) for this map space */
1612 update_object (op, UP_OBJ_INSERT); 1435 update_object (op, UP_OBJ_INSERT);
1613 1436
1437 INVOKE_OBJECT (INSERT, op);
1614 1438
1615 /* Don't know if moving this to the end will break anything. However, 1439 /* Don't know if moving this to the end will break anything. However,
1616 * we want to have update_look set above before calling this. 1440 * we want to have floorbox_update called before calling this.
1617 * 1441 *
1618 * check_move_on() must be after this because code called from 1442 * check_move_on() must be after this because code called from
1619 * check_move_on() depends on correct map flags (so functions like 1443 * check_move_on() depends on correct map flags (so functions like
1620 * blocked() and wall() work properly), and these flags are updated by 1444 * blocked() and wall() work properly), and these flags are updated by
1621 * update_object(). 1445 * update_object().
1622 */ 1446 */
1623 1447
1624 /* if this is not the head or flag has been passed, don't check walk on status */ 1448 /* if this is not the head or flag has been passed, don't check walk on status */
1625
1626 if (!(flag & INS_NO_WALK_ON) && !op->head) 1449 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1627 { 1450 {
1628 if (check_move_on (op, originator)) 1451 if (check_move_on (op, originator))
1629 return NULL; 1452 return 0;
1630 1453
1631 /* If we are a multi part object, lets work our way through the check 1454 /* If we are a multi part object, lets work our way through the check
1632 * walk on's. 1455 * walk on's.
1633 */ 1456 */
1634 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1457 for (object *tmp = op->more; tmp; tmp = tmp->more)
1635 if (check_move_on (tmp, originator)) 1458 if (check_move_on (tmp, originator))
1636 return NULL; 1459 return 0;
1637 } 1460 }
1461
1638 return op; 1462 return op;
1639} 1463}
1640 1464
1641/* this function inserts an object in the map, but if it 1465/* this function inserts an object in the map, but if it
1642 * finds an object of its own type, it'll remove that one first. 1466 * finds an object of its own type, it'll remove that one first.
1643 * op is the object to insert it under: supplies x and the map. 1467 * op is the object to insert it under: supplies x and the map.
1644 */ 1468 */
1645void 1469void
1646replace_insert_ob_in_map (const char *arch_string, object *op) 1470replace_insert_ob_in_map (const char *arch_string, object *op)
1647{ 1471{
1648 object * 1472 object *tmp, *tmp1;
1649 tmp;
1650 object *
1651 tmp1;
1652 1473
1653 /* first search for itself and remove any old instances */ 1474 /* first search for itself and remove any old instances */
1654 1475
1655 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1476 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1656 {
1657 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1477 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1658 { 1478 tmp->destroy ();
1659 remove_ob (tmp);
1660 free_object (tmp);
1661 }
1662 }
1663 1479
1664 tmp1 = arch_to_object (find_archetype (arch_string)); 1480 tmp1 = arch_to_object (archetype::find (arch_string));
1665
1666 1481
1667 tmp1->x = op->x; 1482 tmp1->x = op->x;
1668 tmp1->y = op->y; 1483 tmp1->y = op->y;
1669 insert_ob_in_map (tmp1, op->map, op, 0); 1484 insert_ob_in_map (tmp1, op->map, op, 0);
1485}
1486
1487object *
1488object::insert_at (object *where, object *originator, int flags)
1489{
1490 return where->map->insert (this, where->x, where->y, originator, flags);
1670} 1491}
1671 1492
1672/* 1493/*
1673 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1494 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1674 * is returned contains nr objects, and the remaining parts contains 1495 * is returned contains nr objects, and the remaining parts contains
1675 * the rest (or is removed and freed if that number is 0). 1496 * the rest (or is removed and freed if that number is 0).
1676 * On failure, NULL is returned, and the reason put into the 1497 * On failure, NULL is returned, and the reason put into the
1677 * global static errmsg array. 1498 * global static errmsg array.
1678 */ 1499 */
1679
1680object * 1500object *
1681get_split_ob (object *orig_ob, uint32 nr) 1501get_split_ob (object *orig_ob, uint32 nr)
1682{ 1502{
1683 object * 1503 object *newob;
1684 newob;
1685 int
1686 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1504 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1687 1505
1688 if (orig_ob->nrof < nr) 1506 if (orig_ob->nrof < nr)
1689 { 1507 {
1690 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1508 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1691 return NULL; 1509 return NULL;
1692 } 1510 }
1511
1693 newob = object_create_clone (orig_ob); 1512 newob = object_create_clone (orig_ob);
1513
1694 if ((orig_ob->nrof -= nr) < 1) 1514 if ((orig_ob->nrof -= nr) < 1)
1695 { 1515 orig_ob->destroy (1);
1696 if (!is_removed)
1697 remove_ob (orig_ob);
1698 free_object2 (orig_ob, 1);
1699 }
1700 else if (!is_removed) 1516 else if (!is_removed)
1701 { 1517 {
1702 if (orig_ob->env != NULL) 1518 if (orig_ob->env != NULL)
1703 sub_weight (orig_ob->env, orig_ob->weight * nr); 1519 sub_weight (orig_ob->env, orig_ob->weight * nr);
1704 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1520 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1706 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1522 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1707 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1523 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1708 return NULL; 1524 return NULL;
1709 } 1525 }
1710 } 1526 }
1527
1711 newob->nrof = nr; 1528 newob->nrof = nr;
1712 1529
1713 return newob; 1530 return newob;
1714} 1531}
1715 1532
1718 * the amount of an object. If the amount reaches 0, the object 1535 * the amount of an object. If the amount reaches 0, the object
1719 * is subsequently removed and freed. 1536 * is subsequently removed and freed.
1720 * 1537 *
1721 * Return value: 'op' if something is left, NULL if the amount reached 0 1538 * Return value: 'op' if something is left, NULL if the amount reached 0
1722 */ 1539 */
1723
1724object * 1540object *
1725decrease_ob_nr (object *op, uint32 i) 1541decrease_ob_nr (object *op, uint32 i)
1726{ 1542{
1727 object * 1543 object *tmp;
1728 tmp;
1729 player *
1730 pl;
1731 1544
1732 if (i == 0) /* objects with op->nrof require this check */ 1545 if (i == 0) /* objects with op->nrof require this check */
1733 return op; 1546 return op;
1734 1547
1735 if (i > op->nrof) 1548 if (i > op->nrof)
1736 i = op->nrof; 1549 i = op->nrof;
1737 1550
1738 if (QUERY_FLAG (op, FLAG_REMOVED)) 1551 if (QUERY_FLAG (op, FLAG_REMOVED))
1739 {
1740 op->nrof -= i; 1552 op->nrof -= i;
1741 }
1742 else if (op->env != NULL) 1553 else if (op->env)
1743 { 1554 {
1744 /* is this object in the players inventory, or sub container 1555 /* is this object in the players inventory, or sub container
1745 * therein? 1556 * therein?
