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Comparing deliantra/server/common/object.C (file contents):
Revision 1.26 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.198 by root, Mon Oct 22 02:52:48 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 1.26 2006/09/11 11:46:52 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 */
188 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
189 { 258 {
190 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0;
193
194 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 259 if (!(ob1->inv && ob2->inv))
196 return 0; 260 return 0; /* inventories differ in length */
261
262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; /* inventory objexts differ */
197 267
198 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 269 * if it is valid.
200 */ 270 */
201 } 271 }
209 279
210 /* Note sure why the following is the case - either the object has to 280 /* 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 281 * be animated or have a very low speed. Is this an attempted monster
212 * check? 282 * check?
213 */ 283 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 285 return 0;
216 286
217 switch (ob1->type) 287 switch (ob1->type)
218 { 288 {
219 case SCROLL: 289 case SCROLL:
220 if (ob1->level != ob2->level) 290 if (ob1->level != ob2->level)
221 return 0; 291 return 0;
222 break; 292 break;
223 } 293 }
224 294
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 { 296 {
227 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
230 return 0; 300 return 0;
231 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
232 return 0; 302 return 0;
233 } 303 }
234 304
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
237 { 306 {
238 ob1->optimise (); 307 ob1->optimise ();
239 ob2->optimise (); 308 ob2->optimise ();
240 309
241 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
242 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
243 } 322 }
244 323
245 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
246 return 1; 325 return 1;
247} 326}
249/* 328/*
250 * sum_weight() is a recursive function which calculates the weight 329 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 330 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 331 * containers are carrying, and sums it up.
253 */ 332 */
254signed long 333long
255sum_weight (object *op) 334sum_weight (object *op)
256{ 335{
257 signed long sum; 336 long sum;
258 object *inv; 337 object *inv;
259 338
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
261 { 340 {
262 if (inv->inv) 341 if (inv->inv)
263 sum_weight (inv); 342 sum_weight (inv);
343
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 345 }
346
266 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
349
268 if (op->carrying != sum) 350 if (op->carrying != sum)
269 op->carrying = sum; 351 op->carrying = sum;
352
270 return sum; 353 return sum;
271} 354}
272 355
273/** 356/**
274 * Return the outermost environment object for a given object. 357 * Return the outermost environment object for a given object.
281 op = op->env; 364 op = op->env;
282 return op; 365 return op;
283} 366}
284 367
285/* 368/*
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. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 370 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
304 */ 372 */
305 373char *
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) 374dump_object (object *op)
362{ 375{
363 if (op == NULL) 376 if (!op)
364 { 377 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 378
372void 379 object_freezer freezer;
373dump_all_objects (void) 380 op->write (freezer);
374{ 381 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} 382}
383 383
384/* 384/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
388 */ 388 */
389
390object * 389object *
391get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
392{ 391{
393 object *tmp, *closest; 392 object *tmp, *closest;
394 int last_dist, i; 393 int last_dist, i;
402} 401}
403 402
404/* 403/*
405 * Returns the object which has the count-variable equal to the argument. 404 * Returns the object which has the count-variable equal to the argument.
406 */ 405 */
407
408object * 406object *
409find_object (tag_t i) 407find_object (tag_t i)
410{ 408{
411 object *op; 409 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 410 if (op->count == i)
415 break;
416 return op; 411 return op;
412
413 return 0;
417} 414}
418 415
419/* 416/*
420 * Returns the first object which has a name equal to the argument. 417 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 418 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 419 * Enables features like "patch <name-of-other-player> food 999"
423 */ 420 */
424
425object * 421object *
426find_object_name (const char *str) 422find_object_name (const char *str)
427{ 423{
428 const char *name = shstr::find (str); 424 shstr_cmp str_ (str);
429 object *op; 425 object *op;
430 426
431 for (op = objects; op != NULL; op = op->next) 427 for_all_objects (op)
432 if (&op->name == name) 428 if (op->name == str_)
433 break; 429 break;
434 430
435 return op; 431 return op;
436} 432}
437 433
440{ 436{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 438}
443 439
444/* 440/*
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 441 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
485 */ 444 */
486void 445void
487set_owner (object *op, object *owner) 446object::set_owner (object *owner)
488{ 447{
489 if (owner == NULL || op == NULL) 448 // allow objects which own objects
490 return; 449 if (owner)
491 450 while (owner->owner)
492 /* next line added to allow objects which own objects */
493 /* 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
495 * fireball. I believe that was caused by one of the objects getting
496 * 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.
498 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
500 owner = owner->owner; 451 owner = owner->owner;
501 452
502 /* IF the owner still has an owner, we did not resolve to a final owner. 453 if (flag [FLAG_FREED])
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{
527 object *owner = get_owner (clone);
528
529 if (owner == NULL)
530 { 454 {
531 /* players don't have owners - they own themselves. Update 455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return; 456 return;
457 }
458
459 this->owner = owner;
460}
461
462int
463object::slottype () const
464{
465 if (type == SKILL)
538 } 466 {
467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
477}
539 478
540 set_owner (op, owner); 479bool
480object::change_weapon (object *ob)
481{
482 if (current_weapon == ob)
483 return true;
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = false;
487
488 current_weapon = ob;
489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
490
491 if (chosen_skill)
492 chosen_skill->flag [FLAG_APPLIED] = true;
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name);
510 return false;
511 }
512
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 }
515 else
516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519 {
520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
524
525 return true;
541} 526}
542 527
543/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 529 * refcounts and freeing the links.
545 */ 530 */
546static void 531static void
547free_key_values (object *op) 532free_key_values (object *op)
548{ 533{
549 for (key_value *i = op->key_values; i != 0;) 534 for (key_value *i = op->key_values; i; )
550 { 535 {
551 key_value *next = i->next; 536 key_value *next = i->next;
552 delete i; 537 delete i;
553 538
554 i = next; 539 i = next;
555 } 540 }
556 541
557 op->key_values = 0; 542 op->key_values = 0;
558} 543}
559 544
560void object::clear () 545object &
546object::operator =(const object &src)
561{ 547{
562 attachable_base::clear (); 548 bool is_freed = flag [FLAG_FREED];
549 bool is_removed = flag [FLAG_REMOVED];
563 550
564 free_key_values (this); 551 *(object_copy *)this = src;
565 552
566 clear_owner (this); 553 flag [FLAG_FREED] = is_freed;
567 554 flag [FLAG_REMOVED] = is_removed;
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object,
627 * and then copies the contends of the first object into the second
628 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630 * if the first object is freed, the pointers in the new object
631 * will point at garbage.
632 */
633
634void
635copy_object (object *op2, object *op)
636{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
639
640 op2->clone (op);
641
642 if (is_freed)
643 SET_FLAG (op, FLAG_FREED);
644 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED);
646
647 if (op2->speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
649 555
650 /* Copy over key_values, if any. */ 556 /* Copy over key_values, if any. */
651 if (op2->key_values) 557 if (src.key_values)
652 { 558 {
653 key_value *tail = 0; 559 key_value *tail = 0;
654 key_value *i;
655
656 op->key_values = 0; 560 key_values = 0;
657 561
658 for (i = op2->key_values; i; i = i->next) 562 for (key_value *i = src.key_values; i; i = i->next)
659 { 563 {
660 key_value *new_link = new key_value; 564 key_value *new_link = new key_value;
661 565
662 new_link->next = 0; 566 new_link->next = 0;
663 new_link->key = i->key; 567 new_link->key = i->key;
664 new_link->value = i->value; 568 new_link->value = i->value;
665 569
666 /* Try and be clever here, too. */ 570 /* Try and be clever here, too. */
667 if (!op->key_values) 571 if (!key_values)
668 { 572 {
669 op->key_values = new_link; 573 key_values = new_link;
670 tail = new_link; 574 tail = new_link;
671 } 575 }
672 else 576 else
673 { 577 {
674 tail->next = new_link; 578 tail->next = new_link;
675 tail = new_link; 579 tail = new_link;
676 } 580 }
677 } 581 }
678 } 582 }
583}
679 584
680 update_ob_speed (op); 585/*
586 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second
588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
597
598 if (speed < 0)
599 dst->speed_left -= rndm ();
600
601 dst->set_speed (dst->speed);
602}
603
604void
605object::instantiate ()
606{
607 if (!uuid.seq) // HACK
608 uuid = gen_uuid ();
609
610 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting
614 * values for the body_used info, so when items are created
615 * for it, they can be properly equipped.
616 */
617 for (int i = NUM_BODY_LOCATIONS; i--; )
618 slot[i].used = slot[i].info;
619
620 attachable::instantiate ();
621}
622
623object *
624object::clone ()
625{
626 object *neu = create ();
627 copy_to (neu);
628 return neu;
681} 629}
682 630
683/* 631/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 632 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * to the closest player being on the other side, this function can 633 * to the closest player being on the other side, this function can
686 * be called to update the face variable, _and_ how it looks on the map. 634 * be called to update the face variable, _and_ how it looks on the map.
687 */ 635 */
688
689void 636void
690update_turn_face (object *op) 637update_turn_face (object *op)
691{ 638{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 639 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 640 return;
641
694 SET_ANIMATION (op, op->direction); 642 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 643 update_object (op, UP_OBJ_FACE);
696} 644}
697 645
698/* 646/*
699 * Updates the speed of an object. If the speed changes from 0 to another 647 * Updates the speed of an object. If the speed changes from 0 to another
700 * value, or vice versa, then add/remove the object from the active list. 648 * value, or vice versa, then add/remove the object from the active list.
701 * This function needs to be called whenever the speed of an object changes. 649 * This function needs to be called whenever the speed of an object changes.
702 */ 650 */
703
704void 651void
705update_ob_speed (object *op) 652object::set_speed (float speed)
706{ 653{
707 extern int arch_init; 654 if (flag [FLAG_FREED] && speed)
708
709 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated.
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 { 655 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 656 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 657 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 658 }
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731 659
732 /* process_events() expects us to insert the object at the beginning 660 this->speed = speed;
733 * of the list. */ 661
734 op->active_next = active_objects; 662 if (has_active_speed ())
735 if (op->active_next != NULL) 663 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 664 else
740 { 665 deactivate ();
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760} 666}
761 667
762/* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770void
771remove_from_active_list (object *op)
772{
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791}
792
793/* 668/*
794 * update_object() updates the array which represents the map. 669 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 670 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 671 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 672 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 673 * If the object being updated is beneath a player, the look-window
799 * of that player is updated (this might be a suboptimal way of 674 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 675 * updating that window, though, since update_object() is called _often_)
801 * 676 *
802 * action is a hint of what the caller believes need to be done. 677 * action is a hint of what the caller believes need to be done.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 678 * current action are:
808 * UP_OBJ_INSERT: op was inserted 679 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 680 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 681 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811 * as that is easier than trying to look at what may have changed. 682 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 683 * UP_OBJ_FACE: only the objects face has changed.
813 */ 684 */
814
815void 685void
816update_object (object *op, int action) 686update_object (object *op, int action)
817{ 687{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow;
820
821 if (op == NULL) 688 if (op == NULL)
822 { 689 {
823 /* this should never happen */ 690 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 691 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 692 return;
826 } 693 }
827 694
828 if (op->env != NULL) 695 if (op->env)
829 { 696 {
830 /* Animation is currently handled by client, so nothing 697 /* Animation is currently handled by client, so nothing
831 * to do in this case. 698 * to do in this case.
832 */ 699 */
833 return; 700 return;
838 */ 705 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 706 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 707 return;
841 708
842 /* make sure the object is within map boundaries */ 709 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 710 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 711 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 712 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 713#ifdef MANY_CORES
847 abort (); 714 abort ();
848#endif 715#endif
849 return; 716 return;
850 } 717 }
851 718
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 719 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 720
721 if (!(m.flags_ & P_UPTODATE))
722 /* nop */;
859 if (action == UP_OBJ_INSERT) 723 else if (action == UP_OBJ_INSERT)
860 { 724 {
725 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 726 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 727 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 728 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 729 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
730 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 731 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on) 732 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 733 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 734 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* This isn't perfect, but I don't expect a lot of objects to 735 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 736 * to have move_allow right now.
