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Comparing deliantra/server/common/object.C (file contents):
Revision 1.29 by root, Mon Sep 11 12:38:36 2006 UTC vs.
Revision 1.204 by root, Fri Apr 11 17:01:52 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <skills.h> 33#include <sproto.h>
35#include <loader.h> 34#include <loader.h>
36 35
37int nrofallocobjects = 0; 36#include <bitset>
38 37
39object *objects; /* Pointer to the list of used objects */ 38UUID UUID::cur;
40object *active_objects; /* List of active objects that need to be processed */ 39static uint64_t seq_next_save;
40static const uint64 UUID_GAP = 1<<19;
41 41
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42objectvec objects;
43activevec actives;
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
44}; 50};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
46 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
47}; 56};
48int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
49 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
50}; 62};
51int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 68};
69
70static void
71write_uuid (uval64 skip, bool sync)
72{
73 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip));
75 CALL_ARG_SV (boolSV (sync));
76 CALL_CALL ("cf::write_uuid", G_DISCARD);
77 CALL_END;
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
88
89 FILE *fp;
90
91 if (!(fp = fopen (filename, "r")))
92 {
93 if (errno == ENOENT)
94 {
95 LOG (llevInfo, "RESET uid to 1\n");
96 UUID::cur.seq = 0;
97 write_uuid (UUID_GAP, true);
98 return;
99 }
100
101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102 _exit (1);
103 }
104
105 UUID::BUF buf;
106 buf[0] = 0;
107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
110 {
111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
112 _exit (1);
113 }
114
115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
116
117 write_uuid (UUID_GAP, true);
118 fclose (fp);
119}
120
121UUID
122UUID::gen ()
123{
124 UUID uid;
125
126 uid.seq = ++cur.seq;
127
128 if (expect_false (cur.seq >= seq_next_save))
129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
134
135 return uid;
136}
137
138void
139UUID::init ()
140{
141 read_uuid ();
142}
55 143
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 145static int
58compare_ob_value_lists_one (const object *wants, const object *has) 146compare_ob_value_lists_one (const object *wants, const object *has)
59{ 147{
63 * objects with lists are rare, and lists stay short. If not, use a 151 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 152 * different structure or at least keep the lists sorted...
65 */ 153 */
66 154
67 /* For each field in wants, */ 155 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 156 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 157 {
70 key_value *has_field; 158 key_value *has_field;
71 159
72 /* Look for a field in has with the same key. */ 160 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 161 has_field = get_ob_key_link (has, wants_field->key);
107 * 195 *
108 * Note that this function appears a lot longer than the macro it 196 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 197 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 198 * reduce this to the same efficiency.
111 * 199 *
112 * Check nrof variable *before* calling CAN_MERGE() 200 * Check nrof variable *before* calling can_merge()
113 * 201 *
114 * Improvements made with merge: Better checking on potion, and also 202 * Improvements made with merge: Better checking on potion, and also
115 * check weight 203 * check weight
116 */ 204 */
117
118bool object::can_merge (object *ob1, object *ob2) 205bool object::can_merge_slow (object *ob1, object *ob2)
119{ 206{
120 /* A couple quicksanity checks */ 207 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 208 if (ob1 == ob2
209 || ob1->type != ob2->type
210 || ob1->speed != ob2->speed
211 || ob1->value != ob2->value
212 || ob1->name != ob2->name)
122 return 0; 213 return 0;
123 214
124 if (ob1->speed != ob2->speed) 215 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 216 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 217 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 218 * used to store nrof).
130 */ 219 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 220 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 230 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 231
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 232 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 233 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 234
146 235 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 236 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 237 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 238 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 239 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 240 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 241 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 242 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 243 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 244 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 245 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 246 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 247 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 248 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 249 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 250 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 251 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 252 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 253 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 254 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 255 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 256 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 257 || ob1->move_off != ob2->move_off
258 || ob1->move_slow != ob2->move_slow
259 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 260 return 0;
178 261
179 /* This is really a spellbook check - really, we should 262 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 263 * check all objects in the inventory.
181 */ 264 */
182 if (ob1->inv || ob2->inv) 265 if (ob1->inv || ob2->inv)
183 { 266 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 267 if (!(ob1->inv && ob2->inv))
190 return 0; 268 return 0; /* inventories differ in length */
269
270 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */
272
273 if (!object::can_merge (ob1->inv, ob2->inv))
274 return 0; /* inventory objexts differ */
191 275
192 /* inventory ok - still need to check rest of this object to see 276 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 277 * if it is valid.
194 */ 278 */
195 } 279 }
203 287
204 /* Note sure why the following is the case - either the object has to 288 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 289 * be animated or have a very low speed. Is this an attempted monster
206 * check? 290 * check?
207 */ 291 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 292 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 293 return 0;
210 294
211 switch (ob1->type) 295 switch (ob1->type)
212 { 296 {
213 case SCROLL: 297 case SCROLL:
224 return 0; 308 return 0;
225 else if (!compare_ob_value_lists (ob1, ob2)) 309 else if (!compare_ob_value_lists (ob1, ob2))
226 return 0; 310 return 0;
227 } 311 }
228 312
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
231 { 314 {
232 ob1->optimise (); 315 ob1->optimise ();
233 ob2->optimise (); 316 ob2->optimise ();
234 317
235 if (ob1->self || ob2->self) 318 if (ob1->self || ob2->self)
319 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322
323 if (k1 != k2)
236 return 0; 324 return 0;
325 else if (k1 == 0)
326 return 1;
327 else if (!cfperl_can_merge (ob1, ob2))
328 return 0;
329 }
237 } 330 }
238 331
239 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
240 return 1; 333 return 1;
241} 334}
249sum_weight (object *op) 342sum_weight (object *op)
250{ 343{
251 long sum; 344 long sum;
252 object *inv; 345 object *inv;
253 346
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 347 for (sum = 0, inv = op->inv; inv; inv = inv->below)
255 { 348 {
256 if (inv->inv) 349 if (inv->inv)
257 sum_weight (inv); 350 sum_weight (inv);
351
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 352 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 353 }
354
260 if (op->type == CONTAINER && op->stats.Str) 355 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 356 sum = (sum * (100 - op->stats.Str)) / 100;
357
262 if (op->carrying != sum) 358 if (op->carrying != sum)
263 op->carrying = sum; 359 op->carrying = sum;
360
264 return sum; 361 return sum;
265} 362}
266 363
267/** 364/**
268 * Return the outermost environment object for a given object. 365 * Return the outermost environment object for a given object.
275 op = op->env; 372 op = op->env;
276 return op; 373 return op;
277} 374}
278 375
279/* 376/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 377 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 378 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 379 * The result of the dump is stored in the static global errmsg array.
298 */ 380 */
299 381char *
300void
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 382dump_object (object *op)
356{ 383{
357 if (op == NULL) 384 if (!op)
358 { 385 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 386
366void 387 object_freezer freezer;
367dump_all_objects (void) 388 op->write (freezer);
368{ 389 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 390}
377 391
378/* 392/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
381 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
382 */ 396 */
383
384object * 397object *
385get_nearest_part (object *op, const object *pl) 398get_nearest_part (object *op, const object *pl)
386{ 399{
387 object *tmp, *closest; 400 object *tmp, *closest;
388 int last_dist, i; 401 int last_dist, i;
396} 409}
397 410
398/* 411/*
399 * Returns the object which has the count-variable equal to the argument. 412 * Returns the object which has the count-variable equal to the argument.
400 */ 413 */
401
402object * 414object *
403find_object (tag_t i) 415find_object (tag_t i)
404{ 416{
405 object *op; 417 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 418 if (op->count == i)
409 break;
410 return op; 419 return op;
420
421 return 0;
411} 422}
412 423
413/* 424/*
414 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
417 */ 428 */
418
419object * 429object *
420find_object_name (const char *str) 430find_object_name (const char *str)
421{ 431{
422 const char *name = shstr::find (str); 432 shstr_cmp str_ (str);
423 object *op; 433 object *op;
424 434
425 for (op = objects; op != NULL; op = op->next) 435 for_all_objects (op)
426 if (&op->name == name) 436 if (op->name == str_)
427 break; 437 break;
428 438
429 return op; 439 return op;
430}
431
432void
433free_all_object_data ()
434{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448
449object *
450get_owner (object *op)
451{
452 if (op->owner == NULL)
453 return NULL;
454
455 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
456 return op->owner;
457
458 op->owner = NULL;
459 op->ownercount = 0;
460 return NULL;
461}
462
463void
464clear_owner (object *op)
465{
466 if (!op)
467 return;
468
469 if (op->owner && op->ownercount == op->owner->count)
470 op->owner->refcount--;
471
472 op->owner = NULL;
473 op->ownercount = 0;
474} 440}
475 441
476/* 442/*
477 * Sets the owner and sets the skill and exp pointers to owner's current 443 * Sets the owner and sets the skill and exp pointers to owner's current
478 * skill and experience objects. 444 * skill and experience objects.
445 * ACTUALLY NO! investigate! TODO
479 */ 446 */
480void 447void
481set_owner (object *op, object *owner) 448object::set_owner (object *owner)
482{ 449{
483 if (owner == NULL || op == NULL) 450 // allow objects which own objects
484 return; 451 if (owner)
485 452 while (owner->owner)
486 /* next line added to allow objects which own objects */
487 /* Add a check for ownercounts in here, as I got into an endless loop
488 * with the fireball owning a poison cloud which then owned the
489 * fireball. I believe that was caused by one of the objects getting
490 * freed and then another object replacing it. Since the ownercounts
491 * didn't match, this check is valid and I believe that cause is valid.
492 */
493 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
494 owner = owner->owner; 453 owner = owner->owner;
495 454
496 /* IF the owner still has an owner, we did not resolve to a final owner. 455 if (flag [FLAG_FREED])
497 * so lets not add to that.
498 */
499 if (owner->owner)
500 return;
501
502 op->owner = owner;
503
504 op->ownercount = owner->count;
505 owner->refcount++;
506}
507
508/* Set the owner to clone's current owner and set the skill and experience
509 * objects to clone's objects (typically those objects that where the owner's
510 * current skill and experience objects at the time when clone's owner was
511 * set - not the owner's current skill and experience objects).
512 *
513 * Use this function if player created an object (e.g. fire bullet, swarm
514 * spell), and this object creates further objects whose kills should be
515 * accounted for the player's original skill, even if player has changed
516 * skills meanwhile.
517 */
518void
519copy_owner (object *op, object *clone)
520{
521 object *owner = get_owner (clone);
522
523 if (owner == NULL)
524 { 456 {
525 /* players don't have owners - they own themselves. Update 457 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
526 * as appropriate.
527 */
528 if (clone->type == PLAYER)
529 owner = clone;
530 else
531 return; 458 return;
459 }
460
461 this->owner = owner;
462}
463
464int
465object::slottype () const
466{
467 if (type == SKILL)
532 } 468 {
469 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
470 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
471 }
472 else
473 {
474 if (slot [body_combat].info) return slot_combat;
475 if (slot [body_range ].info) return slot_ranged;
476 }
477
478 return slot_none;
479}
533 480
534 set_owner (op, owner); 481bool
482object::change_weapon (object *ob)
483{
484 if (current_weapon == ob)
485 return true;
486
487 if (chosen_skill)
488 chosen_skill->flag [FLAG_APPLIED] = false;
489
490 current_weapon = ob;
491 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
492
493 if (chosen_skill)
494 chosen_skill->flag [FLAG_APPLIED] = true;
495
496 update_stats ();
497
498 if (ob)
499 {
500 // now check wether any body locations became invalid, in which case
501 // we cannot apply the weapon at the moment.
502 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
503 if (slot[i].used < 0)
504 {
505 current_weapon = chosen_skill = 0;
506 update_stats ();
507
508 new_draw_info_format (NDI_UNIQUE, 0, this,
509 "You try to balance all your items at once, "
510 "but the %s is just too much for your body. "
511 "[You need to unapply some items first.]", &ob->name);
512 return false;
513 }
514
515 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
516 }
517 else
518 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
519
520 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
521 {
522 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
523 &name, ob->debug_desc ());
524 return false;
525 }
526
527 return true;
535} 528}
536 529
537/* Zero the key_values on op, decrementing the shared-string 530/* Zero the key_values on op, decrementing the shared-string
538 * refcounts and freeing the links. 531 * refcounts and freeing the links.
539 */ 532 */
540static void 533static void
541free_key_values (object *op) 534free_key_values (object *op)
542{ 535{
543 for (key_value *i = op->key_values; i != 0;) 536 for (key_value *i = op->key_values; i; )
544 { 537 {
545 key_value *next = i->next; 538 key_value *next = i->next;
546 delete i; 539 delete i;
547 540
548 i = next; 541 i = next;
549 } 542 }
550 543
551 op->key_values = 0; 544 op->key_values = 0;
552} 545}
553 546
554void object::clear () 547object &
548object::operator =(const object &src)
555{ 549{
556 attachable_base::clear (); 550 bool is_freed = flag [FLAG_FREED];
551 bool is_removed = flag [FLAG_REMOVED];
557 552
558 free_key_values (this); 553 *(object_copy *)this = src;
559 554
560 clear_owner (this); 555 flag [FLAG_FREED] = is_freed;
561 556 flag [FLAG_REMOVED] = is_removed;
562 name = 0;
563 name_pl = 0;
564 title = 0;
565 race = 0;
566 slaying = 0;
567 skill = 0;
568 msg = 0;
569 lore = 0;
570 custom_name = 0;
571 materialname = 0;
572
573 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
574
575 SET_FLAG (this, FLAG_REMOVED);
576}
577
578void object::clone (object *destination)
579{
580 *(object_copy *) destination = *this;
581 *(object_pod *) destination = *this;
582
583 if (self || cb)
584 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585}
586
587/*
588 * clear_object() frees everything allocated by an object, and also
589 * clears all variables and flags to default settings.
