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Comparing deliantra/server/common/object.C (file contents):
Revision 1.80 by root, Sat Dec 23 06:41:39 2006 UTC vs.
Revision 1.209 by root, Mon Apr 21 06:35:26 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 (©) 2005,2006,2007,2008 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.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <funcpoint.h>
30#include <sproto.h>
33#include <loader.h> 31#include <loader.h>
34 32
35#include <bitset> 33#include <bitset>
36 34
37int nrofallocobjects = 0; 35UUID UUID::cur;
38static UUID uuid; 36static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
40 38
41object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
42 41
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, 42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 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 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
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, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -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 52 -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}; 53};
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, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 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 58 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}; 59};
52int freedir[SIZEOFFREE] = { 60int 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, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 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 64 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}; 65};
56 66
57static void 67static void
58write_uuid (void) 68write_uuid (uval64 skip, bool sync)
59{ 69{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
61 71 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 74 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} 75}
77 76
78static void 77static void
79read_uuid (void) 78read_uuid (void)
80{ 79{
81 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
82 81
83 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
84 83
84 seq_next_save = 0;
85
85 FILE *fp; 86 FILE *fp;
86 87
87 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
88 { 89 {
89 if (errno == ENOENT) 90 if (errno == ENOENT)
90 { 91 {
91 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 93 UUID::cur.seq = 0;
93 write_uuid (); 94 write_uuid (UUID_GAP, true);
94 return; 95 return;
95 } 96 }
96 97
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 99 _exit (1);
99 } 100 }
100 101
101 int version; 102 UUID::BUF buf;
102 unsigned long long uid; 103 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
104 { 107 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 109 _exit (1);
107 } 110 }
108 111
109 uuid.seq = uid; 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 113
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 114 write_uuid (UUID_GAP, true);
112 fclose (fp); 115 fclose (fp);
113} 116}
114 117
115UUID 118UUID
116gen_uuid () 119UUID::gen ()
117{ 120{
118 UUID uid; 121 UUID uid;
119 122
120 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
121 124
122 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
124 131
125 return uid; 132 return uid;
126} 133}
127 134
128void 135void
129init_uuid () 136UUID::init ()
130{ 137{
131 read_uuid (); 138 read_uuid ();
132} 139}
133 140
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 142static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
137{ 144{
138 key_value *wants_field; 145 key_value *wants_field;
139 146
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 148 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 149 * different structure or at least keep the lists sorted...
143 */ 150 */
144 151
145 /* For each field in wants, */ 152 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 154 {
148 key_value *has_field; 155 key_value *has_field;
149 156
150 /* Look for a field in has with the same key. */ 157 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 158 has_field = get_ob_key_link (has, wants_field->key);
152 159
153 if (has_field == NULL) 160 if (!has_field)
154 {
155 /* No field with that name. */ 161 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 162
159 /* Found the matching field. */ 163 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 164 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 165 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 166
166 /* If we get here, we found a match. Now for the next field in wants. */ 167 /* If we get here, we found a match. Now for the next field in wants. */
167 } 168 }
168 169
169 /* If we get here, every field in wants has a matching field in has. */ 170 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 171 return 1;
171} 172}
172 173
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 174/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 175static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 176compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 177{
177 /* However, there may be fields in has which aren't partnered in wants, 178 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 179 * so we need to run the comparison *twice*. :(
179 */ 180 */
190 * Check nrof variable *before* calling can_merge() 191 * Check nrof variable *before* calling can_merge()
191 * 192 *
192 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
193 * check weight 194 * check weight
194 */ 195 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
197{ 197{
198 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
199 if (ob1 == ob2 199 if (ob1 == ob2
200 || ob1->type != ob2->type 200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 202 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 203 || ob1->name != ob2->name)
204 return 0; 204 return 0;
205 205
206 //TODO: this ain't working well, use nicer and correct overflow check 206 /* Do not merge objects if nrof would overflow. First part checks
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 * for unsigned overflow (2c), second part checks whether the result
208 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * would fit into a 32 bit signed int, which is often used to hold
209 * used to store nrof). 209 * nrof values.
210 */ 210 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 212 return 0;
213 213
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 218 * flags lose any meaning.
219 */ 219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 225
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if (ob1->arch->name != ob2->arch->name
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 227 || ob1->name != ob2->name
229 || ob1->title != ob2->title 228 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 229 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 230 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 231 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 232 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 233 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 234 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 235 || ob1->value != ob2->value
245 || ob1->move_block != ob2->move_block 242 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 243 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 244 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 245 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 246 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 247 || ob1->move_slow_penalty != ob2->move_slow_penalty
248 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 250 return 0;
252 251
252 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED)
256 .any ())
257 return 0;
258
253 /* This is really a spellbook check - really, we should 259 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 260 * not merge objects with real inventories, as splitting them
261 * is hard.
255 */ 262 */
256 if (ob1->inv || ob2->inv) 263 if (ob1->inv || ob2->inv)
257 { 264 {
258 /* if one object has inventory but the other doesn't, not equiv */ 265 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 266 return 0; /* inventories differ in length */
260 return 0;
261 267
262 /* Now check to see if the two inventory objects could merge */ 268 if (ob1->inv->below || ob2->inv->below)
269 return 0; /* more than one object in inv */
270
263 if (!object::can_merge (ob1->inv, ob2->inv)) 271 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 272 return 0; /* inventory objects differ */
265 273
266 /* inventory ok - still need to check rest of this object to see 274 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 275 * if it is valid.
268 */ 276 */
269 } 277 }
277 285
278 /* Note sure why the following is the case - either the object has to 286 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 287 * be animated or have a very low speed. Is this an attempted monster
280 * check? 288 * check?
281 */ 289 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 290 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 291 return 0;
284 292
285 switch (ob1->type) 293 switch (ob1->type)
286 { 294 {
287 case SCROLL: 295 case SCROLL:
288 if (ob1->level != ob2->level) 296 if (ob1->level != ob2->level)
289 return 0; 297 return 0;
290 break; 298 break;
291 } 299 }
292 300
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 301 if (ob1->key_values || ob2->key_values)
294 { 302 {
295 /* At least one of these has key_values. */ 303 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 304 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 305 return 0; /* One has fields, but the other one doesn't. */
306
307 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 308 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 309 }
302 310
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
305 { 312 {
306 ob1->optimise (); 313 ob1->optimise ();
307 ob2->optimise (); 314 ob2->optimise ();
308 315
309 if (ob1->self || ob2->self) 316 if (ob1->self || ob2->self)
317 {
318 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
319 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
320
321 if (k1 != k2)
310 return 0; 322 return 0;
323
324 if (k1 == 0)
325 return 1;
326
327 if (!cfperl_can_merge (ob1, ob2))
328 return 0;
329 }
311 } 330 }
312 331
313 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
314 return 1; 333 return 1;
315} 334}
316 335
336// adjust weight per container type ("of holding")
337static sint32
338weight_adjust (object *op, sint32 weight)
339{
340 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight;
343}
344
317/* 345/*
346 * adjust_weight(object, weight) adds the specified weight to an object,
347 * and also updates how much the environment(s) is/are carrying.
348 */
349static void
350adjust_weight (object *op, sint32 weight)
351{
352 while (op)
353 {
354 weight = weight_adjust (op, weight);
355
356 op->carrying += weight;
357 op = op->env;
358 }
359}
360
361/*
318 * sum_weight() is a recursive function which calculates the weight 362 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 363 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 364 * containers are carrying, and sums it up.
321 */ 365 */
322long 366void
323sum_weight (object *op) 367object::update_weight ()
324{ 368{
325 long sum; 369 sint32 sum = 0;
326 object *inv;
327 370
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 371 for (object *op = inv; op; op = op->below)
329 { 372 {
330 if (inv->inv) 373 if (op->inv)
331 sum_weight (inv); 374 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 }
334 375
335 if (op->type == CONTAINER && op->stats.Str) 376 sum += op->total_weight ();
336 sum = (sum * (100 - op->stats.Str)) / 100; 377 }
337 378
338 if (op->carrying != sum) 379 carrying = weight_adjust (this, sum);
339 op->carrying = sum;
340
341 return sum;
342} 380}
343 381
344/** 382/*
345 * Return the outermost environment object for a given object. 383 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 384 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 385char *
363dump_object (object *op) 386dump_object (object *op)
364{ 387{
365 if (!op) 388 if (!op)
366 return strdup ("[NULLOBJ]"); 389 return strdup ("[NULLOBJ]");
367 390
368 object_freezer freezer; 391 object_freezer freezer;
369 save_object (freezer, op, 3); 392 op->write (freezer);
370 return freezer.as_string (); 393 return freezer.as_string ();
371} 394}
372 395
373/* 396/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 397 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 398 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 399 * If it's not a multi-object, it is returned.
377 */ 400 */
378
379object * 401object *
380get_nearest_part (object *op, const object *pl) 402get_nearest_part (object *op, const object *pl)
381{ 403{
382 object *tmp, *closest; 404 object *tmp, *closest;
383 int last_dist, i; 405 int last_dist, i;
384 406
385 if (op->more == NULL) 407 if (!op->more)
386 return op; 408 return op;
409
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 410 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
411 tmp;
412 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 413 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 414 closest = tmp, last_dist = i;
415
390 return closest; 416 return closest;
391} 417}
392 418
393/* 419/*
394 * Returns the object which has the count-variable equal to the argument. 420 * Returns the object which has the count-variable equal to the argument.
421 * VERRRY slow.