1746 */ 1557 */
1747 tmp = is_player_inv (op->env); 1558 tmp = op->in_player ();
1748 /* nope. Is this a container the player has opened? 1559 /* nope. Is this a container the player has opened?
1749 * If so, set tmp to that player. 1560 * If so, set tmp to that player.
1750 * IMO, searching through all the players will mostly 1561 * IMO, searching through all the players will mostly
1751 * likely be quicker than following op->env to the map, 1562 * likely be quicker than following op->env to the map,
1752 * and then searching the map for a player. 1563 * and then searching the map for a player.
1753 */ 1564 */
1754 if (!tmp) 1565 if (!tmp)
1755 { 1566 for_all_players (pl)
1756 for (pl = first_player; pl; pl = pl->next)
1757 if (pl->ob->container == op->env) 1567 if (pl->ob->container == op->env)
1568 {
1569 tmp = pl->ob;
1758 break; 1570 break;
1759 if (pl)
1760 tmp = pl->ob;
1761 else
1762 tmp = NULL;
1763 } 1571 }
1764 1572
1765 if (i < op->nrof) 1573 if (i < op->nrof)
1766 { 1574 {
1767 sub_weight (op->env, op->weight * i); 1575 sub_weight (op->env, op->weight * i);
1768 op->nrof -= i; 1576 op->nrof -= i;
1769 if (tmp) 1577 if (tmp)
1770 {
1771 esrv_send_item (tmp, op); 1578 esrv_send_item (tmp, op);
1772 }
1773 } 1579 }
1774 else 1580 else
1775 { 1581 {
1776 remove_ob (op); 1582 op->remove ();
1777 op->nrof = 0; 1583 op->nrof = 0;
1778 if (tmp) 1584 if (tmp)
1779 {
1780 esrv_del_item (tmp->contr, op->count); 1585 esrv_del_item (tmp->contr, op->count);
1781 }
1782 } 1586 }
1783 } 1587 }
1784 else 1588 else
1785 { 1589 {
1786 object *
1787 above = op->above; 1590 object *above = op->above;
1788 1591
1789 if (i < op->nrof) 1592 if (i < op->nrof)
1790 {
1791 op->nrof -= i; 1593 op->nrof -= i;
1792 }
1793 else 1594 else
1794 { 1595 {
1795 remove_ob (op); 1596 op->remove ();
1796 op->nrof = 0; 1597 op->nrof = 0;
1797 } 1598 }
1599
1798 /* Since we just removed op, op->above is null */ 1600 /* Since we just removed op, op->above is null */
1799 for (tmp = above; tmp != NULL; tmp = tmp->above) 1601 for (tmp = above; tmp; tmp = tmp->above)
1800 if (tmp->type == PLAYER) 1602 if (tmp->type == PLAYER)
1801 { 1603 {
1802 if (op->nrof) 1604 if (op->nrof)
1803 esrv_send_item (tmp, op); 1605 esrv_send_item (tmp, op);
1804 else 1606 else
1805 esrv_del_item (tmp->contr, op->count); 1607 esrv_del_item (tmp->contr, op->count);
1806 } 1608 }
1807 } 1609 }
1808 1610
1809 if (op->nrof) 1611 if (op->nrof)
1810 {
1811 return op; 1612 return op;
1812 }
1813 else 1613 else
1814 { 1614 {
1815 free_object (op); 1615 op->destroy ();
1816 return NULL; 1616 return 0;
1817 } 1617 }
1818} 1618}
1819 1619
1820/* 1620/*
1821 * add_weight(object, weight) adds the specified weight to an object, 1621 * add_weight(object, weight) adds the specified weight to an object,
1822 * and also updates how much the environment(s) is/are carrying. 1622 * and also updates how much the environment(s) is/are carrying.
1823 */ 1623 */
1824
1825void 1624void
1826add_weight (object *op, signed long weight) 1625add_weight (object *op, signed long weight)
1827{ 1626{
1828 while (op != NULL) 1627 while (op != NULL)
1829 { 1628 {
1830 if (op->type == CONTAINER) 1629 if (op->type == CONTAINER)
1831 {
1832 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1630 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1833 } 1631
1834 op->carrying += weight; 1632 op->carrying += weight;
1835 op = op->env; 1633 op = op->env;
1836 } 1634 }
1837} 1635}
1838 1636
1637object *
1638insert_ob_in_ob (object *op, object *where)
1639{
1640 if (!where)
1641 {
1642 char *dump = dump_object (op);
1643 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1644 free (dump);
1645 return op;
1646 }
1647
1648 if (where->head_ () != where)
1649 {
1650 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1651 where = where->head;
1652 }
1653
1654 return where->insert (op);
1655}
1656
1839/* 1657/*
1840 * insert_ob_in_ob(op,environment): 1658 * env->insert (op)
1841 * This function inserts the object op in the linked list 1659 * This function inserts the object op in the linked list
1842 * inside the object environment. 1660 * inside the object environment.
1843 * 1661 *
1844 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1845 * the inventory at the last position or next to other objects of the same
1846 * type.
1847 * Frank: Now sorted by type, archetype and magic!
1848 *
1849 * The function returns now pointer to inserted item, and return value can 1662 * The function returns now pointer to inserted item, and return value can
1850 * be != op, if items are merged. -Tero 1663 * be != op, if items are merged. -Tero
1851 */ 1664 */
1852
1853object * 1665object *
1854insert_ob_in_ob (object *op, object *where) 1666object::insert (object *op)
1855{ 1667{
1856 object *
1857 tmp, *
1858 otmp;
1859
1860 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1668 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 { 1669 op->remove ();
1862 dump_object (op); 1670
1863 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1864 return op;
1865 }
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872 if (where->head)
1873 {
1874 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1875 where = where->head;
1876 }
1877 if (op->more) 1671 if (op->more)
1878 { 1672 {
1879 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1880 return op; 1674 return op;
1881 } 1675 }
1676
1882 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1883 CLEAR_FLAG (op, FLAG_REMOVED); 1678 CLEAR_FLAG (op, FLAG_REMOVED);
1679
1884 if (op->nrof) 1680 if (op->nrof)
1885 { 1681 {
1886 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1682 for (object *tmp = inv; tmp; tmp = tmp->below)
1887 if (CAN_MERGE (tmp, op)) 1683 if (object::can_merge (tmp, op))
1888 { 1684 {
1889 /* return the original object and remove inserted object 1685 /* return the original object and remove inserted object
1890 (client needs the original object) */ 1686 (client needs the original object) */
1891 tmp->nrof += op->nrof; 1687 tmp->nrof += op->nrof;
1892 /* Weight handling gets pretty funky. Since we are adding to 1688 /* Weight handling gets pretty funky. Since we are adding to
1893 * tmp->nrof, we need to increase the weight. 1689 * tmp->nrof, we need to increase the weight.