590 */
591
592void
593clear_object (object *op)
594{
595 op->clear ();
596
597 op->contr = NULL;
598 op->below = NULL;
599 op->above = NULL;
600 op->inv = NULL;
601 op->container = NULL;
602 op->env = NULL;
603 op->more = NULL;
604 op->head = NULL;
605 op->map = NULL;
606 op->refcount = 0;
607 op->active_next = NULL;
608 op->active_prev = NULL;
609 /* What is not cleared is next, prev, and count */
610
611 op->expmul = 1.0;
612 op->face = blank_face;
613 op->attacked_by_count = -1;
614
615 if (settings.casting_time)
616 op->casting_time = -1;
617}
618
619/*
620 * copy object first frees everything allocated by the second object,
621 * and then copies the contends of the first object into the second
622 * object, allocating what needs to be allocated. Basically, any
623 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
624 * if the first object is freed, the pointers in the new object
625 * will point at garbage.
626 */
627
628void
629copy_object (object *op2, object *op)
630{
631 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
632 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
633
634 op2->clone (op);
635
636 if (is_freed)
637 SET_FLAG (op, FLAG_FREED);
638 if (is_removed)
639 SET_FLAG (op, FLAG_REMOVED);
640
641 if (op2->speed < 0)
642 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
643 557
644 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
645 if (op2->key_values) 559 if (src.key_values)
646 { 560 {
647 key_value *tail = 0; 561 key_value *tail = 0;
648 key_value *i;
649
650 op->key_values = 0; 562 key_values = 0;
651 563
652 for (i = op2->key_values; i; i = i->next) 564 for (key_value *i = src.key_values; i; i = i->next)
653 { 565 {
654 key_value *new_link = new key_value; 566 key_value *new_link = new key_value;
655 567
656 new_link->next = 0; 568 new_link->next = 0;
657 new_link->key = i->key; 569 new_link->key = i->key;
658 new_link->value = i->value; 570 new_link->value = i->value;
659 571
660 /* Try and be clever here, too. */ 572 /* Try and be clever here, too. */
661 if (!op->key_values) 573 if (!key_values)
662 { 574 {
663 op->key_values = new_link; 575 key_values = new_link;
664 tail = new_link; 576 tail = new_link;
665 } 577 }
666 else 578 else
667 { 579 {
668 tail->next = new_link; 580 tail->next = new_link;
669 tail = new_link; 581 tail = new_link;
670 } 582 }
671 } 583 }
672 } 584 }
585}
673 586
674 update_ob_speed (op); 587/*
588 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object
593 * will point at garbage.
594 */
595void
596object::copy_to (object *dst)
597{
598 *dst = *this;
599
600 if (speed < 0)
601 dst->speed_left -= rndm ();
602
603 dst->set_speed (dst->speed);
604}
605
606void
607object::instantiate ()
608{
609 if (!uuid.seq) // HACK
610 uuid = UUID::gen ();
611
612 speed_left = -0.1f;
613 /* copy the body_info to the body_used - this is only really
614 * need for monsters, but doesn't hurt to do it for everything.
615 * by doing so, when a monster is created, it has good starting
616 * values for the body_used info, so when items are created
617 * for it, they can be properly equipped.
618 */
619 for (int i = NUM_BODY_LOCATIONS; i--; )
620 slot[i].used = slot[i].info;
621
622 attachable::instantiate ();
623}
624
625object *
626object::clone ()
627{
628 object *neu = create ();
629 copy_to (neu);
630 return neu;
675} 631}
676 632
677/* 633/*
678 * If an object with the IS_TURNABLE() flag needs to be turned due 634 * If an object with the IS_TURNABLE() flag needs to be turned due
679 * to the closest player being on the other side, this function can 635 * to the closest player being on the other side, this function can
680 * be called to update the face variable, _and_ how it looks on the map. 636 * be called to update the face variable, _and_ how it looks on the map.
681 */ 637 */
682
683void 638void
684update_turn_face (object *op) 639update_turn_face (object *op)
685{ 640{
686 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 641 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
687 return; 642 return;
643
688 SET_ANIMATION (op, op->direction); 644 SET_ANIMATION (op, op->direction);
689 update_object (op, UP_OBJ_FACE); 645 update_object (op, UP_OBJ_FACE);
690} 646}
691 647
692/* 648/*
693 * Updates the speed of an object. If the speed changes from 0 to another 649 * Updates the speed of an object. If the speed changes from 0 to another
694 * value, or vice versa, then add/remove the object from the active list. 650 * value, or vice versa, then add/remove the object from the active list.
695 * This function needs to be called whenever the speed of an object changes. 651 * This function needs to be called whenever the speed of an object changes.
696 */ 652 */
697
698void 653void
699update_ob_speed (object *op) 654object::set_speed (float speed)
700{ 655{
701 extern int arch_init; 656 if (flag [FLAG_FREED] && speed)
702
703 /* No reason putting the archetypes objects on the speed list,
704 * since they never really need to be updated.
705 */
706
707 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
708 { 657 {
709 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 658 LOG (llevError, "Object %s is freed but has speed.\n", &name);
710#ifdef MANY_CORES
711 abort ();
712#else
713 op->speed = 0; 659 speed = 0;
714#endif
715 }
716 if (arch_init)
717 { 660 }
718 return;
719 }
720 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
721 {
722 /* If already on active list, don't do anything */
723 if (op->active_next || op->active_prev || op == active_objects)
724 return;
725 661
726 /* process_events() expects us to insert the object at the beginning 662 this->speed = speed;
727 * of the list. */ 663
728 op->active_next = active_objects; 664 if (has_active_speed ())
729 if (op->active_next != NULL) 665 activate ();
730 op->active_next->active_prev = op;
731 active_objects = op;
732 }
733 else 666 else
734 { 667 deactivate ();
735 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op != active_objects)
737 return;
738
739 if (op->active_prev == NULL)
740 {
741 active_objects = op->active_next;
742 if (op->active_next != NULL)
743 op->active_next->active_prev = NULL;
744 }
745 else
746 {
747 op->active_prev->active_next = op->active_next;
748 if (op->active_next)
749 op->active_next->active_prev = op->active_prev;
750 }
751 op->active_next = NULL;
752 op->active_prev = NULL;
753 }
754} 668}
755 669
756/* This function removes object 'op' from the list of active
757 * objects.
758 * This should only be used for style maps or other such
759 * reference maps where you don't want an object that isn't
760 * in play chewing up cpu time getting processed.
761 * The reverse of this is to call update_ob_speed, which
762 * will do the right thing based on the speed of the object.
763 */
764void
765remove_from_active_list (object *op)
766{
767 /* If not on the active list, nothing needs to be done */
768 if (!op->active_next && !op->active_prev && op != active_objects)
769 return;
770
771 if (op->active_prev == NULL)
772 {
773 active_objects = op->active_next;
774 if (op->active_next != NULL)
775 op->active_next->active_prev = NULL;
776 }
777 else
778 {
779 op->active_prev->active_next = op->active_next;
780 if (op->active_next)
781 op->active_next->active_prev = op->active_prev;
782 }
783 op->active_next = NULL;
784 op->active_prev = NULL;
785}
786
787/* 670/*
788 * update_object() updates the array which represents the map. 671 * update_object() updates the the map.
789 * It takes into account invisible objects (and represent squares covered 672 * It takes into account invisible objects (and represent squares covered
790 * by invisible objects by whatever is below them (unless it's another 673 * by invisible objects by whatever is below them (unless it's another
791 * invisible object, etc...) 674 * invisible object, etc...)
792 * If the object being updated is beneath a player, the look-window 675 * If the object being updated is beneath a player, the look-window
793 * of that player is updated (this might be a suboptimal way of 676 * of that player is updated (this might be a suboptimal way of
794 * updating that window, though, since update_object() is called _often_) 677 * updating that window, though, since update_object() is called _often_)
795 * 678 *
796 * action is a hint of what the caller believes need to be done. 679 * action is a hint of what the caller believes need to be done.
797 * For example, if the only thing that has changed is the face (due to
798 * an animation), we don't need to call update_position until that actually
799 * comes into view of a player. OTOH, many other things, like addition/removal
800 * of walls or living creatures may need us to update the flags now.
801 * current action are: 680 * current action are:
802 * UP_OBJ_INSERT: op was inserted 681 * UP_OBJ_INSERT: op was inserted
803 * UP_OBJ_REMOVE: op was removed 682 * UP_OBJ_REMOVE: op was removed
804 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 683 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
805 * as that is easier than trying to look at what may have changed. 684 * as that is easier than trying to look at what may have changed.
806 * UP_OBJ_FACE: only the objects face has changed. 685 * UP_OBJ_FACE: only the objects face has changed.
807 */ 686 */
808
809void 687void
810update_object (object *op, int action) 688update_object (object *op, int action)
811{ 689{
812 int update_now = 0, flags;
813 MoveType move_on, move_off, move_block, move_slow;
814
815 if (op == NULL) 690 if (op == NULL)
816 { 691 {
817 /* this should never happen */ 692 /* this should never happen */
818 LOG (llevDebug, "update_object() called for NULL object.\n"); 693 LOG (llevDebug, "update_object() called for NULL object.\n");
819 return; 694 return;
820 } 695 }
821 696
822 if (op->env != NULL) 697 if (op->env)
823 { 698 {
824 /* Animation is currently handled by client, so nothing 699 /* Animation is currently handled by client, so nothing
825 * to do in this case. 700 * to do in this case.
826 */ 701 */
827 return; 702 return;
832 */ 707 */
833 if (!op->map || op->map->in_memory == MAP_SAVING) 708 if (!op->map || op->map->in_memory == MAP_SAVING)
834 return; 709 return;
835 710
836 /* make sure the object is within map boundaries */ 711 /* make sure the object is within map boundaries */
837 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 712 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
838 { 713 {
839 LOG (llevError, "update_object() called for object out of map!\n"); 714 LOG (llevError, "update_object() called for object out of map!\n");
840#ifdef MANY_CORES 715#ifdef MANY_CORES
841 abort (); 716 abort ();
842#endif 717#endif
843 return; 718 return;
844 } 719 }
845 720
846 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 721 mapspace &m = op->ms ();
847 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
848 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
849 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
850 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
851 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
852 722
723 if (!(m.flags_ & P_UPTODATE))
724 /* nop */;
853 if (action == UP_OBJ_INSERT) 725 else if (action == UP_OBJ_INSERT)
854 { 726 {
727 // this is likely overkill, TODO: revisit (schmorp)
855 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 728 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 729 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
859 update_now = 1; 730 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
860 731 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
732 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
861 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 733 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
865 update_now = 1;
866
867 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
868 update_now = 1;
869
870 if ((move_on | op->move_on) != move_on) 734 || (m.move_on | op->move_on ) != m.move_on
871 update_now = 1;
872
873 if ((move_off | op->move_off) != move_off) 735 || (m.move_off | op->move_off ) != m.move_off
874 update_now = 1; 736 || (m.move_slow | op->move_slow) != m.move_slow
875
876 /* This isn't perfect, but I don't expect a lot of objects to 737 /* This isn't perfect, but I don't expect a lot of objects to
877 * to have move_allow right now. 738 * to have move_allow right now.
878 */ 739 */
879 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 740 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
880 update_now = 1; 741 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
881 742 m.flags_ = 0;
882 if ((move_slow | op->move_slow) != move_slow)
883 update_now = 1;
884 } 743 }
885 /* if the object is being removed, we can't make intelligent 744 /* if the object is being removed, we can't make intelligent
886 * decisions, because remove_ob can't really pass the object 745 * decisions, because remove_ob can't really pass the object
887 * that is being removed. 746 * that is being removed.
888 */ 747 */
889 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 748 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
890 update_now = 1; 749 m.flags_ = 0;
891 else if (action == UP_OBJ_FACE) 750 else if (action == UP_OBJ_FACE)
892 /* Nothing to do for that case */ ; 751 /* Nothing to do for that case */ ;
893 else 752 else
894 LOG (llevError, "update_object called with invalid action: %d\n", action); 753 LOG (llevError, "update_object called with invalid action: %d\n", action);
895 754
896 if (update_now)
897 {
898 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
899 update_position (op->map, op->x, op->y);
900 }
901
902 if (op->more != NULL) 755 if (op->more)
903 update_object (op->more, action); 756 update_object (op->more, action);
904}
905
906static unordered_vector < object *>mortals;
907static
908std::vector < object *>
909 freed;
910
911void object::free_mortals ()
912{
913 for (unordered_vector < object *>::iterator i = mortals.begin (); i != mortals.end ();)
914 if (!(*i)->refcount)
915 {
916 freed.push_back (*i);
917 mortals.erase (i);
918 }
919 else
920 ++i;
921} 757}
922 758
923object::object () 759object::object ()
924{ 760{
925 SET_FLAG (this, FLAG_REMOVED); 761 SET_FLAG (this, FLAG_REMOVED);
926 762
927 expmul = 1.0; 763 expmul = 1.0;
928 face = blank_face; 764 face = blank_face;
929 attacked_by_count = -1;
930} 765}
931 766
932object::~object () 767object::~object ()
933{ 768{
769 unlink ();
770
934 free_key_values (this); 771 free_key_values (this);
935} 772}
936 773
774static int object_count;
775
937void object::link () 776void object::link ()
938{ 777{
778 assert (!index);//D
779 uuid = UUID::gen ();
939 count = ++ob_count; 780 count = ++object_count;
940 781
941 prev = 0; 782 refcnt_inc ();
942 next = objects; 783 objects.insert (this);
943
944 if (objects)
945 objects->prev = this;
946
947 objects = this;
948} 784}
949 785
950void object::unlink () 786void object::unlink ()
951{ 787{
952 count = 0;
953
954 /* Remove this object from the list of used objects */
955 if (prev)
956 {
957 prev->next = next;
958 prev = 0;
959 }
960
961 if (next) 788 if (!index)
962 { 789 return;
963 next->prev = prev; 790
964 next = 0; 791 objects.erase (this);
792 refcnt_dec ();
793}
794
795void
796object::activate ()
797{
798 /* If already on active list, don't do anything */
799 if (active)
800 return;
801
802 if (has_active_speed ())
803 actives.insert (this);
804}
805
806void
807object::activate_recursive ()
808{
809 activate ();
810
811 for (object *op = inv; op; op = op->below)
812 op->activate_recursive ();
813}
814
815/* This function removes object 'op' from the list of active
816 * objects.