395 */ 422 */
396
397object * 423object *
398find_object (tag_t i) 424find_object (tag_t i)
399{ 425{
400 for (object *op = object::first; op; op = op->next) 426 for_all_objects (op)
401 if (op->count == i) 427 if (op->count == i)
402 return op; 428 return op;
403 429
404 return 0; 430 return 0;
405} 431}
406 432
407/* 433/*
408 * Returns the first object which has a name equal to the argument. 434 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 435 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 436 * Enables features like "patch <name-of-other-player> food 999"
411 */ 437 */
412
413object * 438object *
414find_object_name (const char *str) 439find_object_name (const char *str)
415{ 440{
416 shstr_cmp str_ (str); 441 shstr_cmp str_ (str);
417 object *op; 442 object *op;
418 443
419 for (op = object::first; op != NULL; op = op->next) 444 for_all_objects (op)
420 if (op->name == str_) 445 if (op->name == str_)
421 break; 446 break;
422 447
423 return op; 448 return op;
424} 449}
425 450
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 451/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 453 * skill and experience objects.
454 * ACTUALLY NO! investigate! TODO
435 */ 455 */
436void 456void
437object::set_owner (object *owner) 457object::set_owner (object *owner)
438{ 458{
459 // allow objects which own objects
439 if (!owner) 460 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 461 while (owner->owner)
450 owner = owner->owner; 462 owner = owner->owner;
463
464 if (flag [FLAG_FREED])
465 {
466 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
467 return;
468 }
451 469
452 this->owner = owner; 470 this->owner = owner;
471}
472
473int
474object::slottype () const
475{
476 if (type == SKILL)
477 {
478 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
479 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
480 }
481 else
482 {
483 if (slot [body_combat].info) return slot_combat;
484 if (slot [body_range ].info) return slot_ranged;
485 }
486
487 return slot_none;
488}
489
490bool
491object::change_weapon (object *ob)
492{
493 if (current_weapon == ob)
494 return true;
495
496 if (chosen_skill)
497 chosen_skill->flag [FLAG_APPLIED] = false;
498
499 current_weapon = ob;
500 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
501
502 if (chosen_skill)
503 chosen_skill->flag [FLAG_APPLIED] = true;
504
505 update_stats ();
506
507 if (ob)
508 {
509 // now check wether any body locations became invalid, in which case
510 // we cannot apply the weapon at the moment.
511 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
512 if (slot[i].used < 0)
513 {
514 current_weapon = chosen_skill = 0;
515 update_stats ();
516
517 new_draw_info_format (NDI_UNIQUE, 0, this,
518 "You try to balance all your items at once, "
519 "but the %s is just too much for your body. "
520 "[You need to unapply some items first.]", &ob->name);
521 return false;
522 }
523
524 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
525 }
526 else
527 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
528
529 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
530 {
531 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
532 &name, ob->debug_desc ());
533 return false;
534 }
535
536 return true;
453} 537}
454 538
455/* Zero the key_values on op, decrementing the shared-string 539/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 540 * refcounts and freeing the links.
457 */ 541 */
458static void 542static void
459free_key_values (object *op) 543free_key_values (object *op)
460{ 544{
461 for (key_value *i = op->key_values; i != 0;) 545 for (key_value *i = op->key_values; i; )
462 { 546 {
463 key_value *next = i->next; 547 key_value *next = i->next;
464 delete i; 548 delete i;
465 549
466 i = next; 550 i = next;
467 } 551 }
468 552
469 op->key_values = 0; 553 op->key_values = 0;
470} 554}
471 555
472/* 556object &
473 * copy_to first frees everything allocated by the dst object, 557object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 558{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 559 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 560 bool is_removed = flag [FLAG_REMOVED];
485 561
486 *(object_copy *)dst = *this; 562 *(object_copy *)this = src;
487 563
488 if (self || cb) 564 flag [FLAG_FREED] = is_freed;
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 565 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
497 if (speed < 0)
498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
499 566
500 /* Copy over key_values, if any. */ 567 /* Copy over key_values, if any. */
501 if (key_values) 568 if (src.key_values)
502 { 569 {
503 key_value *tail = 0; 570 key_value *tail = 0;
504 key_value *i;
505
506 dst->key_values = 0; 571 key_values = 0;
507 572
508 for (i = key_values; i; i = i->next) 573 for (key_value *i = src.key_values; i; i = i->next)
509 { 574 {
510 key_value *new_link = new key_value; 575 key_value *new_link = new key_value;
511 576
512 new_link->next = 0; 577 new_link->next = 0;
513 new_link->key = i->key; 578 new_link->key = i->key;
514 new_link->value = i->value; 579 new_link->value = i->value;
515 580
516 /* Try and be clever here, too. */ 581 /* Try and be clever here, too. */
517 if (!dst->key_values) 582 if (!key_values)
518 { 583 {
519 dst->key_values = new_link; 584 key_values = new_link;
520 tail = new_link; 585 tail = new_link;
521 } 586 }
522 else 587 else
523 { 588 {
524 tail->next = new_link; 589 tail->next = new_link;
525 tail = new_link; 590 tail = new_link;
526 } 591 }
527 } 592 }
528 } 593 }
594}
529 595
530 update_ob_speed (dst); 596/*
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608
609 if (speed < 0)
610 dst->speed_left -= rndm ();
611
612 dst->set_speed (dst->speed);
613}
614
615void
616object::instantiate ()
617{
618 if (!uuid.seq) // HACK
619 uuid = UUID::gen ();
620
621 speed_left = -0.1f;
622 /* copy the body_info to the body_used - this is only really
623 * need for monsters, but doesn't hurt to do it for everything.
624 * by doing so, when a monster is created, it has good starting
625 * values for the body_used info, so when items are created
626 * for it, they can be properly equipped.
627 */
628 for (int i = NUM_BODY_LOCATIONS; i--; )
629 slot[i].used = slot[i].info;
630
631 attachable::instantiate ();
531} 632}
532 633
533object * 634object *
534object::clone () 635object::clone ()
535{ 636{
541/* 642/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 643 * If an object with the IS_TURNABLE() flag needs to be turned due
543 * to the closest player being on the other side, this function can 644 * to the closest player being on the other side, this function can
544 * be called to update the face variable, _and_ how it looks on the map. 645 * be called to update the face variable, _and_ how it looks on the map.
545 */ 646 */
546
547void 647void
548update_turn_face (object *op) 648update_turn_face (object *op)
549{ 649{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 650 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 651 return;
652
552 SET_ANIMATION (op, op->direction); 653 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 654 update_object (op, UP_OBJ_FACE);
554} 655}
555 656
556/* 657/*
557 * Updates the speed of an object. If the speed changes from 0 to another 658 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 659 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 660 * This function needs to be called whenever the speed of an object changes.
560 */ 661 */
561void 662void
562update_ob_speed (object *op) 663object::set_speed (float speed)
563{ 664{
564 extern int arch_init; 665 if (flag [FLAG_FREED] && speed)
565
566 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated.
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 666 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 667 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 668 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 669 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 670
589 /* process_events() expects us to insert the object at the beginning 671 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 672
593 if (op->active_next != NULL) 673 if (has_active_speed ())
594 op->active_next->active_prev = op; 674 activate ();
595
596 active_objects = op;
597 }
598 else 675 else
599 { 676 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 677}
654 678
655/* 679/*
656 * update_object() updates the the map. 680 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 681 * It takes into account invisible objects (and represent squares covered
670 * UP_OBJ_FACE: only the objects face has changed. 694 * UP_OBJ_FACE: only the objects face has changed.
671 */ 695 */
672void 696void
673update_object (object *op, int action) 697update_object (object *op, int action)
674{ 698{
675 MoveType move_on, move_off, move_block, move_slow;
676
677 if (op == NULL) 699 if (op == NULL)
678 { 700 {
679 /* this should never happen */ 701 /* this should never happen */
680 LOG (llevDebug, "update_object() called for NULL object.\n"); 702 LOG (llevDebug, "update_object() called for NULL object.\n");
681 return; 703 return;
694 */ 716 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 717 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 718 return;
697 719
698 /* make sure the object is within map boundaries */ 720 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 722 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 723 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 724#ifdef MANY_CORES
703 abort (); 725 abort ();
704#endif 726#endif
705 return; 727 return;
706 } 728 }
707 729
708 mapspace &m = op->ms (); 730 mapspace &m = op->ms ();
709 731
710 if (m.flags_ & P_NEED_UPDATE) 732 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 733 /* nop */;
712 else if (action == UP_OBJ_INSERT) 734 else if (action == UP_OBJ_INSERT)
713 { 735 {
714 // this is likely overkill, TODO: revisit (schmorp) 736 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 /* This isn't perfect, but I don't expect a lot of objects to 746 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 747 * to have move_allow right now.
726 */ 748 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 751 m.flags_ = 0;
730 } 752 }
731 /* if the object is being removed, we can't make intelligent 753 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 754 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 755 * that is being removed.