884 */ 737 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 738 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 739 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 740 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 741 }
891 /* if the object is being removed, we can't make intelligent 742 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 743 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 744 * that is being removed.
894 */ 745 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 { 747 m.flags_ = 0;
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE) 748 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */ 749 /* Nothing to do for that case */ ;
902 }
903 else 750 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 751 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907 752
908 if (update_now)
909 {
910 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
911 update_position (op->map, op->x, op->y);
912 }
913
914 if (op->more != NULL) 753 if (op->more)
915 update_object (op->more, action); 754 update_object (op->more, action);
916}
917
918static unordered_vector<object *> mortals;
919static std::vector<object *> freed;
920
921void object::free_mortals ()
922{
923 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924 if (!(*i)->refcount)
925 {
926 freed.push_back (*i);
927 mortals.erase (i);
928 }
929 else
930 ++i;
931} 755}
932 756
933object::object () 757object::object ()
934{ 758{
935 SET_FLAG (this, FLAG_REMOVED); 759 SET_FLAG (this, FLAG_REMOVED);
936 760
937 expmul = 1.0; 761 expmul = 1.0;
938 face = blank_face; 762 face = blank_face;
939 attacked_by_count = -1;
940} 763}
941 764
942object::~object () 765object::~object ()
943{ 766{
767 unlink ();
768
944 free_key_values (this); 769 free_key_values (this);
945} 770}
946 771
772static int object_count;
773
947void object::link () 774void object::link ()
948{ 775{
776 assert (!index);//D
777 uuid = gen_uuid ();
949 count = ++ob_count; 778 count = ++object_count;
950 779
951 prev = 0; 780 refcnt_inc ();
952 next = objects; 781 objects.insert (this);
953
954 if (objects)
955 objects->prev = this;
956
957 objects = this;
958} 782}
959 783
960void object::unlink () 784void object::unlink ()
961{ 785{
962 count = 0;
963
964 /* Remove this object from the list of used objects */
965 if (prev)
966 {
967 prev->next = next;
968 prev = 0;
969 }
970
971 if (next) 786 if (!index)
972 { 787 return;
973 next->prev = prev; 788
974 next = 0; 789 objects.erase (this);
790 refcnt_dec ();
791}
792
793void
794object::activate ()
795{
796 /* If already on active list, don't do anything */
797 if (active)
798 return;
799
800 if (has_active_speed ())
801 actives.insert (this);
802}
803
804void
805object::activate_recursive ()
806{
807 activate ();
808
809 for (object *op = inv; op; op = op->below)
810 op->activate_recursive ();
811}
812
813/* This function removes object 'op' from the list of active
814 * objects.
815 * This should only be used for style maps or other such
816 * reference maps where you don't want an object that isn't
817 * in play chewing up cpu time getting processed.
818 * The reverse of this is to call update_ob_speed, which
819 * will do the right thing based on the speed of the object.
820 */
821void
822object::deactivate ()
823{
824 /* If not on the active list, nothing needs to be done */
825 if (!active)
826 return;
827
828 actives.erase (this);
829}
830
831void
832object::deactivate_recursive ()
833{
834 for (object *op = inv; op; op = op->below)
835 op->deactivate_recursive ();
836
837 deactivate ();
838}
839
840void
841object::set_flag_inv (int flag, int value)
842{
843 for (object *op = inv; op; op = op->below)
975 } 844 {
845 op->flag [flag] = value;
846 op->set_flag_inv (flag, value);
847 }
848}
976 849
977 if (this == objects) 850/*
978 objects = next; 851 * Remove and free all objects in the inventory of the given object.
852 * object.c ?
853 */
854void
855object::destroy_inv (bool drop_to_ground)
856{
857 // need to check first, because the checks below might segfault
858 // as we might be on an invalid mapspace and crossfire code
859 // is too buggy to ensure that the inventory is empty.
860 // corollary: if you create arrows etc. with stuff in tis inventory,
861 // cf will crash below with off-map x and y
862 if (!inv)
863 return;
864
865 /* Only if the space blocks everything do we not process -
866 * if some form of movement is allowed, let objects
867 * drop on that space.
868 */
869 if (!drop_to_ground
870 || !map
871 || map->in_memory != MAP_IN_MEMORY
872 || map->nodrop
873 || ms ().move_block == MOVE_ALL)
874 {
875 while (inv)
876 {
877 inv->destroy_inv (drop_to_ground);
878 inv->destroy ();
879 }
880 }
881 else
882 { /* Put objects in inventory onto this space */
883 while (inv)
884 {
885 object *op = inv;
886
887 if (op->flag [FLAG_STARTEQUIP]
888 || op->flag [FLAG_NO_DROP]
889 || op->type == RUNE
890 || op->type == TRAP
891 || op->flag [FLAG_IS_A_TEMPLATE]
892 || op->flag [FLAG_DESTROY_ON_DEATH])
893 op->destroy ();
894 else
895 map->insert (op, x, y);
896 }
897 }
979} 898}
980 899
981object *object::create () 900object *object::create ()
982{ 901{
983 object *op;
984
985 if (freed.empty ())
986 op = new object; 902 object *op = new object;
987 else
988 {
989 // highly annoying, but the only way to get it stable right now
990 op = freed.back (); freed.pop_back ();
991 op->~object ();
992 new ((void *)op) object;
993 }
994
995 op->link (); 903 op->link ();
996 return op; 904 return op;
997} 905}
998 906
999/* 907void
1000 * free_object() frees everything allocated by an object, removes 908object::do_destroy ()
1001 * it from the list of used objects, and puts it on the list of
1002 * free objects. The IS_FREED() flag is set in the object.
1003 * The object must have been removed by remove_ob() first for
1004 * this function to succeed.
1005 *
1006 * If free_inventory is set, free inventory as well. Else drop items in
1007 * inventory to the ground.
1008 */
1009void object::free (bool free_inventory)
1010{ 909{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 910 attachable::do_destroy ();
1012 {
1013 LOG (llevDebug, "Free object called with non removed object\n");
1014 dump_object (this);
1015#ifdef MANY_CORES
1016 abort ();
1017#endif
1018 }
1019 911
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 912 if (flag [FLAG_IS_LINKED])
1021 { 913 remove_button_link (this);
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 914
915 if (flag [FLAG_FRIENDLY])
1023 remove_friendly_object (this); 916 remove_friendly_object (this);
1024 }
1025 917
1026 if (QUERY_FLAG (this, FLAG_FREED)) 918 if (!flag [FLAG_REMOVED])
919 remove ();
920
921 destroy_inv (true);
922
923 deactivate ();
924 unlink ();
925
926 flag [FLAG_FREED] = 1;
927
928 // hack to ensure that freed objects still have a valid map
929 {
930 static maptile *freed_map; // freed objects are moved here to avoid crashes
931
932 if (!freed_map)
1027 { 933 {
1028 dump_object (this); 934 freed_map = new maptile;
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 935
1030 return; 936 freed_map->path = "<freed objects map>";
937 freed_map->name = "/internal/freed_objects_map";
938 freed_map->width = 3;
939 freed_map->height = 3;
940
941 freed_map->alloc ();
942 freed_map->in_memory = MAP_IN_MEMORY;
1031 } 943 }
944
945 map = freed_map;
946 x = 1;
947 y = 1;
948 }
1032 949
1033 if (more) 950 if (more)
1034 { 951 {
1035 more->free (free_inventory); 952 more->destroy ();
1036 more = 0; 953 more = 0;
1037 } 954 }
1038 955
1039 if (inv)
1040 {
1041 /* Only if the space blocks everything do we not process -
1042 * if some form of movement is allowed, let objects
1043 * drop on that space.
1044 */
1045 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1046 {
1047 object *
1048 op = inv;
1049
1050 while (op)
1051 {
1052 object *
1053 tmp = op->below;
1054
1055 remove_ob (op);
1056 op->free (free_inventory);
1057 op = tmp;
1058 }
1059 }
1060 else
1061 { /* Put objects in inventory onto this space */
1062 object *
1063 op = inv;
1064
1065 while (op)
1066 {
1067 object *
1068 tmp = op->below;
1069
1070 remove_ob (op);
1071
1072 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1073 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1074 free_object (op);
1075 else
1076 {
1077 op->x = x;
1078 op->y = y;
1079 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1080 }
1081
1082 op = tmp;
1083 }
1084 }
1085 }
1086
1087 clear_owner (this);
1088
1089 /* Remove object from the active list */
1090 speed = 0; 956 head = 0;
1091 update_ob_speed (this);
1092 957
1093 unlink (); 958 // clear those pointers that likely might cause circular references
959 owner = 0;
960 enemy = 0;
961 attacked_by = 0;
962 current_weapon = 0;
963}
1094 964
1095 SET_FLAG (this, FLAG_FREED); 965void
966object::destroy (bool destroy_inventory)
967{
968 if (destroyed ())
969 return;
1096 970
1097 mortals.push_back (this); 971 if (destroy_inventory)
972 destroy_inv (false);
973
974 if (is_head ())
975 if (sound_destroy)
976 play_sound (sound_destroy);
977 else if (flag [FLAG_MONSTER])
978 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
979
980 attachable::destroy ();
1098} 981}
1099 982
1100/* 983/*
1101 * sub_weight() recursively (outwards) subtracts a number from the 984 * sub_weight() recursively (outwards) subtracts a number from the
1102 * weight of an object (and what is carried by it's environment(s)). 985 * weight of an object (and what is carried by it's environment(s)).
1103 */ 986 */
1104
1105void 987void
1106sub_weight (object *op, signed long weight) 988sub_weight (object *op, signed long weight)
1107{ 989{
1108 while (op != NULL) 990 while (op != NULL)
1109 { 991 {
1110 if (op->type == CONTAINER) 992 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 993 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 } 994
1114 op->carrying -= weight; 995 op->carrying -= weight;
1115 op = op->env; 996 op = op->env;
1116 } 997 }
1117} 998}
1118 999
1119/* remove_ob(op): 1000/* op->remove ():
1120 * This function removes the object op from the linked list of objects 1001 * This function removes the object op from the linked list of objects
1121 * which it is currently tied to. When this function is done, the 1002 * which it is currently tied to. When this function is done, the
1122 * object will have no environment. If the object previously had an 1003 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 1004 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 1005 * the previous environment.
1125 * Beware: This function is called from the editor as well!
1126 */ 1006 */
1127
1128void 1007void
1129remove_ob (object *op) 1008object::do_remove ()
1130{ 1009{
1131 object *tmp, *last = NULL; 1010 object *tmp, *last = 0;
1132 object *otmp; 1011 object *otmp;
1133 1012
1134 tag_t tag;
1135 int check_walk_off;
1136 mapstruct *m;
1137
1138 sint16 x, y;
1139
1140 if (QUERY_FLAG (op, FLAG_REMOVED)) 1013 if (QUERY_FLAG (this, FLAG_REMOVED))
1141 { 1014 return;
1142 dump_object (op);
1143 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1144 1015
1145 /* Changed it to always dump core in this case. As has been learned
1146 * in the past, trying to recover from errors almost always
1147 * make things worse, and this is a real error here - something
1148 * that should not happen.
1149 * Yes, if this was a mission critical app, trying to do something
1150 * to recover may make sense, but that is because failure of the app
1151 * may have other disastrous problems. Cf runs out of a script
1152 * so is easily enough restarted without any real problems.
1153 * MSW 2001-07-01
1154 */
1155 abort ();
1156 }
1157
1158 if (op->more != NULL)
1159 remove_ob (op->more);
1160
1161 SET_FLAG (op, FLAG_REMOVED); 1016 SET_FLAG (this, FLAG_REMOVED);
1017 INVOKE_OBJECT (REMOVE, this);
1018
1019 if (more)
1020 more->remove ();
1162 1021
1163 /* 1022 /*
1164 * In this case, the object to be removed is in someones 1023 * In this case, the object to be removed is in someones
1165 * inventory. 1024 * inventory.
