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Comparing deliantra/server/common/object.C (file contents):
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC vs.
Revision 1.204 by root, Fri Apr 11 17:01:52 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38UUID UUID::cur;
38static UUID uuid; 39static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 40static const uint64 UUID_GAP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
45}; 50};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
48}; 56};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 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,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 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
51}; 62};
52int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
55}; 68};
56 69
57static void 70static void
58write_uuid (void) 71write_uuid (uval64 skip, bool sync)
59{ 72{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
61 74 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 77 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 78}
77 79
78static void 80static void
79read_uuid (void) 81read_uuid (void)
80{ 82{
81 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
82 84
83 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
84 86
87 seq_next_save = 0;
88
85 FILE *fp; 89 FILE *fp;
86 90
87 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
88 { 92 {
89 if (errno == ENOENT) 93 if (errno == ENOENT)
90 { 94 {
91 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 96 UUID::cur.seq = 0;
93 write_uuid (); 97 write_uuid (UUID_GAP, true);
94 return; 98 return;
95 } 99 }
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 int version; 105 UUID::BUF buf;
102 unsigned long long uid; 106 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
104 { 110 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 112 _exit (1);
107 } 113 }
108 114
109 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 116
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
112 fclose (fp); 118 fclose (fp);
113} 119}
114 120
115UUID 121UUID
116gen_uuid () 122UUID::gen ()
117{ 123{
118 UUID uid; 124 UUID uid;
119 125
120 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
121 127
122 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
124 134
125 return uid; 135 return uid;
126} 136}
127 137
128void 138void
129init_uuid () 139UUID::init ()
130{ 140{
131 read_uuid (); 141 read_uuid ();
132} 142}
133 143
134/* 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. */
141 * 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
142 * different structure or at least keep the lists sorted... 152 * different structure or at least keep the lists sorted...
143 */ 153 */
144 154
145 /* For each field in wants, */ 155 /* For each field in wants, */
146 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)
147 { 157 {
148 key_value *has_field; 158 key_value *has_field;
149 159
150 /* Look for a field in has with the same key. */ 160 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 161 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 200 * Check nrof variable *before* calling can_merge()
191 * 201 *
192 * Improvements made with merge: Better checking on potion, and also 202 * Improvements made with merge: Better checking on potion, and also
193 * check weight 203 * check weight
194 */ 204 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 205bool object::can_merge_slow (object *ob1, object *ob2)
197{ 206{
198 /* A couple quicksanity checks */ 207 /* A couple quicksanity checks */
199 if (ob1 == ob2 208 if (ob1 == ob2
200 || ob1->type != ob2->type 209 || ob1->type != ob2->type
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 230 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 231
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 232 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 233 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 234
226
227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 235 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch 236 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 237 || ob1->name != ob2->name
230 || ob1->title != ob2->title 238 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 239 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 240 || ob1->weight != ob2->weight
254 /* This is really a spellbook check - really, we should 262 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory. 263 * check all objects in the inventory.
256 */ 264 */
257 if (ob1->inv || ob2->inv) 265 if (ob1->inv || ob2->inv)
258 { 266 {
259 /* if one object has inventory but the other doesn't, not equiv */ 267 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 268 return 0; /* inventories differ in length */
261 return 0;
262 269
263 /* Now check to see if the two inventory objects could merge */ 270 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */
272
264 if (!object::can_merge (ob1->inv, ob2->inv)) 273 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 274 return 0; /* inventory objexts differ */
266 275
267 /* 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
268 * if it is valid. 277 * if it is valid.
269 */ 278 */
270 } 279 }
278 287
279 /* 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
280 * 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
281 * check? 290 * check?
282 */ 291 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 292 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0; 293 return 0;
285 294
286 switch (ob1->type) 295 switch (ob1->type)
287 { 296 {
288 case SCROLL: 297 case SCROLL:
299 return 0; 308 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 309 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 310 return 0;
302 } 311 }
303 312
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
306 { 314 {
307 ob1->optimise (); 315 ob1->optimise ();
308 ob2->optimise (); 316 ob2->optimise ();
309 317
310 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)
311 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 }
312 } 330 }
313 331
314 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
315 return 1; 333 return 1;
316} 334}
324sum_weight (object *op) 342sum_weight (object *op)
325{ 343{
326 long sum; 344 long sum;
327 object *inv; 345 object *inv;
328 346
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 347 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 348 {
331 if (inv->inv) 349 if (inv->inv)
332 sum_weight (inv); 350 sum_weight (inv);
351
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 352 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 353 }
335 354
336 if (op->type == CONTAINER && op->stats.Str) 355 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 356 sum = (sum * (100 - op->stats.Str)) / 100;
353 op = op->env; 372 op = op->env;
354 return op; 373 return op;
355} 374}
356 375
357/* 376/*
358 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
359 * a better check. We basically keeping traversing up until we can't
360 * or find a player.
361 */
362
363object *
364is_player_inv (object *op)
365{
366 for (; op != NULL && op->type != PLAYER; op = op->env)
367 if (op->env == op)
368 op->env = NULL;
369 return op;
370}
371
372/*
373 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 377 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
374 * Some error messages. 378 * Some error messages.
375 * 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.
376 */ 380 */
377
378char * 381char *
379dump_object (object *op) 382dump_object (object *op)
380{ 383{
381 if (!op) 384 if (!op)
382 return strdup ("[NULLOBJ]"); 385 return strdup ("[NULLOBJ]");
383 386
384 object_freezer freezer; 387 object_freezer freezer;
385 save_object (freezer, op, 3); 388 op->write (freezer);
386 return freezer.as_string (); 389 return freezer.as_string ();
387} 390}
388 391
389/* 392/*
390 * 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
391 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
392 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
393 */ 396 */
394
395object * 397object *
396get_nearest_part (object *op, const object *pl) 398get_nearest_part (object *op, const object *pl)
397{ 399{
398 object *tmp, *closest; 400 object *tmp, *closest;
399 int last_dist, i; 401 int last_dist, i;
407} 409}
408 410
409/* 411/*
410 * 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.
411 */ 413 */
412
413object * 414object *
414find_object (tag_t i) 415find_object (tag_t i)
415{ 416{
416 for (object *op = object::first; op; op = op->next) 417 for_all_objects (op)
417 if (op->count == i) 418 if (op->count == i)
418 return op; 419 return op;
419 420
420 return 0; 421 return 0;
421} 422}
422 423
423/* 424/*
424 * 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.
425 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
426 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
427 */ 428 */
428
429object * 429object *
430find_object_name (const char *str) 430find_object_name (const char *str)
431{ 431{
432 shstr_cmp str_ (str); 432 shstr_cmp str_ (str);
433 object *op; 433 object *op;
434 434
435 for (op = object::first; op != NULL; op = op->next) 435 for_all_objects (op)
436 if (op->name == str_) 436 if (op->name == str_)
437 break; 437 break;
438 438
439 return op; 439 return op;
440} 440}
441 441
442void
443free_all_object_data ()
444{
445 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
446}
447
448/* 442/*
449 * 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
450 * skill and experience objects. 444 * skill and experience objects.
445 * ACTUALLY NO! investigate! TODO
451 */ 446 */
452void 447void
453object::set_owner (object *owner) 448object::set_owner (object *owner)
454{ 449{
450 // allow objects which own objects
455 if (!owner) 451 if (owner)
456 return;
457
458 /* next line added to allow objects which own objects */
459 /* Add a check for ownercounts in here, as I got into an endless loop
460 * with the fireball owning a poison cloud which then owned the
461 * fireball. I believe that was caused by one of the objects getting
462 * freed and then another object replacing it. Since the ownercounts
463 * didn't match, this check is valid and I believe that cause is valid.
464 */
465 while (owner->owner) 452 while (owner->owner)
466 owner = owner->owner; 453 owner = owner->owner;
454
455 if (flag [FLAG_FREED])
456 {
457 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
458 return;
459 }
467 460
468 this->owner = owner; 461 this->owner = owner;
462}
463
464int
465object::slottype () const
466{
467 if (type == SKILL)
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}
480
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;
469} 528}
470 529
471/* Zero the key_values on op, decrementing the shared-string 530/* Zero the key_values on op, decrementing the shared-string
472 * refcounts and freeing the links. 531 * refcounts and freeing the links.