1894 */ 1690 */
1895 add_weight (where, op->weight * op->nrof); 1691 add_weight (this, op->weight * op->nrof);
1896 SET_FLAG (op, FLAG_REMOVED); 1692 SET_FLAG (op, FLAG_REMOVED);
1897 free_object (op); /* free the inserted object */ 1693 op->destroy (); /* free the inserted object */
1898 op = tmp; 1694 op = tmp;
1899 remove_ob (op); /* and fix old object's links */ 1695 op->remove (); /* and fix old object's links */
1900 CLEAR_FLAG (op, FLAG_REMOVED); 1696 CLEAR_FLAG (op, FLAG_REMOVED);
1901 break; 1697 break;
1902 } 1698 }
1903 1699
1904 /* I assume combined objects have no inventory 1700 /* I assume combined objects have no inventory
1905 * We add the weight - this object could have just been removed 1701 * We add the weight - this object could have just been removed
1906 * (if it was possible to merge). calling remove_ob will subtract 1702 * (if it was possible to merge). calling remove_ob will subtract
1907 * the weight, so we need to add it in again, since we actually do 1703 * the weight, so we need to add it in again, since we actually do
1908 * the linking below 1704 * the linking below
1909 */ 1705 */
1910 add_weight (where, op->weight * op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1911 } 1707 }
1912 else 1708 else
1913 add_weight (where, (op->weight + op->carrying)); 1709 add_weight (this, (op->weight + op->carrying));
1914 1710
1915 otmp = is_player_inv (where); 1711 if (object *otmp = this->in_player ())
1916 if (otmp && otmp->contr != NULL)
1917 {
1918 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1712 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1919 fix_player (otmp); 1713 otmp->update_stats ();
1920 }
1921 1714
1715 op->owner = 0; // its his/hers now. period.
1922 op->map = NULL; 1716 op->map = 0;
1923 op->env = where; 1717 op->env = this;
1924 op->above = NULL; 1718 op->above = 0;
1925 op->below = NULL; 1719 op->below = 0;
1926 op->x = 0, op->y = 0; 1720 op->x = op->y = 0;
1927 1721
1928 /* reset the light list and los of the players on the map */ 1722 /* reset the light list and los of the players on the map */
1929 if ((op->glow_radius != 0) && where->map) 1723 if (op->glow_radius && map)
1930 { 1724 {
1931#ifdef DEBUG_LIGHTS 1725#ifdef DEBUG_LIGHTS
1932 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1726 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1933#endif /* DEBUG_LIGHTS */ 1727#endif /* DEBUG_LIGHTS */
1934 if (MAP_DARKNESS (where->map)) 1728 if (map->darkness)
1935 update_all_los (where->map, where->x, where->y); 1729 update_all_los (map, x, y);
1936 } 1730 }
1937 1731
1938 /* Client has no idea of ordering so lets not bother ordering it here. 1732 /* Client has no idea of ordering so lets not bother ordering it here.
1939 * It sure simplifies this function... 1733 * It sure simplifies this function...
1940 */ 1734 */
1941 if (where->inv == NULL) 1735 if (!inv)
1942 where->inv = op; 1736 inv = op;
1943 else 1737 else
1944 { 1738 {
1945 op->below = where->inv; 1739 op->below = inv;
1946 op->below->above = op; 1740 op->below->above = op;
1947 where->inv = op; 1741 inv = op;
1948 } 1742 }
1743
1744 INVOKE_OBJECT (INSERT, this);
1745
1949 return op; 1746 return op;
1950} 1747}
1951 1748
1952/* 1749/*
1953 * Checks if any objects has a move_type that matches objects 1750 * Checks if any objects has a move_type that matches objects
1967 * 1764 *
1968 * MSW 2001-07-08: Check all objects on space, not just those below 1765 * MSW 2001-07-08: Check all objects on space, not just those below
1969 * object being inserted. insert_ob_in_map may not put new objects 1766 * object being inserted. insert_ob_in_map may not put new objects
1970 * on top. 1767 * on top.
1971 */ 1768 */
1972
1973int 1769int
1974check_move_on (object *op, object *originator) 1770check_move_on (object *op, object *originator)
1975{ 1771{
1976 object * 1772 object *tmp;
1977 tmp; 1773 maptile *m = op->map;
1978 tag_t
1979 tag;
1980 mapstruct *
1981 m = op->map;
1982 int
1983 x = op->x, y = op->y; 1774 int x = op->x, y = op->y;
1984 MoveType 1775
1985 move_on, 1776 MoveType move_on, move_slow, move_block;
1986 move_slow,
1987 move_block;
1988 1777
1989 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1778 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1990 return 0; 1779 return 0;
1991
1992 tag = op->count;
1993 1780
1994 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1781 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1995 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1782 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1996 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1783 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1997 1784
2013 1800
2014 /* The objects have to be checked from top to bottom. 1801 /* The objects have to be checked from top to bottom.
2015 * Hence, we first go to the top: 1802 * Hence, we first go to the top:
2016 */ 1803 */
2017 1804
2018 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1805 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2019 { 1806 {
2020 /* Trim the search when we find the first other spell effect 1807 /* Trim the search when we find the first other spell effect
2021 * this helps performance so that if a space has 50 spell objects, 1808 * this helps performance so that if a space has 50 spell objects,
2022 * we don't need to check all of them. 1809 * we don't need to check all of them.
2023 */ 1810 */
2024 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1811 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2025 break; 1812 break;
2026 } 1813 }
1814
2027 for (; tmp != NULL; tmp = tmp->below) 1815 for (; tmp; tmp = tmp->below)
2028 { 1816 {
2029 if (tmp == op) 1817 if (tmp == op)
2030 continue; /* Can't apply yourself */ 1818 continue; /* Can't apply yourself */
2031 1819
2032 /* Check to see if one of the movement types should be slowed down. 1820 /* Check to see if one of the movement types should be slowed down.
