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Comparing deliantra/server/common/object.C (file contents):
Revision 1.24 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.208 by root, Mon Apr 21 06:16:01 2008 UTC

1
2/* 1/*
3 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: object.C,v 1.24 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying
32 variable. */
33#include <global.h> 24#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 25#include <stdio.h>
36# include <sys/types.h> 26#include <sys/types.h>
37# include <sys/uio.h> 27#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 28#include <object.h>
40#include <funcpoint.h> 29#include <funcpoint.h>
41#include <skills.h> 30#include <sproto.h>
42#include <loader.h> 31#include <loader.h>
43int nrofallocobjects = 0;
44 32
45object *objects; /* Pointer to the list of used objects */ 33#include <bitset>
46object *active_objects; /* List of active objects that need to be processed */
47 34
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 35UUID UUID::cur;
36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19;
38
39objectvec objects;
40activevec actives;
41
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,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 47};
51short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = {
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,
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 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
53}; 53};
54int 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,
55 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
56}; 59};
57int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
60}; 65};
61 66
67static void
68write_uuid (uval64 skip, bool sync)
69{
70 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip));
72 CALL_ARG_SV (boolSV (sync));
73 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END;
75}
76
77static void
78read_uuid (void)
79{
80 char filename[MAX_BUF];
81
82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0;
94 write_uuid (UUID_GAP, true);
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 UUID::BUF buf;
103 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
107 {
108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1);
110 }
111
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113
114 write_uuid (UUID_GAP, true);
115 fclose (fp);
116}
117
118UUID
119UUID::gen ()
120{
121 UUID uid;
122
123 uid.seq = ++cur.seq;
124
125 if (expect_false (cur.seq >= seq_next_save))
126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
131
132 return uid;
133}
134
135void
136UUID::init ()
137{
138 read_uuid ();
139}
140
62/* 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. */
63static int 142static bool
64compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
65{ 144{
66 key_value *wants_field; 145 key_value *wants_field;
67 146
68 /* 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
69 * 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
70 * different structure or at least keep the lists sorted... 149 * different structure or at least keep the lists sorted...
71 */ 150 */
72 151
73 /* For each field in wants, */ 152 /* For each field in wants, */
74 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)
75 { 154 {
76 key_value *has_field; 155 key_value *has_field;
77 156
78 /* Look for a field in has with the same key. */ 157 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 158 has_field = get_ob_key_link (has, wants_field->key);
80 159
81 if (has_field == NULL) 160 if (!has_field)
82 {
83 /* No field with that name. */ 161 return 0; /* No field with that name. */
84 return FALSE;
85 }
86 162
87 /* Found the matching field. */ 163 /* Found the matching field. */
88 if (has_field->value != wants_field->value) 164 if (has_field->value != wants_field->value)
89 {
90 /* 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. */
91 return FALSE;
92 }
93 166
94 /* 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. */
95 } 168 }
96 169
97 /* 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. */
98 return TRUE; 171 return 1;
99} 172}
100 173
101/* Returns TRUE if ob1 has the same key_values as ob2. */ 174/* Returns TRUE if ob1 has the same key_values as ob2. */
102static int 175static bool
103compare_ob_value_lists (const object *ob1, const object *ob2) 176compare_ob_value_lists (const object *ob1, const object *ob2)
104{ 177{
105 /* 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,
106 * so we need to run the comparison *twice*. :( 179 * so we need to run the comparison *twice*. :(
107 */ 180 */
113 * 186 *
114 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
117 * 190 *
118 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
119 * 192 *
120 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
121 * check weight 194 * check weight
122 */ 195 */
123
124bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
125{ 197{
126 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
128 return 0; 204 return 0;
129 205
130 if (ob1->speed != ob2->speed) 206 /* Do not merge objects if nrof would overflow. First part checks
207 * for unsigned overflow (2c), second part checks whether the result
208 * would fit into a 32 bit signed int, which is often used to hold
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
131 return 0; 212 return 0;
132 213
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof).
136 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31)
138 return 0;
139
140 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
141 * 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
142 * 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
143 * 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
144 * flags lose any meaning. 218 * flags lose any meaning.
145 */ 219 */
146 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 222
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 225
152 226 if (ob1->arch->name != ob2->arch->name
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 227 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 228 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 229 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 230 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
168 (ob1->attacktype != ob2->attacktype) || 231 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 232 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 233 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 234 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 235 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 236 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 237 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 238 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 239 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 240 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 241 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 242 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 243 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 244 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 245 || ob1->move_off != ob2->move_off
246 || ob1->move_slow != ob2->move_slow
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)))
183 return 0; 250 return 0;
184 251
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
185 /* This is really a spellbook check - really, we should 259 /* This is really a spellbook check - we should in general
186 * check all objects in the inventory. 260 * not merge objects with real inventories, as splitting them
261 * is hard.
187 */ 262 */
188 if (ob1->inv || ob2->inv) 263 if (ob1->inv || ob2->inv)
189 { 264 {
190 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0;
193
194 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 265 if (!(ob1->inv && ob2->inv))
196 return 0; 266 return 0; /* inventories differ in length */
267
268 if (ob1->inv->below || ob2->inv->below)
269 return 0; /* more than one object in inv */
270
271 if (!object::can_merge (ob1->inv, ob2->inv))
272 return 0; /* inventory objects differ */
197 273
198 /* 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
199 * if it is valid. 275 * if it is valid.
200 */ 276 */
201 } 277 }
209 285
210 /* 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
211 * 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
212 * check? 288 * check?
213 */ 289 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 290 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 291 return 0;
216 292
217 switch (ob1->type) 293 switch (ob1->type)
218 { 294 {
219 case SCROLL: 295 case SCROLL:
220 if (ob1->level != ob2->level) 296 if (ob1->level != ob2->level)
221 return 0; 297 return 0;
222 break; 298 break;
223 } 299 }
224 300
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 301 if (ob1->key_values || ob2->key_values)
226 { 302 {
227 /* At least one of these has key_values. */ 303 /* At least one of these has key_values. */
228 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 304 if ((!ob1->key_values) != (!ob2->key_values))
229 /* 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))
230 return 0; 308 return 0;
231 else if (!compare_ob_value_lists (ob1, ob2))
232 return 0;
233 } 309 }
234 310
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self) 311 if (ob1->self || ob2->self)
237 { 312 {
238 ob1->optimise (); 313 ob1->optimise ();
239 ob2->optimise (); 314 ob2->optimise ();
240 315
241 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)
242 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 }
243 } 330 }
244 331
245 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
246 return 1; 333 return 1;
247} 334}
248 335
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
249/* 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/*
250 * sum_weight() is a recursive function which calculates the weight 362 * this is a recursive function which calculates the weight
251 * 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
252 * containers are carrying, and sums it up. 364 * containers are carrying, and sums it up.