734 */ 756 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 758 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 759 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 760 /* Nothing to do for that case */ ;
739 else 761 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 762 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 763
742 if (op->more) 764 if (op->more)
743 update_object (op->more, action); 765 update_object (op->more, action);
744} 766}
745 767
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object () 768object::object ()
763{ 769{
764 SET_FLAG (this, FLAG_REMOVED); 770 SET_FLAG (this, FLAG_REMOVED);
765 771
766 expmul = 1.0; 772 expmul = 1.0;
767 face = blank_face; 773 face = blank_face;
768} 774}
769 775
770object::~object () 776object::~object ()
771{ 777{
778 unlink ();
779
772 free_key_values (this); 780 free_key_values (this);
773} 781}
774 782
783static int object_count;
784
775void object::link () 785void object::link ()
776{ 786{
787 assert (!index);//D
788 uuid = UUID::gen ();
777 count = ++ob_count; 789 count = ++object_count;
778 uuid = gen_uuid ();
779 790
780 prev = 0; 791 refcnt_inc ();
781 next = object::first; 792 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 793}
788 794
789void object::unlink () 795void object::unlink ()
790{ 796{
791 if (this == object::first) 797 if (!index)
792 object::first = next; 798 return;
793 799
794 /* Remove this object from the list of used objects */ 800 objects.erase (this);
795 if (prev) prev->next = next; 801 refcnt_dec ();
796 if (next) next->prev = prev; 802}
797 803
798 prev = 0; 804void
799 next = 0; 805object::activate ()
806{
807 /* If already on active list, don't do anything */
808 if (active)
809 return;
810
811 if (has_active_speed ())
812 actives.insert (this);
813}
814
815void
816object::activate_recursive ()
817{
818 activate ();
819
820 for (object *op = inv; op; op = op->below)
821 op->activate_recursive ();
822}
823
824/* This function removes object 'op' from the list of active
825 * objects.
826 * This should only be used for style maps or other such
827 * reference maps where you don't want an object that isn't
828 * in play chewing up cpu time getting processed.
829 * The reverse of this is to call update_ob_speed, which
830 * will do the right thing based on the speed of the object.
831 */
832void
833object::deactivate ()
834{
835 /* If not on the active list, nothing needs to be done */
836 if (!active)
837 return;
838
839 actives.erase (this);
840}
841
842void
843object::deactivate_recursive ()
844{
845 for (object *op = inv; op; op = op->below)
846 op->deactivate_recursive ();
847
848 deactivate ();
849}
850
851void
852object::set_flag_inv (int flag, int value)
853{
854 for (object *op = inv; op; op = op->below)
855 {
856 op->flag [flag] = value;
857 op->set_flag_inv (flag, value);
858 }
859}
860
861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory,
872 // cf will crash below with off-map x and y
873 if (!inv)
874 return;
875
876 /* Only if the space blocks everything do we not process -
877 * if some form of movement is allowed, let objects
878 * drop on that space.
879 */
880 if (!drop_to_ground
881 || !map
882 || map->in_memory != MAP_ACTIVE
883 || map->nodrop
884 || ms ().move_block == MOVE_ALL)
885 {
886 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy ();
890 }
891 }
892 else
893 { /* Put objects in inventory onto this space */
894 while (inv)
895 {
896 object *op = inv;
897
898 if (op->flag [FLAG_STARTEQUIP]
899 || op->flag [FLAG_NO_DROP]
900 || op->type == RUNE
901 || op->type == TRAP
902 || op->flag [FLAG_IS_A_TEMPLATE]
903 || op->flag [FLAG_DESTROY_ON_DEATH])
904 op->destroy ();
905 else
906 map->insert (op, x, y);
907 }
908 }
800} 909}
801 910
802object *object::create () 911object *object::create ()
803{ 912{
804 object *op = new object; 913 object *op = new object;
805 op->link (); 914 op->link ();
806 return op; 915 return op;
807} 916}
808 917
809/* 918void
810 * free_object() frees everything allocated by an object, removes 919object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 920{
821 if (QUERY_FLAG (this, FLAG_FREED)) 921 attachable::do_destroy ();
822 return;
823 922
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 923 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this);
925
926 if (flag [FLAG_FRIENDLY])
825 remove_friendly_object (this); 927 remove_friendly_object (this);
826 928
827 if (!QUERY_FLAG (this, FLAG_REMOVED)) 929 if (!flag [FLAG_REMOVED])
828 remove (); 930 remove ();
829 931
830 SET_FLAG (this, FLAG_FREED); 932 destroy_inv (true);
831 933
832 if (more) 934 deactivate ();
833 { 935 unlink ();
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837 936
838 if (inv) 937 flag [FLAG_FREED] = 1;
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 938
880 // hack to ensure that freed objects still have a valid map 939 // hack to ensure that freed objects still have a valid map
881 { 940 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 941 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 942
884 if (!freed_map) 943 if (!freed_map)
885 { 944 {
886 freed_map = new maptile; 945 freed_map = new maptile;
887 946
947 freed_map->path = "<freed objects map>";
888 freed_map->name = "/internal/freed_objects_map"; 948 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 949 freed_map->width = 3;
890 freed_map->height = 3; 950 freed_map->height = 3;
951 freed_map->nodrop = 1;
891 952
892 freed_map->allocate (); 953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
893 } 955 }
894 956
895 map = freed_map; 957 map = freed_map;
896 x = 1; 958 x = 1;
897 y = 1; 959 y = 1;
898 } 960 }
899 961
962 if (more)
963 {
964 more->destroy ();
965 more = 0;
966 }
967
968 head = 0;
969
900 // clear those pointers that likely might have circular references to us 970 // clear those pointers that likely might cause circular references
901 owner = 0; 971 owner = 0;
902 enemy = 0; 972 enemy = 0;
903 attacked_by = 0; 973 attacked_by = 0;
904 974 current_weapon = 0;
905 // only relevant for players(?), but make sure of it anyways
906 contr = 0;
907
908 /* Remove object from the active list */
909 speed = 0;
910 update_ob_speed (this);
911
912 unlink ();
913
914 mortals.push_back (this);
915} 975}
916 976
917/*
918 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)).
920 */
921void 977void
922sub_weight (object *op, signed long weight) 978object::destroy (bool destroy_inventory)
923{ 979{
924 while (op != NULL) 980 if (destroyed ())
925 { 981 return;
926 if (op->type == CONTAINER)
927 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
928 982
929 op->carrying -= weight; 983 if (destroy_inventory)
930 op = op->env; 984 destroy_inv (false);
931 } 985
986 if (is_head ())
987 if (sound_destroy)
988 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER])
990 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
991
992 attachable::destroy ();
932} 993}
933 994
934/* op->remove (): 995/* op->remove ():
935 * This function removes the object op from the linked list of objects 996 * This function removes the object op from the linked list of objects
936 * which it is currently tied to. When this function is done, the 997 * which it is currently tied to. When this function is done, the
937 * object will have no environment. If the object previously had an 998 * object will have no environment. If the object previously had an
938 * environment, the x and y coordinates will be updated to 999 * environment, the x and y coordinates will be updated to
939 * the previous environment. 1000 * the previous environment.
940 * Beware: This function is called from the editor as well!
941 */ 1001 */
942void 1002void
943object::remove () 1003object::do_remove ()
944{ 1004{
945 object *tmp, *last = 0; 1005 object *tmp, *last = 0;
946 object *otmp; 1006 object *otmp;
947 1007
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 1008 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 1009 return;
952 1010
953 SET_FLAG (this, FLAG_REMOVED); 1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this);
954 1013
955 if (more) 1014 if (more)
956 more->remove (); 1015 more->remove ();
957 1016
958 /* 1017 /*
959 * In this case, the object to be removed is in someones 1018 * In this case, the object to be removed is in someones
960 * inventory. 1019 * inventory.
961 */ 1020 */
962 if (env) 1021 if (env)
963 { 1022 {
1023 adjust_weight (env, -total_weight ());
1024
1025 *(above ? &above->below : &env->inv) = below;
1026
964 if (nrof) 1027 if (below)
965 sub_weight (env, weight * nrof); 1028 below->above = above;
966 else 1029
967 sub_weight (env, weight + carrying); 1030 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do.
1033 */
1034 map = env->map;
1035 x = env->x;
1036 y = env->y;
1037 above = 0;
1038 below = 0;
1039 env = 0;
968 1040
969 /* NO_FIX_PLAYER is set when a great many changes are being 1041 /* NO_FIX_PLAYER is set when a great many changes are being
970 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
971 * to save cpu time. 1043 * to save cpu time.
972 */ 1044 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 1046 otmp->update_stats ();
975
976 if (above != NULL)
977 above->below = below;
978 else
979 env->inv = below;
980
981 if (below != NULL)
982 below->above = above;
983
984 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do.
987 */
988 x = env->x, y = env->y;
989 map = env->map;
990 above = 0, below = 0;
991 env = 0;
992 } 1047 }
993 else if (map) 1048 else if (map)
994 { 1049 {
995 /* Re did the following section of code - it looks like it had 1050 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true;
1063 mapspace &ms = this->ms ();
998 1064
999 /* link the object above us */ 1065 /* link the object above us */
1000 if (above) 1066 if (above)
1001 above->below = below; 1067 above->below = below;
1002 else 1068 else
1003 map->at (x, y).top = below; /* we were top, set new top */ 1069 ms.top = below; /* we were top, set new top */
1004 1070
1005 /* Relink the object below us, if there is one */ 1071 /* Relink the object below us, if there is one */
1006 if (below) 1072 if (below)
1007 below->above = above; 1073 below->above = above;
1008 else 1074 else
1010 /* Nothing below, which means we need to relink map object for this space 1076 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is 1077 * use translated coordinates in case some oddness with map tiling is
1012 * evident 1078 * evident
1013 */ 1079 */
1014 if (GET_MAP_OB (map, x, y) != this) 1080 if (GET_MAP_OB (map, x, y) != this)
1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1018 "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); 1081 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024 1082
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1083 ms.bot = above; /* goes on above it. */
1026 } 1084 }
1027 1085
1028 above = 0; 1086 above = 0;
1029 below = 0; 1087 below = 0;
1030 1088
1031 if (map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1032 return; 1090 return;
1033 1091
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1093
1094 if (object *pl = ms.player ())
1095 {
1096 if (pl->container == this)
1097 /* If a container that the player is currently using somehow gets
1098 * removed (most likely destroyed), update the player view
1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1037 { 1107 {
1038 /* No point updating the players look faces if he is the object 1108 /* No point updating the players look faces if he is the object
1039 * being removed. 1109 * being removed.