473 */ 532 */
474static void 533static void
475free_key_values (object *op) 534free_key_values (object *op)
476{ 535{
477 for (key_value *i = op->key_values; i != 0;) 536 for (key_value *i = op->key_values; i; )
478 { 537 {
479 key_value *next = i->next; 538 key_value *next = i->next;
480 delete i; 539 delete i;
481 540
482 i = next; 541 i = next;
483 } 542 }
484 543
485 op->key_values = 0; 544 op->key_values = 0;
486} 545}
487 546
488void object::clear () 547object &
548object::operator =(const object &src)
489{ 549{
490 attachable_base::clear (); 550 bool is_freed = flag [FLAG_FREED];
551 bool is_removed = flag [FLAG_REMOVED];
491 552
492 free_key_values (this);
493
494 owner = 0;
495 name = 0;
496 name_pl = 0;
497 title = 0;
498 race = 0;
499 slaying = 0;
500 skill = 0;
501 msg = 0;
502 lore = 0;
503 custom_name = 0;
504 materialname = 0;
505 contr = 0;
506 below = 0;
507 above = 0;
508 inv = 0;
509 container = 0;
510 env = 0;
511 more = 0;
512 head = 0;
513 map = 0;
514 active_next = 0;
515 active_prev = 0;
516
517 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
518
519 SET_FLAG (this, FLAG_REMOVED);
520
521 /* What is not cleared is next, prev, and count */
522
523 expmul = 1.0;
524 face = blank_face;
525
526 if (settings.casting_time)
527 casting_time = -1;
528}
529
530/*
531 * copy_to first frees everything allocated by the dst object,
532 * and then copies the contents of itself into the second
533 * object, allocating what needs to be allocated. Basically, any
534 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
535 * if the first object is freed, the pointers in the new object
536 * will point at garbage.
537 */
538void
539object::copy_to (object *dst)
540{
541 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
542 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
543
544 *(object_copy *)dst = *this; 553 *(object_copy *)this = src;
545 *(object_pod *)dst = *this;
546 554
547 if (self || cb) 555 flag [FLAG_FREED] = is_freed;
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 556 flag [FLAG_REMOVED] = is_removed;
549
550 if (is_freed)
551 SET_FLAG (dst, FLAG_FREED);
552
553 if (is_removed)
554 SET_FLAG (dst, FLAG_REMOVED);
555
556 if (speed < 0)
557 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
558 557
559 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
560 if (key_values) 559 if (src.key_values)
561 { 560 {
562 key_value *tail = 0; 561 key_value *tail = 0;
563 key_value *i;
564
565 dst->key_values = 0; 562 key_values = 0;
566 563
567 for (i = key_values; i; i = i->next) 564 for (key_value *i = src.key_values; i; i = i->next)
568 { 565 {
569 key_value *new_link = new key_value; 566 key_value *new_link = new key_value;
570 567
571 new_link->next = 0; 568 new_link->next = 0;
572 new_link->key = i->key; 569 new_link->key = i->key;
573 new_link->value = i->value; 570 new_link->value = i->value;
574 571
575 /* Try and be clever here, too. */ 572 /* Try and be clever here, too. */
576 if (!dst->key_values) 573 if (!key_values)
577 { 574 {
578 dst->key_values = new_link; 575 key_values = new_link;
579 tail = new_link; 576 tail = new_link;
580 } 577 }
581 else 578 else
582 { 579 {
583 tail->next = new_link; 580 tail->next = new_link;
584 tail = new_link; 581 tail = new_link;
585 } 582 }
586 } 583 }
587 } 584 }
585}
588 586
589 update_ob_speed (dst); 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 ();
590} 623}
591 624
592object * 625object *
593object::clone () 626object::clone ()
594{ 627{
600/* 633/*
601 * 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
602 * 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
603 * 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.
604 */ 637 */
605
606void 638void
607update_turn_face (object *op) 639update_turn_face (object *op)
608{ 640{
609 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 641 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
610 return; 642 return;
643
611 SET_ANIMATION (op, op->direction); 644 SET_ANIMATION (op, op->direction);
612 update_object (op, UP_OBJ_FACE); 645 update_object (op, UP_OBJ_FACE);
613} 646}
614 647
615/* 648/*
616 * 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
617 * 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.
618 * 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.
619 */ 652 */
620void 653void
621update_ob_speed (object *op) 654object::set_speed (float speed)
622{ 655{
623 extern int arch_init; 656 if (flag [FLAG_FREED] && speed)
624
625 /* No reason putting the archetypes objects on the speed list,
626 * since they never really need to be updated.
627 */
628
629 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
630 { 657 {
631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 658 LOG (llevError, "Object %s is freed but has speed.\n", &name);
632#ifdef MANY_CORES
633 abort ();
634#else
635 op->speed = 0; 659 speed = 0;
636#endif
637 }
638
639 if (arch_init)
640 return;
641
642 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
643 { 660 }
644 /* If already on active list, don't do anything */
645 if (op->active_next || op->active_prev || op == active_objects)
646 return;
647 661
648 /* process_events() expects us to insert the object at the beginning 662 this->speed = speed;
649 * of the list. */
650 op->active_next = active_objects;
651 663
652 if (op->active_next != NULL) 664 if (has_active_speed ())
653 op->active_next->active_prev = op; 665 activate ();
654
655 active_objects = op;
656 }
657 else 666 else
658 { 667 deactivate ();
659 /* If not on the active list, nothing needs to be done */
660 if (!op->active_next && !op->active_prev && op != active_objects)
661 return;
662
663 if (op->active_prev == NULL)
664 {
665 active_objects = op->active_next;
666
667 if (op->active_next != NULL)
668 op->active_next->active_prev = NULL;
669 }
670 else
671 {
672 op->active_prev->active_next = op->active_next;
673
674 if (op->active_next)
675 op->active_next->active_prev = op->active_prev;
676 }
677
678 op->active_next = NULL;
679 op->active_prev = NULL;
680 }
681} 668}
682 669
683/* This function removes object 'op' from the list of active
684 * objects.
685 * This should only be used for style maps or other such
686 * reference maps where you don't want an object that isn't
687 * in play chewing up cpu time getting processed.
688 * The reverse of this is to call update_ob_speed, which
689 * will do the right thing based on the speed of the object.
690 */
691void
692remove_from_active_list (object *op)
693{
694 /* If not on the active list, nothing needs to be done */
695 if (!op->active_next && !op->active_prev && op != active_objects)
696 return;
697
698 if (op->active_prev == NULL)
699 {
700 active_objects = op->active_next;
701 if (op->active_next != NULL)
702 op->active_next->active_prev = NULL;
703 }
704 else
705 {
706 op->active_prev->active_next = op->active_next;
707 if (op->active_next)
708 op->active_next->active_prev = op->active_prev;
709 }
710 op->active_next = NULL;
711 op->active_prev = NULL;
712}
713
714/* 670/*
715 * update_object() updates the array which represents the map. 671 * update_object() updates the the map.
716 * It takes into account invisible objects (and represent squares covered 672 * It takes into account invisible objects (and represent squares covered
717 * 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
718 * invisible object, etc...) 674 * invisible object, etc...)
719 * 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
720 * 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
721 * updating that window, though, since update_object() is called _often_) 677 * updating that window, though, since update_object() is called _often_)
722 * 678 *
723 * 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.
724 * For example, if the only thing that has changed is the face (due to
725 * an animation), we don't need to call update_position until that actually
726 * comes into view of a player. OTOH, many other things, like addition/removal
727 * of walls or living creatures may need us to update the flags now.
728 * current action are: 680 * current action are:
729 * UP_OBJ_INSERT: op was inserted 681 * UP_OBJ_INSERT: op was inserted
730 * UP_OBJ_REMOVE: op was removed 682 * UP_OBJ_REMOVE: op was removed
731 * 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
732 * 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.
733 * UP_OBJ_FACE: only the objects face has changed. 685 * UP_OBJ_FACE: only the objects face has changed.
734 */ 686 */
735
736void 687void
737update_object (object *op, int action) 688update_object (object *op, int action)
738{ 689{
739 int update_now = 0, flags;
740 MoveType move_on, move_off, move_block, move_slow;
741
742 if (op == NULL) 690 if (op == NULL)
743 { 691 {
744 /* this should never happen */ 692 /* this should never happen */
745 LOG (llevDebug, "update_object() called for NULL object.\n"); 693 LOG (llevDebug, "update_object() called for NULL object.\n");
746 return; 694 return;
747 } 695 }
748 696
749 if (op->env != NULL) 697 if (op->env)
750 { 698 {
751 /* Animation is currently handled by client, so nothing 699 /* Animation is currently handled by client, so nothing
752 * to do in this case. 700 * to do in this case.