253 */ 365 */
254signed long
255sum_weight (object *op)
256{
257 signed long sum;
258 object *inv;
259
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 {
262 if (inv->inv)
263 sum_weight (inv);
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 }
266 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100;
268 if (op->carrying != sum)
269 op->carrying = sum;
270 return sum;
271}
272
273/**
274 * Return the outermost environment object for a given object.
275 */
276
277object *
278object_get_env_recursive (object *op)
279{
280 while (op->env != NULL)
281 op = op->env;
282 return op;
283}
284
285/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array.
304 */
305
306void 366void
307dump_object2 (object *op) 367object::update_weight ()
308{ 368{
309 errmsg[0] = 0; 369 sint32 sum = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314 370
315/* object *tmp;*/ 371 for (object *op = inv; op; op = op->below)
316
317 if (op->arch != NULL)
318 {
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 } 372 {
337 else 373 if (op->inv)
374 op->update_weight ();
375
376 sum += op->total_weight ();
338 { 377 }
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354}
355 378
356/* 379 carrying = weight_adjust (this, sum);
357 * Dumps an object. Returns output in the static global errmsg array. 380}
358 */
359 381
360void 382/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */
385char *
361dump_object (object *op) 386dump_object (object *op)
362{ 387{
363 if (op == NULL) 388 if (!op)
364 { 389 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 390
372void 391 object_freezer freezer;
373dump_all_objects (void) 392 op->write (freezer);
374{ 393 return freezer.as_string ();
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382} 394}
383 395
384/* 396/*
385 * 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
386 * multi-object 1 which is closest to the second object. 398 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned. 399 * If it's not a multi-object, it is returned.
388 */ 400 */
389
390object * 401object *
391get_nearest_part (object *op, const object *pl) 402get_nearest_part (object *op, const object *pl)
392{ 403{
393 object *tmp, *closest; 404 object *tmp, *closest;
394 int last_dist, i; 405 int last_dist, i;
395 406
396 if (op->more == NULL) 407 if (!op->more)
397 return op; 408 return op;
409
398 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)
399 if ((i = distance (tmp, pl)) < last_dist) 413 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i; 414 closest = tmp, last_dist = i;
415
401 return closest; 416 return closest;
402} 417}
403 418
404/* 419/*
405 * 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.
406 */ 422 */
407
408object * 423object *
409find_object (tag_t i) 424find_object (tag_t i)
410{ 425{
411 object *op; 426 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 427 if (op->count == i)
415 break;
416 return op; 428 return op;
429
430 return 0;
417} 431}
418 432
419/* 433/*
420 * 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.
421 * Used only by the patch command, but not all that useful. 435 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 436 * Enables features like "patch <name-of-other-player> food 999"
423 */ 437 */
424
425object * 438object *
426find_object_name (const char *str) 439find_object_name (const char *str)
427{ 440{
428 const char *name = shstr::find (str); 441 shstr_cmp str_ (str);
429 object *op; 442 object *op;
430 443
431 for (op = objects; op != NULL; op = op->next) 444 for_all_objects (op)
432 if (&op->name == name) 445 if (op->name == str_)
433 break; 446 break;
434 447
435 return op; 448 return op;
436}
437
438void
439free_all_object_data ()
440{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480} 449}
481 450
482/* 451/*
483 * 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
484 * skill and experience objects. 453 * skill and experience objects.
454 * ACTUALLY NO! investigate! TODO
485 */ 455 */
486void 456void
487set_owner (object *op, object *owner) 457object::set_owner (object *owner)
488{ 458{
489 if (owner == NULL || op == NULL) 459 // allow objects which own objects
490 return; 460 if (owner)
491 461 while (owner->owner)
492 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid.
498 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
500 owner = owner->owner; 462 owner = owner->owner;
501 463
502 /* IF the owner still has an owner, we did not resolve to a final owner. 464 if (flag [FLAG_FREED])
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512
513}
514
515/* Set the owner to clone's current owner and set the skill and experience
516 * objects to clone's objects (typically those objects that where the owner's
517 * current skill and experience objects at the time when clone's owner was
518 * set - not the owner's current skill and experience objects).
519 *
520 * Use this function if player created an object (e.g. fire bullet, swarm
521 * spell), and this object creates further objects whose kills should be
522 * accounted for the player's original skill, even if player has changed
523 * skills meanwhile.
524 */
525void
526copy_owner (object *op, object *clone)
527{
528 object *owner = get_owner (clone);
529
530 if (owner == NULL)
531 { 465 {
532 /* players don't have owners - they own themselves. Update 466 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
533 * as appropriate.
534 */
535 if (clone->type == PLAYER)
536 owner = clone;
537 else
538 return; 467 return;
468 }
469
470 this->owner = owner;
471}
472
473int
474object::slottype () const
475{
476 if (type == SKILL)
539 } 477 {
540 set_owner (op, owner); 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}
541 489
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;
542} 537}
543 538
544/* Zero the key_values on op, decrementing the shared-string 539/* Zero the key_values on op, decrementing the shared-string
545 * refcounts and freeing the links. 540 * refcounts and freeing the links.
546 */ 541 */
547static void 542static void
548free_key_values (object *op) 543free_key_values (object *op)
549{ 544{
550 for (key_value *i = op->key_values; i != 0;) 545 for (key_value *i = op->key_values; i; )
551 { 546 {
552 key_value *next = i->next; 547 key_value *next = i->next;
553 delete i; 548 delete i;
554 549
555 i = next; 550 i = next;
556 } 551 }
557 552
558 op->key_values = 0; 553 op->key_values = 0;
559} 554}
560 555
561void object::clear () 556object &
557object::operator =(const object &src)
562{ 558{
563 attachable_base::clear (); 559 bool is_freed = flag [FLAG_FREED];
560 bool is_removed = flag [FLAG_REMOVED];
564 561
565 free_key_values (this); 562 *(object_copy *)this = src;
566 563
567 name = 0; 564 flag [FLAG_FREED] = is_freed;
568 name_pl = 0; 565 flag [FLAG_REMOVED] = is_removed;
569 title = 0;
570 race = 0;
571 slaying = 0;
572 skill = 0;
573 msg = 0;
574 lore = 0;
575 custom_name = 0;
576 materialname = 0;
577
578 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
579
580 SET_FLAG (this, FLAG_REMOVED);
581}
582
583void object::clone (object *destination)
584{
585 *(object_copy *) destination = *this;
586 *(object_pod *) destination = *this;
587
588 if (self || cb)
589 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
590}
591
592/*
593 * clear_object() frees everything allocated by an object, and also
594 * clears all variables and flags to default settings.