817 * This should only be used for style maps or other such
818 * reference maps where you don't want an object that isn't
819 * in play chewing up cpu time getting processed.
820 * The reverse of this is to call update_ob_speed, which
821 * will do the right thing based on the speed of the object.
822 */
823void
824object::deactivate ()
825{
826 /* If not on the active list, nothing needs to be done */
827 if (!active)
828 return;
829
830 actives.erase (this);
831}
832
833void
834object::deactivate_recursive ()
835{
836 for (object *op = inv; op; op = op->below)
837 op->deactivate_recursive ();
838
839 deactivate ();
840}
841
842void
843object::set_flag_inv (int flag, int value)
844{
845 for (object *op = inv; op; op = op->below)
965 } 846 {
847 op->flag [flag] = value;
848 op->set_flag_inv (flag, value);
849 }
850}
966 851
967 if (this == objects) 852/*
968 objects = next; 853 * Remove and free all objects in the inventory of the given object.
854 * object.c ?
855 */
856void
857object::destroy_inv (bool drop_to_ground)
858{
859 // need to check first, because the checks below might segfault
860 // as we might be on an invalid mapspace and crossfire code
861 // is too buggy to ensure that the inventory is empty.
862 // corollary: if you create arrows etc. with stuff in tis inventory,
863 // cf will crash below with off-map x and y
864 if (!inv)
865 return;
866
867 /* Only if the space blocks everything do we not process -
868 * if some form of movement is allowed, let objects
869 * drop on that space.
870 */
871 if (!drop_to_ground
872 || !map
873 || map->in_memory != MAP_IN_MEMORY
874 || map->nodrop
875 || ms ().move_block == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]
894 || op->flag [FLAG_DESTROY_ON_DEATH])
895 op->destroy ();
896 else
897 map->insert (op, x, y);
898 }
899 }
969} 900}
970 901
971object *object::create () 902object *object::create ()
972{ 903{
973 object *
974 op;
975
976 if (freed.empty ())
977 op = new object; 904 object *op = new object;
978
979 else
980 {
981 // highly annoying, but the only way to get it stable right now
982 op = freed.back ();
983 freed.pop_back ();
984 op->~object ();
985 new ((void *) op) object;
986 }
987
988 op->link (); 905 op->link ();
989 return op; 906 return op;
990} 907}
991 908
992/* 909void
993 * free_object() frees everything allocated by an object, removes 910object::do_destroy ()
994 * it from the list of used objects, and puts it on the list of
995 * free objects. The IS_FREED() flag is set in the object.
996 * The object must have been removed by remove_ob() first for
997 * this function to succeed.
998 *
999 * If free_inventory is set, free inventory as well. Else drop items in
1000 * inventory to the ground.
1001 */
1002void object::free (bool free_inventory)
1003{ 911{
1004 if (QUERY_FLAG (this, FLAG_FREED)) 912 attachable::do_destroy ();
913
914 if (flag [FLAG_IS_LINKED])
915 remove_button_link (this);
916
917 if (flag [FLAG_FRIENDLY])
918 remove_friendly_object (this);
919
920 if (!flag [FLAG_REMOVED])
921 remove ();
922
923 destroy_inv (true);
924
925 deactivate ();
926 unlink ();
927
928 flag [FLAG_FREED] = 1;
929
930 // hack to ensure that freed objects still have a valid map
931 {
932 static maptile *freed_map; // freed objects are moved here to avoid crashes
933
934 if (!freed_map)
935 {
936 freed_map = new maptile;
937
938 freed_map->path = "<freed objects map>";
939 freed_map->name = "/internal/freed_objects_map";
940 freed_map->width = 3;
941 freed_map->height = 3;
942 freed_map->nodrop = 1;
943
944 freed_map->alloc ();
945 freed_map->in_memory = MAP_IN_MEMORY;
946 }
947
948 map = freed_map;
949 x = 1;
950 y = 1;
951 }
952
953 if (more)
954 {
955 more->destroy ();
956 more = 0;
957 }
958
959 head = 0;
960
961 // clear those pointers that likely might cause circular references
962 owner = 0;
963 enemy = 0;
964 attacked_by = 0;
965 current_weapon = 0;
966}
967
968void
969object::destroy (bool destroy_inventory)
970{
971 if (destroyed ())
1005 return; 972 return;
1006 973
1007 if (!QUERY_FLAG (this, FLAG_REMOVED)) 974 if (destroy_inventory)
1008 remove_ob (this); 975 destroy_inv (false);
1009 976
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 977 if (is_head ())
1011 remove_friendly_object (this); 978 if (sound_destroy)
979 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1012 982
1013 SET_FLAG (this, FLAG_FREED); 983 attachable::destroy ();
1014
1015 if (more)
1016 {
1017 more->free (free_inventory);
1018 more = 0;
1019 }
1020
1021 if (inv)
1022 {
1023 /* Only if the space blocks everything do we not process -
1024 * if some form of movement is allowed, let objects
1025 * drop on that space.
1026 */
1027 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1028 {
1029 object *op = inv;
1030
1031 while (op)
1032 {
1033 object *tmp = op->below;
1034 op->free (free_inventory);
1035 op = tmp;
1036 }
1037 }
1038 else
1039 { /* Put objects in inventory onto this space */
1040 object *op = inv;
1041
1042 while (op)
1043 {
1044 object *tmp = op->below;
1045
1046 remove_ob (op);
1047
1048 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1049 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1050 free_object (op);
1051 else
1052 {
1053 op->x = x;
1054 op->y = y;
1055 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1056 }
1057
1058 op = tmp;
1059 }
1060 }
1061 }
1062
1063 clear_owner (this);
1064
1065 /* Remove object from the active list */
1066 speed = 0;
1067 update_ob_speed (this);
1068
1069 unlink ();
1070
1071 mortals.push_back (this);
1072} 984}
1073 985
1074/* 986/*
1075 * sub_weight() recursively (outwards) subtracts a number from the 987 * sub_weight() recursively (outwards) subtracts a number from the
1076 * weight of an object (and what is carried by it's environment(s)). 988 * weight of an object (and what is carried by it's environment(s)).
1077 */ 989 */
1078
1079void 990void
1080sub_weight (object *op, signed long weight) 991sub_weight (object *op, signed long weight)
1081{ 992{
1082 while (op != NULL) 993 while (op != NULL)
1083 { 994 {
1084 if (op->type == CONTAINER) 995 if (op->type == CONTAINER)
1085 {
1086 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 996 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 } 997
1088 op->carrying -= weight; 998 op->carrying -= weight;
1089 op = op->env; 999 op = op->env;
1090 } 1000 }
1091} 1001}
1092 1002
1093/* remove_ob(op): 1003/* op->remove ():
1094 * This function removes the object op from the linked list of objects 1004 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 1005 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 1006 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 1007 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1008 * the previous environment.
1099 * Beware: This function is called from the editor as well!
1100 */ 1009 */
1101
1102void 1010void
1103remove_ob (object *op) 1011object::do_remove ()
1104{ 1012{
1013 object *tmp, *last = 0;
1105 object * 1014 object *otmp;
1106 tmp, *
1107 last = NULL;
1108 object *
1109 otmp;
1110 1015
1111 tag_t
1112 tag;
1113 int
1114 check_walk_off;
1115 mapstruct *
1116 m;
1117
1118 sint16
1119 x,
1120 y;
1121
1122 if (QUERY_FLAG (op, FLAG_REMOVED)) 1016 if (QUERY_FLAG (this, FLAG_REMOVED))
1123 return; 1017 return;
1124 1018
1125 SET_FLAG (op, FLAG_REMOVED); 1019 SET_FLAG (this, FLAG_REMOVED);
1020 INVOKE_OBJECT (REMOVE, this);
1126 1021
1127 if (op->more != NULL) 1022 if (more)
1128 remove_ob (op->more); 1023 more->remove ();
1129 1024
1130 /* 1025 /*
1131 * In this case, the object to be removed is in someones 1026 * In this case, the object to be removed is in someones
1132 * inventory. 1027 * inventory.
1133 */ 1028 */
1134 if (op->env != NULL) 1029 if (env)
1135 { 1030 {
1136 if (op->nrof) 1031 if (nrof)
1137 sub_weight (op->env, op->weight * op->nrof); 1032 sub_weight (env, weight * nrof);
1138 else 1033 else
1139 sub_weight (op->env, op->weight + op->carrying); 1034 sub_weight (env, weight + carrying);
1140 1035
1141 /* NO_FIX_PLAYER is set when a great many changes are being 1036 /* NO_FIX_PLAYER is set when a great many changes are being
1142 * made to players inventory. If set, avoiding the call 1037 * made to players inventory. If set, avoiding the call
1143 * to save cpu time. 1038 * to save cpu time.
1144 */ 1039 */
1145 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1040 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1146 fix_player (otmp); 1041 otmp->update_stats ();
1147 1042
1148 if (op->above != NULL) 1043 if (above)
1149 op->above->below = op->below; 1044 above->below = below;
1150 else 1045 else
1151 op->env->inv = op->below; 1046 env->inv = below;
1152 1047
1153 if (op->below != NULL) 1048 if (below)
1154 op->below->above = op->above; 1049 below->above = above;
1155 1050
1156 /* we set up values so that it could be inserted into 1051 /* we set up values so that it could be inserted into
1157 * the map, but we don't actually do that - it is up 1052 * the map, but we don't actually do that - it is up
1158 * to the caller to decide what we want to do. 1053 * to the caller to decide what we want to do.
1159 */ 1054 */
1160 op->x = op->env->x, op->y = op->env->y; 1055 x = env->x, y = env->y;
1161 op->map = op->env->map; 1056 map = env->map;
1162 op->above = NULL, op->below = NULL; 1057 above = 0, below = 0;
1163 op->env = NULL; 1058 env = 0;
1164 } 1059 }
1165 else if (op->map) 1060 else if (map)
1166 { 1061 {
1167 x = op->x; 1062 if (type == PLAYER)
1168 y = op->y;
1169 m = get_map_from_coord (op->map, &x, &y);
1170
1171 if (!m)
1172 {
1173 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1174 op->map->path, op->x, op->y);
1175 /* in old days, we used to set x and y to 0 and continue.
1176 * it seems if we get into this case, something is probablye
1177 * screwed up and should be fixed.
1178 */
1179 abort ();
1180 } 1063 {
1064 // leaving a spot always closes any open container on the ground
1065 if (container && !container->env)
1066 // this causes spurious floorbox updates, but it ensures
1067 // that the CLOSE event is being sent.
1068 close_container ();
1181 1069
1182 if (op->map != m) 1070 --map->players;
1183 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1071 map->touch ();
1184 op->map->path, m->path, op->x, op->y, x, y);
1185
1186 /* Re did the following section of code - it looks like it had
1187 * lots of logic for things we no longer care about
1188 */ 1072 }
1073
1074 map->dirty = true;
1075 mapspace &ms = this->ms ();
1189 1076
1190 /* link the object above us */ 1077 /* link the object above us */
1191 if (op->above) 1078 if (above)
1192 op->above->below = op->below; 1079 above->below = below;
1193 else 1080 else
1194 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1081 ms.top = below; /* we were top, set new top */
1195 1082
1196 /* Relink the object below us, if there is one */ 1083 /* Relink the object below us, if there is one */
1197 if (op->below) 1084 if (below)
1198 op->below->above = op->above; 1085 below->above = above;
1199 else 1086 else
1200 { 1087 {
1201 /* Nothing below, which means we need to relink map object for this space 1088 /* Nothing below, which means we need to relink map object for this space
1202 * use translated coordinates in case some oddness with map tiling is 1089 * use translated coordinates in case some oddness with map tiling is
1203 * evident 1090 * evident
1204 */ 1091 */
1205 if (GET_MAP_OB (m, x, y) != op) 1092 if (GET_MAP_OB (map, x, y) != this)
1206 {
1207 dump_object (op);
1208 LOG (llevError,
1209 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1093 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 ());
1210 dump_object (GET_MAP_OB (m, x, y)); 1094
1211 LOG (llevError, "%s\n", errmsg); 1095 ms.bot = above; /* goes on above it. */
1212 } 1096 }
1213 1097
1214 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1215 }
1216
1217 op->above = 0; 1098 above = 0;
1218 op->below = 0; 1099 below = 0;
1219 1100
1220 if (op->map->in_memory == MAP_SAVING) 1101 if (map->in_memory == MAP_SAVING)
1221 return; 1102 return;
1222 1103
1223 tag = op->count; 1104 int check_walk_off = !flag [FLAG_NO_APPLY];
1224 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1225 1105
1226 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1106 if (object *pl = ms.player ())
1107 {
1108 if (pl->container == this)
1109 /* If a container that the player is currently using somehow gets
1110 * removed (most likely destroyed), update the player view
1111 * appropriately.
1112 */
1113 pl->close_container ();
1114
1115 pl->contr->ns->floorbox_update ();
1116 }
1117
1118 for (tmp = ms.bot; tmp; tmp = tmp->above)
1227 { 1119 {
1228 /* No point updating the players look faces if he is the object 1120 /* No point updating the players look faces if he is the object
1229 * being removed. 1121 * being removed.