753 */ 701 */
754 return; 702 return;
759 */ 707 */
760 if (!op->map || op->map->in_memory == MAP_SAVING) 708 if (!op->map || op->map->in_memory == MAP_SAVING)
761 return; 709 return;
762 710
763 /* make sure the object is within map boundaries */ 711 /* make sure the object is within map boundaries */
764 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)
765 { 713 {
766 LOG (llevError, "update_object() called for object out of map!\n"); 714 LOG (llevError, "update_object() called for object out of map!\n");
767#ifdef MANY_CORES 715#ifdef MANY_CORES
768 abort (); 716 abort ();
769#endif 717#endif
770 return; 718 return;
771 } 719 }
772 720
773 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 721 mapspace &m = op->ms ();
774 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
776 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
777 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
778 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
779 722
723 if (!(m.flags_ & P_UPTODATE))
724 /* nop */;
780 if (action == UP_OBJ_INSERT) 725 else if (action == UP_OBJ_INSERT)
781 { 726 {
727 // this is likely overkill, TODO: revisit (schmorp)
782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 728 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
783 update_now = 1;
784
785 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 729 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
786 update_now = 1; 730 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
787 731 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
732 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 733 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
789 update_now = 1;
790
791 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
792 update_now = 1;
793
794 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
795 update_now = 1;
796
797 if ((move_on | op->move_on) != move_on) 734 || (m.move_on | op->move_on ) != m.move_on
798 update_now = 1;
799
800 if ((move_off | op->move_off) != move_off) 735 || (m.move_off | op->move_off ) != m.move_off
801 update_now = 1; 736 || (m.move_slow | op->move_slow) != m.move_slow
802
803 /* 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
804 * to have move_allow right now. 738 * to have move_allow right now.
805 */ 739 */
806 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 740 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
807 update_now = 1; 741 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
808 742 m.flags_ = 0;
809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
811 } 743 }
812
813 /* if the object is being removed, we can't make intelligent 744 /* if the object is being removed, we can't make intelligent
814 * decisions, because remove_ob can't really pass the object 745 * decisions, because remove_ob can't really pass the object
815 * that is being removed. 746 * that is being removed.
816 */ 747 */
817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 748 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
818 update_now = 1; 749 m.flags_ = 0;
819 else if (action == UP_OBJ_FACE) 750 else if (action == UP_OBJ_FACE)
820 /* Nothing to do for that case */ ; 751 /* Nothing to do for that case */ ;
821 else 752 else
822 LOG (llevError, "update_object called with invalid action: %d\n", action); 753 LOG (llevError, "update_object called with invalid action: %d\n", action);
823 754
824 if (update_now)
825 {
826 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
827 update_position (op->map, op->x, op->y);
828 }
829
830 if (op->more != NULL) 755 if (op->more)
831 update_object (op->more, action); 756 update_object (op->more, action);
832}
833
834object::vector object::mortals;
835object::vector object::objects; // not yet used
836object *object::first;
837
838void object::free_mortals ()
839{
840 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
841 if ((*i)->refcnt)
842 ++i; // further delay freeing
843 else
844 {
845 delete *i;
846 mortals.erase (i);
847 }
848} 757}
849 758
850object::object () 759object::object ()
851{ 760{
852 SET_FLAG (this, FLAG_REMOVED); 761 SET_FLAG (this, FLAG_REMOVED);
855 face = blank_face; 764 face = blank_face;
856} 765}
857 766
858object::~object () 767object::~object ()
859{ 768{
769 unlink ();
770
860 free_key_values (this); 771 free_key_values (this);
861} 772}
862 773
774static int object_count;
775
863void object::link () 776void object::link ()
864{ 777{
778 assert (!index);//D
779 uuid = UUID::gen ();
865 count = ++ob_count; 780 count = ++object_count;
866 uuid = gen_uuid ();
867 781
868 prev = 0; 782 refcnt_inc ();
869 next = object::first; 783 objects.insert (this);
870
871 if (object::first)
872 object::first->prev = this;
873
874 object::first = this;
875} 784}
876 785
877void object::unlink () 786void object::unlink ()
878{ 787{
879 if (this == object::first) 788 if (!index)
880 object::first = next; 789 return;
881 790
882 /* Remove this object from the list of used objects */ 791 objects.erase (this);
883 if (prev) prev->next = next; 792 refcnt_dec ();
884 if (next) next->prev = prev; 793}
885 794
886 prev = 0; 795void
887 next = 0; 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)
846 {
847 op->flag [flag] = value;
848 op->set_flag_inv (flag, value);
849 }
850}
851
852/*
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 }
888} 900}
889 901
890object *object::create () 902object *object::create ()
891{ 903{
892 object *op = new object; 904 object *op = new object;
893 op->link (); 905 op->link ();
894 return op; 906 return op;
895} 907}
896 908
897/* 909void
898 * free_object() frees everything allocated by an object, removes 910object::do_destroy ()
899 * it from the list of used objects, and puts it on the list of
900 * free objects. The IS_FREED() flag is set in the object.
901 * The object must have been removed by remove_ob() first for
902 * this function to succeed.
903 *
904 * If destroy_inventory is set, free inventory as well. Else drop items in
905 * inventory to the ground.
906 */
907void object::destroy (bool destroy_inventory)
908{ 911{
909 if (QUERY_FLAG (this, FLAG_FREED)) 912 attachable::do_destroy ();
910 return;
911 913
912 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 914 if (flag [FLAG_IS_LINKED])
915 remove_button_link (this);
916
917 if (flag [FLAG_FRIENDLY])
913 remove_friendly_object (this); 918 remove_friendly_object (this);
914 919
915 if (!QUERY_FLAG (this, FLAG_REMOVED)) 920 if (!flag [FLAG_REMOVED])
916 remove (); 921 remove ();
917 922
918 SET_FLAG (this, FLAG_FREED); 923 destroy_inv (true);
919 924
920 if (more) 925 deactivate ();
921 { 926 unlink ();
922 more->destroy (destroy_inventory);
923 more = 0;
924 }
925 927
926 if (inv) 928 flag [FLAG_FREED] = 1;
927 {
928 /* Only if the space blocks everything do we not process -
929 * if some form of movement is allowed, let objects
930 * drop on that space.
931 */
932 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
933 {
934 object *op = inv;
935
936 while (op)
937 {
938 object *tmp = op->below;
939 op->destroy (destroy_inventory);
940 op = tmp;
941 }
942 }
943 else
944 { /* Put objects in inventory onto this space */
945 object *op = inv;
946
947 while (op)
948 {
949 object *tmp = op->below;
950
951 op->remove ();
952
953 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
954 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
955 op->destroy ();
956 else
957 {
958 op->x = x;
959 op->y = y;
960 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
961 }
962
963 op = tmp;
964 }
965 }
966 }
967 929
968 // hack to ensure that freed objects still have a valid map 930 // hack to ensure that freed objects still have a valid map
969 { 931 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes 932 static maptile *freed_map; // freed objects are moved here to avoid crashes
971 933
972 if (!freed_map) 934 if (!freed_map)
973 { 935 {
974 freed_map = new maptile; 936 freed_map = new maptile;
975 937
938 freed_map->path = "<freed objects map>";
976 freed_map->name = "/internal/freed_objects_map"; 939 freed_map->name = "/internal/freed_objects_map";
977 freed_map->width = 3; 940 freed_map->width = 3;
978 freed_map->height = 3; 941 freed_map->height = 3;
942 freed_map->nodrop = 1;
979 943
980 freed_map->allocate (); 944 freed_map->alloc ();
945 freed_map->in_memory = MAP_IN_MEMORY;
981 } 946 }
982 947
983 map = freed_map; 948 map = freed_map;
984 x = 1; 949 x = 1;
985 y = 1; 950 y = 1;
986 } 951 }
987 952
953 if (more)
954 {
955 more->destroy ();
956 more = 0;
957 }
958
959 head = 0;
960
988 // clear those pointers that likely might have circular references to us 961 // clear those pointers that likely might cause circular references
989 owner = 0; 962 owner = 0;
990 enemy = 0; 963 enemy = 0;
991 attacked_by = 0; 964 attacked_by = 0;
965 current_weapon = 0;
966}
992 967
993 // only relevant for players(?), but make sure of it anyways 968void
994 contr = 0; 969object::destroy (bool destroy_inventory)
970{
971 if (destroyed ())
972 return;
995 973
996 /* Remove object from the active list */ 974 if (destroy_inventory)
997 speed = 0; 975 destroy_inv (false);
998 update_ob_speed (this);
999 976
1000 unlink (); 977 if (is_head ())
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
1001 982
1002 mortals.push_back (this); 983 attachable::destroy ();
1003} 984}
1004 985
1005/* 986/*
1006 * sub_weight() recursively (outwards) subtracts a number from the 987 * sub_weight() recursively (outwards) subtracts a number from the
1007 * 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)).