595 */
596
597void
598clear_object (object *op)
599{
600 op->clear ();
601
602 op->contr = NULL;
603 op->below = NULL;
604 op->above = NULL;
605 op->inv = NULL;
606 op->container = NULL;
607 op->env = NULL;
608 op->more = NULL;
609 op->head = NULL;
610 op->map = NULL;
611 op->refcount = 0;
612 op->active_next = NULL;
613 op->active_prev = NULL;
614 /* What is not cleared is next, prev, and count */
615
616 op->expmul = 1.0;
617 op->face = blank_face;
618 op->attacked_by_count = -1;
619
620 if (settings.casting_time)
621 op->casting_time = -1;
622}
623
624/*
625 * copy object first frees everything allocated by the second object,
626 * and then copies the contends of the first object into the second
627 * object, allocating what needs to be allocated. Basically, any
628 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
629 * if the first object is freed, the pointers in the new object
630 * will point at garbage.
631 */
632
633void
634copy_object (object *op2, object *op)
635{
636 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
637 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
638
639 op2->clone (op);
640
641 if (is_freed)
642 SET_FLAG (op, FLAG_FREED);
643 if (is_removed)
644 SET_FLAG (op, FLAG_REMOVED);
645
646 if (op2->speed < 0)
647 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
648 566
649 /* Copy over key_values, if any. */ 567 /* Copy over key_values, if any. */
650 if (op2->key_values) 568 if (src.key_values)
651 { 569 {
652 key_value *tail = 0; 570 key_value *tail = 0;
653 key_value *i;
654
655 op->key_values = 0; 571 key_values = 0;
656 572
657 for (i = op2->key_values; i; i = i->next) 573 for (key_value *i = src.key_values; i; i = i->next)
658 { 574 {
659 key_value *new_link = new key_value; 575 key_value *new_link = new key_value;
660 576
661 new_link->next = 0; 577 new_link->next = 0;
662 new_link->key = i->key; 578 new_link->key = i->key;
663 new_link->value = i->value; 579 new_link->value = i->value;
664 580
665 /* Try and be clever here, too. */ 581 /* Try and be clever here, too. */
666 if (!op->key_values) 582 if (!key_values)
667 { 583 {
668 op->key_values = new_link; 584 key_values = new_link;
669 tail = new_link; 585 tail = new_link;
670 } 586 }
671 else 587 else
672 { 588 {
673 tail->next = new_link; 589 tail->next = new_link;
674 tail = new_link; 590 tail = new_link;
675 } 591 }
676 } 592 }
677 } 593 }
594}
678 595
679 update_ob_speed (op); 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 ();
632}
633
634object *
635object::clone ()
636{
637 object *neu = create ();
638 copy_to (neu);
639 return neu;
680} 640}
681 641
682/* 642/*
683 * 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
684 * 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
685 * 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.
686 */ 646 */
687
688void 647void
689update_turn_face (object *op) 648update_turn_face (object *op)
690{ 649{
691 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 650 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
692 return; 651 return;
652
693 SET_ANIMATION (op, op->direction); 653 SET_ANIMATION (op, op->direction);
694 update_object (op, UP_OBJ_FACE); 654 update_object (op, UP_OBJ_FACE);
695} 655}
696 656
697/* 657/*
698 * 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
699 * 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.
700 * 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.
701 */ 661 */
702
703void 662void
704update_ob_speed (object *op) 663object::set_speed (float speed)
705{ 664{
706 extern int arch_init; 665 if (flag [FLAG_FREED] && speed)
707
708 /* No reason putting the archetypes objects on the speed list,
709 * since they never really need to be updated.
710 */
711
712 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
713 { 666 {
714 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 667 LOG (llevError, "Object %s is freed but has speed.\n", &name);
715#ifdef MANY_CORES
716 abort ();
717#else
718 op->speed = 0; 668 speed = 0;
719#endif
720 }
721 if (arch_init)
722 { 669 }
723 return;
724 }
725 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
726 {
727 /* If already on active list, don't do anything */
728 if (op->active_next || op->active_prev || op == active_objects)
729 return;
730 670
731 /* process_events() expects us to insert the object at the beginning 671 this->speed = speed;
732 * of the list. */ 672
733 op->active_next = active_objects; 673 if (has_active_speed ())
734 if (op->active_next != NULL) 674 activate ();
735 op->active_next->active_prev = op;
736 active_objects = op;
737 }
738 else 675 else
739 { 676 deactivate ();
740 /* If not on the active list, nothing needs to be done */
741 if (!op->active_next && !op->active_prev && op != active_objects)
742 return;
743
744 if (op->active_prev == NULL)
745 {
746 active_objects = op->active_next;
747 if (op->active_next != NULL)
748 op->active_next->active_prev = NULL;
749 }
750 else
751 {
752 op->active_prev->active_next = op->active_next;
753 if (op->active_next)
754 op->active_next->active_prev = op->active_prev;
755 }
756 op->active_next = NULL;
757 op->active_prev = NULL;
758 }
759} 677}
760 678
761/* This function removes object 'op' from the list of active
762 * objects.
763 * This should only be used for style maps or other such
764 * reference maps where you don't want an object that isn't
765 * in play chewing up cpu time getting processed.
766 * The reverse of this is to call update_ob_speed, which
767 * will do the right thing based on the speed of the object.
768 */
769void
770remove_from_active_list (object *op)
771{
772 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op != active_objects)
774 return;
775
776 if (op->active_prev == NULL)
777 {
778 active_objects = op->active_next;
779 if (op->active_next != NULL)
780 op->active_next->active_prev = NULL;
781 }
782 else
783 {
784 op->active_prev->active_next = op->active_next;
785 if (op->active_next)
786 op->active_next->active_prev = op->active_prev;
787 }
788 op->active_next = NULL;
789 op->active_prev = NULL;
790}
791
792/* 679/*
793 * update_object() updates the array which represents the map. 680 * update_object() updates the the map.
794 * It takes into account invisible objects (and represent squares covered 681 * It takes into account invisible objects (and represent squares covered
795 * by invisible objects by whatever is below them (unless it's another 682 * by invisible objects by whatever is below them (unless it's another
796 * invisible object, etc...) 683 * invisible object, etc...)
797 * If the object being updated is beneath a player, the look-window 684 * If the object being updated is beneath a player, the look-window
798 * of that player is updated (this might be a suboptimal way of 685 * of that player is updated (this might be a suboptimal way of
799 * updating that window, though, since update_object() is called _often_) 686 * updating that window, though, since update_object() is called _often_)
800 * 687 *
801 * action is a hint of what the caller believes need to be done. 688 * action is a hint of what the caller believes need to be done.