1230 */ 1122 */
1231 1123
1232 if (tmp->type == PLAYER && tmp != op) 1124 /* See if object moving off should effect something */
1125 if (check_walk_off
1126 && ((move_type & tmp->move_off)
1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1233 { 1128 {
1234 /* If a container that the player is currently using somehow gets 1129 move_apply (tmp, this, 0);
1235 * removed (most likely destroyed), update the player view
1236 * appropriately.
1237 */
1238 if (tmp->container == op)
1239 {
1240 CLEAR_FLAG (op, FLAG_APPLIED);
1241 tmp->container = NULL;
1242 }
1243 1130
1244 tmp->contr->socket.update_look = 1; 1131 if (destroyed ())
1132 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1245 } 1133 }
1246 1134
1247 /* See if player moving off should effect something */
1248 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1249 {
1250 move_apply (tmp, op, NULL);
1251
1252 if (was_destroyed (op, tag))
1253 {
1254 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1255 }
1256 }
1257
1258 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1259
1260 if (tmp->above == tmp)
1261 tmp->above = NULL;
1262
1263 last = tmp; 1135 last = tmp;
1264 } 1136 }
1265 1137
1266 /* last == NULL of there are no objects on this space */ 1138 /* last == NULL if there are no objects on this space */
1139 //TODO: this makes little sense, why only update the topmost object?
1267 if (last == NULL) 1140 if (!last)
1268 { 1141 map->at (x, y).flags_ = 0;
1269 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1270 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1271 * those out anyways, and if there are any flags set right now, they won't
1272 * be correct anyways.
1273 */
1274 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1275 update_position (op->map, op->x, op->y);
1276 }
1277 else 1142 else
1278 update_object (last, UP_OBJ_REMOVE); 1143 update_object (last, UP_OBJ_REMOVE);
1279 1144
1280 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1145 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1281 update_all_los (op->map, op->x, op->y); 1146 update_all_los (map, x, y);
1282 } 1147 }
1283} 1148}
1284 1149
1285/* 1150/*
1286 * merge_ob(op,top): 1151 * merge_ob(op,top):
1288 * This function goes through all objects below and including top, and 1153 * This function goes through all objects below and including top, and
1289 * merges op to the first matching object. 1154 * merges op to the first matching object.
1290 * If top is NULL, it is calculated. 1155 * If top is NULL, it is calculated.
1291 * Returns pointer to object if it succeded in the merge, otherwise NULL 1156 * Returns pointer to object if it succeded in the merge, otherwise NULL
1292 */ 1157 */
1293
1294object * 1158object *
1295merge_ob (object *op, object *top) 1159merge_ob (object *op, object *top)
1296{ 1160{
1297 if (!op->nrof) 1161 if (!op->nrof)
1298 return 0; 1162 return 0;
1299 1163
1300 if (top == NULL) 1164 if (!top)
1301 for (top = op; top != NULL && top->above != NULL; top = top->above); 1165 for (top = op; top && top->above; top = top->above)
1166 ;
1302 1167
1303 for (; top != NULL; top = top->below) 1168 for (; top; top = top->below)
1304 { 1169 {
1305 if (top == op) 1170 if (top == op)
1306 continue; 1171 continue;
1307 if (CAN_MERGE (op, top)) 1172
1173 if (object::can_merge (op, top))
1308 { 1174 {
1309 top->nrof += op->nrof; 1175 top->nrof += op->nrof;
1310 1176
1311/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1177/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1312 op->weight = 0; /* Don't want any adjustements now */ 1178 op->weight = 0; /* Don't want any adjustements now */
1313 remove_ob (op); 1179 op->destroy ();
1314 free_object (op);
1315 return top; 1180 return top;
1316 } 1181 }
1317 } 1182 }
1318 1183
1319 return NULL; 1184 return 0;
1320} 1185}
1321 1186
1187void
1188object::expand_tail ()
1189{
1190 if (more)
1191 return;
1192
1193 object *prev = this;
1194
1195 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1196 {
1197 object *op = arch_to_object (at);
1198
1199 op->name = name;
1200 op->name_pl = name_pl;
1201 op->title = title;
1202
1203 op->head = this;
1204 prev->more = op;
1205
1206 prev = op;
1207 }
1208}
1209
1322/* 1210/*
1323 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1211 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1324 * job preparing multi-part monsters 1212 * job preparing multi-part monsters.
1325 */ 1213 */
1326object * 1214object *
1327insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1215insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1328{ 1216{
1329 object *tmp;
1330
1331 if (op->head)
1332 op = op->head;
1333
1334 for (tmp = op; tmp; tmp = tmp->more) 1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1335 { 1218 {
1336 tmp->x = x + tmp->arch->clone.x; 1219 tmp->x = x + tmp->arch->x;
1337 tmp->y = y + tmp->arch->clone.y; 1220 tmp->y = y + tmp->arch->y;
1338 } 1221 }
1339 1222
1340 return insert_ob_in_map (op, m, originator, flag); 1223 return insert_ob_in_map (op, m, originator, flag);
1341} 1224}
1342 1225
1358 * Return value: 1241 * Return value:
1359 * new object if 'op' was merged with other object 1242 * new object if 'op' was merged with other object
1360 * NULL if 'op' was destroyed 1243 * NULL if 'op' was destroyed
1361 * just 'op' otherwise 1244 * just 'op' otherwise
1362 */ 1245 */
1363
1364object * 1246object *
1365insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1366{ 1248{
1249 assert (!op->flag [FLAG_FREED]);
1250
1367 object *tmp, *top, *floor = NULL; 1251 object *top, *floor = NULL;
1368 sint16 x, y;
1369 1252
1370 if (QUERY_FLAG (op, FLAG_FREED)) 1253 op->remove ();
1371 {
1372 LOG (llevError, "Trying to insert freed object!\n");
1373 return NULL;
1374 }
1375
1376 if (m == NULL)
1377 {
1378 dump_object (op);
1379 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1380 return op;
1381 }
1382
1383 if (out_of_map (m, op->x, op->y))
1384 {
1385 dump_object (op);
1386 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1387#ifdef MANY_CORES
1388 /* Better to catch this here, as otherwise the next use of this object
1389 * is likely to cause a crash. Better to find out where it is getting
1390 * improperly inserted.
1391 */
1392 abort ();
1393#endif
1394 return op;
1395 }
1396
1397 if (!QUERY_FLAG (op, FLAG_REMOVED))
1398 {
1399 dump_object (op);
1400 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1401 return op;
1402 }
1403
1404 if (op->more != NULL)
1405 {
1406 /* The part may be on a different map. */
1407
1408 object *more = op->more;
1409
1410 /* We really need the caller to normalize coordinates - if
1411 * we set the map, that doesn't work if the location is within
1412 * a map and this is straddling an edge. So only if coordinate
1413 * is clear wrong do we normalize it.
1414 */
1415 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1416 more->map = get_map_from_coord (m, &more->x, &more->y);
1417 else if (!more->map)
1418 {
1419 /* For backwards compatibility - when not dealing with tiled maps,
1420 * more->map should always point to the parent.
1421 */
1422 more->map = m;
1423 }
1424
1425 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1426 {
1427 if (!op->head)
1428 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1429
1430 return NULL;
1431 }
1432 }
1433
1434 CLEAR_FLAG (op, FLAG_REMOVED);
1435 1254
1436 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1437 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1438 * need extra work 1257 * need extra work
1439 */ 1258 */
1440 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1441 x = op->x; 1260 {
1442 y = op->y; 1261 op->destroy ();
1262 return 0;
1263 }
1264
1265 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag))
1267 return 0;
1268
1269 CLEAR_FLAG (op, FLAG_REMOVED);
1270
1271 op->map = m;
1272 mapspace &ms = op->ms ();
1443 1273
1444 /* this has to be done after we translate the coordinates. 1274 /* this has to be done after we translate the coordinates.
1445 */ 1275 */
1446 if (op->nrof && !(flag & INS_NO_MERGE)) 1276 if (op->nrof && !(flag & INS_NO_MERGE))
1447 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1448 if (CAN_MERGE (op, tmp)) 1278 if (object::can_merge (op, tmp))
1449 { 1279 {
1450 op->nrof += tmp->nrof; 1280 op->nrof += tmp->nrof;
1451 remove_ob (tmp); 1281 tmp->destroy ();
1452 free_object (tmp);
1453 } 1282 }
1454 1283
1455 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1284 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1456 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1285 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1457 1286
1470 op->below = originator->below; 1299 op->below = originator->below;
1471 1300
1472 if (op->below) 1301 if (op->below)
1473 op->below->above = op; 1302 op->below->above = op;
1474 else 1303 else
1475 SET_MAP_OB (op->map, op->x, op->y, op); 1304 ms.bot = op;
1476 1305
1477 /* since *below* originator, no need to update top */ 1306 /* since *below* originator, no need to update top */
1478 originator->below = op; 1307 originator->below = op;
1479 } 1308 }
1480 else 1309 else
1481 { 1310 {
1311 top = ms.bot;
1312
1482 /* If there are other objects, then */ 1313 /* If there are other objects, then */
1483 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1314 if (top)
1484 { 1315 {
1485 object *last = NULL; 1316 object *last = 0;
1486 1317
1487 /* 1318 /*
1488 * If there are multiple objects on this space, we do some trickier handling. 1319 * If there are multiple objects on this space, we do some trickier handling.
1489 * We've already dealt with merging if appropriate. 1320 * We've already dealt with merging if appropriate.
1490 * Generally, we want to put the new object on top. But if 1321 * Generally, we want to put the new object on top. But if
1494 * once we get to them. This reduces the need to traverse over all of 1325 * once we get to them. This reduces the need to traverse over all of
1495 * them when adding another one - this saves quite a bit of cpu time 1326 * them when adding another one - this saves quite a bit of cpu time
1496 * when lots of spells are cast in one area. Currently, it is presumed 1327 * when lots of spells are cast in one area. Currently, it is presumed
1497 * that flying non pickable objects are spell objects. 1328 * that flying non pickable objects are spell objects.
1498 */ 1329 */
1499 1330 for (top = ms.bot; top; top = top->above)
1500 while (top != NULL)
1501 { 1331 {
1502 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1332 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1503 floor = top; 1333 floor = top;
1504 1334
1505 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1335 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1508 top = top->below; 1338 top = top->below;
1509 break; 1339 break;
1510 } 1340 }
1511 1341
1512 last = top; 1342 last = top;
1513 top = top->above;
1514 } 1343 }
1515 1344
1516 /* Don't want top to be NULL, so set it to the last valid object */ 1345 /* Don't want top to be NULL, so set it to the last valid object */
1517 top = last; 1346 top = last;
1518 1347
1520 * looks like instead of lots of conditions here. 1349 * looks like instead of lots of conditions here.
1521 * makes things faster, and effectively the same result. 1350 * makes things faster, and effectively the same result.
1522 */ 1351 */
1523 1352
1524 /* Have object 'fall below' other objects that block view. 1353 /* Have object 'fall below' other objects that block view.
1525 * Unless those objects are exits, type 66 1354 * Unless those objects are exits.
1526 * If INS_ON_TOP is used, don't do this processing 1355 * If INS_ON_TOP is used, don't do this processing
1527 * Need to find the object that in fact blocks view, otherwise 1356 * Need to find the object that in fact blocks view, otherwise
1528 * stacking is a bit odd. 1357 * stacking is a bit odd.
1529 */ 1358 */
1530 if (!(flag & INS_ON_TOP) && 1359 if (!(flag & INS_ON_TOP)
1531 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1360 && ms.flags () & P_BLOCKSVIEW
1361 && (op->face && !faces [op->face].visibility))
1532 { 1362 {
1533 for (last = top; last != floor; last = last->below) 1363 for (last = top; last != floor; last = last->below)
1534 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1535 break; 1365 break;
1366
1536 /* Check to see if we found the object that blocks view, 1367 /* Check to see if we found the object that blocks view,
1537 * and make sure we have a below pointer for it so that 1368 * and make sure we have a below pointer for it so that
1538 * we can get inserted below this one, which requires we 1369 * we can get inserted below this one, which requires we
1539 * set top to the object below us. 1370 * set top to the object below us.
1540 */ 1371 */
1541 if (last && last->below && last != floor) 1372 if (last && last->below && last != floor)
1542 top = last->below; 1373 top = last->below;
1543 } 1374 }
1544 } /* If objects on this space */ 1375 } /* If objects on this space */
1545 1376
1546 if (flag & INS_MAP_LOAD)
1547 top = GET_MAP_TOP (op->map, op->x, op->y);
1548
1549 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1550 top = floor; 1378 top = floor;
1551 1379
1552 /* Top is the object that our object (op) is going to get inserted above. 1380 /* Top is the object that our object (op) is going to get inserted above.