1040 */ 1110 */
1041 1111
1042 if (tmp->type == PLAYER && tmp != this)
1043 {
1044 /* If a container that the player is currently using somehow gets
1045 * removed (most likely destroyed), update the player view
1046 * appropriately.
1047 */
1048 if (tmp->container == this)
1049 {
1050 CLEAR_FLAG (this, FLAG_APPLIED);
1051 tmp->container = 0;
1052 }
1053
1054 tmp->contr->ns->floorbox_update ();
1055 }
1056
1057 /* See if player moving off should effect something */ 1112 /* See if object moving off should effect something */
1058 if (check_walk_off 1113 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1114 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1116 {
1062 move_apply (tmp, this, 0); 1117 move_apply (tmp, this, 0);
1063 1118
1064 if (destroyed ()) 1119 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1121 }
1067 1122
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069
1070 if (tmp->above == tmp)
1071 tmp->above = 0;
1072
1073 last = tmp; 1123 last = tmp;
1074 } 1124 }
1075 1125
1076 /* last == NULL of there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1128 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1129 map->at (x, y).flags_ = 0;
1079 else 1130 else
1080 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1081 1132
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1134 update_all_los (map, x, y);
1084 } 1135 }
1085} 1136}
1086 1137
1087/* 1138/*
1096merge_ob (object *op, object *top) 1147merge_ob (object *op, object *top)
1097{ 1148{
1098 if (!op->nrof) 1149 if (!op->nrof)
1099 return 0; 1150 return 0;
1100 1151
1101 if (top == NULL) 1152 if (!top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1153 for (top = op; top && top->above; top = top->above)
1154 ;
1103 1155
1104 for (; top != NULL; top = top->below) 1156 for (; top; top = top->below)
1105 { 1157 {
1106 if (top == op) 1158 if (top == op)
1107 continue; 1159 continue;
1108 1160
1109 if (object::can_merge (op, top)) 1161 if (object::can_merge (op, top))
1118 } 1170 }
1119 1171
1120 return 0; 1172 return 0;
1121} 1173}
1122 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1123/* 1198/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1126 */ 1201 */
1127object * 1202object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1204{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1206 {
1137 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1138 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1139 } 1209 }
1140 1210
1141 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1142} 1212}
1143 1213
1159 * Return value: 1229 * Return value:
1160 * new object if 'op' was merged with other object 1230 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1231 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1232 * just 'op' otherwise
1163 */ 1233 */
1164
1165object * 1234object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1236{
1237 assert (!op->flag [FLAG_FREED]);
1238
1168 object *tmp, *top, *floor = NULL; 1239 object *top, *floor = NULL;
1169 sint16 x, y;
1170 1240
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1241 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176
1177 if (m == NULL)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return NULL;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1242
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1243 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1244 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1245 * need extra work
1243 */ 1246 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1247 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1248 {
1246 y = op->y; 1249 op->destroy ();
1250 return 0;
1251 }
1252
1253 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0;
1256
1257 CLEAR_FLAG (op, FLAG_REMOVED);
1258
1259 op->map = m;
1260 mapspace &ms = op->ms ();
1247 1261
1248 /* this has to be done after we translate the coordinates. 1262 /* this has to be done after we translate the coordinates.
1249 */ 1263 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1264 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1266 if (object::can_merge (op, tmp))
1253 { 1267 {
1254 op->nrof += tmp->nrof; 1268 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1269 tmp->destroy (1);
1256 } 1270 }
1257 1271
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1273 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260 1274
1273 op->below = originator->below; 1287 op->below = originator->below;
1274 1288
1275 if (op->below) 1289 if (op->below)
1276 op->below->above = op; 1290 op->below->above = op;
1277 else 1291 else
1278 op->ms ().bottom = op; 1292 ms.bot = op;
1279 1293
1280 /* since *below* originator, no need to update top */ 1294 /* since *below* originator, no need to update top */
1281 originator->below = op; 1295 originator->below = op;
1282 } 1296 }
1283 else 1297 else
1284 { 1298 {
1299 top = ms.bot;
1300
1285 /* If there are other objects, then */ 1301 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1302 if (top)
1287 { 1303 {
1288 object *last = NULL; 1304 object *last = 0;
1289 1305
1290 /* 1306 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1307 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1308 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1309 * Generally, we want to put the new object on top. But if
1297 * once we get to them. This reduces the need to traverse over all of 1313 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1314 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1315 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1316 * that flying non pickable objects are spell objects.
1301 */ 1317 */
1302 1318 for (top = ms.bot; top; top = top->above)
1303 while (top != NULL)
1304 { 1319 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1321 floor = top;
1307 1322
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1311 top = top->below; 1326 top = top->below;
1312 break; 1327 break;
1313 } 1328 }
1314 1329
1315 last = top; 1330 last = top;
1316 top = top->above;
1317 } 1331 }
1318 1332
1319 /* Don't want top to be NULL, so set it to the last valid object */ 1333 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last; 1334 top = last;
1321 1335
1323 * looks like instead of lots of conditions here. 1337 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result. 1338 * makes things faster, and effectively the same result.
1325 */ 1339 */
1326 1340
1327 /* Have object 'fall below' other objects that block view. 1341 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66 1342 * Unless those objects are exits.
1329 * If INS_ON_TOP is used, don't do this processing 1343 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1344 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1345 * stacking is a bit odd.
1332 */ 1346 */
1333 if (!(flag & INS_ON_TOP) && 1347 if (!(flag & INS_ON_TOP)
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1348 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility))
1335 { 1350 {
1336 for (last = top; last != floor; last = last->below) 1351 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break; 1353 break;
1354
1339 /* Check to see if we found the object that blocks view, 1355 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1356 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1357 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1358 * set top to the object below us.
1343 */ 1359 */
1344 if (last && last->below && last != floor) 1360 if (last && last->below && last != floor)
1345 top = last->below; 1361 top = last->below;
1346 } 1362 }
1347 } /* If objects on this space */ 1363 } /* If objects on this space */
1348 1364
1349 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y);
1351
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1365 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1366 top = floor;
1354 1367
1355 /* Top is the object that our object (op) is going to get inserted above. 1368 /* Top is the object that our object (op) is going to get inserted above.
1356 */ 1369 */
1357 1370
1358 /* First object on this space */ 1371 /* First object on this space */
1359 if (!top) 1372 if (!top)
1360 { 1373 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1374 op->above = ms.bot;
1362 1375
1363 if (op->above) 1376 if (op->above)
1364 op->above->below = op; 1377 op->above->below = op;
1365 1378
1366 op->below = NULL; 1379 op->below = 0;
1367 op->ms ().bottom = op; 1380 ms.bot = op;
1368 } 1381 }
1369 else 1382 else
1370 { /* get inserted into the stack above top */ 1383 { /* get inserted into the stack above top */
1371 op->above = top->above; 1384 op->above = top->above;
1372 1385
1375 1388
1376 op->below = top; 1389 op->below = top;
1377 top->above = op; 1390 top->above = op;
1378 } 1391 }
1379 1392
1380 if (op->above == NULL) 1393 if (!op->above)
1381 op->ms ().top = op; 1394 ms.top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1395 } /* else not INS_BELOW_ORIGINATOR */
1383 1396
1384 if (op->type == PLAYER) 1397 if (op->type == PLAYER)
1398 {
1385 op->contr->do_los = 1; 1399 op->contr->do_los = 1;
1400 ++op->map->players;
1401 op->map->touch ();
1402 }
1386 1403
1387 /* If we have a floor, we know the player, if any, will be above 1404 op->map->dirty = true;
1388 * it, so save a few ticks and start from there. 1405
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1406 if (object *pl = ms.player ())
1392 pl->contr->ns->floorbox_update (); 1407 pl->contr->ns->floorbox_update ();
1393 1408
1394 /* If this object glows, it may affect lighting conditions that are 1409 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1410 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1411 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1412 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1413 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1414 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1415 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1416 * of effect may be sufficient.
1402 */ 1417 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1418 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1419 update_all_los (op->map, op->x, op->y);
1405 1420
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1421 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1422 update_object (op, UP_OBJ_INSERT);
1423
1424 INVOKE_OBJECT (INSERT, op);
1408 1425
1409 /* Don't know if moving this to the end will break anything. However, 1426 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1427 * we want to have floorbox_update called before calling this.
1411 * 1428 *
1412 * check_move_on() must be after this because code called from 1429 * check_move_on() must be after this because code called from
1414 * blocked() and wall() work properly), and these flags are updated by 1431 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object(). 1432 * update_object().
1416 */ 1433 */
1417 1434
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1435 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1420 { 1437 {
1421 if (check_move_on (op, originator)) 1438 if (check_move_on (op, originator))
1422 return NULL; 1439 return 0;
1423 1440
1424 /* If we are a multi part object, lets work our way through the check 1441 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1442 * walk on's.