1166 */ 1025 */
1167 if (op->env != NULL) 1026 if (env)
1168 { 1027 {
1169 if (op->nrof) 1028 if (nrof)
1170 sub_weight (op->env, op->weight * op->nrof); 1029 sub_weight (env, weight * nrof);
1171 else 1030 else
1172 sub_weight (op->env, op->weight + op->carrying); 1031 sub_weight (env, weight + carrying);
1173 1032
1174 /* NO_FIX_PLAYER is set when a great many changes are being 1033 /* NO_FIX_PLAYER is set when a great many changes are being
1175 * made to players inventory. If set, avoiding the call 1034 * made to players inventory. If set, avoiding the call
1176 * to save cpu time. 1035 * to save cpu time.
1177 */ 1036 */
1178 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1037 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1179 fix_player (otmp); 1038 otmp->update_stats ();
1180 1039
1181 if (op->above != NULL) 1040 if (above)
1182 op->above->below = op->below; 1041 above->below = below;
1183 else 1042 else
1184 op->env->inv = op->below; 1043 env->inv = below;
1185 1044
1186 if (op->below != NULL) 1045 if (below)
1187 op->below->above = op->above; 1046 below->above = above;
1188 1047
1189 /* we set up values so that it could be inserted into 1048 /* we set up values so that it could be inserted into
1190 * the map, but we don't actually do that - it is up 1049 * the map, but we don't actually do that - it is up
1191 * to the caller to decide what we want to do. 1050 * to the caller to decide what we want to do.
1192 */ 1051 */
1193 op->x = op->env->x, op->y = op->env->y; 1052 x = env->x, y = env->y;
1194 op->map = op->env->map; 1053 map = env->map;
1195 op->above = NULL, op->below = NULL; 1054 above = 0, below = 0;
1196 op->env = NULL; 1055 env = 0;
1197 return;
1198 }
1199
1200 /* If we get here, we are removing it from a map */
1201 if (op->map == NULL)
1202 return;
1203
1204 x = op->x;
1205 y = op->y;
1206 m = get_map_from_coord (op->map, &x, &y);
1207
1208 if (!m)
1209 { 1056 }
1210 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1057 else if (map)
1211 op->map->path, op->x, op->y);
1212 /* in old days, we used to set x and y to 0 and continue.
1213 * it seems if we get into this case, something is probablye
1214 * screwed up and should be fixed.
1215 */
1216 abort ();
1217 } 1058 {
1218 if (op->map != m) 1059 if (type == PLAYER)
1219 { 1060 {
1220 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1061 // leaving a spot always closes any open container on the ground
1221 op->map->path, m->path, op->x, op->y, x, y); 1062 if (container && !container->env)
1222 } 1063 // this causes spurious floorbox updates, but it ensures
1064 // that the CLOSE event is being sent.
1065 close_container ();
1223 1066
1224 /* Re did the following section of code - it looks like it had 1067 --map->players;
1225 * lots of logic for things we no longer care about 1068 map->touch ();
1226 */ 1069 }
1227 1070
1071 map->dirty = true;
1072 mapspace &ms = this->ms ();
1073
1228 /* link the object above us */ 1074 /* link the object above us */
1229 if (op->above) 1075 if (above)
1230 op->above->below = op->below; 1076 above->below = below;
1231 else 1077 else
1232 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1078 ms.top = below; /* we were top, set new top */
1233 1079
1234 /* Relink the object below us, if there is one */ 1080 /* Relink the object below us, if there is one */
1235 if (op->below) 1081 if (below)
1236 op->below->above = op->above; 1082 below->above = above;
1237 else 1083 else
1238 { 1084 {
1239 /* Nothing below, which means we need to relink map object for this space 1085 /* Nothing below, which means we need to relink map object for this space
1240 * use translated coordinates in case some oddness with map tiling is 1086 * use translated coordinates in case some oddness with map tiling is
1241 * evident 1087 * evident
1242 */
1243 if (GET_MAP_OB (m, x, y) != op)
1244 {
1245 dump_object (op);
1246 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",
1247 errmsg);
1248 dump_object (GET_MAP_OB (m, x, y));
1249 LOG (llevError, "%s\n", errmsg);
1250 }
1251
1252 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1253 }
1254
1255 op->above = NULL;
1256 op->below = NULL;
1257
1258 if (op->map->in_memory == MAP_SAVING)
1259 return;
1260
1261 tag = op->count;
1262 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1263
1264 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1265 {
1266 /* No point updating the players look faces if he is the object
1267 * being removed.
1268 */
1269
1270 if (tmp->type == PLAYER && tmp != op)
1271 {
1272 /* If a container that the player is currently using somehow gets
1273 * removed (most likely destroyed), update the player view
1274 * appropriately.
1275 */ 1088 */
1089 if (GET_MAP_OB (map, x, y) != this)
1090 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 ());
1091
1092 ms.bot = above; /* goes on above it. */
1093 }
1094
1095 above = 0;
1096 below = 0;
1097
1098 if (map->in_memory == MAP_SAVING)
1099 return;
1100
1101 int check_walk_off = !flag [FLAG_NO_APPLY];
1102
1103 if (object *pl = ms.player ())
1104 {
1276 if (tmp->container == op) 1105 if (pl->container == this)
1106 /* If a container that the player is currently using somehow gets
1107 * removed (most likely destroyed), update the player view
1108 * appropriately.
1109 */
1110 pl->close_container ();
1111
1112 pl->contr->ns->floorbox_update ();
1113 }
1114
1115 for (tmp = ms.bot; tmp; tmp = tmp->above)
1116 {
1117 /* No point updating the players look faces if he is the object
1118 * being removed.
1119 */
1120
1121 /* See if object moving off should effect something */
1122 if (check_walk_off
1123 && ((move_type & tmp->move_off)
1124 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1277 { 1125 {
1278 CLEAR_FLAG (op, FLAG_APPLIED); 1126 move_apply (tmp, this, 0);
1279 tmp->container = NULL; 1127
1128 if (destroyed ())
1129 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1280 } 1130 }
1281 1131
1282 tmp->contr->socket.update_look = 1;
1283 }
1284 /* See if player moving off should effect something */
1285 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1286 {
1287 move_apply (tmp, op, NULL);
1288
1289 if (was_destroyed (op, tag))
1290 {
1291 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1292 }
1293 }
1294
1295 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1296
1297 if (tmp->above == tmp)
1298 tmp->above = NULL;
1299
1300 last = tmp; 1132 last = tmp;
1301 } 1133 }
1302 1134
1303 /* last == NULL of there are no objects on this space */ 1135 /* last == NULL if there are no objects on this space */
1304 if (last == NULL) 1136 //TODO: this makes little sense, why only update the topmost object?
1305 { 1137 if (!last)
1306 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1138 map->at (x, y).flags_ = 0;
1307 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1308 * those out anyways, and if there are any flags set right now, they won't
1309 * be correct anyways.
1310 */
1311 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1312 update_position (op->map, op->x, op->y);
1313 }
1314 else 1139 else
1315 update_object (last, UP_OBJ_REMOVE); 1140 update_object (last, UP_OBJ_REMOVE);
1316 1141
1317 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1142 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1318 update_all_los (op->map, op->x, op->y); 1143 update_all_los (map, x, y);
1144 }
1319} 1145}
1320 1146
1321/* 1147/*
1322 * merge_ob(op,top): 1148 * merge_ob(op,top):
1323 * 1149 *
1324 * This function goes through all objects below and including top, and 1150 * This function goes through all objects below and including top, and
1325 * merges op to the first matching object. 1151 * merges op to the first matching object.
1326 * If top is NULL, it is calculated. 1152 * If top is NULL, it is calculated.
1327 * Returns pointer to object if it succeded in the merge, otherwise NULL 1153 * Returns pointer to object if it succeded in the merge, otherwise NULL
1328 */ 1154 */
1329
1330object * 1155object *
1331merge_ob (object *op, object *top) 1156merge_ob (object *op, object *top)
1332{ 1157{
1333 if (!op->nrof) 1158 if (!op->nrof)
1334 return 0; 1159 return 0;
1335 if (top == NULL) 1160
1161 if (!top)
1336 for (top = op; top != NULL && top->above != NULL; top = top->above); 1162 for (top = op; top && top->above; top = top->above)
1163 ;
1164
1337 for (; top != NULL; top = top->below) 1165 for (; top; top = top->below)
1338 { 1166 {
1339 if (top == op) 1167 if (top == op)
1340 continue; 1168 continue;
1341 if (CAN_MERGE (op, top)) 1169
1170 if (object::can_merge (op, top))
1342 { 1171 {
1343 top->nrof += op->nrof; 1172 top->nrof += op->nrof;
1344 1173
1345/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1174/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1346 op->weight = 0; /* Don't want any adjustements now */ 1175 op->weight = 0; /* Don't want any adjustements now */
1347 remove_ob (op); 1176 op->destroy ();
1348 free_object (op);
1349 return top; 1177 return top;
1350 } 1178 }
1351 } 1179 }
1180
1352 return NULL; 1181 return 0;
1353} 1182}
1354 1183
1184void
1185object::expand_tail ()
1186{
1187 if (more)
1188 return;
1189
1190 object *prev = this;
1191
1192 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1193 {
1194 object *op = arch_to_object (at);
1195
1196 op->name = name;
1197 op->name_pl = name_pl;
1198 op->title = title;
1199
1200 op->head = this;
1201 prev->more = op;
1202
1203 prev = op;
1204 }
1205}
1206
1355/* 1207/*
1356 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1208 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1357 * job preparing multi-part monsters 1209 * job preparing multi-part monsters.
1358 */ 1210 */
1359object * 1211object *
1360insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1212insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1361{ 1213{
1362 object *
1363 tmp;
1364
1365 if (op->head)
1366 op = op->head;
1367 for (tmp = op; tmp; tmp = tmp->more) 1214 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1368 { 1215 {
1369 tmp->x = x + tmp->arch->clone.x; 1216 tmp->x = x + tmp->arch->x;
1370 tmp->y = y + tmp->arch->clone.y; 1217 tmp->y = y + tmp->arch->y;
1371 } 1218 }
1219
1372 return insert_ob_in_map (op, m, originator, flag); 1220 return insert_ob_in_map (op, m, originator, flag);
1373} 1221}
1374 1222
1375/* 1223/*
1376 * insert_ob_in_map (op, map, originator, flag): 1224 * insert_ob_in_map (op, map, originator, flag):
1390 * Return value: 1238 * Return value:
1391 * new object if 'op' was merged with other object 1239 * new object if 'op' was merged with other object
1392 * NULL if 'op' was destroyed 1240 * NULL if 'op' was destroyed
1393 * just 'op' otherwise 1241 * just 'op' otherwise
1394 */ 1242 */
1395
1396object * 1243object *
1397insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1244insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1398{ 1245{
1246 assert (!op->flag [FLAG_FREED]);
1247
1399 object *tmp, *top, *floor = NULL; 1248 object *top, *floor = NULL;
1400 sint16 x, y;
1401 1249
1402 if (QUERY_FLAG (op, FLAG_FREED)) 1250 op->remove ();
1403 {
1404 LOG (llevError, "Trying to insert freed object!\n");
1405 return NULL;
1406 }
1407
1408 if (m == NULL)
1409 {
1410 dump_object (op);
1411 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1412 return op;
1413 }
1414
1415 if (out_of_map (m, op->x, op->y))
1416 {
1417 dump_object (op);
1418 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1419#ifdef MANY_CORES
1420 /* Better to catch this here, as otherwise the next use of this object
1421 * is likely to cause a crash. Better to find out where it is getting
1422 * improperly inserted.
1423 */
1424 abort ();
1425#endif
1426 return op;
1427 }
1428
1429 if (!QUERY_FLAG (op, FLAG_REMOVED))
1430 {
1431 dump_object (op);
1432 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1433 return op;
1434 }
1435
1436 if (op->more != NULL)
1437 {
1438 /* The part may be on a different map. */
1439
1440 object *more = op->more;
1441
1442 /* We really need the caller to normalize coordinates - if
1443 * we set the map, that doesn't work if the location is within
1444 * a map and this is straddling an edge. So only if coordinate
1445 * is clear wrong do we normalize it.
1446 */
1447 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1448 more->map = get_map_from_coord (m, &more->x, &more->y);
1449 else if (!more->map)
1450 {
1451 /* For backwards compatibility - when not dealing with tiled maps,
1452 * more->map should always point to the parent.