1553 */ 1381 */
1554 1382
1555 /* First object on this space */ 1383 /* First object on this space */
1556 if (!top) 1384 if (!top)
1557 { 1385 {
1558 op->above = GET_MAP_OB (op->map, op->x, op->y); 1386 op->above = ms.bot;
1559 1387
1560 if (op->above) 1388 if (op->above)
1561 op->above->below = op; 1389 op->above->below = op;
1562 1390
1563 op->below = NULL; 1391 op->below = 0;
1564 SET_MAP_OB (op->map, op->x, op->y, op); 1392 ms.bot = op;
1565 } 1393 }
1566 else 1394 else
1567 { /* get inserted into the stack above top */ 1395 { /* get inserted into the stack above top */
1568 op->above = top->above; 1396 op->above = top->above;
1569 1397
1572 1400
1573 op->below = top; 1401 op->below = top;
1574 top->above = op; 1402 top->above = op;
1575 } 1403 }
1576 1404
1577 if (op->above == NULL) 1405 if (!op->above)
1578 SET_MAP_TOP (op->map, op->x, op->y, op); 1406 ms.top = op;
1579 } /* else not INS_BELOW_ORIGINATOR */ 1407 } /* else not INS_BELOW_ORIGINATOR */
1580 1408
1581 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1410 {
1582 op->contr->do_los = 1; 1411 op->contr->do_los = 1;
1412 ++op->map->players;
1413 op->map->touch ();
1414 }
1583 1415
1584 /* If we have a floor, we know the player, if any, will be above 1416 op->map->dirty = true;
1585 * it, so save a few ticks and start from there. 1417
1586 */ 1418 if (object *pl = ms.player ())
1587 if (!(flag & INS_MAP_LOAD)) 1419 pl->contr->ns->floorbox_update ();
1588 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1589 if (tmp->type == PLAYER)
1590 tmp->contr->socket.update_look = 1;
1591 1420
1592 /* If this object glows, it may affect lighting conditions that are 1421 /* If this object glows, it may affect lighting conditions that are
1593 * visible to others on this map. But update_all_los is really 1422 * visible to others on this map. But update_all_los is really
1594 * an inefficient way to do this, as it means los for all players 1423 * an inefficient way to do this, as it means los for all players
1595 * on the map will get recalculated. The players could very well 1424 * on the map will get recalculated. The players could very well
1596 * be far away from this change and not affected in any way - 1425 * be far away from this change and not affected in any way -
1597 * this should get redone to only look for players within range, 1426 * this should get redone to only look for players within range,
1598 * or just updating the P_NEED_UPDATE for spaces within this area 1427 * or just updating the P_UPTODATE for spaces within this area
1599 * of effect may be sufficient. 1428 * of effect may be sufficient.
1600 */ 1429 */
1601 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1430 if (op->map->darkness && (op->glow_radius != 0))
1602 update_all_los (op->map, op->x, op->y); 1431 update_all_los (op->map, op->x, op->y);
1603 1432
1604 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1433 /* updates flags (blocked, alive, no magic, etc) for this map space */
1605 update_object (op, UP_OBJ_INSERT); 1434 update_object (op, UP_OBJ_INSERT);
1606 1435
1436 INVOKE_OBJECT (INSERT, op);
1437
1607 /* Don't know if moving this to the end will break anything. However, 1438 /* Don't know if moving this to the end will break anything. However,
1608 * we want to have update_look set above before calling this. 1439 * we want to have floorbox_update called before calling this.
1609 * 1440 *
1610 * check_move_on() must be after this because code called from 1441 * check_move_on() must be after this because code called from
1611 * check_move_on() depends on correct map flags (so functions like 1442 * check_move_on() depends on correct map flags (so functions like
1612 * blocked() and wall() work properly), and these flags are updated by 1443 * blocked() and wall() work properly), and these flags are updated by
1613 * update_object(). 1444 * update_object().
1614 */ 1445 */
1615 1446
1616 /* if this is not the head or flag has been passed, don't check walk on status */ 1447 /* if this is not the head or flag has been passed, don't check walk on status */
1617 if (!(flag & INS_NO_WALK_ON) && !op->head) 1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1618 { 1449 {
1619 if (check_move_on (op, originator)) 1450 if (check_move_on (op, originator))
1620 return NULL; 1451 return 0;
1621 1452
1622 /* If we are a multi part object, lets work our way through the check 1453 /* If we are a multi part object, lets work our way through the check
1623 * walk on's. 1454 * walk on's.
1624 */ 1455 */
1625 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1456 for (object *tmp = op->more; tmp; tmp = tmp->more)
1626 if (check_move_on (tmp, originator)) 1457 if (check_move_on (tmp, originator))
1627 return NULL; 1458 return 0;
1628 } 1459 }
1629 1460
1630 return op; 1461 return op;
1631} 1462}
1632 1463
1633/* this function inserts an object in the map, but if it 1464/* this function inserts an object in the map, but if it
1634 * finds an object of its own type, it'll remove that one first. 1465 * finds an object of its own type, it'll remove that one first.
1635 * op is the object to insert it under: supplies x and the map. 1466 * op is the object to insert it under: supplies x and the map.
1636 */ 1467 */
1637void 1468void
1638replace_insert_ob_in_map (const char *arch_string, object *op) 1469replace_insert_ob_in_map (const char *arch_string, object *op)
1639{ 1470{
1640 object * 1471 object *tmp, *tmp1;
1641 tmp;
1642 object *
1643 tmp1;
1644 1472
1645 /* first search for itself and remove any old instances */ 1473 /* first search for itself and remove any old instances */
1646 1474
1647 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1648 {
1649 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1650 { 1477 tmp->destroy ();
1651 remove_ob (tmp);
1652 free_object (tmp);
1653 }
1654 }
1655 1478
1656 tmp1 = arch_to_object (find_archetype (arch_string)); 1479 tmp1 = arch_to_object (archetype::find (arch_string));
1657 1480
1658 tmp1->x = op->x; 1481 tmp1->x = op->x;
1659 tmp1->y = op->y; 1482 tmp1->y = op->y;
1660 insert_ob_in_map (tmp1, op->map, op, 0); 1483 insert_ob_in_map (tmp1, op->map, op, 0);
1484}
1485
1486object *
1487object::insert_at (object *where, object *originator, int flags)
1488{
1489 return where->map->insert (this, where->x, where->y, originator, flags);
1661} 1490}
1662 1491
1663/* 1492/*
1664 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1493 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1665 * is returned contains nr objects, and the remaining parts contains 1494 * is returned contains nr objects, and the remaining parts contains
1666 * the rest (or is removed and freed if that number is 0). 1495 * the rest (or is removed and freed if that number is 0).
1667 * On failure, NULL is returned, and the reason put into the 1496 * On failure, NULL is returned, and the reason put into the
1668 * global static errmsg array. 1497 * global static errmsg array.
1669 */ 1498 */
1670
1671object * 1499object *
1672get_split_ob (object *orig_ob, uint32 nr) 1500get_split_ob (object *orig_ob, uint32 nr)
1673{ 1501{
1674 object * 1502 object *newob;
1675 newob;
1676 int
1677 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1503 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1678 1504
1679 if (orig_ob->nrof < nr) 1505 if (orig_ob->nrof < nr)
1680 { 1506 {
1681 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1507 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1682 return NULL; 1508 return NULL;
1683 } 1509 }
1684 1510
1685 newob = object_create_clone (orig_ob); 1511 newob = object_create_clone (orig_ob);
1686 1512
1687 if ((orig_ob->nrof -= nr) < 1) 1513 if ((orig_ob->nrof -= nr) < 1)
1688 { 1514 orig_ob->destroy (1);
1689 if (!is_removed)
1690 remove_ob (orig_ob);
1691 free_object2 (orig_ob, 1);
1692 }
1693 else if (!is_removed) 1515 else if (!is_removed)
1694 { 1516 {
1695 if (orig_ob->env != NULL) 1517 if (orig_ob->env != NULL)
1696 sub_weight (orig_ob->env, orig_ob->weight * nr); 1518 sub_weight (orig_ob->env, orig_ob->weight * nr);
1697 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1519 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1712 * the amount of an object. If the amount reaches 0, the object 1534 * the amount of an object. If the amount reaches 0, the object
1713 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1714 * 1536 *
1715 * Return value: 'op' if something is left, NULL if the amount reached 0 1537 * Return value: 'op' if something is left, NULL if the amount reached 0
1716 */ 1538 */
1717
1718object * 1539object *
1719decrease_ob_nr (object *op, uint32 i) 1540decrease_ob_nr (object *op, uint32 i)
1720{ 1541{
1721 object *tmp; 1542 object *tmp;
1722 player *pl;
1723 1543
1724 if (i == 0) /* objects with op->nrof require this check */ 1544 if (i == 0) /* objects with op->nrof require this check */
1725 return op; 1545 return op;
1726 1546
1727 if (i > op->nrof) 1547 if (i > op->nrof)
1728 i = op->nrof; 1548 i = op->nrof;
1729 1549
1730 if (QUERY_FLAG (op, FLAG_REMOVED)) 1550 if (QUERY_FLAG (op, FLAG_REMOVED))
1731 op->nrof -= i; 1551 op->nrof -= i;
1732 else if (op->env != NULL) 1552 else if (op->env)
1733 { 1553 {
1734 /* is this object in the players inventory, or sub container 1554 /* is this object in the players inventory, or sub container
1735 * therein? 1555 * therein?
1736 */ 1556 */
1737 tmp = is_player_inv (op->env); 1557 tmp = op->in_player ();
1738 /* nope. Is this a container the player has opened? 1558 /* nope. Is this a container the player has opened?
1739 * If so, set tmp to that player. 1559 * If so, set tmp to that player.
1740 * IMO, searching through all the players will mostly 1560 * IMO, searching through all the players will mostly
1741 * likely be quicker than following op->env to the map, 1561 * likely be quicker than following op->env to the map,
1742 * and then searching the map for a player. 1562 * and then searching the map for a player.
1743 */ 1563 */
1744 if (!tmp) 1564 if (!tmp)
1745 { 1565 for_all_players (pl)
1746 for (pl = first_player; pl; pl = pl->next)
1747 if (pl->ob->container == op->env) 1566 if (pl->ob->container == op->env)
1567 {
1568 tmp = pl->ob;
1748 break; 1569 break;
1749 if (pl)
1750 tmp = pl->ob;
1751 else
1752 tmp = NULL;
1753 } 1570 }
1754 1571
1755 if (i < op->nrof) 1572 if (i < op->nrof)
1756 { 1573 {
1757 sub_weight (op->env, op->weight * i); 1574 sub_weight (op->env, op->weight * i);
1758 op->nrof -= i; 1575 op->nrof -= i;
1759 if (tmp) 1576 if (tmp)
1760 {
1761 esrv_send_item (tmp, op); 1577 esrv_send_item (tmp, op);
1762 }
1763 } 1578 }
1764 else 1579 else
1765 { 1580 {
1766 remove_ob (op); 1581 op->remove ();
1767 op->nrof = 0; 1582 op->nrof = 0;
1768 if (tmp) 1583 if (tmp)
1769 {
1770 esrv_del_item (tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1771 }
1772 } 1585 }
1773 } 1586 }
1774 else 1587 else
1775 { 1588 {
1776 object *above = op->above; 1589 object *above = op->above;
1777 1590
1778 if (i < op->nrof) 1591 if (i < op->nrof)
1779 op->nrof -= i; 1592 op->nrof -= i;
1780 else 1593 else
1781 { 1594 {
1782 remove_ob (op); 1595 op->remove ();
1783 op->nrof = 0; 1596 op->nrof = 0;
1784 } 1597 }
1785 1598
1786 /* Since we just removed op, op->above is null */ 1599 /* Since we just removed op, op->above is null */
1787 for (tmp = above; tmp != NULL; tmp = tmp->above) 1600 for (tmp = above; tmp; tmp = tmp->above)
1788 if (tmp->type == PLAYER) 1601 if (tmp->type == PLAYER)
1789 { 1602 {
1790 if (op->nrof) 1603 if (op->nrof)
1791 esrv_send_item (tmp, op); 1604 esrv_send_item (tmp, op);
1792 else 1605 else
1796 1609
1797 if (op->nrof) 1610 if (op->nrof)
1798 return op; 1611 return op;
1799 else 1612 else
1800 { 1613 {
1801 free_object (op); 1614 op->destroy ();
1802 return NULL; 1615 return 0;
1803 } 1616 }
1804} 1617}
1805 1618
1806/* 1619/*
1807 * add_weight(object, weight) adds the specified weight to an object, 1620 * add_weight(object, weight) adds the specified weight to an object,
1808 * and also updates how much the environment(s) is/are carrying. 1621 * and also updates how much the environment(s) is/are carrying.
1809 */ 1622 */
1810
1811void 1623void
1812add_weight (object *op, signed long weight) 1624add_weight (object *op, signed long weight)
1813{ 1625{
1814 while (op != NULL) 1626 while (op != NULL)
1815 { 1627 {
1819 op->carrying += weight; 1631 op->carrying += weight;
1820 op = op->env; 1632 op = op->env;
1821 } 1633 }
1822} 1634}
1823 1635
1636object *
1637insert_ob_in_ob (object *op, object *where)
1638{
1639 if (!where)
1640 {
1641 char *dump = dump_object (op);
1642 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1643 free (dump);
1644 return op;
1645 }
1646
1647 if (where->head_ () != where)
1648 {
1649 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1650 where = where->head;
1651 }
1652
1653 return where->insert (op);
1654}
1655
1824/* 1656/*
1825 * insert_ob_in_ob(op,environment): 1657 * env->insert (op)
1826 * This function inserts the object op in the linked list 1658 * This function inserts the object op in the linked list
1827 * inside the object environment. 1659 * inside the object environment.
1828 * 1660 *
1829 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1830 * the inventory at the last position or next to other objects of the same
1831 * type.
1832 * Frank: Now sorted by type, archetype and magic!
1833 *
1834 * The function returns now pointer to inserted item, and return value can 1661 * The function returns now pointer to inserted item, and return value can
1835 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1836 */ 1663 */
1837
1838object * 1664object *
1839insert_ob_in_ob (object *op, object *where) 1665object::insert (object *op)
1840{ 1666{
1841 object *
1842 tmp, *
1843 otmp;
1844
1845 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1846 { 1668 op->remove ();
1847 dump_object (op);
1848 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1849 return op;
1850 }
1851
1852 if (where == NULL)
1853 {
1854 dump_object (op);
1855 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1856 return op;
1857 }
1858
1859 if (where->head)
1860 {
1861 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1862 where = where->head;
1863 }
1864 1669
1865 if (op->more) 1670 if (op->more)
1866 { 1671 {
1867 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1672 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1868 return op; 1673 return op;
1869 } 1674 }
1870 1675
1871 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1872 CLEAR_FLAG (op, FLAG_REMOVED); 1677 CLEAR_FLAG (op, FLAG_REMOVED);
1678
1873 if (op->nrof) 1679 if (op->nrof)
1874 { 1680 {
1875 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1681 for (object *tmp = inv; tmp; tmp = tmp->below)
1876 if (CAN_MERGE (tmp, op)) 1682 if (object::can_merge (tmp, op))
1877 { 1683 {
1878 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1879 (client needs the original object) */ 1685 (client needs the original object) */
1880 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1881 /* Weight handling gets pretty funky. Since we are adding to 1687 /* Weight handling gets pretty funky. Since we are adding to
1882 * tmp->nrof, we need to increase the weight. 1688 * tmp->nrof, we need to increase the weight.