1426 */ 1443 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1444 for (object *tmp = op->more; tmp; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1445 if (check_move_on (tmp, originator))
1429 return NULL; 1446 return 0;
1430 } 1447 }
1431 1448
1432 return op; 1449 return op;
1433} 1450}
1434 1451
1437 * op is the object to insert it under: supplies x and the map. 1454 * op is the object to insert it under: supplies x and the map.
1438 */ 1455 */
1439void 1456void
1440replace_insert_ob_in_map (const char *arch_string, object *op) 1457replace_insert_ob_in_map (const char *arch_string, object *op)
1441{ 1458{
1442 object *tmp, *tmp1;
1443
1444 /* first search for itself and remove any old instances */ 1459 /* first search for itself and remove any old instances */
1445 1460
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1448 tmp->destroy (); 1463 tmp->destroy (1);
1449 1464
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1465 object *tmp = arch_to_object (archetype::find (arch_string));
1451 1466
1452 tmp1->x = op->x; 1467 tmp->x = op->x;
1453 tmp1->y = op->y; 1468 tmp->y = op->y;
1469
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1470 insert_ob_in_map (tmp, op->map, op, 0);
1471}
1472
1473object *
1474object::insert_at (object *where, object *originator, int flags)
1475{
1476 if (where->env)
1477 return where->env->insert (this);
1478 else
1479 return where->map->insert (this, where->x, where->y, originator, flags);
1480}
1481
1482// find player who can see this object
1483static object *
1484visible_to (object *op)
1485{
1486 if (!op->flag [FLAG_REMOVED])
1487 {
1488 // see if we are in a container of sorts
1489 if (object *env = op->env)
1490 {
1491 // the player inventory itself is always visible
1492 if (env->type == PLAYER)
1493 return env;
1494
1495 // else a player could have our env open
1496 env = env->outer_env ();
1497
1498 // the player itself is always on a map, so we will find him here
1499 // even if our inv is in a player.
1500 if (env->is_on_map ())
1501 if (object *pl = env->ms ().player ())
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = env->ms ().player ())
1509 return pl;
1510 }
1511 }
1512
1513 return 0;
1514}
1515
1516/*
1517 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object
1519 * is subsequently removed and freed.
1520 *
1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */
1523bool
1524object::decrease (sint32 nr)
1525{
1526 nr = min (nr, nrof);
1527
1528 if (!nr)
1529 return 1;
1530
1531 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0
1538
1539 if (visible)
1540 esrv_send_item (visible, this);
1541
1542 return 1;
1543 }
1544 else
1545 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1);
1550 return 0;
1551 }
1455} 1552}
1456 1553
1457/* 1554/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1555 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains 1556 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0). 1557 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the 1558 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array. 1559 * global static errmsg array.
1463 */ 1560 */
1561object *
1562object::split (sint32 nr)
1563{
1564 if (nrof < nr)
1565 return 0;
1566 else if (nrof == nr)
1567 {
1568 remove ();
1569 return this;
1570 }
1571 else
1572 {
1573 decrease (nr);
1464 1574
1575 object *op = object_create_clone (this);
1576 op->nrof = nr;
1577 return op;
1578 }
1579}
1580
1581//TODO: remove, but semantics differs from split_nr
1465object * 1582object *
1466get_split_ob (object *orig_ob, uint32 nr) 1583get_split_ob (object *orig_ob, uint32 nr)
1467{ 1584{
1468 object *newob;
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1470
1471 if (orig_ob->nrof < nr) 1585 if (orig_ob->nrof < nr)
1472 { 1586 {
1473 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1587 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1474 return NULL;
1475 }
1476
1477 newob = object_create_clone (orig_ob);
1478
1479 if ((orig_ob->nrof -= nr) < 1)
1480 orig_ob->destroy (1);
1481 else if (!is_removed)
1482 {
1483 if (orig_ob->env != NULL)
1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1486 {
1487 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1488 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1489 return NULL;
1490 }
1491 }
1492
1493 newob->nrof = nr;
1494
1495 return newob;
1496}
1497
1498/*
1499 * decrease_ob_nr(object, number) decreases a specified number from
1500 * the amount of an object. If the amount reaches 0, the object
1501 * is subsequently removed and freed.
1502 *
1503 * Return value: 'op' if something is left, NULL if the amount reached 0
1504 */
1505
1506object *
1507decrease_ob_nr (object *op, uint32 i)
1508{
1509 object *tmp;
1510 player *pl;
1511
1512 if (i == 0) /* objects with op->nrof require this check */
1513 return op;
1514
1515 if (i > op->nrof)
1516 i = op->nrof;
1517
1518 if (QUERY_FLAG (op, FLAG_REMOVED))
1519 op->nrof -= i;
1520 else if (op->env)
1521 {
1522 /* is this object in the players inventory, or sub container
1523 * therein?
1524 */
1525 tmp = op->in_player ();
1526 /* nope. Is this a container the player has opened?
1527 * If so, set tmp to that player.
1528 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player.
1531 */
1532 if (!tmp)
1533 {
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env)
1536 {
1537 tmp = pl->ob;
1538 break;
1539 }
1540 }
1541
1542 if (i < op->nrof)
1543 {
1544 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i;
1546 if (tmp)
1547 esrv_send_item (tmp, op);
1548 }
1549 else
1550 {
1551 op->remove ();
1552 op->nrof = 0;
1553 if (tmp)
1554 esrv_del_item (tmp->contr, op->count);
1555 }
1556 }
1557 else
1558 {
1559 object *above = op->above;
1560
1561 if (i < op->nrof)
1562 op->nrof -= i;
1563 else
1564 {
1565 op->remove ();
1566 op->nrof = 0;
1567 }
1568
1569 /* Since we just removed op, op->above is null */
1570 for (tmp = above; tmp; tmp = tmp->above)
1571 if (tmp->type == PLAYER)
1572 {
1573 if (op->nrof)
1574 esrv_send_item (tmp, op);
1575 else
1576 esrv_del_item (tmp->contr, op->count);
1577 }
1578 }
1579
1580 if (op->nrof)
1581 return op;
1582 else
1583 {
1584 op->destroy ();
1585 return 0; 1588 return 0;
1586 } 1589 }
1587}
1588 1590
1589/* 1591 return orig_ob->split (nr);
1590 * add_weight(object, weight) adds the specified weight to an object,
1591 * and also updates how much the environment(s) is/are carrying.
1592 */
1593
1594void
1595add_weight (object *op, signed long weight)
1596{
1597 while (op != NULL)
1598 {
1599 if (op->type == CONTAINER)
1600 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1601
1602 op->carrying += weight;
1603 op = op->env;
1604 }
1605} 1592}
1606 1593
1607object * 1594object *
1608insert_ob_in_ob (object *op, object *where) 1595insert_ob_in_ob (object *op, object *where)
1609{ 1596{
1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1600 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1614 free (dump); 1601 free (dump);
1615 return op; 1602 return op;
1616 } 1603 }
1617 1604
1618 if (where->head) 1605 if (where->head_ () != where)
1619 { 1606 {
1620 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1607 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1621 where = where->head; 1608 where = where->head;
1622 } 1609 }
1623 1610
1624 return where->insert (op); 1611 return where->insert (op);
1625} 1612}
1630 * inside the object environment. 1617 * inside the object environment.
1631 * 1618 *
1632 * The function returns now pointer to inserted item, and return value can 1619 * The function returns now pointer to inserted item, and return value can
1633 * be != op, if items are merged. -Tero 1620 * be != op, if items are merged. -Tero
1634 */ 1621 */
1635
1636object * 1622object *
1637object::insert (object *op) 1623object::insert (object *op)
1638{ 1624{
1639 object *tmp, *otmp;
1640
1641 if (!QUERY_FLAG (op, FLAG_REMOVED))
1642 op->remove ();
1643
1644 if (op->more) 1625 if (op->more)
1645 { 1626 {
1646 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1627 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1647 return op; 1628 return op;
1648 } 1629 }
1649 1630
1650 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1631 op->remove ();
1651 CLEAR_FLAG (op, FLAG_REMOVED); 1632
1633 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1634
1652 if (op->nrof) 1635 if (op->nrof)
1653 {
1654 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1636 for (object *tmp = inv; tmp; tmp = tmp->below)
1655 if (object::can_merge (tmp, op)) 1637 if (object::can_merge (tmp, op))
1656 { 1638 {
1657 /* return the original object and remove inserted object 1639 /* return the original object and remove inserted object
1658 (client needs the original object) */ 1640 (client needs the original object) */
1659 tmp->nrof += op->nrof; 1641 tmp->nrof += op->nrof;
1660 /* Weight handling gets pretty funky. Since we are adding to 1642 op->destroy (1);
1661 * tmp->nrof, we need to increase the weight.
1662 */
1663 add_weight (this, op->weight * op->nrof);
1664 SET_FLAG (op, FLAG_REMOVED);
1665 op->destroy (); /* free the inserted object */
1666 op = tmp; 1643 op = tmp;
1667 op->remove (); /* and fix old object's links */ 1644 goto inserted;
1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669 break;
1670 } 1645 }
1671 1646
1672 /* I assume combined objects have no inventory 1647 op->owner = 0; // it's his/hers now. period.