2040 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1828 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1829 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2042 { 1830 {
2043 1831
2044 float 1832 float
2045 diff;
2046
2047 diff = tmp->move_slow_penalty * FABS (op->speed); 1833 diff = tmp->move_slow_penalty * fabs (op->speed);
1834
2048 if (op->type == PLAYER) 1835 if (op->type == PLAYER)
2049 {
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1836 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1837 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 {
2053 diff /= 4.0; 1838 diff /= 4.0;
2054 } 1839
2055 }
2056 op->speed_left -= diff; 1840 op->speed_left -= diff;
2057 } 1841 }
2058 } 1842 }
2059 1843
2060 /* Basically same logic as above, except now for actual apply. */ 1844 /* Basically same logic as above, except now for actual apply. */
2061 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2062 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2063 { 1847 {
2064
2065 move_apply (tmp, op, originator); 1848 move_apply (tmp, op, originator);
1849
2066 if (was_destroyed (op, tag)) 1850 if (op->destroyed ())
2067 return 1; 1851 return 1;
2068 1852
2069 /* what the person/creature stepped onto has moved the object 1853 /* what the person/creature stepped onto has moved the object
2070 * someplace new. Don't process any further - if we did, 1854 * someplace new. Don't process any further - if we did,
2071 * have a feeling strange problems would result. 1855 * have a feeling strange problems would result.
2072 */ 1856 */
2073 if (op->map != m || op->x != x || op->y != y) 1857 if (op->map != m || op->x != x || op->y != y)
2074 return 0; 1858 return 0;
2075 } 1859 }
2076 } 1860 }
1861
2077 return 0; 1862 return 0;
2078} 1863}
2079 1864
2080/* 1865/*
2081 * present_arch(arch, map, x, y) searches for any objects with 1866 * present_arch(arch, map, x, y) searches for any objects with
2082 * a matching archetype at the given map and coordinates. 1867 * a matching archetype at the given map and coordinates.
2083 * The first matching object is returned, or NULL if none. 1868 * The first matching object is returned, or NULL if none.
2084 */ 1869 */
2085
2086object * 1870object *
2087present_arch (const archetype *at, mapstruct *m, int x, int y) 1871present_arch (const archetype *at, maptile *m, int x, int y)
2088{ 1872{
2089 object *
2090 tmp;
2091
2092 if (m == NULL || out_of_map (m, x, y)) 1873 if (!m || out_of_map (m, x, y))
2093 { 1874 {
2094 LOG (llevError, "Present_arch called outside map.\n"); 1875 LOG (llevError, "Present_arch called outside map.\n");
2095 return NULL; 1876 return NULL;
2096 } 1877 }
2097 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1878
1879 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2098 if (tmp->arch == at) 1880 if (tmp->arch == at)
2099 return tmp; 1881 return tmp;
1882
2100 return NULL; 1883 return NULL;
2101} 1884}
2102 1885
2103/* 1886/*
2104 * present(type, map, x, y) searches for any objects with 1887 * present(type, map, x, y) searches for any objects with
2105 * a matching type variable at the given map and coordinates. 1888 * a matching type variable at the given map and coordinates.
2106 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2107 */ 1890 */
2108
2109object * 1891object *
2110present (unsigned char type, mapstruct *m, int x, int y) 1892present (unsigned char type, maptile *m, int x, int y)
2111{ 1893{
2112 object *
2113 tmp;
2114
2115 if (out_of_map (m, x, y)) 1894 if (out_of_map (m, x, y))
2116 { 1895 {
2117 LOG (llevError, "Present called outside map.\n"); 1896 LOG (llevError, "Present called outside map.\n");
2118 return NULL; 1897 return NULL;
2119 } 1898 }
2120 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1899
1900 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2121 if (tmp->type == type) 1901 if (tmp->type == type)
2122 return tmp; 1902 return tmp;
1903
2123 return NULL; 1904 return NULL;
2124} 1905}
2125 1906
2126/* 1907/*
2127 * present_in_ob(type, object) searches for any objects with 1908 * present_in_ob(type, object) searches for any objects with
2128 * a matching type variable in the inventory of the given object. 1909 * a matching type variable in the inventory of the given object.
2129 * The first matching object is returned, or NULL if none. 1910 * The first matching object is returned, or NULL if none.
2130 */ 1911 */
2131
2132object * 1912object *
2133present_in_ob (unsigned char type, const object *op) 1913present_in_ob (unsigned char type, const object *op)
2134{ 1914{
2135 object *
2136 tmp;
2137
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if (tmp->type == type) 1916 if (tmp->type == type)
2140 return tmp; 1917 return tmp;
1918
2141 return NULL; 1919 return NULL;
2142} 1920}
2143 1921
2144/* 1922/*
2145 * present_in_ob (type, str, object) searches for any objects with 1923 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1931 * str is the string to match against. Note that we match against
2154 * the object name, not the archetype name. this is so that the 1932 * the object name, not the archetype name. this is so that the
2155 * spell code can use one object type (force), but change it's name 1933 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1934 * to be unique.
2157 */ 1935 */
2158
2159object * 1936object *
2160present_in_ob_by_name (int type, const char *str, const object *op) 1937present_in_ob_by_name (int type, const char *str, const object *op)
2161{ 1938{
2162 object *
2163 tmp;
2164
2165 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1939 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2166 {
2167 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1940 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2168 return tmp; 1941 return tmp;
2169 } 1942
2170 return NULL; 1943 return 0;
2171} 1944}
2172 1945
2173/* 1946/*
2174 * present_arch_in_ob(archetype, object) searches for any objects with 1947 * present_arch_in_ob(archetype, object) searches for any objects with
2175 * a matching archetype in the inventory of the given object. 1948 * a matching archetype in the inventory of the given object.
2176 * The first matching object is returned, or NULL if none. 1949 * The first matching object is returned, or NULL if none.