1023 * 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
1024 * 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
1025 * object will have no environment. If the object previously had an 1006 * object will have no environment. If the object previously had an
1026 * environment, the x and y coordinates will be updated to 1007 * environment, the x and y coordinates will be updated to
1027 * the previous environment. 1008 * the previous environment.
1028 * Beware: This function is called from the editor as well!
1029 */ 1009 */
1030void 1010void
1031object::remove () 1011object::do_remove ()
1032{ 1012{
1033 object *tmp, *last = 0; 1013 object *tmp, *last = 0;
1034 object *otmp; 1014 object *otmp;
1035 1015
1036 int check_walk_off;
1037
1038 if (QUERY_FLAG (this, FLAG_REMOVED)) 1016 if (QUERY_FLAG (this, FLAG_REMOVED))
1039 return; 1017 return;
1040 1018
1041 SET_FLAG (this, FLAG_REMOVED); 1019 SET_FLAG (this, FLAG_REMOVED);
1020 INVOKE_OBJECT (REMOVE, this);
1042 1021
1043 if (more) 1022 if (more)
1044 more->remove (); 1023 more->remove ();
1045 1024
1046 /* 1025 /*
1056 1035
1057 /* 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
1058 * made to players inventory. If set, avoiding the call 1037 * made to players inventory. If set, avoiding the call
1059 * to save cpu time. 1038 * to save cpu time.
1060 */ 1039 */
1061 if ((otmp = is_player_inv (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))
1062 fix_player (otmp); 1041 otmp->update_stats ();
1063 1042
1064 if (above != NULL) 1043 if (above)
1065 above->below = below; 1044 above->below = below;
1066 else 1045 else
1067 env->inv = below; 1046 env->inv = below;
1068 1047
1069 if (below != NULL) 1048 if (below)
1070 below->above = above; 1049 below->above = above;
1071 1050
1072 /* we set up values so that it could be inserted into 1051 /* we set up values so that it could be inserted into
1073 * 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
1074 * to the caller to decide what we want to do. 1053 * to the caller to decide what we want to do.
1078 above = 0, below = 0; 1057 above = 0, below = 0;
1079 env = 0; 1058 env = 0;
1080 } 1059 }
1081 else if (map) 1060 else if (map)
1082 { 1061 {
1083 /* Re did the following section of code - it looks like it had 1062 if (type == PLAYER)
1084 * lots of logic for things we no longer care about
1085 */ 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 ();
1069
1070 --map->players;
1071 map->touch ();
1072 }
1073
1074 map->dirty = true;
1075 mapspace &ms = this->ms ();
1086 1076
1087 /* link the object above us */ 1077 /* link the object above us */
1088 if (above) 1078 if (above)
1089 above->below = below; 1079 above->below = below;
1090 else 1080 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1081 ms.top = below; /* we were top, set new top */
1092 1082
1093 /* Relink the object below us, if there is one */ 1083 /* Relink the object below us, if there is one */
1094 if (below) 1084 if (below)
1095 below->above = above; 1085 below->above = above;
1096 else 1086 else
1098 /* 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
1099 * use translated coordinates in case some oddness with map tiling is 1089 * use translated coordinates in case some oddness with map tiling is
1100 * evident 1090 * evident
1101 */ 1091 */
1102 if (GET_MAP_OB (map, x, y) != this) 1092 if (GET_MAP_OB (map, x, y) != this)
1103 {
1104 char *dump = dump_object (this);
1105 LOG (llevError,
1106 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 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 ());
1107 free (dump);
1108 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump);
1110 free (dump);
1111 }
1112 1094
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1095 ms.bot = above; /* goes on above it. */
1114 } 1096 }
1115 1097
1116 above = 0; 1098 above = 0;
1117 below = 0; 1099 below = 0;
1118 1100
1119 if (map->in_memory == MAP_SAVING) 1101 if (map->in_memory == MAP_SAVING)
1120 return; 1102 return;
1121 1103
1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1104 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1105
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
1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1118 for (tmp = ms.bot; tmp; tmp = tmp->above)
1125 { 1119 {
1126 /* 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
1127 * being removed. 1121 * being removed.
1128 */ 1122 */
1129 1123
1130 if (tmp->type == PLAYER && tmp != this)
1131 {
1132 /* If a container that the player is currently using somehow gets
1133 * removed (most likely destroyed), update the player view
1134 * appropriately.
1135 */
1136 if (tmp->container == this)
1137 {
1138 CLEAR_FLAG (this, FLAG_APPLIED);
1139 tmp->container = 0;
1140 }
1141
1142 tmp->contr->socket->update_look = 1;
1143 }
1144
1145 /* See if player moving off should effect something */ 1124 /* See if object moving off should effect something */
1146 if (check_walk_off 1125 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1126 && ((move_type & tmp->move_off)
1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1149 { 1128 {
1150 move_apply (tmp, this, 0); 1129 move_apply (tmp, this, 0);
1151 1130
1152 if (destroyed ()) 1131 if (destroyed ())
1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1132 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1154 } 1133 }
1155 1134
1156 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1157
1158 if (tmp->above == tmp)
1159 tmp->above = 0;
1160
1161 last = tmp; 1135 last = tmp;
1162 } 1136 }
1163 1137
1164 /* 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?
1165 if (!last) 1140 if (!last)
1166 { 1141 map->at (x, y).flags_ = 0;
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1173 update_position (map, x, y);
1174 }
1175 else 1142 else
1176 update_object (last, UP_OBJ_REMOVE); 1143 update_object (last, UP_OBJ_REMOVE);
1177 1144
1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1145 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los (map, x, y); 1146 update_all_los (map, x, y);
1180 } 1147 }
1181} 1148}
1182 1149
1183/* 1150/*
1192merge_ob (object *op, object *top) 1159merge_ob (object *op, object *top)
1193{ 1160{
1194 if (!op->nrof) 1161 if (!op->nrof)
1195 return 0; 1162 return 0;
1196 1163
1197 if (top == NULL) 1164 if (!top)
1198 for (top = op; top != NULL && top->above != NULL; top = top->above); 1165 for (top = op; top && top->above; top = top->above)
1166 ;
1199 1167
1200 for (; top != NULL; top = top->below) 1168 for (; top; top = top->below)
1201 { 1169 {
1202 if (top == op) 1170 if (top == op)
1203 continue; 1171 continue;
1204 1172
1205 if (object::can_merge (op, top)) 1173 if (object::can_merge (op, top))
1214 } 1182 }
1215 1183
1216 return 0; 1184 return 0;
1217} 1185}
1218 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
1219/* 1210/*
1220 * 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
1221 * job preparing multi-part monsters 1212 * job preparing multi-part monsters.
1222 */ 1213 */
1223object * 1214object *
1224insert_ob_in_map_at (object *op, maptile *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)
1225{ 1216{
1226 object *tmp;
1227
1228 if (op->head)
1229 op = op->head;
1230
1231 for (tmp = op; tmp; tmp = tmp->more) 1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1232 { 1218 {
1233 tmp->x = x + tmp->arch->clone.x; 1219 tmp->x = x + tmp->arch->x;
1234 tmp->y = y + tmp->arch->clone.y; 1220 tmp->y = y + tmp->arch->y;
1235 } 1221 }
1236 1222
1237 return insert_ob_in_map (op, m, originator, flag); 1223 return insert_ob_in_map (op, m, originator, flag);
1238} 1224}
1239 1225
1255 * Return value: 1241 * Return value:
1256 * new object if 'op' was merged with other object 1242 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1243 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1244 * just 'op' otherwise
1259 */ 1245 */
1260
1261object * 1246object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1248{
1249 assert (!op->flag [FLAG_FREED]);
1250
1264 object *tmp, *top, *floor = NULL; 1251 object *top, *floor = NULL;
1265 sint16 x, y;
1266 1252
1267 if (QUERY_FLAG (op, FLAG_FREED)) 1253 op->remove ();
1268 {
1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272
1273 if (m == NULL)
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump);
1278 return op;
1279 }
1280
1281 if (out_of_map (m, op->x, op->y))
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted.
1289 */
1290 abort ();
1291#endif
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1254
1336 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * 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
1338 * need extra work 1257 * need extra work
1339 */ 1258 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1341 x = op->x; 1260 {
1342 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 ();
1343 1273
1344 /* this has to be done after we translate the coordinates. 1274 /* this has to be done after we translate the coordinates.