1453 */
1454 more->map = m;
1455 }
1456
1457 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1458 {
1459 if (!op->head)
1460 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1461
1462 return NULL;
1463 }
1464 }
1465
1466 CLEAR_FLAG (op, FLAG_REMOVED);
1467 1251
1468 /* Ideally, the caller figures this out. However, it complicates a lot 1252 /* Ideally, the caller figures this out. However, it complicates a lot
1469 * of areas of callers (eg, anything that uses find_free_spot would now 1253 * of areas of callers (eg, anything that uses find_free_spot would now
1470 * need extra work 1254 * need extra work
1471 */ 1255 */
1472 op->map = get_map_from_coord (m, &op->x, &op->y); 1256 if (!xy_normalise (m, op->x, op->y))
1473 x = op->x; 1257 {
1474 y = op->y; 1258 op->destroy ();
1259 return 0;
1260 }
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1267
1268 op->map = m;
1269 mapspace &ms = op->ms ();
1475 1270
1476 /* this has to be done after we translate the coordinates. 1271 /* this has to be done after we translate the coordinates.
1477 */ 1272 */
1478 if (op->nrof && !(flag & INS_NO_MERGE)) 1273 if (op->nrof && !(flag & INS_NO_MERGE))
1479 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1274 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1480 if (CAN_MERGE (op, tmp)) 1275 if (object::can_merge (op, tmp))
1481 { 1276 {
1482 op->nrof += tmp->nrof; 1277 op->nrof += tmp->nrof;
1483 remove_ob (tmp); 1278 tmp->destroy ();
1484 free_object (tmp);
1485 } 1279 }
1486 1280
1487 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1281 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1488 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1282 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1489 1283
1502 op->below = originator->below; 1296 op->below = originator->below;
1503 1297
1504 if (op->below) 1298 if (op->below)
1505 op->below->above = op; 1299 op->below->above = op;
1506 else 1300 else
1507 SET_MAP_OB (op->map, op->x, op->y, op); 1301 ms.bot = op;
1508 1302
1509 /* since *below* originator, no need to update top */ 1303 /* since *below* originator, no need to update top */
1510 originator->below = op; 1304 originator->below = op;
1511 } 1305 }
1512 else 1306 else
1513 { 1307 {
1308 top = ms.bot;
1309
1514 /* If there are other objects, then */ 1310 /* If there are other objects, then */
1515 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1311 if (top)
1516 { 1312 {
1517 object *last = NULL; 1313 object *last = 0;
1518 1314
1519 /* 1315 /*
1520 * If there are multiple objects on this space, we do some trickier handling. 1316 * If there are multiple objects on this space, we do some trickier handling.
1521 * We've already dealt with merging if appropriate. 1317 * We've already dealt with merging if appropriate.
1522 * Generally, we want to put the new object on top. But if 1318 * Generally, we want to put the new object on top. But if
1526 * once we get to them. This reduces the need to traverse over all of 1322 * once we get to them. This reduces the need to traverse over all of
1527 * them when adding another one - this saves quite a bit of cpu time 1323 * them when adding another one - this saves quite a bit of cpu time
1528 * when lots of spells are cast in one area. Currently, it is presumed 1324 * when lots of spells are cast in one area. Currently, it is presumed
1529 * that flying non pickable objects are spell objects. 1325 * that flying non pickable objects are spell objects.
1530 */ 1326 */
1531 1327 for (top = ms.bot; top; top = top->above)
1532 while (top != NULL)
1533 { 1328 {
1534 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1329 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1535 floor = top; 1330 floor = top;
1536 1331
1537 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1332 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1540 top = top->below; 1335 top = top->below;
1541 break; 1336 break;
1542 } 1337 }
1543 1338
1544 last = top; 1339 last = top;
1545 top = top->above;
1546 } 1340 }
1547 1341
1548 /* Don't want top to be NULL, so set it to the last valid object */ 1342 /* Don't want top to be NULL, so set it to the last valid object */
1549 top = last; 1343 top = last;
1550 1344
1552 * looks like instead of lots of conditions here. 1346 * looks like instead of lots of conditions here.
1553 * makes things faster, and effectively the same result. 1347 * makes things faster, and effectively the same result.
1554 */ 1348 */
1555 1349
1556 /* Have object 'fall below' other objects that block view. 1350 /* Have object 'fall below' other objects that block view.
1557 * Unless those objects are exits, type 66 1351 * Unless those objects are exits.
1558 * If INS_ON_TOP is used, don't do this processing 1352 * If INS_ON_TOP is used, don't do this processing
1559 * Need to find the object that in fact blocks view, otherwise 1353 * Need to find the object that in fact blocks view, otherwise
1560 * stacking is a bit odd. 1354 * stacking is a bit odd.
1561 */ 1355 */
1562 if (!(flag & INS_ON_TOP) && 1356 if (!(flag & INS_ON_TOP)
1563 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1357 && ms.flags () & P_BLOCKSVIEW
1358 && (op->face && !faces [op->face].visibility))
1564 { 1359 {
1565 for (last = top; last != floor; last = last->below) 1360 for (last = top; last != floor; last = last->below)
1566 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1361 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1567 break; 1362 break;
1363
1568 /* Check to see if we found the object that blocks view, 1364 /* Check to see if we found the object that blocks view,
1569 * and make sure we have a below pointer for it so that 1365 * and make sure we have a below pointer for it so that
1570 * we can get inserted below this one, which requires we 1366 * we can get inserted below this one, which requires we
1571 * set top to the object below us. 1367 * set top to the object below us.
1572 */ 1368 */
1573 if (last && last->below && last != floor) 1369 if (last && last->below && last != floor)
1574 top = last->below; 1370 top = last->below;
1575 } 1371 }
1576 } /* If objects on this space */ 1372 } /* If objects on this space */
1577 1373
1578 if (flag & INS_MAP_LOAD)
1579 top = GET_MAP_TOP (op->map, op->x, op->y);
1580
1581 if (flag & INS_ABOVE_FLOOR_ONLY) 1374 if (flag & INS_ABOVE_FLOOR_ONLY)
1582 top = floor; 1375 top = floor;
1583 1376
1584 /* Top is the object that our object (op) is going to get inserted above. 1377 /* Top is the object that our object (op) is going to get inserted above.
1585 */ 1378 */
1586 1379
1587 /* First object on this space */ 1380 /* First object on this space */
1588 if (!top) 1381 if (!top)
1589 { 1382 {
1590 op->above = GET_MAP_OB (op->map, op->x, op->y); 1383 op->above = ms.bot;
1591 1384
1592 if (op->above) 1385 if (op->above)
1593 op->above->below = op; 1386 op->above->below = op;
1594 1387
1595 op->below = NULL; 1388 op->below = 0;
1596 SET_MAP_OB (op->map, op->x, op->y, op); 1389 ms.bot = op;
1597 } 1390 }
1598 else 1391 else
1599 { /* get inserted into the stack above top */ 1392 { /* get inserted into the stack above top */
1600 op->above = top->above; 1393 op->above = top->above;
1601 1394
1604 1397
1605 op->below = top; 1398 op->below = top;
1606 top->above = op; 1399 top->above = op;
1607 } 1400 }
1608 1401
1609 if (op->above == NULL) 1402 if (!op->above)
1610 SET_MAP_TOP (op->map, op->x, op->y, op); 1403 ms.top = op;
1611 } /* else not INS_BELOW_ORIGINATOR */ 1404 } /* else not INS_BELOW_ORIGINATOR */
1612 1405
1613 if (op->type == PLAYER) 1406 if (op->type == PLAYER)
1407 {
1614 op->contr->do_los = 1; 1408 op->contr->do_los = 1;
1409 ++op->map->players;
1410 op->map->touch ();
1411 }
1615 1412
1616 /* If we have a floor, we know the player, if any, will be above 1413 op->map->dirty = true;
1617 * it, so save a few ticks and start from there. 1414
1618 */ 1415 if (object *pl = ms.player ())
1619 if (!(flag & INS_MAP_LOAD)) 1416 pl->contr->ns->floorbox_update ();
1620 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1621 if (tmp->type == PLAYER)
1622 tmp->contr->socket.update_look = 1;
1623 1417
1624 /* If this object glows, it may affect lighting conditions that are 1418 /* If this object glows, it may affect lighting conditions that are
1625 * visible to others on this map. But update_all_los is really 1419 * visible to others on this map. But update_all_los is really
1626 * an inefficient way to do this, as it means los for all players 1420 * an inefficient way to do this, as it means los for all players
1627 * on the map will get recalculated. The players could very well 1421 * on the map will get recalculated. The players could very well
1628 * be far away from this change and not affected in any way - 1422 * be far away from this change and not affected in any way -
1629 * this should get redone to only look for players within range, 1423 * this should get redone to only look for players within range,
1630 * or just updating the P_NEED_UPDATE for spaces within this area 1424 * or just updating the P_UPTODATE for spaces within this area
1631 * of effect may be sufficient. 1425 * of effect may be sufficient.
1632 */ 1426 */
1633 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1427 if (op->map->darkness && (op->glow_radius != 0))
1634 update_all_los (op->map, op->x, op->y); 1428 update_all_los (op->map, op->x, op->y);
1635 1429
1636 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1430 /* updates flags (blocked, alive, no magic, etc) for this map space */
1637 update_object (op, UP_OBJ_INSERT); 1431 update_object (op, UP_OBJ_INSERT);
1638 1432
1433 INVOKE_OBJECT (INSERT, op);
1434
1639 /* Don't know if moving this to the end will break anything. However, 1435 /* Don't know if moving this to the end will break anything. However,
1640 * we want to have update_look set above before calling this. 1436 * we want to have floorbox_update called before calling this.
1641 * 1437 *
1642 * check_move_on() must be after this because code called from 1438 * check_move_on() must be after this because code called from
1643 * check_move_on() depends on correct map flags (so functions like 1439 * check_move_on() depends on correct map flags (so functions like
1644 * blocked() and wall() work properly), and these flags are updated by 1440 * blocked() and wall() work properly), and these flags are updated by
1645 * update_object(). 1441 * update_object().
1646 */ 1442 */
1647 1443
1648 /* if this is not the head or flag has been passed, don't check walk on status */ 1444 /* if this is not the head or flag has been passed, don't check walk on status */
1649 if (!(flag & INS_NO_WALK_ON) && !op->head) 1445 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1650 { 1446 {
1651 if (check_move_on (op, originator)) 1447 if (check_move_on (op, originator))
1652 return NULL; 1448 return 0;
1653 1449
1654 /* If we are a multi part object, lets work our way through the check 1450 /* If we are a multi part object, lets work our way through the check
1655 * walk on's. 1451 * walk on's.
1656 */ 1452 */
1657 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1453 for (object *tmp = op->more; tmp; tmp = tmp->more)
1658 if (check_move_on (tmp, originator)) 1454 if (check_move_on (tmp, originator))
1659 return NULL; 1455 return 0;
1660 } 1456 }
1661 1457
1662 return op; 1458 return op;
1663} 1459}
1664 1460
1665/* this function inserts an object in the map, but if it 1461/* this function inserts an object in the map, but if it
1666 * finds an object of its own type, it'll remove that one first. 1462 * finds an object of its own type, it'll remove that one first.
1667 * op is the object to insert it under: supplies x and the map. 1463 * op is the object to insert it under: supplies x and the map.
1668 */ 1464 */
1669void 1465void
1670replace_insert_ob_in_map (const char *arch_string, object *op) 1466replace_insert_ob_in_map (const char *arch_string, object *op)
1671{ 1467{
1672 object *tmp;
1673 object *tmp1; 1468 object *tmp, *tmp1;
1674 1469
1675 /* first search for itself and remove any old instances */ 1470 /* first search for itself and remove any old instances */
1676 1471
1677 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1472 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1678 {
1679 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1473 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1680 { 1474 tmp->destroy ();
1681 remove_ob (tmp);
1682 free_object (tmp);
1683 }
1684 }
1685 1475
1686 tmp1 = arch_to_object (find_archetype (arch_string)); 1476 tmp1 = arch_to_object (archetype::find (arch_string));
1687 1477
1688 tmp1->x = op->x; 1478 tmp1->x = op->x;
1689 tmp1->y = op->y; 1479 tmp1->y = op->y;
1690 insert_ob_in_map (tmp1, op->map, op, 0); 1480 insert_ob_in_map (tmp1, op->map, op, 0);
1481}
1482
1483object *
1484object::insert_at (object *where, object *originator, int flags)
1485{
1486 return where->map->insert (this, where->x, where->y, originator, flags);
1691} 1487}
1692 1488
1693/* 1489/*
1694 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1695 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1696 * the rest (or is removed and freed if that number is 0). 1492 * the rest (or is removed and freed if that number is 0).