2177 */ 1950 */
2178
2179object * 1951object *
2180present_arch_in_ob (const archetype *at, const object *op) 1952present_arch_in_ob (const archetype *at, const object *op)
2181{ 1953{
2182 object *
2183 tmp;
2184
2185 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1954 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if (tmp->arch == at) 1955 if (tmp->arch == at)
2187 return tmp; 1956 return tmp;
1957
2188 return NULL; 1958 return NULL;
2189} 1959}
2190 1960
2191/* 1961/*
2192 * activate recursively a flag on an object inventory 1962 * activate recursively a flag on an object inventory
2193 */ 1963 */
2194void 1964void
2195flag_inv (object *op, int flag) 1965flag_inv (object *op, int flag)
2196{ 1966{
2197 object *
2198 tmp;
2199
2200 if (op->inv) 1967 if (op->inv)
2201 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1968 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2202 { 1969 {
2203 SET_FLAG (tmp, flag); 1970 SET_FLAG (tmp, flag);
2204 flag_inv (tmp, flag); 1971 flag_inv (tmp, flag);
2205 } 1972 }
2206} /* 1973}
1974
1975/*
2207 * desactivate recursively a flag on an object inventory 1976 * deactivate recursively a flag on an object inventory
2208 */ 1977 */
2209void 1978void
2210unflag_inv (object *op, int flag) 1979unflag_inv (object *op, int flag)
2211{ 1980{
2212 object *
2213 tmp;
2214
2215 if (op->inv) 1981 if (op->inv)
2216 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1982 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2217 { 1983 {
2218 CLEAR_FLAG (tmp, flag); 1984 CLEAR_FLAG (tmp, flag);
2219 unflag_inv (tmp, flag); 1985 unflag_inv (tmp, flag);
2220 } 1986 }
2221}
2222
2223/*
2224 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2225 * all it's inventory (recursively).
2226 * If checksums are used, a player will get set_cheat called for
2227 * him/her-self and all object carried by a call to this function.
2228 */
2229
2230void
2231set_cheat (object *op)
2232{
2233 SET_FLAG (op, FLAG_WAS_WIZ);
2234 flag_inv (op, FLAG_WAS_WIZ);
2235} 1987}
2236 1988
2237/* 1989/*
2238 * find_free_spot(object, map, x, y, start, stop) will search for 1990 * find_free_spot(object, map, x, y, start, stop) will search for
2239 * a spot at the given map and coordinates which will be able to contain 1991 * a spot at the given map and coordinates which will be able to contain
2253 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
2254 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
2255 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
2256 * customized, changed states, etc. 2008 * customized, changed states, etc.
2257 */ 2009 */
2258
2259int 2010int
2260find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2261{ 2012{
2262 int
2263 i,
2264 index = 0, flag; 2013 int index = 0, flag;
2265 static int
2266 altern[SIZEOFFREE]; 2014 int altern[SIZEOFFREE];
2267 2015
2268 for (i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
2269 { 2017 {
2270 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2271 if (!flag) 2019 if (!flag)
2272 altern[index++] = i; 2020 altern [index++] = i;
2273 2021
2274 /* Basically, if we find a wall on a space, we cut down the search size. 2022 /* Basically, if we find a wall on a space, we cut down the search size.
2275 * In this way, we won't return spaces that are on another side of a wall. 2023 * In this way, we won't return spaces that are on another side of a wall.
2276 * This mostly work, but it cuts down the search size in all directions - 2024 * This mostly work, but it cuts down the search size in all directions -
2277 * if the space being examined only has a wall to the north and empty 2025 * if the space being examined only has a wall to the north and empty
2278 * spaces in all the other directions, this will reduce the search space 2026 * spaces in all the other directions, this will reduce the search space
2279 * to only the spaces immediately surrounding the target area, and 2027 * to only the spaces immediately surrounding the target area, and
2280 * won't look 2 spaces south of the target space. 2028 * won't look 2 spaces south of the target space.
2281 */ 2029 */
2282 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2283 stop = maxfree[i]; 2031 stop = maxfree[i];
2284 } 2032 }
2033
2285 if (!index) 2034 if (!index)
2286 return -1; 2035 return -1;
2036
2287 return altern[RANDOM () % index]; 2037 return altern [rndm (index)];
2288} 2038}
2289 2039
2290/* 2040/*
2291 * find_first_free_spot(archetype, mapstruct, x, y) works like 2041 * find_first_free_spot(archetype, maptile, x, y) works like
2292 * find_free_spot(), but it will search max number of squares. 2042 * find_free_spot(), but it will search max number of squares.
2293 * But it will return the first available spot, not a random choice. 2043 * But it will return the first available spot, not a random choice.
2294 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2044 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2295 */ 2045 */
2296
2297int 2046int
2298find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2047find_first_free_spot (const object *ob, maptile *m, int x, int y)
2299{ 2048{
2300 int
2301 i;
2302
2303 for (i = 0; i < SIZEOFFREE; i++) 2049 for (int i = 0; i < SIZEOFFREE; i++)
2304 {
2305 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2306 return i; 2051 return i;
2307 } 2052
2308 return -1; 2053 return -1;
2309} 2054}
2310 2055
2311/* 2056/*
2312 * The function permute(arr, begin, end) randomly reorders the array 2057 * The function permute(arr, begin, end) randomly reorders the array
2313 * arr[begin..end-1]. 2058 * arr[begin..end-1].
2059 * now uses a fisher-yates shuffle, old permute was broken
2314 */ 2060 */
2315static void 2061static void
2316permute (int *arr, int begin, int end) 2062permute (int *arr, int begin, int end)
2317{ 2063{
2318 int 2064 arr += begin;
2319 i,
2320 j,
2321 tmp,
2322 len;
2323
2324 len = end - begin; 2065 end -= begin;
2325 for (i = begin; i < end; i++)
2326 {
2327 j = begin + RANDOM () % len;
2328 2066
2329 tmp = arr[i]; 2067 while (--end)
2330 arr[i] = arr[j]; 2068 swap (arr [end], arr [rndm (end + 1)]);
2331 arr[j] = tmp;
2332 }
2333} 2069}
2334 2070
2335/* new function to make monster searching more efficient, and effective! 2071/* new function to make monster searching more efficient, and effective!
2336 * This basically returns a randomized array (in the passed pointer) of 2072 * This basically returns a randomized array (in the passed pointer) of
2337 * the spaces to find monsters. In this way, it won't always look for 2073 * the spaces to find monsters. In this way, it won't always look for
2340 * the 3x3 area will be searched, just not in a predictable order. 2076 * the 3x3 area will be searched, just not in a predictable order.
2341 */ 2077 */
2342void 2078void
2343get_search_arr (int *search_arr) 2079get_search_arr (int *search_arr)
2344{ 2080{
2345 int 2081 int i;
2346 i;
2347 2082
2348 for (i = 0; i < SIZEOFFREE; i++) 2083 for (i = 0; i < SIZEOFFREE; i++)
2349 {
2350 search_arr[i] = i; 2084 search_arr[i] = i;
2351 }
2352 2085
2353 permute (search_arr, 1, SIZEOFFREE1 + 1); 2086 permute (search_arr, 1, SIZEOFFREE1 + 1);
2354 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2087 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2355 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2088 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2356} 2089}
2365 * Perhaps incorrectly, but I'm making the assumption that exclude 2098 * Perhaps incorrectly, but I'm making the assumption that exclude
2366 * is actually want is going to try and move there. We need this info 2099 * is actually want is going to try and move there. We need this info
2367 * because we have to know what movement the thing looking to move 2100 * because we have to know what movement the thing looking to move
2368 * there is capable of. 2101 * there is capable of.