802 * For example, if the only thing that has changed is the face (due to
803 * an animation), we don't need to call update_position until that actually
804 * comes into view of a player. OTOH, many other things, like addition/removal
805 * of walls or living creatures may need us to update the flags now.
806 * current action are: 689 * current action are:
807 * UP_OBJ_INSERT: op was inserted 690 * UP_OBJ_INSERT: op was inserted
808 * UP_OBJ_REMOVE: op was removed 691 * UP_OBJ_REMOVE: op was removed
809 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 692 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
810 * as that is easier than trying to look at what may have changed. 693 * as that is easier than trying to look at what may have changed.
811 * UP_OBJ_FACE: only the objects face has changed. 694 * UP_OBJ_FACE: only the objects face has changed.
812 */ 695 */
813
814void 696void
815update_object (object *op, int action) 697update_object (object *op, int action)
816{ 698{
817 int update_now = 0, flags;
818 MoveType move_on, move_off, move_block, move_slow;
819
820 if (op == NULL) 699 if (op == NULL)
821 { 700 {
822 /* this should never happen */ 701 /* this should never happen */
823 LOG (llevDebug, "update_object() called for NULL object.\n"); 702 LOG (llevDebug, "update_object() called for NULL object.\n");
824 return; 703 return;
825 } 704 }
826 705
827 if (op->env != NULL) 706 if (op->env)
828 { 707 {
829 /* Animation is currently handled by client, so nothing 708 /* Animation is currently handled by client, so nothing
830 * to do in this case. 709 * to do in this case.
831 */ 710 */
832 return; 711 return;
837 */ 716 */
838 if (!op->map || op->map->in_memory == MAP_SAVING) 717 if (!op->map || op->map->in_memory == MAP_SAVING)
839 return; 718 return;
840 719
841 /* make sure the object is within map boundaries */ 720 /* make sure the object is within map boundaries */
842 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
843 { 722 {
844 LOG (llevError, "update_object() called for object out of map!\n"); 723 LOG (llevError, "update_object() called for object out of map!\n");
845#ifdef MANY_CORES 724#ifdef MANY_CORES
846 abort (); 725 abort ();
847#endif 726#endif
848 return; 727 return;
849 } 728 }
850 729
851 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 730 mapspace &m = op->ms ();
852 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
853 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
854 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
855 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
856 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
857 731
732 if (!(m.flags_ & P_UPTODATE))
733 /* nop */;
858 if (action == UP_OBJ_INSERT) 734 else if (action == UP_OBJ_INSERT)
859 { 735 {
736 // this is likely overkill, TODO: revisit (schmorp)
860 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
864 update_now = 1; 739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
865 740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
866 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
867 update_now = 1;
868
869 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
870 update_now = 1;
871
872 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
873 update_now = 1;
874
875 if ((move_on | op->move_on) != move_on) 743 || (m.move_on | op->move_on ) != m.move_on
876 update_now = 1;
877
878 if ((move_off | op->move_off) != move_off) 744 || (m.move_off | op->move_off ) != m.move_off
879 update_now = 1; 745 || (m.move_slow | op->move_slow) != m.move_slow
880
881 /* This isn't perfect, but I don't expect a lot of objects to 746 /* This isn't perfect, but I don't expect a lot of objects to
882 * to have move_allow right now. 747 * to have move_allow right now.
883 */ 748 */
884 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
885 update_now = 1; 750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
886 751 m.flags_ = 0;
887 if ((move_slow | op->move_slow) != move_slow)
888 update_now = 1;
889 } 752 }
890 /* if the object is being removed, we can't make intelligent 753 /* if the object is being removed, we can't make intelligent
891 * decisions, because remove_ob can't really pass the object 754 * decisions, because remove_ob can't really pass the object
892 * that is being removed. 755 * that is being removed.
893 */ 756 */
894 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
895 { 758 m.flags_ = 0;
896 update_now = 1;
897 }
898 else if (action == UP_OBJ_FACE) 759 else if (action == UP_OBJ_FACE)
899 {
900 /* Nothing to do for that case */ 760 /* Nothing to do for that case */ ;
901 }
902 else 761 else
903 {
904 LOG (llevError, "update_object called with invalid action: %d\n", action); 762 LOG (llevError, "update_object called with invalid action: %d\n", action);
905 }
906 763
907 if (update_now)
908 {
909 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
910 update_position (op->map, op->x, op->y);
911 }
912
913 if (op->more != NULL) 764 if (op->more)
914 update_object (op->more, action); 765 update_object (op->more, action);
915}
916
917static
918std::vector < object *>
919 mortals;
920
921void object::free_mortals ()
922{
923 for (std::vector < object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
924 delete *
925 i;
926
927 mortals.clear ();
928} 766}
929 767
930object::object () 768object::object ()
931{ 769{
932 SET_FLAG (this, FLAG_REMOVED); 770 SET_FLAG (this, FLAG_REMOVED);
933 771
934 expmul = 1.0; 772 expmul = 1.0;
935 face = blank_face; 773 face = blank_face;
936 attacked_by_count = -1;
937} 774}
938 775
939object::~object () 776object::~object ()
940{ 777{
778 unlink ();
779
941 free_key_values (this); 780 free_key_values (this);
942} 781}
943 782
783static int object_count;
784
944void object::link () 785void object::link ()
945{ 786{
787 assert (!index);//D
788 uuid = UUID::gen ();
946 count = ++ob_count; 789 count = ++object_count;
947 790
948 prev = 0; 791 refcnt_inc ();
949 next = objects; 792 objects.insert (this);
950
951 if (objects)
952 objects->prev = this;
953
954 objects = this;
955} 793}
956 794
957void object::unlink () 795void object::unlink ()
958{ 796{
959 count = 0;
960
961 /* Remove this object from the list of used objects */
962 if (prev)
963 prev->next = next;
964 if (next) 797 if (!index)
965 next->prev = prev; 798 return;
966 if (this == objects) 799
967 objects = next; 800 objects.erase (this);
801 refcnt_dec ();
802}
803
804void
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 }
968} 909}
969 910
970object *object::create () 911object *object::create ()
971{ 912{
972 object *
973 op = new object; 913 object *op = new object;
974
975 op->link (); 914 op->link ();
976 return op; 915 return op;
977} 916}
978 917
979/* 918void
980 * free_object() frees everything allocated by an object, removes 919object::do_destroy ()
981 * it from the list of used objects, and puts it on the list of
982 * free objects. The IS_FREED() flag is set in the object.
983 * The object must have been removed by remove_ob() first for
984 * this function to succeed.
985 *
986 * If free_inventory is set, free inventory as well. Else drop items in
987 * inventory to the ground.