1697 * On failure, NULL is returned, and the reason put into the 1493 * On failure, NULL is returned, and the reason put into the
1698 * global static errmsg array. 1494 * global static errmsg array.
1699 */ 1495 */
1700
1701object * 1496object *
1702get_split_ob (object *orig_ob, uint32 nr) 1497get_split_ob (object *orig_ob, uint32 nr)
1703{ 1498{
1704 object * 1499 object *newob;
1705 newob;
1706 int
1707 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1708 1501
1709 if (orig_ob->nrof < nr) 1502 if (orig_ob->nrof < nr)
1710 { 1503 {
1711 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1504 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1712 return NULL; 1505 return NULL;
1713 } 1506 }
1507
1714 newob = object_create_clone (orig_ob); 1508 newob = object_create_clone (orig_ob);
1509
1715 if ((orig_ob->nrof -= nr) < 1) 1510 if ((orig_ob->nrof -= nr) < 1)
1716 { 1511 orig_ob->destroy (1);
1717 if (!is_removed)
1718 remove_ob (orig_ob);
1719 free_object2 (orig_ob, 1);
1720 }
1721 else if (!is_removed) 1512 else if (!is_removed)
1722 { 1513 {
1723 if (orig_ob->env != NULL) 1514 if (orig_ob->env != NULL)
1724 sub_weight (orig_ob->env, orig_ob->weight * nr); 1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1725 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1727 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1518 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1728 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1729 return NULL; 1520 return NULL;
1730 } 1521 }
1731 } 1522 }
1523
1732 newob->nrof = nr; 1524 newob->nrof = nr;
1733 1525
1734 return newob; 1526 return newob;
1735} 1527}
1736 1528
1739 * the amount of an object. If the amount reaches 0, the object 1531 * the amount of an object. If the amount reaches 0, the object
1740 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1741 * 1533 *
1742 * Return value: 'op' if something is left, NULL if the amount reached 0 1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1743 */ 1535 */
1744
1745object * 1536object *
1746decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1747{ 1538{
1748 object * 1539 object *tmp;
1749 tmp;
1750 player *
1751 pl;
1752 1540
1753 if (i == 0) /* objects with op->nrof require this check */ 1541 if (i == 0) /* objects with op->nrof require this check */
1754 return op; 1542 return op;
1755 1543
1756 if (i > op->nrof) 1544 if (i > op->nrof)
1757 i = op->nrof; 1545 i = op->nrof;
1758 1546
1759 if (QUERY_FLAG (op, FLAG_REMOVED)) 1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1760 {
1761 op->nrof -= i; 1548 op->nrof -= i;
1762 }
1763 else if (op->env != NULL) 1549 else if (op->env)
1764 { 1550 {
1765 /* is this object in the players inventory, or sub container 1551 /* is this object in the players inventory, or sub container
1766 * therein? 1552 * therein?
1767 */ 1553 */
1768 tmp = is_player_inv (op->env); 1554 tmp = op->in_player ();
1769 /* nope. Is this a container the player has opened? 1555 /* nope. Is this a container the player has opened?
1770 * If so, set tmp to that player. 1556 * If so, set tmp to that player.
1771 * IMO, searching through all the players will mostly 1557 * IMO, searching through all the players will mostly
1772 * likely be quicker than following op->env to the map, 1558 * likely be quicker than following op->env to the map,
1773 * and then searching the map for a player. 1559 * and then searching the map for a player.
1774 */ 1560 */
1775 if (!tmp) 1561 if (!tmp)
1776 { 1562 for_all_players (pl)
1777 for (pl = first_player; pl; pl = pl->next)
1778 if (pl->ob->container == op->env) 1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1779 break; 1566 break;
1780 if (pl)
1781 tmp = pl->ob;
1782 else
1783 tmp = NULL;
1784 } 1567 }
1785 1568
1786 if (i < op->nrof) 1569 if (i < op->nrof)
1787 { 1570 {
1788 sub_weight (op->env, op->weight * i); 1571 sub_weight (op->env, op->weight * i);
1789 op->nrof -= i; 1572 op->nrof -= i;
1790 if (tmp) 1573 if (tmp)
1791 {
1792 esrv_send_item (tmp, op); 1574 esrv_send_item (tmp, op);
1793 }
1794 } 1575 }
1795 else 1576 else
1796 { 1577 {
1797 remove_ob (op); 1578 op->remove ();
1798 op->nrof = 0; 1579 op->nrof = 0;
1799 if (tmp) 1580 if (tmp)
1800 {
1801 esrv_del_item (tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1802 }
1803 } 1582 }
1804 } 1583 }
1805 else 1584 else
1806 { 1585 {
1807 object *
1808 above = op->above; 1586 object *above = op->above;
1809 1587
1810 if (i < op->nrof) 1588 if (i < op->nrof)
1811 {
1812 op->nrof -= i; 1589 op->nrof -= i;
1813 }
1814 else 1590 else
1815 { 1591 {
1816 remove_ob (op); 1592 op->remove ();
1817 op->nrof = 0; 1593 op->nrof = 0;
1818 } 1594 }
1595
1819 /* Since we just removed op, op->above is null */ 1596 /* Since we just removed op, op->above is null */
1820 for (tmp = above; tmp != NULL; tmp = tmp->above) 1597 for (tmp = above; tmp; tmp = tmp->above)
1821 if (tmp->type == PLAYER) 1598 if (tmp->type == PLAYER)
1822 { 1599 {
1823 if (op->nrof) 1600 if (op->nrof)
1824 esrv_send_item (tmp, op); 1601 esrv_send_item (tmp, op);
1825 else 1602 else
1826 esrv_del_item (tmp->contr, op->count); 1603 esrv_del_item (tmp->contr, op->count);
1827 } 1604 }
1828 } 1605 }
1829 1606
1830 if (op->nrof) 1607 if (op->nrof)
1831 {
1832 return op; 1608 return op;
1833 }
1834 else 1609 else
1835 { 1610 {
1836 free_object (op); 1611 op->destroy ();
1837 return NULL; 1612 return 0;
1838 } 1613 }
1839} 1614}
1840 1615
1841/* 1616/*
1842 * add_weight(object, weight) adds the specified weight to an object, 1617 * add_weight(object, weight) adds the specified weight to an object,
1843 * and also updates how much the environment(s) is/are carrying. 1618 * and also updates how much the environment(s) is/are carrying.
1844 */ 1619 */
1845
1846void 1620void
1847add_weight (object *op, signed long weight) 1621add_weight (object *op, signed long weight)
1848{ 1622{
1849 while (op != NULL) 1623 while (op != NULL)
1850 { 1624 {
1851 if (op->type == CONTAINER) 1625 if (op->type == CONTAINER)
1852 {
1853 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1626 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1854 } 1627
1855 op->carrying += weight; 1628 op->carrying += weight;
1856 op = op->env; 1629 op = op->env;
1857 } 1630 }
1858} 1631}
1859 1632
1633object *
1634insert_ob_in_ob (object *op, object *where)
1635{
1636 if (!where)
1637 {
1638 char *dump = dump_object (op);
1639 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1640 free (dump);
1641 return op;
1642 }
1643
1644 if (where->head_ () != where)
1645 {
1646 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1647 where = where->head;
1648 }
1649
1650 return where->insert (op);
1651}
1652
1860/* 1653/*
1861 * insert_ob_in_ob(op,environment): 1654 * env->insert (op)
1862 * This function inserts the object op in the linked list 1655 * This function inserts the object op in the linked list
1863 * inside the object environment. 1656 * inside the object environment.
1864 * 1657 *
1865 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1866 * the inventory at the last position or next to other objects of the same
1867 * type.
1868 * Frank: Now sorted by type, archetype and magic!
1869 *
1870 * The function returns now pointer to inserted item, and return value can 1658 * The function returns now pointer to inserted item, and return value can
1871 * be != op, if items are merged. -Tero 1659 * be != op, if items are merged. -Tero
1872 */ 1660 */
1873
1874object * 1661object *
1875insert_ob_in_ob (object *op, object *where) 1662object::insert (object *op)
1876{ 1663{
1877 object *
1878 tmp, *
1879 otmp;
1880
1881 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1882 { 1665 op->remove ();
1883 dump_object (op); 1666
1884 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where == NULL)
1888 {
1889 dump_object (op);
1890 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1891 return op;
1892 }
1893 if (where->head)
1894 {
1895 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1896 where = where->head;
1897 }
1898 if (op->more) 1667 if (op->more)
1899 { 1668 {
1900 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1669 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1901 return op; 1670 return op;
1902 } 1671 }
1672
1903 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1904 CLEAR_FLAG (op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675
1905 if (op->nrof) 1676 if (op->nrof)
1906 { 1677 {
1907 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1908 if (CAN_MERGE (tmp, op)) 1679 if (object::can_merge (tmp, op))
1909 { 1680 {
1910 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1911 (client needs the original object) */ 1682 (client needs the original object) */
1912 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1913 /* Weight handling gets pretty funky. Since we are adding to 1684 /* Weight handling gets pretty funky. Since we are adding to
1914 * tmp->nrof, we need to increase the weight. 1685 * tmp->nrof, we need to increase the weight.
1915 */ 1686 */
1916 add_weight (where, op->weight * op->nrof); 1687 add_weight (this, op->weight * op->nrof);
1917 SET_FLAG (op, FLAG_REMOVED); 1688 SET_FLAG (op, FLAG_REMOVED);
1918 free_object (op); /* free the inserted object */ 1689 op->destroy (); /* free the inserted object */
1919 op = tmp; 1690 op = tmp;
1920 remove_ob (op); /* and fix old object's links */ 1691 op->remove (); /* and fix old object's links */
1921 CLEAR_FLAG (op, FLAG_REMOVED); 1692 CLEAR_FLAG (op, FLAG_REMOVED);
1922 break; 1693 break;
1923 } 1694 }
1924 1695
1925 /* I assume combined objects have no inventory 1696 /* I assume combined objects have no inventory
1926 * We add the weight - this object could have just been removed 1697 * We add the weight - this object could have just been removed
1927 * (if it was possible to merge). calling remove_ob will subtract 1698 * (if it was possible to merge). calling remove_ob will subtract
1928 * the weight, so we need to add it in again, since we actually do 1699 * the weight, so we need to add it in again, since we actually do
1929 * the linking below 1700 * the linking below
1930 */ 1701 */
1931 add_weight (where, op->weight * op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1932 } 1703 }
1933 else 1704 else
1934 add_weight (where, (op->weight + op->carrying)); 1705 add_weight (this, (op->weight + op->carrying));
1935 1706
1936 otmp = is_player_inv (where); 1707 if (object *otmp = this->in_player ())
1937 if (otmp && otmp->contr != NULL)
1938 {
1939 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1940 fix_player (otmp); 1709 otmp->update_stats ();
1941 }
1942 1710
1711 op->owner = 0; // its his/hers now. period.
1943 op->map = NULL; 1712 op->map = 0;
1944 op->env = where; 1713 op->env = this;
1945 op->above = NULL; 1714 op->above = 0;
1946 op->below = NULL; 1715 op->below = 0;
1947 op->x = 0, op->y = 0; 1716 op->x = op->y = 0;
1948 1717
1949 /* reset the light list and los of the players on the map */ 1718 /* reset the light list and los of the players on the map */
1950 if ((op->glow_radius != 0) && where->map) 1719 if (op->glow_radius && map)
1951 { 1720 {
1952#ifdef DEBUG_LIGHTS 1721#ifdef DEBUG_LIGHTS
1953 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1722 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1954#endif /* DEBUG_LIGHTS */ 1723#endif /* DEBUG_LIGHTS */
1955 if (MAP_DARKNESS (where->map)) 1724 if (map->darkness)
1956 update_all_los (where->map, where->x, where->y); 1725 update_all_los (map, x, y);
1957 } 1726 }
1958 1727
1959 /* Client has no idea of ordering so lets not bother ordering it here. 1728 /* Client has no idea of ordering so lets not bother ordering it here.