2369 */ 2102 */
2370
2371int 2103int
2372find_dir (mapstruct *m, int x, int y, object *exclude) 2104find_dir (maptile *m, int x, int y, object *exclude)
2373{ 2105{
2374 int
2375 i,
2376 max = SIZEOFFREE, mflags; 2106 int i, max = SIZEOFFREE, mflags;
2377 sint16 2107
2378 nx, 2108 sint16 nx, ny;
2379 ny;
2380 object * 2109 object *tmp;
2381 tmp; 2110 maptile *mp;
2382 mapstruct *
2383 mp;
2384 MoveType
2385 blocked,
2386 move_type;
2387 2111
2112 MoveType blocked, move_type;
2113
2388 if (exclude && exclude->head) 2114 if (exclude && exclude->head_ () != exclude)
2389 { 2115 {
2390 exclude = exclude->head; 2116 exclude = exclude->head;
2391 move_type = exclude->move_type; 2117 move_type = exclude->move_type;
2392 } 2118 }
2393 else 2119 else
2401 mp = m; 2127 mp = m;
2402 nx = x + freearr_x[i]; 2128 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2129 ny = y + freearr_y[i];
2404 2130
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2131 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2132
2406 if (mflags & P_OUT_OF_MAP) 2133 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2134 max = maxfree[i];
2409 }
2410 else 2135 else
2411 { 2136 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2137 mapspace &ms = mp->at (nx, ny);
2138
2139 blocked = ms.move_block;
2413 2140
2414 if ((move_type & blocked) == move_type) 2141 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2142 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2143 else if (mflags & P_IS_ALIVE)
2419 { 2144 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2145 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2146 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2147 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2423 {
2424 break; 2148 break;
2425 } 2149
2426 }
2427 if (tmp) 2150 if (tmp)
2428 {
2429 return freedir[i]; 2151 return freedir[i];
2430 }
2431 } 2152 }
2432 } 2153 }
2433 } 2154 }
2155
2434 return 0; 2156 return 0;
2435} 2157}
2436 2158
2437/* 2159/*
2438 * distance(object 1, object 2) will return the square of the 2160 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2161 * distance between the two given objects.
2440 */ 2162 */
2441
2442int 2163int
2443distance (const object *ob1, const object *ob2) 2164distance (const object *ob1, const object *ob2)
2444{ 2165{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2166 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2167}
2451 2168
2452/* 2169/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2170 * find_dir_2(delta-x,delta-y) will return a direction in which
2454 * an object which has subtracted the x and y coordinates of another 2171 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it. 2172 * object, needs to travel toward it.
2456 */ 2173 */
2457
2458int 2174int
2459find_dir_2 (int x, int y) 2175find_dir_2 (int x, int y)
2460{ 2176{
2461 int 2177 int q;
2462 q;
2463 2178
2464 if (y) 2179 if (y)
2465 q = x * 100 / y; 2180 q = x * 100 / y;
2466 else if (x) 2181 else if (x)
2467 q = -300 * x; 2182 q = -300 * x;
2492 2207
2493 return 3; 2208 return 3;
2494} 2209}
2495 2210
2496/* 2211/*
2497 * absdir(int): Returns a number between 1 and 8, which represent
2498 * the "absolute" direction of a number (it actually takes care of
2499 * "overflow" in previous calculations of a direction).
2500 */
2501
2502int
2503absdir (int d)
2504{
2505 while (d < 1)
2506 d += 8;
2507 while (d > 8)
2508 d -= 8;
2509 return d;
2510}
2511
2512/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2212 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514 * between two directions (which are expected to be absolute (see absdir()) 2213 * between two directions (which are expected to be absolute (see absdir())
2515 */ 2214 */
2516
2517int 2215int
2518dirdiff (int dir1, int dir2) 2216dirdiff (int dir1, int dir2)
2519{ 2217{
2520 int 2218 int d;
2521 d;
2522 2219
2523 d = abs (dir1 - dir2); 2220 d = abs (dir1 - dir2);
2524 if (d > 4) 2221 if (d > 4)
2525 d = 8 - d; 2222 d = 8 - d;
2223
2526 return d; 2224 return d;
2527} 2225}
2528 2226
2529/* peterm: 2227/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2228 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2533 * This basically means that if direction is 15, then it could either go 2231 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are. 2232 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction 2233 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2234 * functions.
2537 */ 2235 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2236int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2237 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2238 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2239 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2240 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2241 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2289 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2290 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2291 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2292 * Modified to be map tile aware -.MSW
2597 */ 2293 */
2598
2599
2600int 2294int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2295can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2296{
2603 sint16 2297 sint16 dx, dy;
2604 dx,
2605 dy;
2606 int
2607 mflags; 2298 int mflags;
2608 2299
2609 if (dir < 0) 2300 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2301 return 0; /* exit condition: invalid direction */
2611 2302
2612 dx = x + freearr_x[dir]; 2303 dx = x + freearr_x[dir];
2625 return 0; 2316 return 0;
2626 2317
2627 /* yes, can see. */ 2318 /* yes, can see. */
2628 if (dir < 9) 2319 if (dir < 9)
2629 return 1; 2320 return 1;
2321
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2322 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2323 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2324 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2325}
2633
2634
2635 2326
2636/* 2327/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2328 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2329 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2330 * picked up, otherwise 0.
2641 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2332 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2642 * core dumps if they do. 2333 * core dumps if they do.