1345 */ 1275 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1276 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1348 if (object::can_merge (op, tmp)) 1278 if (object::can_merge (op, tmp))
1349 { 1279 {
1350 op->nrof += tmp->nrof; 1280 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1281 tmp->destroy ();
1352 } 1282 }
1369 op->below = originator->below; 1299 op->below = originator->below;
1370 1300
1371 if (op->below) 1301 if (op->below)
1372 op->below->above = op; 1302 op->below->above = op;
1373 else 1303 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1304 ms.bot = op;
1375 1305
1376 /* since *below* originator, no need to update top */ 1306 /* since *below* originator, no need to update top */
1377 originator->below = op; 1307 originator->below = op;
1378 } 1308 }
1379 else 1309 else
1380 { 1310 {
1311 top = ms.bot;
1312
1381 /* If there are other objects, then */ 1313 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1314 if (top)
1383 { 1315 {
1384 object *last = NULL; 1316 object *last = 0;
1385 1317
1386 /* 1318 /*
1387 * 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.
1388 * We've already dealt with merging if appropriate. 1320 * We've already dealt with merging if appropriate.
1389 * 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
1393 * 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
1394 * 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
1395 * 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
1396 * that flying non pickable objects are spell objects. 1328 * that flying non pickable objects are spell objects.
1397 */ 1329 */
1398 1330 for (top = ms.bot; top; top = top->above)
1399 while (top != NULL)
1400 { 1331 {
1401 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))
1402 floor = top; 1333 floor = top;
1403 1334
1404 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))
1407 top = top->below; 1338 top = top->below;
1408 break; 1339 break;
1409 } 1340 }
1410 1341
1411 last = top; 1342 last = top;
1412 top = top->above;
1413 } 1343 }
1414 1344
1415 /* 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 */
1416 top = last; 1346 top = last;
1417 1347
1419 * looks like instead of lots of conditions here. 1349 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result. 1350 * makes things faster, and effectively the same result.
1421 */ 1351 */
1422 1352
1423 /* Have object 'fall below' other objects that block view. 1353 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66 1354 * Unless those objects are exits.
1425 * If INS_ON_TOP is used, don't do this processing 1355 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1356 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1357 * stacking is a bit odd.
1428 */ 1358 */
1429 if (!(flag & INS_ON_TOP) && 1359 if (!(flag & INS_ON_TOP)
1430 (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))
1431 { 1362 {
1432 for (last = top; last != floor; last = last->below) 1363 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1365 break;
1366
1435 /* Check to see if we found the object that blocks view, 1367 /* Check to see if we found the object that blocks view,
1436 * 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
1437 * we can get inserted below this one, which requires we 1369 * we can get inserted below this one, which requires we
1438 * set top to the object below us. 1370 * set top to the object below us.
1439 */ 1371 */
1440 if (last && last->below && last != floor) 1372 if (last && last->below && last != floor)
1441 top = last->below; 1373 top = last->below;
1442 } 1374 }
1443 } /* If objects on this space */ 1375 } /* If objects on this space */
1444 1376
1445 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y);
1447
1448 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor; 1378 top = floor;
1450 1379
1451 /* 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.
1452 */ 1381 */
1453 1382
1454 /* First object on this space */ 1383 /* First object on this space */
1455 if (!top) 1384 if (!top)
1456 { 1385 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y); 1386 op->above = ms.bot;
1458 1387
1459 if (op->above) 1388 if (op->above)
1460 op->above->below = op; 1389 op->above->below = op;
1461 1390
1462 op->below = NULL; 1391 op->below = 0;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1392 ms.bot = op;
1464 } 1393 }
1465 else 1394 else
1466 { /* get inserted into the stack above top */ 1395 { /* get inserted into the stack above top */
1467 op->above = top->above; 1396 op->above = top->above;
1468 1397
1471 1400
1472 op->below = top; 1401 op->below = top;
1473 top->above = op; 1402 top->above = op;
1474 } 1403 }
1475 1404
1476 if (op->above == NULL) 1405 if (!op->above)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1406 ms.top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1407 } /* else not INS_BELOW_ORIGINATOR */
1479 1408
1480 if (op->type == PLAYER) 1409 if (op->type == PLAYER)
1410 {
1481 op->contr->do_los = 1; 1411 op->contr->do_los = 1;
1412 ++op->map->players;
1413 op->map->touch ();
1414 }
1482 1415
1483 /* If we have a floor, we know the player, if any, will be above 1416 op->map->dirty = true;
1484 * it, so save a few ticks and start from there. 1417
1485 */ 1418 if (object *pl = ms.player ())
1486 if (!(flag & INS_MAP_LOAD)) 1419 pl->contr->ns->floorbox_update ();
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1488 if (tmp->type == PLAYER)
1489 tmp->contr->socket->update_look = 1;
1490 1420
1491 /* If this object glows, it may affect lighting conditions that are 1421 /* If this object glows, it may affect lighting conditions that are
1492 * 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
1493 * 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
1494 * on the map will get recalculated. The players could very well 1424 * on the map will get recalculated. The players could very well
1495 * 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 -
1496 * this should get redone to only look for players within range, 1426 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1427 * or just updating the P_UPTODATE for spaces within this area
1498 * of effect may be sufficient. 1428 * of effect may be sufficient.
1499 */ 1429 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1430 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1431 update_all_los (op->map, op->x, op->y);
1502 1432
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1433 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1434 update_object (op, UP_OBJ_INSERT);
1505 1435
1436 INVOKE_OBJECT (INSERT, op);
1437
1506 /* 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,
1507 * we want to have update_look set above before calling this. 1439 * we want to have floorbox_update called before calling this.
1508 * 1440 *
1509 * check_move_on() must be after this because code called from 1441 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1442 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1443 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1444 * update_object().
1513 */ 1445 */
1514 1446
1515 /* 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 */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head) 1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1517 { 1449 {
1518 if (check_move_on (op, originator)) 1450 if (check_move_on (op, originator))
1519 return NULL; 1451 return 0;
1520 1452
1521 /* 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
1522 * walk on's. 1454 * walk on's.
1523 */ 1455 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1456 for (object *tmp = op->more; tmp; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1457 if (check_move_on (tmp, originator))
1526 return NULL; 1458 return 0;
1527 } 1459 }
1528 1460
1529 return op; 1461 return op;
1530} 1462}
1531 1463
1532/* this function inserts an object in the map, but if it 1464/* this function inserts an object in the map, but if it
1533 * 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.
1534 * 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.
1535 */ 1467 */
1536void 1468void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1469replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1470{
1539 object * 1471 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1472
1544 /* first search for itself and remove any old instances */ 1473 /* first search for itself and remove any old instances */
1545 1474
1546 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)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 tmp->destroy (); 1477 tmp->destroy ();
1549 1478
1550 tmp1 = arch_to_object (archetype::find (arch_string)); 1479 tmp1 = arch_to_object (archetype::find (arch_string));
1551 1480
1552 tmp1->x = op->x; 1481 tmp1->x = op->x;
1553 tmp1->y = op->y; 1482 tmp1->y = op->y;
1554 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);
1555} 1490}
1556 1491
1557/* 1492/*
1558 * 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
1559 * is returned contains nr objects, and the remaining parts contains 1494 * is returned contains nr objects, and the remaining parts contains
1560 * 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).
1561 * On failure, NULL is returned, and the reason put into the 1496 * On failure, NULL is returned, and the reason put into the
1562 * global static errmsg array. 1497 * global static errmsg array.
1563 */ 1498 */
1564
1565object * 1499object *
1566get_split_ob (object *orig_ob, uint32 nr) 1500get_split_ob (object *orig_ob, uint32 nr)
1567{ 1501{
1568 object *newob; 1502 object *newob;
1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1503 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1600 * 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
1601 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1602 * 1536 *
1603 * 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
1604 */ 1538 */
1605
1606object * 1539object *
1607decrease_ob_nr (object *op, uint32 i) 1540decrease_ob_nr (object *op, uint32 i)
1608{ 1541{
1609 object *tmp; 1542 object *tmp;
1610 player *pl;
1611 1543
1612 if (i == 0) /* objects with op->nrof require this check */ 1544 if (i == 0) /* objects with op->nrof require this check */
1613 return op; 1545 return op;
1614 1546
1615 if (i > op->nrof) 1547 if (i > op->nrof)
1616 i = op->nrof; 1548 i = op->nrof;
1617 1549
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1550 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1551 op->nrof -= i;
1620 else if (op->env != NULL) 1552 else if (op->env)
1621 { 1553 {
1622 /* is this object in the players inventory, or sub container 1554 /* is this object in the players inventory, or sub container
1623 * therein? 1555 * therein?
1624 */ 1556 */
1625 tmp = is_player_inv (op->env); 1557 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1558 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1559 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1560 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1561 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1562 * and then searching the map for a player.