988 */
989void object::free (bool free_inventory)
990{ 920{
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 921 attachable::do_destroy ();
992 {
993 LOG (llevDebug, "Free object called with non removed object\n");
994 dump_object (this);
995#ifdef MANY_CORES
996 abort ();
997#endif
998 }
999 922
1000 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 923 if (flag [FLAG_IS_LINKED])
1001 { 924 remove_button_link (this);
1002 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 925
926 if (flag [FLAG_FRIENDLY])
1003 remove_friendly_object (this); 927 remove_friendly_object (this);
1004 }
1005 928
1006 if (QUERY_FLAG (this, FLAG_FREED)) 929 if (!flag [FLAG_REMOVED])
930 remove ();
931
932 destroy_inv (true);
933
934 deactivate ();
935 unlink ();
936
937 flag [FLAG_FREED] = 1;
938
939 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
1007 { 944 {
1008 dump_object (this); 945 freed_map = new maptile;
1009 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 946
1010 return; 947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
1011 } 955 }
956
957 map = freed_map;
958 x = 1;
959 y = 1;
960 }
1012 961
1013 if (more) 962 if (more)
1014 { 963 {
1015 more->free (free_inventory); 964 more->destroy ();
1016 more = 0; 965 more = 0;
1017 } 966 }
1018 967
1019 if (inv)
1020 {
1021 /* Only if the space blocks everything do we not process -
1022 * if some form of movement is allowed, let objects
1023 * drop on that space.
1024 */
1025 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1026 {
1027 object *
1028 op = inv;
1029
1030 while (op)
1031 {
1032 object *
1033 tmp = op->below;
1034
1035 remove_ob (op);
1036 op->free (free_inventory);
1037 op = tmp;
1038 }
1039 }
1040 else
1041 { /* Put objects in inventory onto this space */
1042 object *
1043 op = inv;
1044
1045 while (op)
1046 {
1047 object *
1048 tmp = op->below;
1049
1050 remove_ob (op);
1051
1052 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1053 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1054 free_object (op);
1055 else
1056 {
1057 op->x = x;
1058 op->y = y;
1059 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1060 }
1061
1062 op = tmp;
1063 }
1064 }
1065 }
1066
1067 /* Remove object from the active list */
1068 speed = 0; 968 head = 0;
1069 update_ob_speed (this);
1070 969
1071 unlink (); 970 // clear those pointers that likely might cause circular references
1072 971 owner = 0;
1073 SET_FLAG (this, FLAG_FREED); 972 enemy = 0;
1074 973 attacked_by = 0;
1075 mortals.push_back (this); 974 current_weapon = 0;
1076} 975}
1077
1078/*
1079 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)).
1081 */
1082 976
1083void 977void
1084sub_weight (object *op, signed long weight) 978object::destroy (bool destroy_inventory)
1085{ 979{
1086 while (op != NULL) 980 if (destroyed ())
1087 { 981 return;
1088 if (op->type == CONTAINER)
1089 {
1090 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1091 }
1092 op->carrying -= weight;
1093 op = op->env;
1094 }
1095}
1096 982
1097/* remove_ob(op): 983 if (destroy_inventory)
984 destroy_inv (false);
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 ();
993}
994
995/* op->remove ():
1098 * 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
1099 * 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
1100 * object will have no environment. If the object previously had an 998 * object will have no environment. If the object previously had an
1101 * environment, the x and y coordinates will be updated to 999 * environment, the x and y coordinates will be updated to
1102 * the previous environment. 1000 * the previous environment.
1103 * Beware: This function is called from the editor as well!
1104 */ 1001 */
1105
1106void 1002void
1107remove_ob (object *op) 1003object::do_remove ()
1108{ 1004{
1005 object *tmp, *last = 0;
1109 object * 1006 object *otmp;
1110 tmp, *
1111 last = NULL;
1112 object *
1113 otmp;
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120 sint16
1121 x,
1122 y;
1123 1007
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 1008 if (QUERY_FLAG (this, FLAG_REMOVED))
1126 { 1009 return;
1127 dump_object (op);
1128 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1129 1010
1130 /* Changed it to always dump core in this case. As has been learned
1131 * in the past, trying to recover from errors almost always
1132 * make things worse, and this is a real error here - something
1133 * that should not happen.
1134 * Yes, if this was a mission critical app, trying to do something
1135 * to recover may make sense, but that is because failure of the app
1136 * may have other disastrous problems. Cf runs out of a script
1137 * so is easily enough restarted without any real problems.
1138 * MSW 2001-07-01
1139 */
1140 abort ();
1141 }
1142 if (op->more != NULL)
1143 remove_ob (op->more);
1144
1145 SET_FLAG (op, FLAG_REMOVED); 1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this);
1013
1014 if (more)
1015 more->remove ();
1146 1016
1147 /* 1017 /*
1148 * In this case, the object to be removed is in someones 1018 * In this case, the object to be removed is in someones
1149 * inventory. 1019 * inventory.
1150 */ 1020 */
1151 if (op->env != NULL) 1021 if (env)
1152 { 1022 {
1153 if (op->nrof) 1023 adjust_weight (env, -total_weight ());
1154 sub_weight (op->env, op->weight * op->nrof); 1024
1155 else 1025 *(above ? &above->below : &env->inv) = below;
1156 sub_weight (op->env, op->weight + op->carrying); 1026
1027 if (below)
1028 below->above = above;
1029
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;
1157 1040
1158 /* 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
1159 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 1043 * to save cpu time.
1161 */ 1044 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1163 fix_player (otmp); 1046 otmp->update_stats ();
1047 }
1048 else if (map)
1049 {
1050 if (type == PLAYER)
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 ();
1164 1057
1165 if (op->above != NULL) 1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true;
1063 mapspace &ms = this->ms ();
1064
1065 /* link the object above us */
1066 if (above)
1166 op->above->below = op->below; 1067 above->below = below;
1167 else 1068 else
1168 op->env->inv = op->below; 1069 ms.top = below; /* we were top, set new top */
1169 1070
1170 if (op->below != NULL)
1171 op->below->above = op->above;
1172
1173 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do.
1176 */
1177 op->x = op->env->x, op->y = op->env->y;
1178 op->map = op->env->map;
1179 op->above = NULL, op->below = NULL;
1180 op->env = NULL;
1181 return;
1182 }
1183
1184 /* If we get here, we are removing it from a map */
1185 if (op->map == NULL)
1186 return;
1187
1188 x = op->x;
1189 y = op->y;
1190 m = get_map_from_coord (op->map, &x, &y);
1191
1192 if (!m)
1193 {
1194 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1195 op->map->path, op->x, op->y);
1196 /* in old days, we used to set x and y to 0 and continue.
1197 * it seems if we get into this case, something is probablye
1198 * screwed up and should be fixed.