2643 * 2334 *
2644 * Add a check so we can't pick up invisible objects (0.93.8) 2335 * Add a check so we can't pick up invisible objects (0.93.8)
2645 */ 2336 */
2646
2647int 2337int
2648can_pick (const object *who, const object *item) 2338can_pick (const object *who, const object *item)
2649{ 2339{
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2343}
2654 2344
2655
2656/* 2345/*
2657 * create clone from object to another 2346 * create clone from object to another
2658 */ 2347 */
2659object * 2348object *
2660object_create_clone (object *asrc) 2349object_create_clone (object *asrc)
2661{ 2350{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2351 object *dst = 0, *tmp, *src, *prev, *item;
2664 2352
2665 if (!asrc) 2353 if (!asrc)
2666 return NULL; 2354 return 0;
2667 src = asrc; 2355
2668 if (src->head)
2669 src = src->head; 2356 src = asrc->head_ ();
2670 2357
2671 prev = NULL; 2358 prev = 0;
2672 for (part = src; part; part = part->more) 2359 for (object *part = src; part; part = part->more)
2673 { 2360 {
2674 tmp = get_object (); 2361 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2362 tmp->x -= src->x;
2677 tmp->y -= src->y; 2363 tmp->y -= src->y;
2364
2678 if (!part->head) 2365 if (!part->head)
2679 { 2366 {
2680 dst = tmp; 2367 dst = tmp;
2681 tmp->head = NULL; 2368 tmp->head = 0;
2682 } 2369 }
2683 else 2370 else
2684 {
2685 tmp->head = dst; 2371 tmp->head = dst;
2686 } 2372
2687 tmp->more = NULL; 2373 tmp->more = 0;
2374
2688 if (prev) 2375 if (prev)
2689 prev->more = tmp; 2376 prev->more = tmp;
2377
2690 prev = tmp; 2378 prev = tmp;
2691 } 2379 }
2692 2380
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2381 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2382 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2383
2699 return dst; 2384 return dst;
2700}
2701
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */
2722
2723object *
2724load_object_str (const char *obstr)
2725{
2726 object *
2727 op;
2728 char
2729 filename[MAX_BUF];
2730
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732
2733 FILE *
2734 tempfile = fopen (filename, "w");
2735
2736 if (tempfile == NULL)
2737 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL;
2740 };
2741 fprintf (tempfile, obstr);
2742 fclose (tempfile);
2743
2744 op = get_object ();
2745
2746 object_thawer
2747 thawer (filename);
2748
2749 if (thawer)
2750 load_object (thawer, op, 0);
2751
2752 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2753 CLEAR_FLAG (op, FLAG_REMOVED);
2754
2755 return op;
2756} 2385}
2757 2386
2758/* This returns the first object in who's inventory that 2387/* This returns the first object in who's inventory that
2759 * has the same type and subtype match. 2388 * has the same type and subtype match.
2760 * returns NULL if no match. 2389 * returns NULL if no match.
2761 */ 2390 */
2762object * 2391object *
2763find_obj_by_type_subtype (const object *who, int type, int subtype) 2392find_obj_by_type_subtype (const object *who, int type, int subtype)
2764{ 2393{
2765 object *
2766 tmp;
2767
2768 for (tmp = who->inv; tmp; tmp = tmp->below) 2394 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == type && tmp->subtype == subtype) 2395 if (tmp->type == type && tmp->subtype == subtype)
2770 return tmp; 2396 return tmp;
2771 2397
2772 return NULL; 2398 return 0;
2773} 2399}
2774 2400
2775/* If ob has a field named key, return the link from the list, 2401/* If ob has a field named key, return the link from the list,
2776 * otherwise return NULL. 2402 * otherwise return NULL.
2777 * 2403 *
2779 * do the desired thing. 2405 * do the desired thing.
2780 */ 2406 */
2781key_value * 2407key_value *
2782get_ob_key_link (const object *ob, const char *key) 2408get_ob_key_link (const object *ob, const char *key)
2783{ 2409{
2784 key_value *
2785 link;
2786
2787 for (link = ob->key_values; link != NULL; link = link->next) 2410 for (key_value *link = ob->key_values; link; link = link->next)
2788 {
2789 if (link->key == key) 2411 if (link->key == key)
2790 {
2791 return link; 2412 return link;
2792 }
2793 }
2794 2413
2795 return NULL; 2414 return 0;
2796} 2415}
2797 2416
2798/* 2417/*
2799 * Returns the value of op has an extra_field for key, or NULL. 2418 * Returns the value of op has an extra_field for key, or NULL.
2800 * 2419 *
2803 * The returned string is shared. 2422 * The returned string is shared.
2804 */ 2423 */
2805const char * 2424const char *
2806get_ob_key_value (const object *op, const char *const key) 2425get_ob_key_value (const object *op, const char *const key)
2807{ 2426{
2808 key_value * 2427 key_value *link;
2809 link; 2428 shstr_cmp canonical_key (key);
2810 const char *
2811 canonical_key;
2812 2429
2813 canonical_key = shstr::find (key);
2814
2815 if (canonical_key == NULL) 2430 if (!canonical_key)
2816 { 2431 {
2817 /* 1. There being a field named key on any object 2432 /* 1. There being a field named key on any object
2818 * implies there'd be a shared string to find. 2433 * implies there'd be a shared string to find.
2819 * 2. Since there isn't, no object has this field. 2434 * 2. Since there isn't, no object has this field.
2820 * 3. Therefore, *this* object doesn't have this field. 2435 * 3. Therefore, *this* object doesn't have this field.
2821 */ 2436 */
2822 return NULL; 2437 return 0;
2823 } 2438 }
2824 2439
2825 /* This is copied from get_ob_key_link() above - 2440 /* This is copied from get_ob_key_link() above -
2826 * only 4 lines, and saves the function call overhead. 2441 * only 4 lines, and saves the function call overhead.
2827 */ 2442 */
2828 for (link = op->key_values; link != NULL; link = link->next) 2443 for (link = op->key_values; link; link = link->next)
2829 {
2830 if (link->key == canonical_key) 2444 if (link->key == canonical_key)
2831 {
2832 return link->value; 2445 return link->value;
2833 } 2446
2834 }
2835 return NULL; 2447 return 0;
2836} 2448}
2837
2838 2449
2839/* 2450/*
2840 * Updates the canonical_key in op to value. 2451 * Updates the canonical_key in op to value.
2841 * 2452 *
2842 * canonical_key is a shared string (value doesn't have to be). 2453 * canonical_key is a shared string (value doesn't have to be).
2847 * Returns TRUE on success. 2458 * Returns TRUE on success.
2848 */ 2459 */
2849int 2460int
2850set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2461set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2851{ 2462{
2852 key_value *
2853 field = NULL, *last = NULL; 2463 key_value *field = NULL, *last = NULL;
2854 2464
2855 for (field = op->key_values; field != NULL; field = field->next) 2465 for (field = op->key_values; field != NULL; field = field->next)
2856 { 2466 {
2857 if (field->key != canonical_key) 2467 if (field->key != canonical_key)
2858 { 2468 {
2867 /* Basically, if the archetype has this key set, 2477 /* Basically, if the archetype has this key set,
2868 * we need to store the null value so when we save 2478 * we need to store the null value so when we save
2869 * it, we save the empty value so that when we load, 2479 * it, we save the empty value so that when we load,
2870 * we get this value back again. 2480 * we get this value back again.