1673 * We add the weight - this object could have just been removed 1648 op->map = 0;
1674 * (if it was possible to merge). calling remove_ob will subtract 1649 op->x = 0;
1675 * the weight, so we need to add it in again, since we actually do 1650 op->y = 0;
1676 * the linking below
1677 */
1678 add_weight (this, op->weight * op->nrof);
1679 }
1680 else
1681 add_weight (this, (op->weight + op->carrying));
1682 1651
1683 otmp = this->in_player (); 1652 op->above = 0;
1684 if (otmp && otmp->contr) 1653 op->below = inv;
1654 op->env = this;
1655
1656 if (inv)
1657 inv->above = op;
1658
1659 inv = op;
1660
1661 op->flag [FLAG_REMOVED] = 0;
1662
1663 adjust_weight (this, op->total_weight ());
1664
1665inserted:
1666 /* reset the light list and los of the players on the map */
1667 if (op->glow_radius && map && map->darkness)
1668 update_all_los (map, x, y);
1669
1670 if (object *otmp = in_player ())
1685 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1671 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1686 otmp->update_stats (); 1672 otmp->update_stats ();
1687 1673
1688 op->map = 0; 1674 INVOKE_OBJECT (INSERT, this);
1689 op->env = this;
1690 op->above = 0;
1691 op->below = 0;
1692 op->x = 0, op->y = 0;
1693
1694 /* reset the light list and los of the players on the map */
1695 if ((op->glow_radius != 0) && map)
1696 {
1697#ifdef DEBUG_LIGHTS
1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map))
1701 update_all_los (map, x, y);
1702 }
1703
1704 /* Client has no idea of ordering so lets not bother ordering it here.
1705 * It sure simplifies this function...
1706 */
1707 if (!inv)
1708 inv = op;
1709 else
1710 {
1711 op->below = inv;
1712 op->below->above = op;
1713 inv = op;
1714 }
1715 1675
1716 return op; 1676 return op;
1717} 1677}
1718 1678
1719/* 1679/*
1734 * 1694 *
1735 * MSW 2001-07-08: Check all objects on space, not just those below 1695 * MSW 2001-07-08: Check all objects on space, not just those below
1736 * object being inserted. insert_ob_in_map may not put new objects 1696 * object being inserted. insert_ob_in_map may not put new objects
1737 * on top. 1697 * on top.
1738 */ 1698 */
1739
1740int 1699int
1741check_move_on (object *op, object *originator) 1700check_move_on (object *op, object *originator)
1742{ 1701{
1743 object *tmp; 1702 object *tmp;
1744 maptile *m = op->map; 1703 maptile *m = op->map;
1771 1730
1772 /* The objects have to be checked from top to bottom. 1731 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1732 * Hence, we first go to the top:
1774 */ 1733 */
1775 1734
1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1777 { 1736 {
1778 /* Trim the search when we find the first other spell effect 1737 /* Trim the search when we find the first other spell effect
1779 * this helps performance so that if a space has 50 spell objects, 1738 * this helps performance so that if a space has 50 spell objects,
1780 * we don't need to check all of them. 1739 * we don't need to check all of them.
1781 */ 1740 */
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1801 { 1760 {
1802 1761
1803 float 1762 float
1804 diff = tmp->move_slow_penalty * FABS (op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
1805 1764
1806 if (op->type == PLAYER) 1765 if (op->type == PLAYER)
1807 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1768 diff /= 4.0;
1836/* 1795/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1796 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1797 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1798 * The first matching object is returned, or NULL if none.
1840 */ 1799 */
1841
1842object * 1800object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1801present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1802{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1803 if (!m || out_of_map (m, x, y))
1849 { 1804 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1806 return NULL;
1852 } 1807 }
1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1808
1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->arch == at) 1810 if (tmp->arch == at)
1855 return tmp; 1811 return tmp;
1812
1856 return NULL; 1813 return NULL;
1857} 1814}
1858 1815
1859/* 1816/*
1860 * present(type, map, x, y) searches for any objects with 1817 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1818 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1819 * The first matching object is returned, or NULL if none.
1863 */ 1820 */
1864
1865object * 1821object *
1866present (unsigned char type, maptile *m, int x, int y) 1822present (unsigned char type, maptile *m, int x, int y)
1867{ 1823{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1824 if (out_of_map (m, x, y))
1872 { 1825 {
1873 LOG (llevError, "Present called outside map.\n"); 1826 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1827 return NULL;
1875 } 1828 }
1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1829
1830 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1831 if (tmp->type == type)
1878 return tmp; 1832 return tmp;
1833
1879 return NULL; 1834 return NULL;
1880} 1835}
1881 1836
1882/* 1837/*
1883 * present_in_ob(type, object) searches for any objects with 1838 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1839 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1840 * The first matching object is returned, or NULL if none.
1886 */ 1841 */
1887
1888object * 1842object *
1889present_in_ob (unsigned char type, const object *op) 1843present_in_ob (unsigned char type, const object *op)
1890{ 1844{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1845 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1846 if (tmp->type == type)
1896 return tmp; 1847 return tmp;
1848
1897 return NULL; 1849 return NULL;
1898} 1850}
1899 1851
1900/* 1852/*
1901 * present_in_ob (type, str, object) searches for any objects with 1853 * present_in_ob (type, str, object) searches for any objects with
1909 * str is the string to match against. Note that we match against 1861 * str is the string to match against. Note that we match against
1910 * the object name, not the archetype name. this is so that the 1862 * the object name, not the archetype name. this is so that the
1911 * spell code can use one object type (force), but change it's name 1863 * spell code can use one object type (force), but change it's name
1912 * to be unique. 1864 * to be unique.
1913 */ 1865 */
1914
1915object * 1866object *
1916present_in_ob_by_name (int type, const char *str, const object *op) 1867present_in_ob_by_name (int type, const char *str, const object *op)
1917{ 1868{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1869 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1870 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1871 return tmp;
1925 } 1872
1926 return NULL; 1873 return 0;
1927} 1874}
1928 1875
1929/* 1876/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1877 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1878 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1933 */ 1880 */
1934
1935object * 1881object *
1936present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
1937{ 1883{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1885 if (tmp->arch == at)
1943 return tmp; 1886 return tmp;
1887
1944 return NULL; 1888 return NULL;
1945} 1889}
1946 1890
1947/* 1891/*
1948 * activate recursively a flag on an object inventory 1892 * activate recursively a flag on an object inventory
1949 */ 1893 */
1950void 1894void
1951flag_inv (object *op, int flag) 1895flag_inv (object *op, int flag)
1952{ 1896{
1953 object *
1954 tmp;
1955
1956 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1958 { 1898 {
1959 SET_FLAG (tmp, flag); 1899 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1900 flag_inv (tmp, flag);
1961 } 1901 }
1962} /* 1902}
1903
1904/*
1963 * desactivate recursively a flag on an object inventory 1905 * deactivate recursively a flag on an object inventory
1964 */ 1906 */
1965void 1907void
1966unflag_inv (object *op, int flag) 1908unflag_inv (object *op, int flag)
1967{ 1909{
1968 object *
1969 tmp;
1970
1971 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1911 {
1974 CLEAR_FLAG (tmp, flag); 1912 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1913 unflag_inv (tmp, flag);
1976 } 1914 }
1977}
1978
1979/*
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function.
1984 */
1985
1986void
1987set_cheat (object *op)
1988{
1989 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ);
1991} 1915}
1992 1916
1993/* 1917/*
1994 * find_free_spot(object, map, x, y, start, stop) will search for 1918 * find_free_spot(object, map, x, y, start, stop) will search for
1995 * a spot at the given map and coordinates which will be able to contain 1919 * a spot at the given map and coordinates which will be able to contain
1997 * to search (see the freearr_x/y[] definition). 1921 * to search (see the freearr_x/y[] definition).
1998 * It returns a random choice among the alternatives found. 1922 * It returns a random choice among the alternatives found.
1999 * start and stop are where to start relative to the free_arr array (1,9 1923 * start and stop are where to start relative to the free_arr array (1,9
2000 * does all 4 immediate directions). This returns the index into the 1924 * does all 4 immediate directions). This returns the index into the
2001 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1925 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2002 * Note - this only checks to see if there is space for the head of the
2003 * object - if it is a multispace object, this should be called for all
2004 * pieces.
2005 * Note2: This function does correctly handle tiled maps, but does not 1926 * Note: This function does correctly handle tiled maps, but does not
2006 * inform the caller. However, insert_ob_in_map will update as 1927 * inform the caller. However, insert_ob_in_map will update as
2007 * necessary, so the caller shouldn't need to do any special work. 1928 * necessary, so the caller shouldn't need to do any special work.
2008 * Note - updated to take an object instead of archetype - this is necessary 1929 * Note - updated to take an object instead of archetype - this is necessary
2009 * because arch_blocked (now ob_blocked) needs to know the movement type 1930 * because arch_blocked (now ob_blocked) needs to know the movement type
2010 * to know if the space in question will block the object. We can't use 1931 * to know if the space in question will block the object. We can't use
2011 * the archetype because that isn't correct if the monster has been 1932 * the archetype because that isn't correct if the monster has been
2012 * customized, changed states, etc. 1933 * customized, changed states, etc.
2013 */ 1934 */
2014
2015int 1935int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1936find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 1937{
2018 int
2019 i,
2020 index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 1938 int altern[SIZEOFFREE];
1939 int index = 0, flag;
2023 1940
2024 for (i = start; i < stop; i++) 1941 for (int i = start; i < stop; i++)
2025 { 1942 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1943 mapxy pos (m, x, y); pos.move (i);
2027 if (!flag) 1944
1945 if (!pos.normalise ())
1946 continue;
1947
1948 mapspace &ms = *pos;
1949
1950 if (ms.flags () & P_IS_ALIVE)
1951 continue;
1952
1953 /* However, often
1954 * ob doesn't have any move type (when used to place exits)
1955 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1956 */
1957 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1958 {
2028 altern[index++] = i; 1959 altern [index++] = i;
1960 continue;
1961 }
2029 1962
2030 /* Basically, if we find a wall on a space, we cut down the search size. 1963 /* Basically, if we find a wall on a space, we cut down the search size.