1960 * It sure simplifies this function... 1729 * It sure simplifies this function...
1961 */ 1730 */
1962 if (where->inv == NULL) 1731 if (!inv)
1963 where->inv = op; 1732 inv = op;
1964 else 1733 else
1965 { 1734 {
1966 op->below = where->inv; 1735 op->below = inv;
1967 op->below->above = op; 1736 op->below->above = op;
1968 where->inv = op; 1737 inv = op;
1969 } 1738 }
1739
1740 INVOKE_OBJECT (INSERT, this);
1741
1970 return op; 1742 return op;
1971} 1743}
1972 1744
1973/* 1745/*
1974 * Checks if any objects has a move_type that matches objects 1746 * Checks if any objects has a move_type that matches objects
1988 * 1760 *
1989 * MSW 2001-07-08: Check all objects on space, not just those below 1761 * MSW 2001-07-08: Check all objects on space, not just those below
1990 * object being inserted. insert_ob_in_map may not put new objects 1762 * object being inserted. insert_ob_in_map may not put new objects
1991 * on top. 1763 * on top.
1992 */ 1764 */
1993
1994int 1765int
1995check_move_on (object *op, object *originator) 1766check_move_on (object *op, object *originator)
1996{ 1767{
1997 object *tmp; 1768 object *tmp;
1998 tag_t tag;
1999 mapstruct *m = op->map; 1769 maptile *m = op->map;
2000 int x = op->x, y = op->y; 1770 int x = op->x, y = op->y;
2001 1771
2002 MoveType move_on, move_slow, move_block; 1772 MoveType move_on, move_slow, move_block;
2003 1773
2004 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1774 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2005 return 0; 1775 return 0;
2006
2007 tag = op->count;
2008 1776
2009 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1777 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2010 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2011 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1779 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2012 1780
2028 1796
2029 /* The objects have to be checked from top to bottom. 1797 /* The objects have to be checked from top to bottom.
2030 * Hence, we first go to the top: 1798 * Hence, we first go to the top:
2031 */ 1799 */
2032 1800
2033 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1801 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2034 { 1802 {
2035 /* Trim the search when we find the first other spell effect 1803 /* Trim the search when we find the first other spell effect
2036 * this helps performance so that if a space has 50 spell objects, 1804 * this helps performance so that if a space has 50 spell objects,
2037 * we don't need to check all of them. 1805 * we don't need to check all of them.
2038 */ 1806 */
2055 { 1823 {
2056 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2057 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2058 { 1826 {
2059 1827
1828 float
2060 float diff = tmp->move_slow_penalty * FABS (op->speed); 1829 diff = tmp->move_slow_penalty * fabs (op->speed);
2061 1830
2062 if (op->type == PLAYER) 1831 if (op->type == PLAYER)
2063 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1832 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2064 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1833 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2065 diff /= 4.0; 1834 diff /= 4.0;
2072 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2073 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2074 { 1843 {
2075 move_apply (tmp, op, originator); 1844 move_apply (tmp, op, originator);
2076 1845
2077 if (was_destroyed (op, tag)) 1846 if (op->destroyed ())
2078 return 1; 1847 return 1;
2079 1848
2080 /* what the person/creature stepped onto has moved the object 1849 /* what the person/creature stepped onto has moved the object
2081 * someplace new. Don't process any further - if we did, 1850 * someplace new. Don't process any further - if we did,
2082 * have a feeling strange problems would result. 1851 * have a feeling strange problems would result.
2092/* 1861/*
2093 * present_arch(arch, map, x, y) searches for any objects with 1862 * present_arch(arch, map, x, y) searches for any objects with
2094 * a matching archetype at the given map and coordinates. 1863 * a matching archetype at the given map and coordinates.
2095 * The first matching object is returned, or NULL if none. 1864 * The first matching object is returned, or NULL if none.
2096 */ 1865 */
2097
2098object * 1866object *
2099present_arch (const archetype *at, mapstruct *m, int x, int y) 1867present_arch (const archetype *at, maptile *m, int x, int y)
2100{ 1868{
2101 object *
2102 tmp;
2103
2104 if (m == NULL || out_of_map (m, x, y)) 1869 if (!m || out_of_map (m, x, y))
2105 { 1870 {
2106 LOG (llevError, "Present_arch called outside map.\n"); 1871 LOG (llevError, "Present_arch called outside map.\n");
2107 return NULL; 1872 return NULL;
2108 } 1873 }
2109 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1874
1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2110 if (tmp->arch == at) 1876 if (tmp->arch == at)
2111 return tmp; 1877 return tmp;
1878
2112 return NULL; 1879 return NULL;
2113} 1880}
2114 1881
2115/* 1882/*
2116 * present(type, map, x, y) searches for any objects with 1883 * present(type, map, x, y) searches for any objects with
2117 * a matching type variable at the given map and coordinates. 1884 * a matching type variable at the given map and coordinates.
2118 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
2119 */ 1886 */
2120
2121object * 1887object *
2122present (unsigned char type, mapstruct *m, int x, int y) 1888present (unsigned char type, maptile *m, int x, int y)
2123{ 1889{
2124 object *
2125 tmp;
2126
2127 if (out_of_map (m, x, y)) 1890 if (out_of_map (m, x, y))
2128 { 1891 {
2129 LOG (llevError, "Present called outside map.\n"); 1892 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1893 return NULL;
2131 } 1894 }
2132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1895
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2133 if (tmp->type == type) 1897 if (tmp->type == type)
2134 return tmp; 1898 return tmp;
1899
2135 return NULL; 1900 return NULL;
2136} 1901}
2137 1902
2138/* 1903/*
2139 * present_in_ob(type, object) searches for any objects with 1904 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1905 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
2142 */ 1907 */
2143
2144object * 1908object *
2145present_in_ob (unsigned char type, const object *op) 1909present_in_ob (unsigned char type, const object *op)
2146{ 1910{
2147 object *
2148 tmp;
2149
2150 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2151 if (tmp->type == type) 1912 if (tmp->type == type)
2152 return tmp; 1913 return tmp;
1914
2153 return NULL; 1915 return NULL;
2154} 1916}
2155 1917
2156/* 1918/*
2157 * present_in_ob (type, str, object) searches for any objects with 1919 * present_in_ob (type, str, object) searches for any objects with
2165 * str is the string to match against. Note that we match against 1927 * str is the string to match against. Note that we match against
2166 * the object name, not the archetype name. this is so that the 1928 * the object name, not the archetype name. this is so that the
2167 * spell code can use one object type (force), but change it's name 1929 * spell code can use one object type (force), but change it's name
2168 * to be unique. 1930 * to be unique.
2169 */ 1931 */
2170
2171object * 1932object *
2172present_in_ob_by_name (int type, const char *str, const object *op) 1933present_in_ob_by_name (int type, const char *str, const object *op)
2173{ 1934{
2174 object *
2175 tmp;
2176
2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2178 {
2179 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1936 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2180 return tmp; 1937 return tmp;
2181 } 1938
2182 return NULL; 1939 return 0;
2183} 1940}
2184 1941
2185/* 1942/*
2186 * present_arch_in_ob(archetype, object) searches for any objects with 1943 * present_arch_in_ob(archetype, object) searches for any objects with
2187 * a matching archetype in the inventory of the given object. 1944 * a matching archetype in the inventory of the given object.
2188 * The first matching object is returned, or NULL if none. 1945 * The first matching object is returned, or NULL if none.
2189 */ 1946 */
2190
2191object * 1947object *
2192present_arch_in_ob (const archetype *at, const object *op) 1948present_arch_in_ob (const archetype *at, const object *op)
2193{ 1949{
2194 object *
2195 tmp;
2196
2197 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1950 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2198 if (tmp->arch == at) 1951 if (tmp->arch == at)
2199 return tmp; 1952 return tmp;
1953
2200 return NULL; 1954 return NULL;
2201} 1955}
2202 1956
2203/* 1957/*
2204 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
2205 */ 1959 */
2206void 1960void
2207flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
2208{ 1962{
2209 object *
2210 tmp;
2211
2212 if (op->inv)
2213 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2214 { 1964 {
2215 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
2216 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
2217 } 1967 }
2218} /* 1968}
1969
1970/*
2219 * desactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
2220 */ 1972 */
2221void 1973void
2222unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
2223{ 1975{
2224 object *
2225 tmp;
2226
2227 if (op->inv)
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2229 { 1977 {
2230 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
2231 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
2232 } 1980 }
2233}
2234
2235/*
2236 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2237 * all it's inventory (recursively).
2238 * If checksums are used, a player will get set_cheat called for
2239 * him/her-self and all object carried by a call to this function.
2240 */
2241
2242void
2243set_cheat (object *op)
2244{
2245 SET_FLAG (op, FLAG_WAS_WIZ);
2246 flag_inv (op, FLAG_WAS_WIZ);
2247} 1981}
2248 1982
2249/* 1983/*
2250 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * find_free_spot(object, map, x, y, start, stop) will search for
2251 * a spot at the given map and coordinates which will be able to contain 1985 * a spot at the given map and coordinates which will be able to contain
2253 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
2254 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
2255 * start and stop are where to start relative to the free_arr array (1,9 1989 * start and stop are where to start relative to the free_arr array (1,9
2256 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
2257 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2258 * Note - this only checks to see if there is space for the head of the
2259 * object - if it is a multispace object, this should be called for all
2260 * pieces.
2261 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
2262 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
2263 * necessary, so the caller shouldn't need to do any special work. 1994 * necessary, so the caller shouldn't need to do any special work.
2264 * Note - updated to take an object instead of archetype - this is necessary 1995 * Note - updated to take an object instead of archetype - this is necessary
2265 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
2266 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2267 * the archetype because that isn't correct if the monster has been 1998 * the archetype because that isn't correct if the monster has been
2268 * customized, changed states, etc. 1999 * customized, changed states, etc.
2269 */ 2000 */
2270
2271int 2001int
2272find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2273{ 2003{
2274 int
2275 i,
2276 index = 0, flag;
2277 static int
2278 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2005 int index = 0, flag;
2279 2006
2280 for (i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2281 { 2008 {
2282 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
2283 if (!flag) 2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2284 altern[index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
2285 2028
2286 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* Basically, if we find a wall on a space, we cut down the search size.
2287 * In this way, we won't return spaces that are on another side of a wall. 2030 * In this way, we won't return spaces that are on another side of a wall.
2288 * This mostly work, but it cuts down the search size in all directions - 2031 * This mostly work, but it cuts down the search size in all directions -
2289 * if the space being examined only has a wall to the north and empty 2032 * if the space being examined only has a wall to the north and empty
2290 * spaces in all the other directions, this will reduce the search space 2033 * spaces in all the other directions, this will reduce the search space
2291 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2292 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2293 */ 2036 */
2294 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2295 stop = maxfree[i]; 2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2296 } 2053 }
2054
2297 if (!index) 2055 if (!index)
2298 return -1; 2056 return -1;
2057
2299 return altern[RANDOM () % index]; 2058 return altern [rndm (index)];
2300} 2059}
2301 2060
2302/* 2061/*
2303 * find_first_free_spot(archetype, mapstruct, x, y) works like 2062 * find_first_free_spot(archetype, maptile, x, y) works like
2304 * find_free_spot(), but it will search max number of squares. 2063 * find_free_spot(), but it will search max number of squares.
2305 * But it will return the first available spot, not a random choice. 2064 * But it will return the first available spot, not a random choice.
2306 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2065 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2307 */ 2066 */
2308
2309int 2067int
2310find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2311{ 2069{
2312 int
2313 i;
2314
2315 for (i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
2316 {
2317 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2318 return i; 2072 return i;
2319 } 2073
2320 return -1; 2074 return -1;
2321} 2075}
2322 2076
2323/* 2077/*
2324 * The function permute(arr, begin, end) randomly reorders the array 2078 * The function permute(arr, begin, end) randomly reorders the array
2325 * arr[begin..end-1]. 2079 * arr[begin..end-1].