1199 */
1200 abort ();
1201 }
1202 if (op->map != m)
1203 {
1204 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1205 op->map->path, m->path, op->x, op->y, x, y);
1206 }
1207
1208 /* Re did the following section of code - it looks like it had
1209 * lots of logic for things we no longer care about
1210 */
1211
1212 /* link the object above us */
1213 if (op->above)
1214 op->above->below = op->below;
1215 else
1216 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1217
1218 /* Relink the object below us, if there is one */ 1071 /* Relink the object below us, if there is one */
1219 if (op->below) 1072 if (below)
1220 {
1221 op->below->above = op->above; 1073 below->above = above;
1222 }
1223 else 1074 else
1224 {
1225 /* Nothing below, which means we need to relink map object for this space
1226 * use translated coordinates in case some oddness with map tiling is
1227 * evident
1228 */
1229 if (GET_MAP_OB (m, x, y) != op)
1230 { 1075 {
1231 dump_object (op); 1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1232 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", 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 ());
1233 errmsg); 1082
1234 dump_object (GET_MAP_OB (m, x, y)); 1083 ms.bot = above; /* goes on above it. */
1235 LOG (llevError, "%s\n", errmsg);
1236 } 1084 }
1237 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1238 }
1239 op->above = NULL;
1240 op->below = NULL;
1241 1085
1086 above = 0;
1087 below = 0;
1088
1242 if (op->map->in_memory == MAP_SAVING) 1089 if (map->in_memory == MAP_SAVING)
1243 return; 1090 return;
1244 1091
1245 tag = op->count; 1092 int check_walk_off = !flag [FLAG_NO_APPLY];
1246 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1247 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1248 {
1249 /* No point updating the players look faces if he is the object
1250 * being removed.
1251 */
1252 1093
1253 if (tmp->type == PLAYER && tmp != op) 1094 if (object *pl = ms.player ())
1254 { 1095 {
1096 if (pl->container == this)
1255 /* If a container that the player is currently using somehow gets 1097 /* If a container that the player is currently using somehow gets
1256 * removed (most likely destroyed), update the player view 1098 * removed (most likely destroyed), update the player view
1257 * appropriately. 1099 * appropriately.
1100 */
1101 pl->close_container ();
1102
1103 pl->contr->ns->floorbox_update ();
1104 }
1105
1106 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 {
1108 /* No point updating the players look faces if he is the object
1109 * being removed.
1258 */ 1110 */
1259 if (tmp->container == op) 1111
1112 /* See if object moving off should effect something */
1113 if (check_walk_off
1114 && ((move_type & tmp->move_off)
1115 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1260 { 1116 {
1261 CLEAR_FLAG (op, FLAG_APPLIED); 1117 move_apply (tmp, this, 0);
1262 tmp->container = NULL; 1118
1119 if (destroyed ())
1120 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1263 } 1121 }
1264 tmp->contr->socket.update_look = 1; 1122
1123 last = tmp;
1265 } 1124 }
1266 /* See if player moving off should effect something */
1267 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1268 {
1269 1125
1270 move_apply (tmp, op, NULL);
1271 if (was_destroyed (op, tag))
1272 {
1273 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1274 }
1275 }
1276
1277 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1278
1279 if (tmp->above == tmp)
1280 tmp->above = NULL;
1281 last = tmp;
1282 }
1283 /* last == NULL of there are no objects on this space */ 1126 /* last == NULL if there are no objects on this space */
1284 if (last == NULL) 1127 //TODO: this makes little sense, why only update the topmost object?
1285 { 1128 if (!last)
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1129 map->at (x, y).flags_ = 0;
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else 1130 else
1295 update_object (last, UP_OBJ_REMOVE); 1131 update_object (last, UP_OBJ_REMOVE);
1296 1132
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1298 update_all_los (op->map, op->x, op->y); 1134 update_all_los (map, x, y);
1299 1135 }
1300} 1136}
1301 1137
1302/* 1138/*
1303 * merge_ob(op,top): 1139 * merge_ob(op,top):
1304 * 1140 *
1305 * This function goes through all objects below and including top, and 1141 * This function goes through all objects below and including top, and
1306 * merges op to the first matching object. 1142 * merges op to the first matching object.
1307 * If top is NULL, it is calculated. 1143 * If top is NULL, it is calculated.
1308 * Returns pointer to object if it succeded in the merge, otherwise NULL 1144 * Returns pointer to object if it succeded in the merge, otherwise NULL
1309 */ 1145 */
1310
1311object * 1146object *
1312merge_ob (object *op, object *top) 1147merge_ob (object *op, object *top)
1313{ 1148{
1314 if (!op->nrof) 1149 if (!op->nrof)
1315 return 0; 1150 return 0;
1316 if (top == NULL) 1151
1152 if (!top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1153 for (top = op; top && top->above; top = top->above)
1154 ;
1155
1318 for (; top != NULL; top = top->below) 1156 for (; top; top = top->below)
1319 { 1157 {
1320 if (top == op) 1158 if (top == op)
1321 continue; 1159 continue;
1322 if (CAN_MERGE (op, top)) 1160
1161 if (object::can_merge (op, top))
1323 { 1162 {
1324 top->nrof += op->nrof; 1163 top->nrof += op->nrof;
1325 1164
1326/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1327 op->weight = 0; /* Don't want any adjustements now */ 1166 op->weight = 0; /* Don't want any adjustements now */
1328 remove_ob (op); 1167 op->destroy ();
1329 free_object (op);
1330 return top; 1168 return top;
1331 } 1169 }
1332 } 1170 }
1171
1333 return NULL; 1172 return 0;
1334} 1173}
1335 1174
1175void
1176object::expand_tail ()
1177{
1178 if (more)
1179 return;
1180
1181 object *prev = this;
1182
1183 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1184 {
1185 object *op = arch_to_object (at);
1186
1187 op->name = name;
1188 op->name_pl = name_pl;
1189 op->title = title;
1190
1191 op->head = this;
1192 prev->more = op;
1193
1194 prev = op;
1195 }
1196}
1197
1336/* 1198/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1199 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1338 * job preparing multi-part monsters 1200 * job preparing multi-part monsters.