1883 */ 1689 */
1884 add_weight (where, op->weight * op->nrof); 1690 add_weight (this, op->weight * op->nrof);
1885 SET_FLAG (op, FLAG_REMOVED); 1691 SET_FLAG (op, FLAG_REMOVED);
1886 free_object (op); /* free the inserted object */ 1692 op->destroy (); /* free the inserted object */
1887 op = tmp; 1693 op = tmp;
1888 remove_ob (op); /* and fix old object's links */ 1694 op->remove (); /* and fix old object's links */
1889 CLEAR_FLAG (op, FLAG_REMOVED); 1695 CLEAR_FLAG (op, FLAG_REMOVED);
1890 break; 1696 break;
1891 } 1697 }
1892 1698
1893 /* I assume combined objects have no inventory 1699 /* I assume combined objects have no inventory
1894 * We add the weight - this object could have just been removed 1700 * We add the weight - this object could have just been removed
1895 * (if it was possible to merge). calling remove_ob will subtract 1701 * (if it was possible to merge). calling remove_ob will subtract
1896 * the weight, so we need to add it in again, since we actually do 1702 * the weight, so we need to add it in again, since we actually do
1897 * the linking below 1703 * the linking below
1898 */ 1704 */
1899 add_weight (where, op->weight * op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1900 } 1706 }
1901 else 1707 else
1902 add_weight (where, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1903 1709
1904 otmp = is_player_inv (where); 1710 if (object *otmp = this->in_player ())
1905 if (otmp && otmp->contr != NULL)
1906 {
1907 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1908 fix_player (otmp); 1712 otmp->update_stats ();
1909 }
1910 1713
1714 op->owner = 0; // its his/hers now. period.
1911 op->map = NULL; 1715 op->map = 0;
1912 op->env = where; 1716 op->env = this;
1913 op->above = NULL; 1717 op->above = 0;
1914 op->below = NULL; 1718 op->below = 0;
1915 op->x = 0, op->y = 0; 1719 op->x = op->y = 0;
1916 1720
1917 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1918 if ((op->glow_radius != 0) && where->map) 1722 if (op->glow_radius && map)
1919 { 1723 {
1920#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1921 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1922#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1923 if (MAP_DARKNESS (where->map)) 1727 if (map->darkness)
1924 update_all_los (where->map, where->x, where->y); 1728 update_all_los (map, x, y);
1925 } 1729 }
1926 1730
1927 /* Client has no idea of ordering so lets not bother ordering it here. 1731 /* Client has no idea of ordering so lets not bother ordering it here.
1928 * It sure simplifies this function... 1732 * It sure simplifies this function...
1929 */ 1733 */
1930 if (where->inv == NULL) 1734 if (!inv)
1931 where->inv = op; 1735 inv = op;
1932 else 1736 else
1933 { 1737 {
1934 op->below = where->inv; 1738 op->below = inv;
1935 op->below->above = op; 1739 op->below->above = op;
1936 where->inv = op; 1740 inv = op;
1937 } 1741 }
1742
1743 INVOKE_OBJECT (INSERT, this);
1744
1938 return op; 1745 return op;
1939} 1746}
1940 1747
1941/* 1748/*
1942 * Checks if any objects has a move_type that matches objects 1749 * Checks if any objects has a move_type that matches objects
1956 * 1763 *
1957 * MSW 2001-07-08: Check all objects on space, not just those below 1764 * MSW 2001-07-08: Check all objects on space, not just those below
1958 * object being inserted. insert_ob_in_map may not put new objects 1765 * object being inserted. insert_ob_in_map may not put new objects
1959 * on top. 1766 * on top.
1960 */ 1767 */
1961
1962int 1768int
1963check_move_on (object *op, object *originator) 1769check_move_on (object *op, object *originator)
1964{ 1770{
1965 object * 1771 object *tmp;
1966 tmp; 1772 maptile *m = op->map;
1967 tag_t
1968 tag;
1969 mapstruct *
1970 m = op->map;
1971 int
1972 x = op->x, y = op->y; 1773 int x = op->x, y = op->y;
1973 1774
1974 MoveType 1775 MoveType move_on, move_slow, move_block;
1975 move_on,
1976 move_slow,
1977 move_block;
1978 1776
1979 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1980 return 0; 1778 return 0;
1981
1982 tag = op->count;
1983 1779
1984 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1985 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1781 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1986 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1782 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1987 1783
2003 1799
2004 /* The objects have to be checked from top to bottom. 1800 /* The objects have to be checked from top to bottom.
2005 * Hence, we first go to the top: 1801 * Hence, we first go to the top:
2006 */ 1802 */
2007 1803
2008 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2009 { 1805 {
2010 /* Trim the search when we find the first other spell effect 1806 /* Trim the search when we find the first other spell effect
2011 * this helps performance so that if a space has 50 spell objects, 1807 * this helps performance so that if a space has 50 spell objects,
2012 * we don't need to check all of them. 1808 * we don't need to check all of them.
2013 */ 1809 */
2031 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2032 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2033 { 1829 {
2034 1830
2035 float 1831 float
2036 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 diff = tmp->move_slow_penalty * fabs (op->speed);
2037 1833
2038 if (op->type == PLAYER) 1834 if (op->type == PLAYER)
2039 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2040 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2041 diff /= 4.0; 1837 diff /= 4.0;
2048 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2049 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2050 { 1846 {
2051 move_apply (tmp, op, originator); 1847 move_apply (tmp, op, originator);
2052 1848
2053 if (was_destroyed (op, tag)) 1849 if (op->destroyed ())
2054 return 1; 1850 return 1;
2055 1851
2056 /* what the person/creature stepped onto has moved the object 1852 /* what the person/creature stepped onto has moved the object
2057 * someplace new. Don't process any further - if we did, 1853 * someplace new. Don't process any further - if we did,
2058 * have a feeling strange problems would result. 1854 * have a feeling strange problems would result.
2068/* 1864/*
2069 * present_arch(arch, map, x, y) searches for any objects with 1865 * present_arch(arch, map, x, y) searches for any objects with
2070 * a matching archetype at the given map and coordinates. 1866 * a matching archetype at the given map and coordinates.
2071 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
2072 */ 1868 */
2073
2074object * 1869object *
2075present_arch (const archetype *at, mapstruct *m, int x, int y) 1870present_arch (const archetype *at, maptile *m, int x, int y)
2076{ 1871{
2077 object *
2078 tmp;
2079
2080 if (m == NULL || out_of_map (m, x, y)) 1872 if (!m || out_of_map (m, x, y))
2081 { 1873 {
2082 LOG (llevError, "Present_arch called outside map.\n"); 1874 LOG (llevError, "Present_arch called outside map.\n");
2083 return NULL; 1875 return NULL;
2084 } 1876 }
2085 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2086 if (tmp->arch == at) 1879 if (tmp->arch == at)
2087 return tmp; 1880 return tmp;
1881
2088 return NULL; 1882 return NULL;
2089} 1883}
2090 1884
2091/* 1885/*
2092 * present(type, map, x, y) searches for any objects with 1886 * present(type, map, x, y) searches for any objects with
2093 * a matching type variable at the given map and coordinates. 1887 * a matching type variable at the given map and coordinates.
2094 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
2095 */ 1889 */
2096
2097object * 1890object *
2098present (unsigned char type, mapstruct *m, int x, int y) 1891present (unsigned char type, maptile *m, int x, int y)
2099{ 1892{
2100 object *
2101 tmp;
2102
2103 if (out_of_map (m, x, y)) 1893 if (out_of_map (m, x, y))
2104 { 1894 {
2105 LOG (llevError, "Present called outside map.\n"); 1895 LOG (llevError, "Present called outside map.\n");
2106 return NULL; 1896 return NULL;
2107 } 1897 }
2108 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1898
1899 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2109 if (tmp->type == type) 1900 if (tmp->type == type)
2110 return tmp; 1901 return tmp;
1902
2111 return NULL; 1903 return NULL;
2112} 1904}
2113 1905
2114/* 1906/*
2115 * present_in_ob(type, object) searches for any objects with 1907 * present_in_ob(type, object) searches for any objects with
2116 * a matching type variable in the inventory of the given object. 1908 * a matching type variable in the inventory of the given object.
2117 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
2118 */ 1910 */
2119
2120object * 1911object *
2121present_in_ob (unsigned char type, const object *op) 1912present_in_ob (unsigned char type, const object *op)
2122{ 1913{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 if (tmp->type == type) 1915 if (tmp->type == type)
2128 return tmp; 1916 return tmp;
1917
2129 return NULL; 1918 return NULL;
2130} 1919}
2131 1920
2132/* 1921/*
2133 * present_in_ob (type, str, object) searches for any objects with 1922 * present_in_ob (type, str, object) searches for any objects with
2141 * str is the string to match against. Note that we match against 1930 * str is the string to match against. Note that we match against
2142 * the object name, not the archetype name. this is so that the 1931 * the object name, not the archetype name. this is so that the
2143 * spell code can use one object type (force), but change it's name 1932 * spell code can use one object type (force), but change it's name
2144 * to be unique. 1933 * to be unique.
2145 */ 1934 */
2146
2147object * 1935object *
2148present_in_ob_by_name (int type, const char *str, const object *op) 1936present_in_ob_by_name (int type, const char *str, const object *op)
2149{ 1937{
2150 object *
2151 tmp;
2152
2153 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2154 {
2155 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1939 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2156 return tmp; 1940 return tmp;
2157 } 1941
2158 return NULL; 1942 return 0;
2159} 1943}
2160 1944
2161/* 1945/*
2162 * present_arch_in_ob(archetype, object) searches for any objects with 1946 * present_arch_in_ob(archetype, object) searches for any objects with
2163 * a matching archetype in the inventory of the given object. 1947 * a matching archetype in the inventory of the given object.
2164 * The first matching object is returned, or NULL if none. 1948 * The first matching object is returned, or NULL if none.
2165 */ 1949 */
2166
2167object * 1950object *
2168present_arch_in_ob (const archetype *at, const object *op) 1951present_arch_in_ob (const archetype *at, const object *op)
2169{ 1952{
2170 object *
2171 tmp;
2172
2173 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2174 if (tmp->arch == at) 1954 if (tmp->arch == at)
2175 return tmp; 1955 return tmp;
1956
2176 return NULL; 1957 return NULL;
2177} 1958}
2178 1959
2179/* 1960/*
2180 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
2181 */ 1962 */
2182void 1963void
2183flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
2184{ 1965{
2185 object *
2186 tmp;
2187
2188 if (op->inv)
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1966 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2190 { 1967 {
2191 SET_FLAG (tmp, flag); 1968 SET_FLAG (tmp, flag);
2192 flag_inv (tmp, flag); 1969 flag_inv (tmp, flag);
2193 } 1970 }
2194} /* 1971}
1972
1973/*
2195 * desactivate recursively a flag on an object inventory 1974 * deactivate recursively a flag on an object inventory
2196 */ 1975 */
2197void 1976void
2198unflag_inv (object *op, int flag) 1977unflag_inv (object *op, int flag)
2199{ 1978{
2200 object *
2201 tmp;
2202
2203 if (op->inv)
2204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1979 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2205 { 1980 {
2206 CLEAR_FLAG (tmp, flag); 1981 CLEAR_FLAG (tmp, flag);
2207 unflag_inv (tmp, flag); 1982 unflag_inv (tmp, flag);
2208 } 1983 }
2209}
2210
2211/*
2212 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2213 * all it's inventory (recursively).
2214 * If checksums are used, a player will get set_cheat called for
2215 * him/her-self and all object carried by a call to this function.
2216 */
2217
2218void
2219set_cheat (object *op)
2220{
2221 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv (op, FLAG_WAS_WIZ);
2223} 1984}
2224 1985
2225/* 1986/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 1987 * find_free_spot(object, map, x, y, start, stop) will search for
2227 * a spot at the given map and coordinates which will be able to contain 1988 * a spot at the given map and coordinates which will be able to contain
2229 * to search (see the freearr_x/y[] definition). 1990 * to search (see the freearr_x/y[] definition).
2230 * It returns a random choice among the alternatives found. 1991 * It returns a random choice among the alternatives found.
2231 * start and stop are where to start relative to the free_arr array (1,9 1992 * start and stop are where to start relative to the free_arr array (1,9
2232 * does all 4 immediate directions). This returns the index into the 1993 * does all 4 immediate directions). This returns the index into the
2233 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1994 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2234 * Note - this only checks to see if there is space for the head of the
2235 * object - if it is a multispace object, this should be called for all
2236 * pieces.
2237 * Note2: This function does correctly handle tiled maps, but does not 1995 * Note: This function does correctly handle tiled maps, but does not
2238 * inform the caller. However, insert_ob_in_map will update as 1996 * inform the caller. However, insert_ob_in_map will update as
2239 * necessary, so the caller shouldn't need to do any special work. 1997 * necessary, so the caller shouldn't need to do any special work.
2240 * Note - updated to take an object instead of archetype - this is necessary 1998 * Note - updated to take an object instead of archetype - this is necessary
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 1999 * because arch_blocked (now ob_blocked) needs to know the movement type
2242 * to know if the space in question will block the object. We can't use 2000 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 2001 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 2002 * customized, changed states, etc.