2080 * now uses a fisher-yates shuffle, old permute was broken
2326 */ 2081 */
2327static void 2082static void
2328permute (int *arr, int begin, int end) 2083permute (int *arr, int begin, int end)
2329{ 2084{
2330 int 2085 arr += begin;
2331 i,
2332 j,
2333 tmp,
2334 len;
2335
2336 len = end - begin; 2086 end -= begin;
2337 for (i = begin; i < end; i++)
2338 {
2339 j = begin + RANDOM () % len;
2340 2087
2341 tmp = arr[i]; 2088 while (--end)
2342 arr[i] = arr[j]; 2089 swap (arr [end], arr [rndm (end + 1)]);
2343 arr[j] = tmp;
2344 }
2345} 2090}
2346 2091
2347/* new function to make monster searching more efficient, and effective! 2092/* new function to make monster searching more efficient, and effective!
2348 * This basically returns a randomized array (in the passed pointer) of 2093 * This basically returns a randomized array (in the passed pointer) of
2349 * the spaces to find monsters. In this way, it won't always look for 2094 * the spaces to find monsters. In this way, it won't always look for
2352 * the 3x3 area will be searched, just not in a predictable order. 2097 * the 3x3 area will be searched, just not in a predictable order.
2353 */ 2098 */
2354void 2099void
2355get_search_arr (int *search_arr) 2100get_search_arr (int *search_arr)
2356{ 2101{
2357 int 2102 int i;
2358 i;
2359 2103
2360 for (i = 0; i < SIZEOFFREE; i++) 2104 for (i = 0; i < SIZEOFFREE; i++)
2361 {
2362 search_arr[i] = i; 2105 search_arr[i] = i;
2363 }
2364 2106
2365 permute (search_arr, 1, SIZEOFFREE1 + 1); 2107 permute (search_arr, 1, SIZEOFFREE1 + 1);
2366 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2108 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2367 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2109 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2368} 2110}
2377 * Perhaps incorrectly, but I'm making the assumption that exclude 2119 * Perhaps incorrectly, but I'm making the assumption that exclude
2378 * is actually want is going to try and move there. We need this info 2120 * is actually want is going to try and move there. We need this info
2379 * because we have to know what movement the thing looking to move 2121 * because we have to know what movement the thing looking to move
2380 * there is capable of. 2122 * there is capable of.
2381 */ 2123 */
2382
2383int 2124int
2384find_dir (mapstruct *m, int x, int y, object *exclude) 2125find_dir (maptile *m, int x, int y, object *exclude)
2385{ 2126{
2386 int
2387 i,
2388 max = SIZEOFFREE, mflags; 2127 int i, max = SIZEOFFREE, mflags;
2389 sint16 2128
2390 nx, 2129 sint16 nx, ny;
2391 ny;
2392 object * 2130 object *tmp;
2393 tmp; 2131 maptile *mp;
2394 mapstruct *
2395 mp;
2396 MoveType
2397 blocked,
2398 move_type;
2399 2132
2133 MoveType blocked, move_type;
2134
2400 if (exclude && exclude->head) 2135 if (exclude && exclude->head_ () != exclude)
2401 { 2136 {
2402 exclude = exclude->head; 2137 exclude = exclude->head;
2403 move_type = exclude->move_type; 2138 move_type = exclude->move_type;
2404 } 2139 }
2405 else 2140 else
2413 mp = m; 2148 mp = m;
2414 nx = x + freearr_x[i]; 2149 nx = x + freearr_x[i];
2415 ny = y + freearr_y[i]; 2150 ny = y + freearr_y[i];
2416 2151
2417 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2152 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2153
2418 if (mflags & P_OUT_OF_MAP) 2154 if (mflags & P_OUT_OF_MAP)
2419 {
2420 max = maxfree[i]; 2155 max = maxfree[i];
2421 }
2422 else 2156 else
2423 { 2157 {
2424 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2158 mapspace &ms = mp->at (nx, ny);
2159
2160 blocked = ms.move_block;
2425 2161
2426 if ((move_type & blocked) == move_type) 2162 if ((move_type & blocked) == move_type)
2427 {
2428 max = maxfree[i]; 2163 max = maxfree[i];
2429 }
2430 else if (mflags & P_IS_ALIVE) 2164 else if (mflags & P_IS_ALIVE)
2431 { 2165 {
2432 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2166 for (tmp = ms.bot; tmp; tmp = tmp->above)
2433 { 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2434 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2435 {
2436 break; 2169 break;
2437 } 2170
2438 }
2439 if (tmp) 2171 if (tmp)
2440 {
2441 return freedir[i]; 2172 return freedir[i];
2442 }
2443 } 2173 }
2444 } 2174 }
2445 } 2175 }
2176
2446 return 0; 2177 return 0;
2447} 2178}
2448 2179
2449/* 2180/*
2450 * distance(object 1, object 2) will return the square of the 2181 * distance(object 1, object 2) will return the square of the
2451 * distance between the two given objects. 2182 * distance between the two given objects.
2452 */ 2183 */
2453
2454int 2184int
2455distance (const object *ob1, const object *ob2) 2185distance (const object *ob1, const object *ob2)
2456{ 2186{
2457 int
2458 i;
2459
2460 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2187 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2461 return i;
2462} 2188}
2463 2189
2464/* 2190/*
2465 * find_dir_2(delta-x,delta-y) will return a direction in which 2191 * find_dir_2(delta-x,delta-y) will return a direction in which
2466 * an object which has subtracted the x and y coordinates of another 2192 * an object which has subtracted the x and y coordinates of another
2467 * object, needs to travel toward it. 2193 * object, needs to travel toward it.
2468 */ 2194 */
2469
2470int 2195int
2471find_dir_2 (int x, int y) 2196find_dir_2 (int x, int y)
2472{ 2197{
2473 int 2198 int q;
2474 q;
2475 2199
2476 if (y) 2200 if (y)
2477 q = x * 100 / y; 2201 q = x * 100 / y;
2478 else if (x) 2202 else if (x)
2479 q = -300 * x; 2203 q = -300 * x;
2504 2228
2505 return 3; 2229 return 3;
2506} 2230}
2507 2231
2508/* 2232/*
2509 * absdir(int): Returns a number between 1 and 8, which represent
2510 * the "absolute" direction of a number (it actually takes care of
2511 * "overflow" in previous calculations of a direction).
2512 */
2513
2514int
2515absdir (int d)
2516{
2517 while (d < 1)
2518 d += 8;
2519 while (d > 8)
2520 d -= 8;
2521 return d;
2522}
2523
2524/*
2525 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2526 * between two directions (which are expected to be absolute (see absdir()) 2234 * between two directions (which are expected to be absolute (see absdir())
2527 */ 2235 */
2528
2529int 2236int
2530dirdiff (int dir1, int dir2) 2237dirdiff (int dir1, int dir2)
2531{ 2238{
2532 int 2239 int d;
2533 d;
2534 2240
2535 d = abs (dir1 - dir2); 2241 d = abs (dir1 - dir2);
2536 if (d > 4) 2242 if (d > 4)
2537 d = 8 - d; 2243 d = 8 - d;
2244
2538 return d; 2245 return d;
2539} 2246}
2540 2247
2541/* peterm: 2248/* peterm:
2542 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2249 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2545 * This basically means that if direction is 15, then it could either go 2252 * This basically means that if direction is 15, then it could either go
2546 * direction 4, 14, or 16 to get back to where we are. 2253 * direction 4, 14, or 16 to get back to where we are.
2547 * Moved from spell_util.c to object.c with the other related direction 2254 * Moved from spell_util.c to object.c with the other related direction
2548 * functions. 2255 * functions.
2549 */ 2256 */
2550
2551int
2552 reduction_dir[SIZEOFFREE][3] = { 2257int reduction_dir[SIZEOFFREE][3] = {
2553 {0, 0, 0}, /* 0 */ 2258 {0, 0, 0}, /* 0 */
2554 {0, 0, 0}, /* 1 */ 2259 {0, 0, 0}, /* 1 */
2555 {0, 0, 0}, /* 2 */ 2260 {0, 0, 0}, /* 2 */
2556 {0, 0, 0}, /* 3 */ 2261 {0, 0, 0}, /* 3 */
2557 {0, 0, 0}, /* 4 */ 2262 {0, 0, 0}, /* 4 */
2605 * find a path to that monster that we found. If not, 2310 * find a path to that monster that we found. If not,
2606 * we don't bother going toward it. Returns 1 if we 2311 * we don't bother going toward it. Returns 1 if we
2607 * can see a direct way to get it 2312 * can see a direct way to get it
2608 * Modified to be map tile aware -.MSW 2313 * Modified to be map tile aware -.MSW
2609 */ 2314 */
2610
2611
2612int 2315int
2613can_see_monsterP (mapstruct *m, int x, int y, int dir) 2316can_see_monsterP (maptile *m, int x, int y, int dir)
2614{ 2317{
2615 sint16 2318 sint16 dx, dy;
2616 dx,
2617 dy;
2618 int
2619 mflags; 2319 int mflags;
2620 2320
2621 if (dir < 0) 2321 if (dir < 0)
2622 return 0; /* exit condition: invalid direction */ 2322 return 0; /* exit condition: invalid direction */
2623 2323
2624 dx = x + freearr_x[dir]; 2324 dx = x + freearr_x[dir];
2637 return 0; 2337 return 0;
2638 2338
2639 /* yes, can see. */ 2339 /* yes, can see. */
2640 if (dir < 9) 2340 if (dir < 9)
2641 return 1; 2341 return 1;
2342
2642 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2343 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2643 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2344 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2345 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2644} 2346}
2645
2646
2647 2347
2648/* 2348/*
2649 * can_pick(picker, item): finds out if an object is possible to be 2349 * can_pick(picker, item): finds out if an object is possible to be
2650 * picked up by the picker. Returnes 1 if it can be 2350 * picked up by the picker. Returnes 1 if it can be
2651 * picked up, otherwise 0. 2351 * picked up, otherwise 0.
2653 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2353 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2654 * core dumps if they do. 2354 * core dumps if they do.
2655 * 2355 *
2656 * Add a check so we can't pick up invisible objects (0.93.8) 2356 * Add a check so we can't pick up invisible objects (0.93.8)
2657 */ 2357 */
2658
2659int 2358int
2660can_pick (const object *who, const object *item) 2359can_pick (const object *who, const object *item)
2661{ 2360{
2662 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2663 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2664 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2665} 2364}
2666 2365
2667
2668/* 2366/*
2669 * create clone from object to another 2367 * create clone from object to another
2670 */ 2368 */
2671object * 2369object *
2672object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2673{ 2371{
2674 object *
2675 dst = NULL, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *prev, *item;
2676 2373
2677 if (!asrc) 2374 if (!asrc)
2678 return NULL; 2375 return 0;
2679 src = asrc; 2376
2680 if (src->head)
2681 src = src->head; 2377 src = asrc->head_ ();
2682 2378
2683 prev = NULL; 2379 prev = 0;
2684 for (part = src; part; part = part->more) 2380 for (object *part = src; part; part = part->more)
2685 { 2381 {
2686 tmp = get_object (); 2382 tmp = part->clone ();
2687 copy_object (part, tmp);
2688 tmp->x -= src->x; 2383 tmp->x -= src->x;
2689 tmp->y -= src->y; 2384 tmp->y -= src->y;
2385
2690 if (!part->head) 2386 if (!part->head)
2691 { 2387 {
2692 dst = tmp; 2388 dst = tmp;
2693 tmp->head = NULL; 2389 tmp->head = 0;
2694 } 2390 }
2695 else 2391 else
2696 {
2697 tmp->head = dst; 2392 tmp->head = dst;
2698 } 2393
2699 tmp->more = NULL; 2394 tmp->more = 0;
2395
2700 if (prev) 2396 if (prev)
2701 prev->more = tmp; 2397 prev->more = tmp;
2398
2702 prev = tmp; 2399 prev = tmp;
2703 } 2400 }
2704 2401
2705 /*** copy inventory ***/
2706 for (item = src->inv; item; item = item->below) 2402 for (item = src->inv; item; item = item->below)
2707 {
2708 (void) insert_ob_in_ob (object_create_clone (item), dst); 2403 insert_ob_in_ob (object_create_clone (item), dst);
2709 }
2710 2404
2711 return dst; 2405 return dst;
2712}
2713
2714/* return true if the object was destroyed, 0 otherwise */
2715int
2716was_destroyed (const object *op, tag_t old_tag)
2717{
2718 /* checking for FLAG_FREED isn't necessary, but makes this function more
2719 * robust */
2720 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2721}
2722
2723/* GROS - Creates an object using a string representing its content. */
2724
2725/* Basically, we save the content of the string to a temp file, then call */
2726
2727/* load_object on it. I admit it is a highly inefficient way to make things, */
2728
2729/* but it was simple to make and allows reusing the load_object function. */
2730
2731/* Remember not to use load_object_str in a time-critical situation. */
2732
2733/* Also remember that multiparts objects are not supported for now. */
2734
2735object *
2736load_object_str (const char *obstr)
2737{
2738 object *
2739 op;
2740 char
2741 filename[MAX_BUF];
2742
2743 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2744
2745 FILE *
2746 tempfile = fopen (filename, "w");
2747
2748 if (tempfile == NULL)
2749 {
2750 LOG (llevError, "Error - Unable to access load object temp file\n");
2751 return NULL;
2752 };
2753 fprintf (tempfile, obstr);
2754 fclose (tempfile);
2755
2756 op = get_object ();
2757
2758 object_thawer
2759 thawer (filename);
2760
2761 if (thawer)
2762 load_object (thawer, op, 0);
2763
2764 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2765 CLEAR_FLAG (op, FLAG_REMOVED);
2766
2767 return op;
2768} 2406}
2769 2407
2770/* This returns the first object in who's inventory that 2408/* This returns the first object in who's inventory that
2771 * has the same type and subtype match. 2409 * has the same type and subtype match.