1339 */ 1201 */
1340object * 1202object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1204{
1343 object *
1344 tmp;
1345
1346 if (op->head)
1347 op = op->head;
1348 for (tmp = op; tmp; tmp = tmp->more) 1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1206 {
1350 tmp->x = x + tmp->arch->clone.x; 1207 tmp->x = x + tmp->arch->x;
1351 tmp->y = y + tmp->arch->clone.y; 1208 tmp->y = y + tmp->arch->y;
1352 } 1209 }
1210
1353 return insert_ob_in_map (op, m, originator, flag); 1211 return insert_ob_in_map (op, m, originator, flag);
1354} 1212}
1355 1213
1356/* 1214/*
1357 * insert_ob_in_map (op, map, originator, flag): 1215 * insert_ob_in_map (op, map, originator, flag):
1371 * Return value: 1229 * Return value:
1372 * new object if 'op' was merged with other object 1230 * new object if 'op' was merged with other object
1373 * NULL if 'op' was destroyed 1231 * NULL if 'op' was destroyed
1374 * just 'op' otherwise 1232 * just 'op' otherwise
1375 */ 1233 */
1376
1377object * 1234object *
1378insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1379{ 1236{
1380 object * 1237 assert (!op->flag [FLAG_FREED]);
1381 tmp, *
1382 top, *
1383 floor = NULL;
1384 sint16
1385 x,
1386 y;
1387 1238
1388 if (QUERY_FLAG (op, FLAG_FREED)) 1239 object *top, *floor = NULL;
1389 {
1390 LOG (llevError, "Trying to insert freed object!\n");
1391 return NULL;
1392 }
1393 if (m == NULL)
1394 {
1395 dump_object (op);
1396 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1397 return op;
1398 }
1399 if (out_of_map (m, op->x, op->y))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1403#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted.
1407 */
1408 abort ();
1409#endif
1410 return op;
1411 }
1412 if (!QUERY_FLAG (op, FLAG_REMOVED))
1413 {
1414 dump_object (op);
1415 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1416 return op;
1417 }
1418 if (op->more != NULL)
1419 {
1420 /* The part may be on a different map. */
1421 1240
1422 object * 1241 op->remove ();
1423 more = op->more;
1424
1425 /* We really need the caller to normalize coordinates - if
1426 * we set the map, that doesn't work if the location is within
1427 * a map and this is straddling an edge. So only if coordinate
1428 * is clear wrong do we normalize it.
1429 */
1430 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1431 {
1432 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 }
1434 else if (!more->map)
1435 {
1436 /* For backwards compatibility - when not dealing with tiled maps,
1437 * more->map should always point to the parent.
1438 */
1439 more->map = m;
1440 }
1441
1442 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1443 {
1444 if (!op->head)
1445 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1446 return NULL;
1447 }
1448 }
1449 CLEAR_FLAG (op, FLAG_REMOVED);
1450 1242
1451 /* Ideally, the caller figures this out. However, it complicates a lot 1243 /* Ideally, the caller figures this out. However, it complicates a lot
1452 * of areas of callers (eg, anything that uses find_free_spot would now 1244 * of areas of callers (eg, anything that uses find_free_spot would now
1453 * need extra work 1245 * need extra work
1454 */ 1246 */
1455 op->map = get_map_from_coord (m, &op->x, &op->y); 1247 if (!xy_normalise (m, op->x, op->y))
1456 x = op->x; 1248 {
1457 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 ();
1458 1261
1459 /* this has to be done after we translate the coordinates. 1262 /* this has to be done after we translate the coordinates.
1460 */ 1263 */
1461 if (op->nrof && !(flag & INS_NO_MERGE)) 1264 if (op->nrof && !(flag & INS_NO_MERGE))
1462 { 1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1266 if (object::can_merge (op, tmp))
1464 if (CAN_MERGE (op, tmp))
1465 { 1267 {
1466 op->nrof += tmp->nrof; 1268 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1269 tmp->destroy (1);
1468 free_object (tmp);
1469 } 1270 }
1470 }
1471 1271
1472 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 */
1473 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1273 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1274
1474 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1275 if (!QUERY_FLAG (op, FLAG_ALIVE))
1475 CLEAR_FLAG (op, FLAG_NO_STEAL); 1276 CLEAR_FLAG (op, FLAG_NO_STEAL);
1476 1277
1477 if (flag & INS_BELOW_ORIGINATOR) 1278 if (flag & INS_BELOW_ORIGINATOR)
1478 { 1279 {
1479 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1280 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1480 { 1281 {
1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482 abort (); 1283 abort ();
1483 } 1284 }
1285
1484 op->above = originator; 1286 op->above = originator;
1485 op->below = originator->below; 1287 op->below = originator->below;
1288
1486 if (op->below) 1289 if (op->below)
1487 op->below->above = op; 1290 op->below->above = op;
1488 else 1291 else
1489 SET_MAP_OB (op->map, op->x, op->y, op); 1292 ms.bot = op;
1293
1490 /* since *below* originator, no need to update top */ 1294 /* since *below* originator, no need to update top */
1491 originator->below = op; 1295 originator->below = op;
1492 } 1296 }
1493 else 1297 else
1494 { 1298 {
1299 top = ms.bot;
1300
1495 /* If there are other objects, then */ 1301 /* If there are other objects, then */
1496 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1302 if (top)
1497 { 1303 {
1498 object * 1304 object *last = 0;
1499 last = NULL;
1500 1305
1501 /* 1306 /*
1502 * 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.
1503 * We've already dealt with merging if appropriate. 1308 * We've already dealt with merging if appropriate.
1504 * 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
1508 * 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
1509 * 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
1510 * 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
1511 * that flying non pickable objects are spell objects. 1316 * that flying non pickable objects are spell objects.
1512 */ 1317 */
1513 1318 for (top = ms.bot; top; top = top->above)
1514 while (top != NULL)
1515 { 1319 {
1516 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))
1517 floor = top; 1321 floor = top;
1322
1518 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))
1519 { 1324 {
1520 /* We insert above top, so we want this object below this */ 1325 /* We insert above top, so we want this object below this */
1521 top = top->below; 1326 top = top->below;
1522 break; 1327 break;
1523 } 1328 }
1329
1524 last = top; 1330 last = top;
1525 top = top->above;
1526 } 1331 }
1332
1527 /* 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 */
1528 top = last; 1334 top = last;
1529 1335
1530 /* We let update_position deal with figuring out what the space 1336 /* We let update_position deal with figuring out what the space
1531 * looks like instead of lots of conditions here. 1337 * looks like instead of lots of conditions here.
1532 * makes things faster, and effectively the same result. 1338 * makes things faster, and effectively the same result.
1533 */ 1339 */
1534 1340
1535 /* Have object 'fall below' other objects that block view. 1341 /* Have object 'fall below' other objects that block view.
1536 * Unless those objects are exits, type 66 1342 * Unless those objects are exits.
1537 * If INS_ON_TOP is used, don't do this processing 1343 * If INS_ON_TOP is used, don't do this processing
1538 * Need to find the object that in fact blocks view, otherwise 1344 * Need to find the object that in fact blocks view, otherwise
1539 * stacking is a bit odd. 1345 * stacking is a bit odd.