2245 */ 2003 */
2246
2247int 2004int
2248find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2249{ 2006{
2250 int
2251 i,
2252 index = 0, flag;
2253 static int
2254 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2008 int index = 0, flag;
2255 2009
2256 for (i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
2257 { 2011 {
2258 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2012 mapxy pos (m, x, y); pos.move (i);
2259 if (!flag) 2013
2014 if (!pos.normalise ())
2015 continue;
2016
2017 mapspace &ms = *pos;
2018
2019 if (ms.flags () & P_IS_ALIVE)
2020 continue;
2021
2022 /* However, often
2023 * ob doesn't have any move type (when used to place exits)
2024 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2025 */
2026 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2027 {
2260 altern[index++] = i; 2028 altern [index++] = i;
2029 continue;
2030 }
2261 2031
2262 /* Basically, if we find a wall on a space, we cut down the search size. 2032 /* Basically, if we find a wall on a space, we cut down the search size.
2263 * In this way, we won't return spaces that are on another side of a wall. 2033 * In this way, we won't return spaces that are on another side of a wall.
2264 * This mostly work, but it cuts down the search size in all directions - 2034 * This mostly work, but it cuts down the search size in all directions -
2265 * if the space being examined only has a wall to the north and empty 2035 * if the space being examined only has a wall to the north and empty
2266 * spaces in all the other directions, this will reduce the search space 2036 * spaces in all the other directions, this will reduce the search space
2267 * to only the spaces immediately surrounding the target area, and 2037 * to only the spaces immediately surrounding the target area, and
2268 * won't look 2 spaces south of the target space. 2038 * won't look 2 spaces south of the target space.
2269 */ 2039 */
2270 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2040 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2041 {
2271 stop = maxfree[i]; 2042 stop = maxfree[i];
2043 continue;
2044 }
2045
2046 /* Note it is intentional that we check ob - the movement type of the
2047 * head of the object should correspond for the entire object.
2048 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue;
2051
2052 if (ob->blocked (m, pos.x, pos.y))
2053 continue;
2054
2055 altern [index++] = i;
2272 } 2056 }
2057
2273 if (!index) 2058 if (!index)
2274 return -1; 2059 return -1;
2060
2275 return altern[RANDOM () % index]; 2061 return altern [rndm (index)];
2276} 2062}
2277 2063
2278/* 2064/*
2279 * find_first_free_spot(archetype, mapstruct, x, y) works like 2065 * find_first_free_spot(archetype, maptile, x, y) works like
2280 * find_free_spot(), but it will search max number of squares. 2066 * find_free_spot(), but it will search max number of squares.
2281 * But it will return the first available spot, not a random choice. 2067 * But it will return the first available spot, not a random choice.
2282 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2068 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2283 */ 2069 */
2284
2285int 2070int
2286find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2071find_first_free_spot (const object *ob, maptile *m, int x, int y)
2287{ 2072{
2288 int
2289 i;
2290
2291 for (i = 0; i < SIZEOFFREE; i++) 2073 for (int i = 0; i < SIZEOFFREE; i++)
2292 {
2293 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2074 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2294 return i; 2075 return i;
2295 } 2076
2296 return -1; 2077 return -1;
2297} 2078}
2298 2079
2299/* 2080/*
2300 * The function permute(arr, begin, end) randomly reorders the array 2081 * The function permute(arr, begin, end) randomly reorders the array
2301 * arr[begin..end-1]. 2082 * arr[begin..end-1].
2083 * now uses a fisher-yates shuffle, old permute was broken
2302 */ 2084 */
2303static void 2085static void
2304permute (int *arr, int begin, int end) 2086permute (int *arr, int begin, int end)
2305{ 2087{
2306 int 2088 arr += begin;
2307 i,
2308 j,
2309 tmp,
2310 len;
2311
2312 len = end - begin; 2089 end -= begin;
2313 for (i = begin; i < end; i++)
2314 {
2315 j = begin + RANDOM () % len;
2316 2090
2317 tmp = arr[i]; 2091 while (--end)
2318 arr[i] = arr[j]; 2092 swap (arr [end], arr [rndm (end + 1)]);
2319 arr[j] = tmp;
2320 }
2321} 2093}
2322 2094
2323/* new function to make monster searching more efficient, and effective! 2095/* new function to make monster searching more efficient, and effective!
2324 * This basically returns a randomized array (in the passed pointer) of 2096 * This basically returns a randomized array (in the passed pointer) of
2325 * the spaces to find monsters. In this way, it won't always look for 2097 * the spaces to find monsters. In this way, it won't always look for
2328 * the 3x3 area will be searched, just not in a predictable order. 2100 * the 3x3 area will be searched, just not in a predictable order.
2329 */ 2101 */
2330void 2102void
2331get_search_arr (int *search_arr) 2103get_search_arr (int *search_arr)
2332{ 2104{
2333 int 2105 int i;
2334 i;
2335 2106
2336 for (i = 0; i < SIZEOFFREE; i++) 2107 for (i = 0; i < SIZEOFFREE; i++)
2337 {
2338 search_arr[i] = i; 2108 search_arr[i] = i;
2339 }
2340 2109
2341 permute (search_arr, 1, SIZEOFFREE1 + 1); 2110 permute (search_arr, 1, SIZEOFFREE1 + 1);
2342 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2111 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2343 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2112 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2344} 2113}
2353 * Perhaps incorrectly, but I'm making the assumption that exclude 2122 * Perhaps incorrectly, but I'm making the assumption that exclude
2354 * is actually want is going to try and move there. We need this info 2123 * is actually want is going to try and move there. We need this info
2355 * because we have to know what movement the thing looking to move 2124 * because we have to know what movement the thing looking to move
2356 * there is capable of. 2125 * there is capable of.
2357 */ 2126 */
2358
2359int 2127int
2360find_dir (mapstruct *m, int x, int y, object *exclude) 2128find_dir (maptile *m, int x, int y, object *exclude)
2361{ 2129{
2362 int
2363 i,
2364 max = SIZEOFFREE, mflags; 2130 int i, max = SIZEOFFREE, mflags;
2365 2131
2366 sint16 nx, ny; 2132 sint16 nx, ny;
2367 object * 2133 object *tmp;
2368 tmp; 2134 maptile *mp;
2369 mapstruct *
2370 mp;
2371 2135
2372 MoveType blocked, move_type; 2136 MoveType blocked, move_type;
2373 2137
2374 if (exclude && exclude->head) 2138 if (exclude && exclude->head_ () != exclude)
2375 { 2139 {
2376 exclude = exclude->head; 2140 exclude = exclude->head;
2377 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2378 } 2142 }
2379 else 2143 else
2387 mp = m; 2151 mp = m;
2388 nx = x + freearr_x[i]; 2152 nx = x + freearr_x[i];
2389 ny = y + freearr_y[i]; 2153 ny = y + freearr_y[i];
2390 2154
2391 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2155 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2156
2392 if (mflags & P_OUT_OF_MAP) 2157 if (mflags & P_OUT_OF_MAP)
2393 {
2394 max = maxfree[i]; 2158 max = maxfree[i];
2395 }
2396 else 2159 else
2397 { 2160 {
2398 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2161 mapspace &ms = mp->at (nx, ny);
2162
2163 blocked = ms.move_block;
2399 2164
2400 if ((move_type & blocked) == move_type) 2165 if ((move_type & blocked) == move_type)
2401 {
2402 max = maxfree[i]; 2166 max = maxfree[i];
2403 }
2404 else if (mflags & P_IS_ALIVE) 2167 else if (mflags & P_IS_ALIVE)
2405 { 2168 {
2406 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2169 for (tmp = ms.bot; tmp; tmp = tmp->above)
2407 { 2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2408 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2409 {
2410 break; 2172 break;
2411 } 2173
2412 }
2413 if (tmp) 2174 if (tmp)
2414 {
2415 return freedir[i]; 2175 return freedir[i];
2416 }
2417 } 2176 }
2418 } 2177 }
2419 } 2178 }
2179
2420 return 0; 2180 return 0;
2421} 2181}
2422 2182
2423/* 2183/*
2424 * distance(object 1, object 2) will return the square of the 2184 * distance(object 1, object 2) will return the square of the
2425 * distance between the two given objects. 2185 * distance between the two given objects.
2426 */ 2186 */
2427
2428int 2187int
2429distance (const object *ob1, const object *ob2) 2188distance (const object *ob1, const object *ob2)
2430{ 2189{
2431 int
2432 i;
2433
2434 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2190 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2435 return i;
2436} 2191}
2437 2192
2438/* 2193/*
2439 * find_dir_2(delta-x,delta-y) will return a direction in which 2194 * find_dir_2(delta-x,delta-y) will return a direction in which
2440 * an object which has subtracted the x and y coordinates of another 2195 * an object which has subtracted the x and y coordinates of another
2441 * object, needs to travel toward it. 2196 * object, needs to travel toward it.
2442 */ 2197 */
2443
2444int 2198int
2445find_dir_2 (int x, int y) 2199find_dir_2 (int x, int y)
2446{ 2200{
2447 int 2201 int q;
2448 q;
2449 2202
2450 if (y) 2203 if (y)
2451 q = x * 100 / y; 2204 q = x * 100 / y;
2452 else if (x) 2205 else if (x)
2453 q = -300 * x; 2206 q = -300 * x;
2478 2231
2479 return 3; 2232 return 3;
2480} 2233}
2481 2234
2482/* 2235/*
2483 * absdir(int): Returns a number between 1 and 8, which represent
2484 * the "absolute" direction of a number (it actually takes care of
2485 * "overflow" in previous calculations of a direction).
2486 */
2487
2488int
2489absdir (int d)
2490{
2491 while (d < 1)
2492 d += 8;
2493 while (d > 8)
2494 d -= 8;
2495 return d;
2496}
2497
2498/*
2499 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2236 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2500 * between two directions (which are expected to be absolute (see absdir()) 2237 * between two directions (which are expected to be absolute (see absdir())
2501 */ 2238 */
2502
2503int 2239int
2504dirdiff (int dir1, int dir2) 2240dirdiff (int dir1, int dir2)
2505{ 2241{
2506 int 2242 int d;
2507 d;
2508 2243
2509 d = abs (dir1 - dir2); 2244 d = abs (dir1 - dir2);
2510 if (d > 4) 2245 if (d > 4)
2511 d = 8 - d; 2246 d = 8 - d;
2247
2512 return d; 2248 return d;
2513} 2249}
2514 2250
2515/* peterm: 2251/* peterm:
2516 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2252 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2519 * This basically means that if direction is 15, then it could either go 2255 * This basically means that if direction is 15, then it could either go
2520 * direction 4, 14, or 16 to get back to where we are. 2256 * direction 4, 14, or 16 to get back to where we are.
2521 * Moved from spell_util.c to object.c with the other related direction 2257 * Moved from spell_util.c to object.c with the other related direction
2522 * functions. 2258 * functions.
2523 */ 2259 */
2524
2525int
2526 reduction_dir[SIZEOFFREE][3] = { 2260int reduction_dir[SIZEOFFREE][3] = {
2527 {0, 0, 0}, /* 0 */ 2261 {0, 0, 0}, /* 0 */
2528 {0, 0, 0}, /* 1 */ 2262 {0, 0, 0}, /* 1 */
2529 {0, 0, 0}, /* 2 */ 2263 {0, 0, 0}, /* 2 */
2530 {0, 0, 0}, /* 3 */ 2264 {0, 0, 0}, /* 3 */
2531 {0, 0, 0}, /* 4 */ 2265 {0, 0, 0}, /* 4 */
2579 * find a path to that monster that we found. If not, 2313 * find a path to that monster that we found. If not,
2580 * we don't bother going toward it. Returns 1 if we 2314 * we don't bother going toward it. Returns 1 if we
2581 * can see a direct way to get it 2315 * can see a direct way to get it
2582 * Modified to be map tile aware -.MSW 2316 * Modified to be map tile aware -.MSW
2583 */ 2317 */
2584
2585
2586int 2318int
2587can_see_monsterP (mapstruct *m, int x, int y, int dir) 2319can_see_monsterP (maptile *m, int x, int y, int dir)
2588{ 2320{
2589 sint16 dx, dy; 2321 sint16 dx, dy;
2590 int
2591 mflags; 2322 int mflags;
2592 2323
2593 if (dir < 0) 2324 if (dir < 0)
2594 return 0; /* exit condition: invalid direction */ 2325 return 0; /* exit condition: invalid direction */
2595 2326
2596 dx = x + freearr_x[dir]; 2327 dx = x + freearr_x[dir];
2609 return 0; 2340 return 0;
2610 2341
2611 /* yes, can see. */ 2342 /* yes, can see. */
2612 if (dir < 9) 2343 if (dir < 9)
2613 return 1; 2344 return 1;
2345
2614 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2346 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2615 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2347 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2348 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2616} 2349}
2617
2618
2619 2350
2620/* 2351/*
2621 * can_pick(picker, item): finds out if an object is possible to be 2352 * can_pick(picker, item): finds out if an object is possible to be
2622 * picked up by the picker. Returnes 1 if it can be 2353 * picked up by the picker. Returnes 1 if it can be
2623 * picked up, otherwise 0. 2354 * picked up, otherwise 0.
2625 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2356 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2626 * core dumps if they do. 2357 * core dumps if they do.