2772 * returns NULL if no match. 2410 * returns NULL if no match.
2773 */ 2411 */
2774object * 2412object *
2775find_obj_by_type_subtype (const object *who, int type, int subtype) 2413find_obj_by_type_subtype (const object *who, int type, int subtype)
2776{ 2414{
2777 object *
2778 tmp;
2779
2780 for (tmp = who->inv; tmp; tmp = tmp->below) 2415 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2781 if (tmp->type == type && tmp->subtype == subtype) 2416 if (tmp->type == type && tmp->subtype == subtype)
2782 return tmp; 2417 return tmp;
2783 2418
2784 return NULL; 2419 return 0;
2785} 2420}
2786 2421
2787/* If ob has a field named key, return the link from the list, 2422/* If ob has a field named key, return the link from the list,
2788 * otherwise return NULL. 2423 * otherwise return NULL.
2789 * 2424 *
2791 * do the desired thing. 2426 * do the desired thing.
2792 */ 2427 */
2793key_value * 2428key_value *
2794get_ob_key_link (const object *ob, const char *key) 2429get_ob_key_link (const object *ob, const char *key)
2795{ 2430{
2796 key_value *
2797 link;
2798
2799 for (link = ob->key_values; link != NULL; link = link->next) 2431 for (key_value *link = ob->key_values; link; link = link->next)
2800 {
2801 if (link->key == key) 2432 if (link->key == key)
2802 {
2803 return link; 2433 return link;
2804 }
2805 }
2806 2434
2807 return NULL; 2435 return 0;
2808} 2436}
2809 2437
2810/* 2438/*
2811 * Returns the value of op has an extra_field for key, or NULL. 2439 * Returns the value of op has an extra_field for key, or NULL.
2812 * 2440 *
2815 * The returned string is shared. 2443 * The returned string is shared.
2816 */ 2444 */
2817const char * 2445const char *
2818get_ob_key_value (const object *op, const char *const key) 2446get_ob_key_value (const object *op, const char *const key)
2819{ 2447{
2820 key_value * 2448 key_value *link;
2821 link; 2449 shstr_cmp canonical_key (key);
2822 const char *
2823 canonical_key;
2824 2450
2825 canonical_key = shstr::find (key);
2826
2827 if (canonical_key == NULL) 2451 if (!canonical_key)
2828 { 2452 {
2829 /* 1. There being a field named key on any object 2453 /* 1. There being a field named key on any object
2830 * implies there'd be a shared string to find. 2454 * implies there'd be a shared string to find.
2831 * 2. Since there isn't, no object has this field. 2455 * 2. Since there isn't, no object has this field.
2832 * 3. Therefore, *this* object doesn't have this field. 2456 * 3. Therefore, *this* object doesn't have this field.
2833 */ 2457 */
2834 return NULL; 2458 return 0;
2835 } 2459 }
2836 2460
2837 /* This is copied from get_ob_key_link() above - 2461 /* This is copied from get_ob_key_link() above -
2838 * only 4 lines, and saves the function call overhead. 2462 * only 4 lines, and saves the function call overhead.
2839 */ 2463 */
2840 for (link = op->key_values; link != NULL; link = link->next) 2464 for (link = op->key_values; link; link = link->next)
2841 {
2842 if (link->key == canonical_key) 2465 if (link->key == canonical_key)
2843 {
2844 return link->value; 2466 return link->value;
2845 } 2467
2846 }
2847 return NULL; 2468 return 0;
2848} 2469}
2849
2850 2470
2851/* 2471/*
2852 * Updates the canonical_key in op to value. 2472 * Updates the canonical_key in op to value.
2853 * 2473 *
2854 * canonical_key is a shared string (value doesn't have to be). 2474 * canonical_key is a shared string (value doesn't have to be).
2859 * Returns TRUE on success. 2479 * Returns TRUE on success.
2860 */ 2480 */
2861int 2481int
2862set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2482set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2863{ 2483{
2864 key_value *
2865 field = NULL, *last = NULL; 2484 key_value *field = NULL, *last = NULL;
2866 2485
2867 for (field = op->key_values; field != NULL; field = field->next) 2486 for (field = op->key_values; field != NULL; field = field->next)
2868 { 2487 {
2869 if (field->key != canonical_key) 2488 if (field->key != canonical_key)
2870 { 2489 {
2879 /* Basically, if the archetype has this key set, 2498 /* Basically, if the archetype has this key set,
2880 * we need to store the null value so when we save 2499 * we need to store the null value so when we save
2881 * it, we save the empty value so that when we load, 2500 * it, we save the empty value so that when we load,
2882 * we get this value back again. 2501 * we get this value back again.
2883 */ 2502 */
2884 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2503 if (get_ob_key_link (op->arch, canonical_key))
2885 field->value = 0; 2504 field->value = 0;
2886 else 2505 else
2887 { 2506 {
2888 if (last) 2507 if (last)
2889 last->next = field->next; 2508 last->next = field->next;
2890 else 2509 else
2891 op->key_values = field->next; 2510 op->key_values = field->next;
2892 2511
2893 delete
2894 field; 2512 delete field;
2895 } 2513 }
2896 } 2514 }
2897 return TRUE; 2515 return TRUE;
2898 } 2516 }
2899 /* IF we get here, key doesn't exist */ 2517 /* IF we get here, key doesn't exist */
2900 2518
2901 /* No field, we'll have to add it. */ 2519 /* No field, we'll have to add it. */
2902 2520
2903 if (!add_key) 2521 if (!add_key)
2904 {
2905 return FALSE; 2522 return FALSE;
2906 } 2523
2907 /* There isn't any good reason to store a null 2524 /* There isn't any good reason to store a null
2908 * value in the key/value list. If the archetype has 2525 * value in the key/value list. If the archetype has
2909 * this key, then we should also have it, so shouldn't 2526 * this key, then we should also have it, so shouldn't
2910 * be here. If user wants to store empty strings, 2527 * be here. If user wants to store empty strings,
2911 * should pass in "" 2528 * should pass in ""
2934 * Returns TRUE on success. 2551 * Returns TRUE on success.
2935 */ 2552 */
2936int 2553int
2937set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2554set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2938{ 2555{
2939 shstr
2940 key_ (key); 2556 shstr key_ (key);
2941 2557
2942 return set_ob_key_value_s (op, key_, value, add_key); 2558 return set_ob_key_value_s (op, key_, value, add_key);
2943} 2559}
2560
2561object::depth_iterator::depth_iterator (object *container)
2562: iterator_base (container)
2563{
2564 while (item->inv)
2565 item = item->inv;
2566}
2567
2568void
2569object::depth_iterator::next ()
2570{
2571 if (item->below)
2572 {
2573 item = item->below;
2574
2575 while (item->inv)
2576 item = item->inv;
2577 }
2578 else
2579 item = item->env;
2580}
2581
2582const char *
2583object::flag_desc (char *desc, int len) const
2584{
2585 char *p = desc;
2586 bool first = true;
2587
2588 *p = 0;
2589
2590 for (int i = 0; i < NUM_FLAGS; i++)
2591 {
2592 if (len <= 10) // magic constant!
2593 {
2594 snprintf (p, len, ",...");
2595 break;
2596 }
2597
2598 if (flag [i])
2599 {
2600 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2601 len -= cnt;
2602 p += cnt;
2603 first = false;
2604 }
2605 }
2606
2607 return desc;
2608}
2609
2610// return a suitable string describing an object in enough detail to find it
2611const char *
2612object::debug_desc (char *info) const
2613{
2614 char flagdesc[512];
2615 char info2[256 * 4];
2616 char *p = info;
2617
2618 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2619 count, uuid.seq,
2620 &name,
2621 title ? "\",title:\"" : "",
2622 title ? (const char *)title : "",
2623 flag_desc (flagdesc, 512), type);
2624
2625 if (!this->flag[FLAG_REMOVED] && env)
2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2627
2628 if (map)
2629 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2630
2631 return info;
2632}
2633
2634const char *
2635object::debug_desc () const
2636{
2637 static char info[3][256 * 4];
2638 static int info_idx;
2639
2640 return debug_desc (info [++info_idx % 3]);
2641}
2642
2643struct region *
2644object::region () const
2645{
2646 return map ? map->region (x, y)
2647 : region::default_region ();
2648}
2649
2650const materialtype_t *
2651object::dominant_material () const
2652{
2653 if (materialtype_t *mt = name_to_material (materialname))
2654 return mt;
2655
2656 return name_to_material (shstr_unknown);
2657}
2658
2659void
2660object::open_container (object *new_container)
2661{
2662 if (container == new_container)
2663 return;
2664
2665 if (object *old_container = container)
2666 {
2667 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2668 return;
2669
2670#if 0
2671 // remove the "Close old_container" object.
2672 if (object *closer = old_container->inv)
2673 if (closer->type == CLOSE_CON)
2674 closer->destroy ();
2675#endif
2676
2677 old_container->flag [FLAG_APPLIED] = 0;
2678 container = 0;
2679
2680 esrv_update_item (UPD_FLAGS, this, old_container);
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 play_sound (sound_find ("chest_close"));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 play_sound (sound_find ("chest_open"));
2709 }
2710}
2711
2712object *
2713object::force_find (const shstr name)
2714{
2715 /* cycle through his inventory to look for the MARK we want to
2716 * place
2717 */
2718 for (object *tmp = inv; tmp; tmp = tmp->below)
2719 if (tmp->type == FORCE && tmp->slaying == name)
2720 return splay (tmp);
2721
2722 return 0;
2723}
2724
2725void
2726object::force_add (const shstr name, int duration)
2727{
2728 if (object *force = force_find (name))
2729 force->destroy ();
2730
2731 object *force = get_archetype (FORCE_NAME);
2732
2733 force->slaying = name;
2734 force->stats.food = 1;
2735 force->speed_left = -1.f;
2736
2737 force->set_speed (duration ? 1.f / duration : 0.f);
2738 force->flag [FLAG_IS_USED_UP] = true;
2739 force->flag [FLAG_APPLIED] = true;
2740
2741 insert (force);
2742}
2743
2744void
2745object::play_sound (faceidx sound) const
2746{
2747 if (!sound)
2748 return;
2749
2750 if (flag [FLAG_REMOVED])
2751 return;
2752
2753 if (env)
2754 {
2755 if (object *pl = in_player ())
2756 pl->contr->play_sound (sound);
2757 }
2758 else
2759 map->play_sound (sound, x, y);
2760}
2761

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