1631 */ 1563 */
1632 if (!tmp) 1564 if (!tmp)
1633 { 1565 for_all_players (pl)
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1566 if (pl->ob->container == op->env)
1567 {
1568 tmp = pl->ob;
1636 break; 1569 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1570 }
1642 1571
1643 if (i < op->nrof) 1572 if (i < op->nrof)
1644 { 1573 {
1645 sub_weight (op->env, op->weight * i); 1574 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1575 op->nrof -= i;
1647 if (tmp) 1576 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1577 esrv_send_item (tmp, op);
1650 }
1651 } 1578 }
1652 else 1579 else
1653 { 1580 {
1654 op->remove (); 1581 op->remove ();
1655 op->nrof = 0; 1582 op->nrof = 0;
1656 if (tmp) 1583 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1585 }
1661 } 1586 }
1662 else 1587 else
1663 { 1588 {
1664 object *above = op->above; 1589 object *above = op->above;
1670 op->remove (); 1595 op->remove ();
1671 op->nrof = 0; 1596 op->nrof = 0;
1672 } 1597 }
1673 1598
1674 /* Since we just removed op, op->above is null */ 1599 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1600 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1601 if (tmp->type == PLAYER)
1677 { 1602 {
1678 if (op->nrof) 1603 if (op->nrof)
1679 esrv_send_item (tmp, op); 1604 esrv_send_item (tmp, op);
1680 else 1605 else
1685 if (op->nrof) 1610 if (op->nrof)
1686 return op; 1611 return op;
1687 else 1612 else
1688 { 1613 {
1689 op->destroy (); 1614 op->destroy ();
1690 return NULL; 1615 return 0;
1691 } 1616 }
1692} 1617}
1693 1618
1694/* 1619/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1620 * add_weight(object, weight) adds the specified weight to an object,
1696 * and also updates how much the environment(s) is/are carrying. 1621 * and also updates how much the environment(s) is/are carrying.
1697 */ 1622 */
1698
1699void 1623void
1700add_weight (object *op, signed long weight) 1624add_weight (object *op, signed long weight)
1701{ 1625{
1702 while (op != NULL) 1626 while (op != NULL)
1703 { 1627 {
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1642 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump); 1643 free (dump);
1720 return op; 1644 return op;
1721 } 1645 }
1722 1646
1723 if (where->head) 1647 if (where->head_ () != where)
1724 { 1648 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1649 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head; 1650 where = where->head;
1727 } 1651 }
1728 1652
1729 return where->insert (op); 1653 return where->insert (op);
1730} 1654}
1735 * inside the object environment. 1659 * inside the object environment.
1736 * 1660 *
1737 * 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
1738 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1739 */ 1663 */
1740
1741object * 1664object *
1742object::insert (object *op) 1665object::insert (object *op)
1743{ 1666{
1744 object *tmp, *otmp;
1745
1746 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1747 op->remove (); 1668 op->remove ();
1748 1669
1749 if (op->more) 1670 if (op->more)
1750 { 1671 {
1752 return op; 1673 return op;
1753 } 1674 }
1754 1675
1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1756 CLEAR_FLAG (op, FLAG_REMOVED); 1677 CLEAR_FLAG (op, FLAG_REMOVED);
1678
1757 if (op->nrof) 1679 if (op->nrof)
1758 { 1680 {
1759 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1681 for (object *tmp = inv; tmp; tmp = tmp->below)
1760 if (object::can_merge (tmp, op)) 1682 if (object::can_merge (tmp, op))
1761 { 1683 {
1762 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1763 (client needs the original object) */ 1685 (client needs the original object) */
1764 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1783 add_weight (this, op->weight * op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1784 } 1706 }
1785 else 1707 else
1786 add_weight (this, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1787 1709
1788 otmp = is_player_inv (this); 1710 if (object *otmp = this->in_player ())
1789 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1712 otmp->update_stats ();
1792 1713
1714 op->owner = 0; // its his/hers now. period.
1793 op->map = NULL; 1715 op->map = 0;
1794 op->env = this; 1716 op->env = this;
1795 op->above = NULL; 1717 op->above = 0;
1796 op->below = NULL; 1718 op->below = 0;
1797 op->x = 0, op->y = 0; 1719 op->x = op->y = 0;
1798 1720
1799 /* 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 */
1800 if ((op->glow_radius != 0) && map) 1722 if (op->glow_radius && map)
1801 { 1723 {
1802#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1803 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);
1804#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map)) 1727 if (map->darkness)
1806 update_all_los (map, x, y); 1728 update_all_los (map, x, y);
1807 } 1729 }
1808 1730
1809 /* 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.
1810 * It sure simplifies this function... 1732 * It sure simplifies this function...
1815 { 1737 {
1816 op->below = inv; 1738 op->below = inv;
1817 op->below->above = op; 1739 op->below->above = op;
1818 inv = op; 1740 inv = op;
1819 } 1741 }
1742
1743 INVOKE_OBJECT (INSERT, this);
1820 1744
1821 return op; 1745 return op;
1822} 1746}
1823 1747
1824/* 1748/*
1839 * 1763 *
1840 * 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
1841 * 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
1842 * on top. 1766 * on top.
1843 */ 1767 */
1844
1845int 1768int
1846check_move_on (object *op, object *originator) 1769check_move_on (object *op, object *originator)
1847{ 1770{
1848 object *tmp; 1771 object *tmp;
1849 maptile *m = op->map; 1772 maptile *m = op->map;
1876 1799
1877 /* The objects have to be checked from top to bottom. 1800 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1801 * Hence, we first go to the top:
1879 */ 1802 */
1880 1803
1881 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)
1882 { 1805 {
1883 /* Trim the search when we find the first other spell effect 1806 /* Trim the search when we find the first other spell effect
1884 * 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,
1885 * we don't need to check all of them. 1808 * we don't need to check all of them.
1886 */ 1809 */
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1905 ((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))
1906 { 1829 {
1907 1830
1908 float 1831 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 diff = tmp->move_slow_penalty * fabs (op->speed);
1910 1833
1911 if (op->type == PLAYER) 1834 if (op->type == PLAYER)
1912 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)) ||
1913 (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)))
1914 diff /= 4.0; 1837 diff /= 4.0;
1941/* 1864/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1865 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1866 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
1945 */ 1868 */
1946
1947object * 1869object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1870present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1871{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1872 if (!m || out_of_map (m, x, y))
1954 { 1873 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1874 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1875 return NULL;
1957 } 1876 }
1958 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)
1959 if (tmp->arch == at) 1879 if (tmp->arch == at)
1960 return tmp; 1880 return tmp;
1881
1961 return NULL; 1882 return NULL;
1962} 1883}
1963 1884
1964/* 1885/*
1965 * present(type, map, x, y) searches for any objects with 1886 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1887 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
1968 */ 1889 */
1969
1970object * 1890object *
1971present (unsigned char type, maptile *m, int x, int y) 1891present (unsigned char type, maptile *m, int x, int y)
1972{ 1892{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1893 if (out_of_map (m, x, y))
1977 { 1894 {
1978 LOG (llevError, "Present called outside map.\n"); 1895 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1896 return NULL;
1980 } 1897 }
1981 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)
1982 if (tmp->type == type) 1900 if (tmp->type == type)
1983 return tmp; 1901 return tmp;
1902
1984 return NULL; 1903 return NULL;
1985} 1904}
1986 1905
1987/* 1906/*
1988 * present_in_ob(type, object) searches for any objects with 1907 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1908 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1909 * The first matching object is returned, or NULL if none.
1991 */ 1910 */
1992
1993object * 1911object *
1994present_in_ob (unsigned char type, const object *op) 1912present_in_ob (unsigned char type, const object *op)
1995{ 1913{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1915 if (tmp->type == type)
2001 return tmp; 1916 return tmp;
1917
2002 return NULL; 1918 return NULL;
2003} 1919}
2004 1920
2005/* 1921/*
2006 * present_in_ob (type, str, object) searches for any objects with 1922 * present_in_ob (type, str, object) searches for any objects with
2014 * 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
2015 * 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
2016 * 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
2017 * to be unique. 1933 * to be unique.
2018 */ 1934 */
2019
2020object * 1935object *
2021present_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)
2022{ 1937{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1938 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1939 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1940 return tmp;
2030 } 1941
2031 return NULL; 1942 return 0;
2032} 1943}
2033 1944
2034/* 1945/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1946 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1947 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1948 * The first matching object is returned, or NULL if none.