2627 * 2358 *
2628 * Add a check so we can't pick up invisible objects (0.93.8) 2359 * Add a check so we can't pick up invisible objects (0.93.8)
2629 */ 2360 */
2630
2631int 2361int
2632can_pick (const object *who, const object *item) 2362can_pick (const object *who, const object *item)
2633{ 2363{
2634 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2635 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2636 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2637} 2367}
2638 2368
2639
2640/* 2369/*
2641 * create clone from object to another 2370 * create clone from object to another
2642 */ 2371 */
2643object * 2372object *
2644object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2645{ 2374{
2646 object *
2647 dst = NULL, *tmp, *src, *part, *prev, *item; 2375 object *dst = 0, *tmp, *src, *prev, *item;
2648 2376
2649 if (!asrc) 2377 if (!asrc)
2650 return NULL; 2378 return 0;
2651 src = asrc; 2379
2652 if (src->head)
2653 src = src->head; 2380 src = asrc->head_ ();
2654 2381
2655 prev = NULL; 2382 prev = 0;
2656 for (part = src; part; part = part->more) 2383 for (object *part = src; part; part = part->more)
2657 { 2384 {
2658 tmp = get_object (); 2385 tmp = part->clone ();
2659 copy_object (part, tmp);
2660 tmp->x -= src->x; 2386 tmp->x -= src->x;
2661 tmp->y -= src->y; 2387 tmp->y -= src->y;
2388
2662 if (!part->head) 2389 if (!part->head)
2663 { 2390 {
2664 dst = tmp; 2391 dst = tmp;
2665 tmp->head = NULL; 2392 tmp->head = 0;
2666 } 2393 }
2667 else 2394 else
2668 {
2669 tmp->head = dst; 2395 tmp->head = dst;
2670 } 2396
2671 tmp->more = NULL; 2397 tmp->more = 0;
2398
2672 if (prev) 2399 if (prev)
2673 prev->more = tmp; 2400 prev->more = tmp;
2401
2674 prev = tmp; 2402 prev = tmp;
2675 } 2403 }
2676 2404
2677 /*** copy inventory ***/
2678 for (item = src->inv; item; item = item->below) 2405 for (item = src->inv; item; item = item->below)
2679 {
2680 (void) insert_ob_in_ob (object_create_clone (item), dst); 2406 insert_ob_in_ob (object_create_clone (item), dst);
2681 }
2682 2407
2683 return dst; 2408 return dst;
2684}
2685
2686/* return true if the object was destroyed, 0 otherwise */
2687int
2688was_destroyed (const object *op, tag_t old_tag)
2689{
2690 /* checking for FLAG_FREED isn't necessary, but makes this function more
2691 * robust */
2692 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2693}
2694
2695/* GROS - Creates an object using a string representing its content. */
2696
2697/* Basically, we save the content of the string to a temp file, then call */
2698
2699/* load_object on it. I admit it is a highly inefficient way to make things, */
2700
2701/* but it was simple to make and allows reusing the load_object function. */
2702
2703/* Remember not to use load_object_str in a time-critical situation. */
2704
2705/* Also remember that multiparts objects are not supported for now. */
2706
2707object *
2708load_object_str (const char *obstr)
2709{
2710 object *
2711 op;
2712 char
2713 filename[MAX_BUF];
2714
2715 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2716
2717 FILE *
2718 tempfile = fopen (filename, "w");
2719
2720 if (tempfile == NULL)
2721 {
2722 LOG (llevError, "Error - Unable to access load object temp file\n");
2723 return NULL;
2724 };
2725 fprintf (tempfile, obstr);
2726 fclose (tempfile);
2727
2728 op = get_object ();
2729
2730 object_thawer thawer (filename);
2731
2732 if (thawer)
2733 load_object (thawer, op, 0);
2734
2735 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2736 CLEAR_FLAG (op, FLAG_REMOVED);
2737
2738 return op;
2739} 2409}
2740 2410
2741/* This returns the first object in who's inventory that 2411/* This returns the first object in who's inventory that
2742 * has the same type and subtype match. 2412 * has the same type and subtype match.
2743 * returns NULL if no match. 2413 * returns NULL if no match.
2744 */ 2414 */
2745object * 2415object *
2746find_obj_by_type_subtype (const object *who, int type, int subtype) 2416find_obj_by_type_subtype (const object *who, int type, int subtype)
2747{ 2417{
2748 object *
2749 tmp;
2750
2751 for (tmp = who->inv; tmp; tmp = tmp->below) 2418 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2752 if (tmp->type == type && tmp->subtype == subtype) 2419 if (tmp->type == type && tmp->subtype == subtype)
2753 return tmp; 2420 return tmp;
2754 2421
2755 return NULL; 2422 return 0;
2756} 2423}
2757 2424
2758/* If ob has a field named key, return the link from the list, 2425/* If ob has a field named key, return the link from the list,
2759 * otherwise return NULL. 2426 * otherwise return NULL.
2760 * 2427 *
2762 * do the desired thing. 2429 * do the desired thing.
2763 */ 2430 */
2764key_value * 2431key_value *
2765get_ob_key_link (const object *ob, const char *key) 2432get_ob_key_link (const object *ob, const char *key)
2766{ 2433{
2767 key_value *
2768 link;
2769
2770 for (link = ob->key_values; link != NULL; link = link->next) 2434 for (key_value *link = ob->key_values; link; link = link->next)
2771 {
2772 if (link->key == key) 2435 if (link->key == key)
2773 {
2774 return link; 2436 return link;
2775 }
2776 }
2777 2437
2778 return NULL; 2438 return 0;
2779} 2439}
2780 2440
2781/* 2441/*
2782 * Returns the value of op has an extra_field for key, or NULL. 2442 * Returns the value of op has an extra_field for key, or NULL.
2783 * 2443 *
2786 * The returned string is shared. 2446 * The returned string is shared.
2787 */ 2447 */
2788const char * 2448const char *
2789get_ob_key_value (const object *op, const char *const key) 2449get_ob_key_value (const object *op, const char *const key)
2790{ 2450{
2791 key_value * 2451 key_value *link;
2792 link; 2452 shstr_cmp canonical_key (key);
2793 const char *
2794 canonical_key;
2795 2453
2796 canonical_key = shstr::find (key);
2797
2798 if (canonical_key == NULL) 2454 if (!canonical_key)
2799 { 2455 {
2800 /* 1. There being a field named key on any object 2456 /* 1. There being a field named key on any object
2801 * implies there'd be a shared string to find. 2457 * implies there'd be a shared string to find.
2802 * 2. Since there isn't, no object has this field. 2458 * 2. Since there isn't, no object has this field.
2803 * 3. Therefore, *this* object doesn't have this field. 2459 * 3. Therefore, *this* object doesn't have this field.
2804 */ 2460 */
2805 return NULL; 2461 return 0;
2806 } 2462 }
2807 2463
2808 /* This is copied from get_ob_key_link() above - 2464 /* This is copied from get_ob_key_link() above -
2809 * only 4 lines, and saves the function call overhead. 2465 * only 4 lines, and saves the function call overhead.
2810 */ 2466 */
2811 for (link = op->key_values; link != NULL; link = link->next) 2467 for (link = op->key_values; link; link = link->next)
2812 {
2813 if (link->key == canonical_key) 2468 if (link->key == canonical_key)
2814 {
2815 return link->value; 2469 return link->value;
2816 } 2470
2817 }
2818 return NULL; 2471 return 0;
2819} 2472}
2820
2821 2473
2822/* 2474/*
2823 * Updates the canonical_key in op to value. 2475 * Updates the canonical_key in op to value.
2824 * 2476 *
2825 * canonical_key is a shared string (value doesn't have to be). 2477 * canonical_key is a shared string (value doesn't have to be).
2830 * Returns TRUE on success. 2482 * Returns TRUE on success.
2831 */ 2483 */
2832int 2484int
2833set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2485set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2834{ 2486{
2835 key_value *
2836 field = NULL, *last = NULL; 2487 key_value *field = NULL, *last = NULL;
2837 2488
2838 for (field = op->key_values; field != NULL; field = field->next) 2489 for (field = op->key_values; field != NULL; field = field->next)
2839 { 2490 {
2840 if (field->key != canonical_key) 2491 if (field->key != canonical_key)
2841 { 2492 {
2850 /* Basically, if the archetype has this key set, 2501 /* Basically, if the archetype has this key set,
2851 * we need to store the null value so when we save 2502 * we need to store the null value so when we save
2852 * it, we save the empty value so that when we load, 2503 * it, we save the empty value so that when we load,
2853 * we get this value back again. 2504 * we get this value back again.
2854 */ 2505 */
2855 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2506 if (get_ob_key_link (op->arch, canonical_key))
2856 field->value = 0; 2507 field->value = 0;
2857 else 2508 else
2858 { 2509 {
2859 if (last) 2510 if (last)
2860 last->next = field->next; 2511 last->next = field->next;
2869 /* IF we get here, key doesn't exist */ 2520 /* IF we get here, key doesn't exist */
2870 2521
2871 /* No field, we'll have to add it. */ 2522 /* No field, we'll have to add it. */
2872 2523
2873 if (!add_key) 2524 if (!add_key)
2874 {
2875 return FALSE; 2525 return FALSE;
2876 } 2526
2877 /* There isn't any good reason to store a null 2527 /* There isn't any good reason to store a null
2878 * value in the key/value list. If the archetype has 2528 * value in the key/value list. If the archetype has
2879 * this key, then we should also have it, so shouldn't 2529 * this key, then we should also have it, so shouldn't
2880 * be here. If user wants to store empty strings, 2530 * be here. If user wants to store empty strings,
2881 * should pass in "" 2531 * should pass in ""
2908{ 2558{
2909 shstr key_ (key); 2559 shstr key_ (key);
2910 2560
2911 return set_ob_key_value_s (op, key_, value, add_key); 2561 return set_ob_key_value_s (op, key_, value, add_key);
2912} 2562}
2563
2564object::depth_iterator::depth_iterator (object *container)
2565: iterator_base (container)
2566{
2567 while (item->inv)
2568 item = item->inv;
2569}
2570
2571void
2572object::depth_iterator::next ()
2573{
2574 if (item->below)
2575 {
2576 item = item->below;
2577
2578 while (item->inv)
2579 item = item->inv;
2580 }
2581 else
2582 item = item->env;
2583}
2584
2585const char *
2586object::flag_desc (char *desc, int len) const
2587{
2588 char *p = desc;
2589 bool first = true;
2590
2591 *p = 0;
2592
2593 for (int i = 0; i < NUM_FLAGS; i++)
2594 {
2595 if (len <= 10) // magic constant!
2596 {
2597 snprintf (p, len, ",...");
2598 break;
2599 }
2600
2601 if (flag [i])
2602 {
2603 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2604 len -= cnt;
2605 p += cnt;
2606 first = false;
2607 }
2608 }
2609
2610 return desc;
2611}
2612
2613// return a suitable string describing an object in enough detail to find it
2614const char *
2615object::debug_desc (char *info) const
2616{
2617 char flagdesc[512];
2618 char info2[256 * 4];
2619 char *p = info;
2620
2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2622 count,
2623 uuid.c_str (),
2624 &name,
2625 title ? "\",title:\"" : "",
2626 title ? (const char *)title : "",
2627 flag_desc (flagdesc, 512), type);
2628
2629 if (!this->flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631
2632 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634
2635 return info;
2636}
2637
2638const char *
2639object::debug_desc () const
2640{
2641 static char info[3][256 * 4];
2642 static int info_idx;
2643
2644 return debug_desc (info [++info_idx % 3]);
2645}
2646
2647struct region *
2648object::region () const
2649{
2650 return map ? map->region (x, y)
2651 : region::default_region ();
2652}
2653
2654const materialtype_t *
2655object::dominant_material () const
2656{
2657 if (materialtype_t *mt = name_to_material (materialname))
2658 return mt;
2659
2660 return name_to_material (shstr_unknown);
2661}
2662
2663void
2664object::open_container (object *new_container)
2665{
2666 if (container == new_container)
2667 return;
2668
2669 if (object *old_container = container)
2670 {
2671 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2672 return;
2673
2674#if 0
2675 // remove the "Close old_container" object.
2676 if (object *closer = old_container->inv)
2677 if (closer->type == CLOSE_CON)
2678 closer->destroy ();
2679#endif
2680
2681 old_container->flag [FLAG_APPLIED] = 0;
2682 container = 0;
2683
2684 esrv_update_item (UPD_FLAGS, this, old_container);
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2686 play_sound (sound_find ("chest_close"));
2687 }
2688
2689 if (new_container)
2690 {
2691 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2692 return;
2693
2694 // TODO: this does not seem to serve any purpose anymore?
2695#if 0
2696 // insert the "Close Container" object.
2697 if (archetype *closer = new_container->other_arch)
2698 {
2699 object *closer = arch_to_object (new_container->other_arch);
2700 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2701 new_container->insert (closer);
2702 }
2703#endif
2704
2705 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2706
2707 new_container->flag [FLAG_APPLIED] = 1;
2708 container = new_container;
2709
2710 esrv_update_item (UPD_FLAGS, this, new_container);
2711 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open"));
2713 }
2714}
2715
2716object *
2717object::force_find (const shstr name)
2718{
2719 /* cycle through his inventory to look for the MARK we want to
2720 * place
2721 */
2722 for (object *tmp = inv; tmp; tmp = tmp->below)
2723 if (tmp->type == FORCE && tmp->slaying == name)
2724 return splay (tmp);
2725
2726 return 0;
2727}
2728
2729void
2730object::force_add (const shstr name, int duration)
2731{
2732 if (object *force = force_find (name))
2733 force->destroy ();
2734
2735 object *force = get_archetype (FORCE_NAME);
2736
2737 force->slaying = name;
2738 force->stats.food = 1;
2739 force->speed_left = -1.f;
2740
2741 force->set_speed (duration ? 1.f / duration : 0.f);
2742 force->flag [FLAG_IS_USED_UP] = true;
2743 force->flag [FLAG_APPLIED] = true;
2744
2745 insert (force);
2746}
2747
2748void
2749object::play_sound (faceidx sound) const
2750{
2751 if (!sound)
2752 return;
2753
2754 if (flag [FLAG_REMOVED])
2755 return;
2756
2757 if (env)
2758 {
2759 if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761 }
2762 else
2763 map->play_sound (sound, x, y);
2764}
2765

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