2031 * In this way, we won't return spaces that are on another side of a wall. 1964 * In this way, we won't return spaces that are on another side of a wall.
2032 * This mostly work, but it cuts down the search size in all directions - 1965 * This mostly work, but it cuts down the search size in all directions -
2033 * if the space being examined only has a wall to the north and empty 1966 * if the space being examined only has a wall to the north and empty
2034 * spaces in all the other directions, this will reduce the search space 1967 * spaces in all the other directions, this will reduce the search space
2035 * to only the spaces immediately surrounding the target area, and 1968 * to only the spaces immediately surrounding the target area, and
2036 * won't look 2 spaces south of the target space. 1969 * won't look 2 spaces south of the target space.
2037 */ 1970 */
2038 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1971 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1972 {
2039 stop = maxfree[i]; 1973 stop = maxfree[i];
1974 continue;
1975 }
1976
1977 /* Note it is intentional that we check ob - the movement type of the
1978 * head of the object should correspond for the entire object.
1979 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue;
1982
1983 if (ob->blocked (m, pos.x, pos.y))
1984 continue;
1985
1986 altern [index++] = i;
2040 } 1987 }
2041 1988
2042 if (!index) 1989 if (!index)
2043 return -1; 1990 return -1;
2044 1991
2045 return altern[RANDOM () % index]; 1992 return altern [rndm (index)];
2046} 1993}
2047 1994
2048/* 1995/*
2049 * find_first_free_spot(archetype, maptile, x, y) works like 1996 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 1997 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice. 1998 * But it will return the first available spot, not a random choice.
2052 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1999 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */ 2000 */
2054
2055int 2001int
2056find_first_free_spot (const object *ob, maptile *m, int x, int y) 2002find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{ 2003{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2004 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2005 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2006 return i;
2065 } 2007
2066 return -1; 2008 return -1;
2067} 2009}
2068 2010
2069/* 2011/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2012 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2013 * arr[begin..end-1].
2014 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2015 */
2073static void 2016static void
2074permute (int *arr, int begin, int end) 2017permute (int *arr, int begin, int end)
2075{ 2018{
2076 int 2019 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2020 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2021
2087 tmp = arr[i]; 2022 while (--end)
2088 arr[i] = arr[j]; 2023 swap (arr [end], arr [rndm (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2024}
2092 2025
2093/* new function to make monster searching more efficient, and effective! 2026/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2027 * This basically returns a randomized array (in the passed pointer) of
2095 * the spaces to find monsters. In this way, it won't always look for 2028 * the spaces to find monsters. In this way, it won't always look for
2098 * the 3x3 area will be searched, just not in a predictable order. 2031 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2032 */
2100void 2033void
2101get_search_arr (int *search_arr) 2034get_search_arr (int *search_arr)
2102{ 2035{
2103 int 2036 int i;
2104 i;
2105 2037
2106 for (i = 0; i < SIZEOFFREE; i++) 2038 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2039 search_arr[i] = i;
2109 }
2110 2040
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2041 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2042 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2043 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2044}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2053 * Perhaps incorrectly, but I'm making the assumption that exclude
2124 * is actually want is going to try and move there. We need this info 2054 * is actually want is going to try and move there. We need this info
2125 * because we have to know what movement the thing looking to move 2055 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2056 * there is capable of.
2127 */ 2057 */
2128
2129int 2058int
2130find_dir (maptile *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2060{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2061 int i, max = SIZEOFFREE, mflags;
2135 2062
2136 sint16 nx, ny; 2063 sint16 nx, ny;
2137 object * 2064 object *tmp;
2138 tmp;
2139 maptile * 2065 maptile *mp;
2140 mp;
2141 2066
2142 MoveType blocked, move_type; 2067 MoveType blocked, move_type;
2143 2068
2144 if (exclude && exclude->head) 2069 if (exclude && exclude->head_ () != exclude)
2145 { 2070 {
2146 exclude = exclude->head; 2071 exclude = exclude->head;
2147 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2148 } 2073 }
2149 else 2074 else
2162 2087
2163 if (mflags & P_OUT_OF_MAP) 2088 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2089 max = maxfree[i];
2165 else 2090 else
2166 { 2091 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2092 mapspace &ms = mp->at (nx, ny);
2093
2094 blocked = ms.move_block;
2168 2095
2169 if ((move_type & blocked) == move_type) 2096 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2097 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2098 else if (mflags & P_IS_ALIVE)
2172 { 2099 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2100 for (tmp = ms.bot; tmp; tmp = tmp->above)
2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2175 break; 2103 break;
2176 2104
2177 if (tmp) 2105 if (tmp)
2178 return freedir[i]; 2106 return freedir[i];
2179 } 2107 }
2185 2113
2186/* 2114/*
2187 * distance(object 1, object 2) will return the square of the 2115 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2116 * distance between the two given objects.
2189 */ 2117 */
2190
2191int 2118int
2192distance (const object *ob1, const object *ob2) 2119distance (const object *ob1, const object *ob2)
2193{ 2120{
2194 int i;
2195
2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2121 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 return i;
2198} 2122}
2199 2123
2200/* 2124/*
2201 * find_dir_2(delta-x,delta-y) will return a direction in which 2125 * find_dir_2(delta-x,delta-y) will return a direction in which
2202 * an object which has subtracted the x and y coordinates of another 2126 * an object which has subtracted the x and y coordinates of another
2203 * object, needs to travel toward it. 2127 * object, needs to travel toward it.
2204 */ 2128 */
2205
2206int 2129int
2207find_dir_2 (int x, int y) 2130find_dir_2 (int x, int y)
2208{ 2131{
2209 int q; 2132 int q;
2210 2133
2239 2162
2240 return 3; 2163 return 3;
2241} 2164}
2242 2165
2243/* 2166/*
2244 * absdir(int): Returns a number between 1 and 8, which represent
2245 * the "absolute" direction of a number (it actually takes care of
2246 * "overflow" in previous calculations of a direction).
2247 */
2248
2249int
2250absdir (int d)
2251{
2252 while (d < 1)
2253 d += 8;
2254 while (d > 8)
2255 d -= 8;
2256 return d;
2257}
2258
2259/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2167 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2261 * between two directions (which are expected to be absolute (see absdir()) 2168 * between two directions (which are expected to be absolute (see absdir())
2262 */ 2169 */
2263
2264int 2170int
2265dirdiff (int dir1, int dir2) 2171dirdiff (int dir1, int dir2)
2266{ 2172{
2267 int 2173 int d;
2268 d;
2269 2174
2270 d = abs (dir1 - dir2); 2175 d = abs (dir1 - dir2);
2271 if (d > 4) 2176 if (d > 4)
2272 d = 8 - d; 2177 d = 8 - d;
2178
2273 return d; 2179 return d;
2274} 2180}
2275 2181
2276/* peterm: 2182/* peterm:
2277 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2183 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2280 * This basically means that if direction is 15, then it could either go 2186 * This basically means that if direction is 15, then it could either go
2281 * direction 4, 14, or 16 to get back to where we are. 2187 * direction 4, 14, or 16 to get back to where we are.
2282 * Moved from spell_util.c to object.c with the other related direction 2188 * Moved from spell_util.c to object.c with the other related direction
2283 * functions. 2189 * functions.
2284 */ 2190 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2191int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2192 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2193 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2194 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2195 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2196 {0, 0, 0}, /* 4 */
2383 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2287 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2384 * core dumps if they do. 2288 * core dumps if they do.
2385 * 2289 *
2386 * Add a check so we can't pick up invisible objects (0.93.8) 2290 * Add a check so we can't pick up invisible objects (0.93.8)
2387 */ 2291 */
2388
2389int 2292int
2390can_pick (const object *who, const object *item) 2293can_pick (const object *who, const object *item)
2391{ 2294{
2392 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2393 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2398 * create clone from object to another 2301 * create clone from object to another
2399 */ 2302 */
2400object * 2303object *
2401object_create_clone (object *asrc) 2304object_create_clone (object *asrc)
2402{ 2305{
2403 object *dst = 0, *tmp, *src, *part, *prev, *item; 2306 object *dst = 0, *tmp, *src, *prev, *item;
2404 2307
2405 if (!asrc) 2308 if (!asrc)
2406 return 0; 2309 return 0;
2407 2310
2408 src = asrc;
2409 if (src->head)
2410 src = src->head; 2311 src = asrc->head_ ();
2411 2312
2412 prev = 0; 2313 prev = 0;
2413 for (part = src; part; part = part->more) 2314 for (object *part = src; part; part = part->more)
2414 { 2315 {
2415 tmp = part->clone (); 2316 tmp = part->clone ();
2416 tmp->x -= src->x; 2317 tmp->x -= src->x;
2417 tmp->y -= src->y; 2318 tmp->y -= src->y;
2418 2319
2436 insert_ob_in_ob (object_create_clone (item), dst); 2337 insert_ob_in_ob (object_create_clone (item), dst);
2437 2338
2438 return dst; 2339 return dst;
2439} 2340}
2440 2341
2441/* GROS - Creates an object using a string representing its content. */
2442/* Basically, we save the content of the string to a temp file, then call */
2443/* load_object on it. I admit it is a highly inefficient way to make things, */
2444/* but it was simple to make and allows reusing the load_object function. */
2445/* Remember not to use load_object_str in a time-critical situation. */
2446/* Also remember that multiparts objects are not supported for now. */
2447
2448object *
2449load_object_str (const char *obstr)
2450{
2451 object *op;
2452 char filename[MAX_BUF];
2453
2454 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2455
2456 FILE *tempfile = fopen (filename, "w");
2457
2458 if (tempfile == NULL)
2459 {
2460 LOG (llevError, "Error - Unable to access load object temp file\n");
2461 return NULL;
2462 }
2463
2464 fprintf (tempfile, obstr);
2465 fclose (tempfile);
2466
2467 op = object::create ();
2468
2469 object_thawer thawer (filename);
2470
2471 if (thawer)
2472 load_object (thawer, op, 0);
2473
2474 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2475 CLEAR_FLAG (op, FLAG_REMOVED);
2476
2477 return op;
2478}
2479
2480/* This returns the first object in who's inventory that 2342/* This returns the first object in who's inventory that
2481 * has the same type and subtype match. 2343 * has the same type and subtype match.