2038 */ 1949 */
2039
2040object * 1950object *
2041present_arch_in_ob (const archetype *at, const object *op) 1951present_arch_in_ob (const archetype *at, const object *op)
2042{ 1952{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1954 if (tmp->arch == at)
2048 return tmp; 1955 return tmp;
1956
2049 return NULL; 1957 return NULL;
2050} 1958}
2051 1959
2052/* 1960/*
2053 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
2054 */ 1962 */
2055void 1963void
2056flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
2057{ 1965{
2058 object *
2059 tmp;
2060
2061 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1966 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2063 { 1967 {
2064 SET_FLAG (tmp, flag); 1968 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1969 flag_inv (tmp, flag);
2066 } 1970 }
2067} /* 1971}
1972
1973/*
2068 * desactivate recursively a flag on an object inventory 1974 * deactivate recursively a flag on an object inventory
2069 */ 1975 */
2070void 1976void
2071unflag_inv (object *op, int flag) 1977unflag_inv (object *op, int flag)
2072{ 1978{
2073 object *
2074 tmp;
2075
2076 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1979 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2078 { 1980 {
2079 CLEAR_FLAG (tmp, flag); 1981 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1982 unflag_inv (tmp, flag);
2081 } 1983 }
2082}
2083
2084/*
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for
2088 * him/her-self and all object carried by a call to this function.
2089 */
2090
2091void
2092set_cheat (object *op)
2093{
2094 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ);
2096} 1984}
2097 1985
2098/* 1986/*
2099 * 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
2100 * 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
2102 * to search (see the freearr_x/y[] definition). 1990 * to search (see the freearr_x/y[] definition).
2103 * It returns a random choice among the alternatives found. 1991 * It returns a random choice among the alternatives found.
2104 * 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
2105 * does all 4 immediate directions). This returns the index into the 1993 * does all 4 immediate directions). This returns the index into the
2106 * 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)
2107 * Note - this only checks to see if there is space for the head of the
2108 * object - if it is a multispace object, this should be called for all
2109 * pieces.
2110 * Note2: This function does correctly handle tiled maps, but does not 1995 * Note: This function does correctly handle tiled maps, but does not
2111 * inform the caller. However, insert_ob_in_map will update as 1996 * inform the caller. However, insert_ob_in_map will update as
2112 * 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.
2113 * 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
2114 * 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
2115 * 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
2116 * 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
2117 * customized, changed states, etc. 2002 * customized, changed states, etc.
2118 */ 2003 */
2119
2120int 2004int
2121find_free_spot (const object *ob, maptile *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)
2122{ 2006{
2123 int
2124 i,
2125 index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 2007 int altern[SIZEOFFREE];
2008 int index = 0, flag;
2128 2009
2129 for (i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
2130 { 2011 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2012 mapxy pos (m, x, y); pos.move (i);
2132 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 {
2133 altern[index++] = i; 2028 altern [index++] = i;
2029 continue;
2030 }
2134 2031
2135 /* 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.
2136 * 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.
2137 * 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 -
2138 * 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
2139 * 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
2140 * to only the spaces immediately surrounding the target area, and 2037 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 2038 * won't look 2 spaces south of the target space.
2142 */ 2039 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2040 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2041 {
2144 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;
2145 } 2056 }
2057
2146 if (!index) 2058 if (!index)
2147 return -1; 2059 return -1;
2060
2148 return altern[RANDOM () % index]; 2061 return altern [rndm (index)];
2149} 2062}
2150 2063
2151/* 2064/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2065 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2066 * find_free_spot(), but it will search max number of squares.
2154 * 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.
2155 * 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.
2156 */ 2069 */
2157
2158int 2070int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2071find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2072{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2073 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 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]))
2167 return i; 2075 return i;
2168 } 2076
2169 return -1; 2077 return -1;
2170} 2078}
2171 2079
2172/* 2080/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2081 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2082 * arr[begin..end-1].
2083 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2084 */
2176static void 2085static void
2177permute (int *arr, int begin, int end) 2086permute (int *arr, int begin, int end)
2178{ 2087{
2179 int 2088 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2089 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2090
2190 tmp = arr[i]; 2091 while (--end)
2191 arr[i] = arr[j]; 2092 swap (arr [end], arr [rndm (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2093}
2195 2094
2196/* new function to make monster searching more efficient, and effective! 2095/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2096 * This basically returns a randomized array (in the passed pointer) of
2198 * 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
2201 * 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.
2202 */ 2101 */
2203void 2102void
2204get_search_arr (int *search_arr) 2103get_search_arr (int *search_arr)
2205{ 2104{
2206 int 2105 int i;
2207 i;
2208 2106
2209 for (i = 0; i < SIZEOFFREE; i++) 2107 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2108 search_arr[i] = i;
2212 }
2213 2109
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2110 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2111 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2112 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2113}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2122 * Perhaps incorrectly, but I'm making the assumption that exclude
2227 * 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
2228 * 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
2229 * there is capable of. 2125 * there is capable of.
2230 */ 2126 */
2231
2232int 2127int
2233find_dir (maptile *m, int x, int y, object *exclude) 2128find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2129{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2130 int i, max = SIZEOFFREE, mflags;
2238 2131
2239 sint16 nx, ny; 2132 sint16 nx, ny;
2240 object * 2133 object *tmp;
2241 tmp;
2242 maptile * 2134 maptile *mp;
2243 mp;
2244 2135
2245 MoveType blocked, move_type; 2136 MoveType blocked, move_type;
2246 2137
2247 if (exclude && exclude->head) 2138 if (exclude && exclude->head_ () != exclude)
2248 { 2139 {
2249 exclude = exclude->head; 2140 exclude = exclude->head;
2250 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2251 } 2142 }
2252 else 2143 else
2260 mp = m; 2151 mp = m;
2261 nx = x + freearr_x[i]; 2152 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2153 ny = y + freearr_y[i];
2263 2154
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2155 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2156
2265 if (mflags & P_OUT_OF_MAP) 2157 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2158 max = maxfree[i];
2268 }
2269 else 2159 else
2270 { 2160 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2161 mapspace &ms = mp->at (nx, ny);
2162
2163 blocked = ms.move_block;
2272 2164
2273 if ((move_type & blocked) == move_type) 2165 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2166 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2167 else if (mflags & P_IS_ALIVE)
2278 { 2168 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2169 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2281 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)))
2282 {
2283 break; 2172 break;
2284 } 2173
2285 }
2286 if (tmp) 2174 if (tmp)
2287 {
2288 return freedir[i]; 2175 return freedir[i];
2289 }
2290 } 2176 }
2291 } 2177 }
2292 } 2178 }
2179
2293 return 0; 2180 return 0;
2294} 2181}
2295 2182
2296/* 2183/*
2297 * distance(object 1, object 2) will return the square of the 2184 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2185 * distance between the two given objects.
2299 */ 2186 */
2300
2301int 2187int
2302distance (const object *ob1, const object *ob2) 2188distance (const object *ob1, const object *ob2)
2303{ 2189{
2304 int
2305 i;
2306
2307 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);
2308 return i;
2309} 2191}
2310 2192
2311/* 2193/*
2312 * 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
2313 * 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
2314 * object, needs to travel toward it. 2196 * object, needs to travel toward it.
2315 */ 2197 */
2316
2317int 2198int
2318find_dir_2 (int x, int y) 2199find_dir_2 (int x, int y)
2319{ 2200{
2320 int 2201 int q;
2321 q;
2322 2202
2323 if (y) 2203 if (y)
2324 q = x * 100 / y; 2204 q = x * 100 / y;
2325 else if (x) 2205 else if (x)
2326 q = -300 * x; 2206 q = -300 * x;
2351 2231
2352 return 3; 2232 return 3;
2353} 2233}
2354 2234
2355/* 2235/*
2356 * absdir(int): Returns a number between 1 and 8, which represent
2357 * the "absolute" direction of a number (it actually takes care of
2358 * "overflow" in previous calculations of a direction).
2359 */
2360
2361int
2362absdir (int d)
2363{
2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2368 return d;
2369}
2370
2371/*
2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2236 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 * between two directions (which are expected to be absolute (see absdir()) 2237 * between two directions (which are expected to be absolute (see absdir())
2374 */ 2238 */
2375
2376int 2239int
2377dirdiff (int dir1, int dir2) 2240dirdiff (int dir1, int dir2)
2378{ 2241{
2379 int 2242 int d;
2380 d;
2381 2243
2382 d = abs (dir1 - dir2); 2244 d = abs (dir1 - dir2);
2383 if (d > 4) 2245 if (d > 4)
2384 d = 8 - d; 2246 d = 8 - d;
2247
2385 return d; 2248 return d;
2386} 2249}
2387 2250
2388/* peterm: 2251/* peterm:
2389 * 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.
2392 * 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
2393 * 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.
2394 * 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
2395 * functions. 2258 * functions.