2871 */ 2481 */
2872 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2482 if (get_ob_key_link (op->arch, canonical_key))
2873 field->value = 0; 2483 field->value = 0;
2874 else 2484 else
2875 { 2485 {
2876 if (last) 2486 if (last)
2877 last->next = field->next; 2487 last->next = field->next;
2878 else 2488 else
2879 op->key_values = field->next; 2489 op->key_values = field->next;
2880 2490
2881 delete
2882 field; 2491 delete field;
2883 } 2492 }
2884 } 2493 }
2885 return TRUE; 2494 return TRUE;
2886 } 2495 }
2887 /* IF we get here, key doesn't exist */ 2496 /* IF we get here, key doesn't exist */
2888 2497
2889 /* No field, we'll have to add it. */ 2498 /* No field, we'll have to add it. */
2890 2499
2891 if (!add_key) 2500 if (!add_key)
2892 {
2893 return FALSE; 2501 return FALSE;
2894 } 2502
2895 /* There isn't any good reason to store a null 2503 /* There isn't any good reason to store a null
2896 * value in the key/value list. If the archetype has 2504 * value in the key/value list. If the archetype has
2897 * this key, then we should also have it, so shouldn't 2505 * this key, then we should also have it, so shouldn't
2898 * be here. If user wants to store empty strings, 2506 * be here. If user wants to store empty strings,
2899 * should pass in "" 2507 * should pass in ""
2922 * Returns TRUE on success. 2530 * Returns TRUE on success.
2923 */ 2531 */
2924int 2532int
2925set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2533set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2926{ 2534{
2927 shstr
2928 key_ (key); 2535 shstr key_ (key);
2929 2536
2930 return set_ob_key_value_s (op, key_, value, add_key); 2537 return set_ob_key_value_s (op, key_, value, add_key);
2931} 2538}
2539
2540object::depth_iterator::depth_iterator (object *container)
2541: iterator_base (container)
2542{
2543 while (item->inv)
2544 item = item->inv;
2545}
2546
2547void
2548object::depth_iterator::next ()
2549{
2550 if (item->below)
2551 {
2552 item = item->below;
2553
2554 while (item->inv)
2555 item = item->inv;
2556 }
2557 else
2558 item = item->env;
2559}
2560
2561const char *
2562object::flag_desc (char *desc, int len) const
2563{
2564 char *p = desc;
2565 bool first = true;
2566
2567 *p = 0;
2568
2569 for (int i = 0; i < NUM_FLAGS; i++)
2570 {
2571 if (len <= 10) // magic constant!
2572 {
2573 snprintf (p, len, ",...");
2574 break;
2575 }
2576
2577 if (flag [i])
2578 {
2579 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2580 len -= cnt;
2581 p += cnt;
2582 first = false;
2583 }
2584 }
2585
2586 return desc;
2587}
2588
2589// return a suitable string describing an object in enough detail to find it
2590const char *
2591object::debug_desc (char *info) const
2592{
2593 char flagdesc[512];
2594 char info2[256 * 4];
2595 char *p = info;
2596
2597 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2598 count, uuid.seq,
2599 &name,
2600 title ? "\",title:\"" : "",
2601 title ? (const char *)title : "",
2602 flag_desc (flagdesc, 512), type);
2603
2604 if (!this->flag[FLAG_REMOVED] && env)
2605 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2606
2607 if (map)
2608 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2609
2610 return info;
2611}
2612
2613const char *
2614object::debug_desc () const
2615{
2616 static char info[3][256 * 4];
2617 static int info_idx;
2618
2619 return debug_desc (info [++info_idx % 3]);
2620}
2621
2622struct region *
2623object::region () const
2624{
2625 return map ? map->region (x, y)
2626 : region::default_region ();
2627}
2628
2629const materialtype_t *
2630object::dominant_material () const
2631{
2632 if (materialtype_t *mt = name_to_material (materialname))
2633 return mt;
2634
2635 return name_to_material (shstr_unknown);
2636}
2637
2638void
2639object::open_container (object *new_container)
2640{
2641 if (container == new_container)
2642 return;
2643
2644 if (object *old_container = container)
2645 {
2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2647 return;
2648
2649#if 0
2650 // remove the "Close old_container" object.
2651 if (object *closer = old_container->inv)
2652 if (closer->type == CLOSE_CON)
2653 closer->destroy ();
2654#endif
2655
2656 old_container->flag [FLAG_APPLIED] = 0;
2657 container = 0;
2658
2659 esrv_update_item (UPD_FLAGS, this, old_container);
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2661 play_sound (sound_find ("chest_close"));
2662 }
2663
2664 if (new_container)
2665 {
2666 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2667 return;
2668
2669 // TODO: this does not seem to serve any purpose anymore?
2670#if 0
2671 // insert the "Close Container" object.
2672 if (archetype *closer = new_container->other_arch)
2673 {
2674 object *closer = arch_to_object (new_container->other_arch);
2675 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2676 new_container->insert (closer);
2677 }
2678#endif
2679
2680 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2681
2682 new_container->flag [FLAG_APPLIED] = 1;
2683 container = new_container;
2684
2685 esrv_update_item (UPD_FLAGS, this, new_container);
2686 esrv_send_inventory (this, new_container);
2687 play_sound (sound_find ("chest_open"));
2688 }
2689}
2690
2691object *
2692object::force_find (const shstr name)
2693{
2694 /* cycle through his inventory to look for the MARK we want to
2695 * place
2696 */
2697 for (object *tmp = inv; tmp; tmp = tmp->below)
2698 if (tmp->type == FORCE && tmp->slaying == name)
2699 return splay (tmp);
2700
2701 return 0;
2702}
2703
2704void
2705object::force_add (const shstr name, int duration)
2706{
2707 if (object *force = force_find (name))
2708 force->destroy ();
2709
2710 object *force = get_archetype (FORCE_NAME);
2711
2712 force->slaying = name;
2713 force->stats.food = 1;
2714 force->speed_left = -1.f;
2715
2716 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true;
2719
2720 insert (force);
2721}
2722
2723void
2724object::play_sound (faceidx sound) const
2725{
2726 if (!sound)
2727 return;
2728
2729 if (flag [FLAG_REMOVED])
2730 return;
2731
2732 if (env)
2733 {
2734 if (object *pl = in_player ())
2735 pl->contr->play_sound (sound);
2736 }
2737 else
2738 map->play_sound (sound, x, y);
2739}
2740

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