2482 * returns NULL if no match. 2344 * returns NULL if no match.
2483 */ 2345 */
2484object * 2346object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2347find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2348{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2349 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2350 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2351 return tmp;
2492 2352
2493 return NULL; 2353 return 0;
2494} 2354}
2495 2355
2496/* If ob has a field named key, return the link from the list, 2356/* If ob has a field named key, return the link from the list,
2497 * otherwise return NULL. 2357 * otherwise return NULL.
2498 * 2358 *
2500 * do the desired thing. 2360 * do the desired thing.
2501 */ 2361 */
2502key_value * 2362key_value *
2503get_ob_key_link (const object *ob, const char *key) 2363get_ob_key_link (const object *ob, const char *key)
2504{ 2364{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2365 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2366 if (link->key == key)
2509 return link; 2367 return link;
2510 2368
2511 return NULL; 2369 return 0;
2512} 2370}
2513 2371
2514/* 2372/*
2515 * Returns the value of op has an extra_field for key, or NULL. 2373 * Returns the value of op has an extra_field for key, or NULL.
2516 * 2374 *
2541 if (link->key == canonical_key) 2399 if (link->key == canonical_key)
2542 return link->value; 2400 return link->value;
2543 2401
2544 return 0; 2402 return 0;
2545} 2403}
2546
2547 2404
2548/* 2405/*
2549 * Updates the canonical_key in op to value. 2406 * Updates the canonical_key in op to value.
2550 * 2407 *
2551 * canonical_key is a shared string (value doesn't have to be). 2408 * canonical_key is a shared string (value doesn't have to be).
2556 * Returns TRUE on success. 2413 * Returns TRUE on success.
2557 */ 2414 */
2558int 2415int
2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2416set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{ 2417{
2561 key_value *
2562 field = NULL, *last = NULL; 2418 key_value *field = NULL, *last = NULL;
2563 2419
2564 for (field = op->key_values; field != NULL; field = field->next) 2420 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2421 {
2566 if (field->key != canonical_key) 2422 if (field->key != canonical_key)
2567 { 2423 {
2576 /* Basically, if the archetype has this key set, 2432 /* Basically, if the archetype has this key set,
2577 * we need to store the null value so when we save 2433 * we need to store the null value so when we save
2578 * it, we save the empty value so that when we load, 2434 * it, we save the empty value so that when we load,
2579 * we get this value back again. 2435 * we get this value back again.
2580 */ 2436 */
2581 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2437 if (get_ob_key_link (op->arch, canonical_key))
2582 field->value = 0; 2438 field->value = 0;
2583 else 2439 else
2584 { 2440 {
2585 if (last) 2441 if (last)
2586 last->next = field->next; 2442 last->next = field->next;
2595 /* IF we get here, key doesn't exist */ 2451 /* IF we get here, key doesn't exist */
2596 2452
2597 /* No field, we'll have to add it. */ 2453 /* No field, we'll have to add it. */
2598 2454
2599 if (!add_key) 2455 if (!add_key)
2600 {
2601 return FALSE; 2456 return FALSE;
2602 } 2457
2603 /* There isn't any good reason to store a null 2458 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2459 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2460 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2461 * be here. If user wants to store empty strings,
2607 * should pass in "" 2462 * should pass in ""
2656 } 2511 }
2657 else 2512 else
2658 item = item->env; 2513 item = item->env;
2659} 2514}
2660 2515
2516const char *
2517object::flag_desc (char *desc, int len) const
2518{
2519 char *p = desc;
2520 bool first = true;
2521
2522 *p = 0;
2523
2524 for (int i = 0; i < NUM_FLAGS; i++)
2525 {
2526 if (len <= 10) // magic constant!
2527 {
2528 snprintf (p, len, ",...");
2529 break;
2530 }
2531
2532 if (flag [i])
2533 {
2534 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2535 len -= cnt;
2536 p += cnt;
2537 first = false;
2538 }
2539 }
2540
2541 return desc;
2542}
2543
2661// return a suitable string describing an objetc in enough detail to find it 2544// return a suitable string describing an object in enough detail to find it
2662const char * 2545const char *
2663object::debug_desc (char *info) const 2546object::debug_desc (char *info) const
2664{ 2547{
2548 char flagdesc[512];
2665 char info2[256 * 3]; 2549 char info2[256 * 4];
2666 char *p = info; 2550 char *p = info;
2667 2551
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2552 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2669 count, 2553 count,
2554 uuid.c_str (),
2670 &name, 2555 &name,
2671 title ? " " : "", 2556 title ? "\",title:\"" : "",
2672 title ? (const char *)title : ""); 2557 title ? (const char *)title : "",
2558 flag_desc (flagdesc, 512), type);
2673 2559
2674 if (env) 2560 if (!this->flag[FLAG_REMOVED] && env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2561 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676 2562
2677 if (map) 2563 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2564 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2679 2565
2680 return info; 2566 return info;
2681} 2567}
2682 2568
2683const char * 2569const char *
2684object::debug_desc () const 2570object::debug_desc () const
2685{ 2571{
2686 static char info[256 * 3]; 2572 static char info[3][256 * 4];
2573 static int info_idx;
2574
2687 return debug_desc (info); 2575 return debug_desc (info [++info_idx % 3]);
2688} 2576}
2689 2577
2578struct region *
2579object::region () const
2580{
2581 return map ? map->region (x, y)
2582 : region::default_region ();
2583}
2584
2585const materialtype_t *
2586object::dominant_material () const
2587{
2588 if (materialtype_t *mt = name_to_material (materialname))
2589 return mt;
2590
2591 return name_to_material (shstr_unknown);
2592}
2593
2594void
2595object::open_container (object *new_container)
2596{
2597 if (container == new_container)
2598 return;
2599
2600 if (object *old_container = container)
2601 {
2602 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2603 return;
2604
2605#if 0
2606 // remove the "Close old_container" object.
2607 if (object *closer = old_container->inv)
2608 if (closer->type == CLOSE_CON)
2609 closer->destroy ();
2610#endif
2611
2612 old_container->flag [FLAG_APPLIED] = 0;
2613 container = 0;
2614
2615 esrv_update_item (UPD_FLAGS, this, old_container);
2616 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2617 play_sound (sound_find ("chest_close"));
2618 }
2619
2620 if (new_container)
2621 {
2622 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2623 return;
2624
2625 // TODO: this does not seem to serve any purpose anymore?
2626#if 0
2627 // insert the "Close Container" object.
2628 if (archetype *closer = new_container->other_arch)
2629 {
2630 object *closer = arch_to_object (new_container->other_arch);
2631 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2632 new_container->insert (closer);
2633 }
2634#endif
2635
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2637
2638 new_container->flag [FLAG_APPLIED] = 1;
2639 container = new_container;
2640
2641 esrv_update_item (UPD_FLAGS, this, new_container);
2642 esrv_send_inventory (this, new_container);
2643 play_sound (sound_find ("chest_open"));
2644 }
2645}
2646
2647object *
2648object::force_find (const shstr name)
2649{
2650 /* cycle through his inventory to look for the MARK we want to
2651 * place
2652 */
2653 for (object *tmp = inv; tmp; tmp = tmp->below)
2654 if (tmp->type == FORCE && tmp->slaying == name)
2655 return splay (tmp);
2656
2657 return 0;
2658}
2659
2660void
2661object::force_add (const shstr name, int duration)
2662{
2663 if (object *force = force_find (name))
2664 force->destroy ();
2665
2666 object *force = get_archetype (FORCE_NAME);
2667
2668 force->slaying = name;
2669 force->stats.food = 1;
2670 force->speed_left = -1.f;
2671
2672 force->set_speed (duration ? 1.f / duration : 0.f);
2673 force->flag [FLAG_IS_USED_UP] = true;
2674 force->flag [FLAG_APPLIED] = true;
2675
2676 insert (force);
2677}
2678
2679void
2680object::play_sound (faceidx sound)
2681{
2682 if (!sound)
2683 return;
2684
2685 if (flag [FLAG_REMOVED])
2686 return;
2687
2688 if (env)
2689 {
2690 if (object *pl = in_player ())
2691 pl->contr->play_sound (sound);
2692 }
2693 else
2694 map->play_sound (sound, x, y);
2695}
2696

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