2396 */ 2259 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2260int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2261 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2262 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2263 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2264 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2265 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2313 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2314 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2315 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2316 * Modified to be map tile aware -.MSW
2456 */ 2317 */
2457
2458
2459int 2318int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2319can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2320{
2462 sint16 dx, dy; 2321 sint16 dx, dy;
2463 int
2464 mflags; 2322 int mflags;
2465 2323
2466 if (dir < 0) 2324 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2325 return 0; /* exit condition: invalid direction */
2468 2326
2469 dx = x + freearr_x[dir]; 2327 dx = x + freearr_x[dir];
2482 return 0; 2340 return 0;
2483 2341
2484 /* yes, can see. */ 2342 /* yes, can see. */
2485 if (dir < 9) 2343 if (dir < 9)
2486 return 1; 2344 return 1;
2345
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2346 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2488 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]);
2489} 2349}
2490
2491
2492 2350
2493/* 2351/*
2494 * 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
2495 * picked up by the picker. Returnes 1 if it can be 2353 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2354 * picked up, otherwise 0.
2498 * 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
2499 * core dumps if they do. 2357 * core dumps if they do.
2500 * 2358 *
2501 * 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)
2502 */ 2360 */
2503
2504int 2361int
2505can_pick (const object *who, const object *item) 2362can_pick (const object *who, const object *item)
2506{ 2363{
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509 !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));
2510} 2367}
2511 2368
2512
2513/* 2369/*
2514 * create clone from object to another 2370 * create clone from object to another
2515 */ 2371 */
2516object * 2372object *
2517object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2518{ 2374{
2519 object *dst = 0, *tmp, *src, *part, *prev, *item; 2375 object *dst = 0, *tmp, *src, *prev, *item;
2520 2376
2521 if (!asrc) 2377 if (!asrc)
2522 return 0; 2378 return 0;
2523 2379
2524 src = asrc;
2525 if (src->head)
2526 src = src->head; 2380 src = asrc->head_ ();
2527 2381
2528 prev = 0; 2382 prev = 0;
2529 for (part = src; part; part = part->more) 2383 for (object *part = src; part; part = part->more)
2530 { 2384 {
2531 tmp = part->clone (); 2385 tmp = part->clone ();
2532 tmp->x -= src->x; 2386 tmp->x -= src->x;
2533 tmp->y -= src->y; 2387 tmp->y -= src->y;
2534 2388
2536 { 2390 {
2537 dst = tmp; 2391 dst = tmp;
2538 tmp->head = 0; 2392 tmp->head = 0;
2539 } 2393 }
2540 else 2394 else
2541 {
2542 tmp->head = dst; 2395 tmp->head = dst;
2543 }
2544 2396
2545 tmp->more = 0; 2397 tmp->more = 0;
2546 2398
2547 if (prev) 2399 if (prev)
2548 prev->more = tmp; 2400 prev->more = tmp;
2552 2404
2553 for (item = src->inv; item; item = item->below) 2405 for (item = src->inv; item; item = item->below)
2554 insert_ob_in_ob (object_create_clone (item), dst); 2406 insert_ob_in_ob (object_create_clone (item), dst);
2555 2407
2556 return dst; 2408 return dst;
2557}
2558
2559/* GROS - Creates an object using a string representing its content. */
2560/* Basically, we save the content of the string to a temp file, then call */
2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2562/* but it was simple to make and allows reusing the load_object function. */
2563/* Remember not to use load_object_str in a time-critical situation. */
2564/* Also remember that multiparts objects are not supported for now. */
2565
2566object *
2567load_object_str (const char *obstr)
2568{
2569 object *op;
2570 char filename[MAX_BUF];
2571
2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2573
2574 FILE *tempfile = fopen (filename, "w");
2575
2576 if (tempfile == NULL)
2577 {
2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2579 return NULL;
2580 }
2581
2582 fprintf (tempfile, obstr);
2583 fclose (tempfile);
2584
2585 op = object::create ();
2586
2587 object_thawer thawer (filename);
2588
2589 if (thawer)
2590 load_object (thawer, op, 0);
2591
2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2593 CLEAR_FLAG (op, FLAG_REMOVED);
2594
2595 return op;
2596} 2409}
2597 2410
2598/* This returns the first object in who's inventory that 2411/* This returns the first object in who's inventory that
2599 * has the same type and subtype match. 2412 * has the same type and subtype match.
2600 * returns NULL if no match. 2413 * returns NULL if no match.
2601 */ 2414 */
2602object * 2415object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2416find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2417{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2418 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2419 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2420 return tmp;
2610 2421
2611 return NULL; 2422 return 0;
2612} 2423}
2613 2424
2614/* 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,
2615 * otherwise return NULL. 2426 * otherwise return NULL.
2616 * 2427 *
2618 * do the desired thing. 2429 * do the desired thing.
2619 */ 2430 */
2620key_value * 2431key_value *
2621get_ob_key_link (const object *ob, const char *key) 2432get_ob_key_link (const object *ob, const char *key)
2622{ 2433{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2434 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2435 if (link->key == key)
2627 return link; 2436 return link;
2628 2437
2629 return NULL; 2438 return 0;
2630} 2439}
2631 2440
2632/* 2441/*
2633 * 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.
2634 * 2443 *
2659 if (link->key == canonical_key) 2468 if (link->key == canonical_key)
2660 return link->value; 2469 return link->value;
2661 2470
2662 return 0; 2471 return 0;
2663} 2472}
2664
2665 2473
2666/* 2474/*
2667 * Updates the canonical_key in op to value. 2475 * Updates the canonical_key in op to value.
2668 * 2476 *
2669 * 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).
2674 * Returns TRUE on success. 2482 * Returns TRUE on success.
2675 */ 2483 */
2676int 2484int
2677set_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)
2678{ 2486{
2679 key_value *
2680 field = NULL, *last = NULL; 2487 key_value *field = NULL, *last = NULL;
2681 2488
2682 for (field = op->key_values; field != NULL; field = field->next) 2489 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2490 {
2684 if (field->key != canonical_key) 2491 if (field->key != canonical_key)
2685 { 2492 {
2694 /* Basically, if the archetype has this key set, 2501 /* Basically, if the archetype has this key set,
2695 * we need to store the null value so when we save 2502 * we need to store the null value so when we save
2696 * it, we save the empty value so that when we load, 2503 * it, we save the empty value so that when we load,
2697 * we get this value back again. 2504 * we get this value back again.
2698 */ 2505 */
2699 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2506 if (get_ob_key_link (op->arch, canonical_key))
2700 field->value = 0; 2507 field->value = 0;
2701 else 2508 else
2702 { 2509 {
2703 if (last) 2510 if (last)
2704 last->next = field->next; 2511 last->next = field->next;
2713 /* IF we get here, key doesn't exist */ 2520 /* IF we get here, key doesn't exist */
2714 2521
2715 /* No field, we'll have to add it. */ 2522 /* No field, we'll have to add it. */
2716 2523
2717 if (!add_key) 2524 if (!add_key)
2718 {
2719 return FALSE; 2525 return FALSE;
2720 } 2526
2721 /* There isn't any good reason to store a null 2527 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2528 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2529 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2530 * be here. If user wants to store empty strings,
2725 * should pass in "" 2531 * should pass in ""
2774 } 2580 }
2775 else 2581 else
2776 item = item->env; 2582 item = item->env;
2777} 2583}
2778 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
2779// return a suitable string describing an objetc in enough detail to find it 2613// return a suitable string describing an object in enough detail to find it
2780const char * 2614const char *
2781object::debug_desc (char *info) const 2615object::debug_desc (char *info) const
2782{ 2616{
2617 char flagdesc[512];
2783 char info2[256 * 3]; 2618 char info2[256 * 4];
2784 char *p = info; 2619 char *p = info;
2785 2620
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2787 count, 2622 count,
2623 uuid.c_str (),
2788 &name, 2624 &name,
2789 title ? " " : "", 2625 title ? "\",title:\"" : "",
2790 title ? (const char *)title : ""); 2626 title ? (const char *)title : "",
2627 flag_desc (flagdesc, 512), type);
2791 2628
2792 if (env) 2629 if (!this->flag[FLAG_REMOVED] && env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794 2631
2795 if (map) 2632 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2797 2634
2798 return info; 2635 return info;
2799} 2636}
2800 2637
2801const char * 2638const char *
2802object::debug_desc () const 2639object::debug_desc () const
2803{ 2640{
2804 static char info[256 * 3]; 2641 static char info[3][256 * 4];
2642 static int info_idx;
2643
2805 return debug_desc (info); 2644 return debug_desc (info [++info_idx % 3]);
2806} 2645}
2807 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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