1540 */ 1346 */
1541 if (!(flag & INS_ON_TOP) && 1347 if (!(flag & INS_ON_TOP)
1542 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1348 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility))
1543 { 1350 {
1544 for (last = top; last != floor; last = last->below) 1351 for (last = top; last != floor; last = last->below)
1545 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1546 break; 1353 break;
1354
1547 /* Check to see if we found the object that blocks view, 1355 /* Check to see if we found the object that blocks view,
1548 * 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
1549 * we can get inserted below this one, which requires we 1357 * we can get inserted below this one, which requires we
1550 * set top to the object below us. 1358 * set top to the object below us.
1551 */ 1359 */
1552 if (last && last->below && last != floor) 1360 if (last && last->below && last != floor)
1553 top = last->below; 1361 top = last->below;
1554 } 1362 }
1555 } /* If objects on this space */ 1363 } /* If objects on this space */
1556 if (flag & INS_MAP_LOAD) 1364
1557 top = GET_MAP_TOP (op->map, op->x, op->y);
1558 if (flag & INS_ABOVE_FLOOR_ONLY) 1365 if (flag & INS_ABOVE_FLOOR_ONLY)
1559 top = floor; 1366 top = floor;
1560 1367
1561 /* 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.
1562 */ 1369 */
1563 1370
1564 /* First object on this space */ 1371 /* First object on this space */
1565 if (!top) 1372 if (!top)
1566 { 1373 {
1567 op->above = GET_MAP_OB (op->map, op->x, op->y); 1374 op->above = ms.bot;
1375
1568 if (op->above) 1376 if (op->above)
1569 op->above->below = op; 1377 op->above->below = op;
1378
1570 op->below = NULL; 1379 op->below = 0;
1571 SET_MAP_OB (op->map, op->x, op->y, op); 1380 ms.bot = op;
1572 } 1381 }
1573 else 1382 else
1574 { /* get inserted into the stack above top */ 1383 { /* get inserted into the stack above top */
1575 op->above = top->above; 1384 op->above = top->above;
1385
1576 if (op->above) 1386 if (op->above)
1577 op->above->below = op; 1387 op->above->below = op;
1388
1578 op->below = top; 1389 op->below = top;
1579 top->above = op; 1390 top->above = op;
1580 } 1391 }
1392
1581 if (op->above == NULL) 1393 if (!op->above)
1582 SET_MAP_TOP (op->map, op->x, op->y, op); 1394 ms.top = op;
1583 } /* else not INS_BELOW_ORIGINATOR */ 1395 } /* else not INS_BELOW_ORIGINATOR */
1584 1396
1585 if (op->type == PLAYER) 1397 if (op->type == PLAYER)
1398 {
1586 op->contr->do_los = 1; 1399 op->contr->do_los = 1;
1587 1400 ++op->map->players;
1588 /* If we have a floor, we know the player, if any, will be above 1401 op->map->touch ();
1589 * it, so save a few ticks and start from there.
1590 */
1591 if (!(flag & INS_MAP_LOAD))
1592 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1593 {
1594 if (tmp->type == PLAYER)
1595 tmp->contr->socket.update_look = 1;
1596 } 1402 }
1403
1404 op->map->dirty = true;
1405
1406 if (object *pl = ms.player ())
1407 pl->contr->ns->floorbox_update ();
1597 1408
1598 /* If this object glows, it may affect lighting conditions that are 1409 /* If this object glows, it may affect lighting conditions that are
1599 * 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
1600 * 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
1601 * on the map will get recalculated. The players could very well 1412 * on the map will get recalculated. The players could very well
1602 * 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 -
1603 * this should get redone to only look for players within range, 1414 * this should get redone to only look for players within range,
1604 * or just updating the P_NEED_UPDATE for spaces within this area 1415 * or just updating the P_UPTODATE for spaces within this area
1605 * of effect may be sufficient. 1416 * of effect may be sufficient.
1606 */ 1417 */
1607 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1418 if (op->map->darkness && (op->glow_radius != 0))
1608 update_all_los (op->map, op->x, op->y); 1419 update_all_los (op->map, op->x, op->y);
1609
1610 1420
1611 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1421 /* updates flags (blocked, alive, no magic, etc) for this map space */
1612 update_object (op, UP_OBJ_INSERT); 1422 update_object (op, UP_OBJ_INSERT);
1613 1423
1424 INVOKE_OBJECT (INSERT, op);
1614 1425
1615 /* 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,
1616 * we want to have update_look set above before calling this. 1427 * we want to have floorbox_update called before calling this.
1617 * 1428 *
1618 * check_move_on() must be after this because code called from 1429 * check_move_on() must be after this because code called from
1619 * check_move_on() depends on correct map flags (so functions like 1430 * check_move_on() depends on correct map flags (so functions like
1620 * blocked() and wall() work properly), and these flags are updated by 1431 * blocked() and wall() work properly), and these flags are updated by
1621 * update_object(). 1432 * update_object().
1622 */ 1433 */
1623 1434
1624 /* 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 */
1625
1626 if (!(flag & INS_NO_WALK_ON) && !op->head) 1436 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1627 { 1437 {
1628 if (check_move_on (op, originator)) 1438 if (check_move_on (op, originator))
1629 return NULL; 1439 return 0;
1630 1440
1631 /* 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
1632 * walk on's. 1442 * walk on's.
1633 */ 1443 */
1634 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1444 for (object *tmp = op->more; tmp; tmp = tmp->more)
1635 if (check_move_on (tmp, originator)) 1445 if (check_move_on (tmp, originator))
1636 return NULL; 1446 return 0;
1637 } 1447 }
1448
1638 return op; 1449 return op;
1639} 1450}
1640 1451
1641/* this function inserts an object in the map, but if it 1452/* this function inserts an object in the map, but if it
1642 * finds an object of its own type, it'll remove that one first. 1453 * finds an object of its own type, it'll remove that one first.
1643 * op is the object to insert it under: supplies x and the map. 1454 * op is the object to insert it under: supplies x and the map.
1644 */ 1455 */
1645void 1456void
1646replace_insert_ob_in_map (const char *arch_string, object *op) 1457replace_insert_ob_in_map (const char *arch_string, object *op)
1647{ 1458{
1648 object *
1649 tmp;
1650 object *
1651 tmp1;
1652
1653 /* first search for itself and remove any old instances */ 1459 /* first search for itself and remove any old instances */
1654 1460
1655 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)
1656 {
1657 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1658 { 1463 tmp->destroy (1);
1659 remove_ob (tmp);
1660 free_object (tmp);
1661 }
1662 }
1663 1464
1664 tmp1 = arch_to_object (find_archetype (arch_string)); 1465 object *tmp = arch_to_object (archetype::find (arch_string));
1665 1466
1666
1667 tmp1->x = op->x; 1467 tmp->x = op->x;
1668 tmp1->y = op->y; 1468 tmp->y = op->y;
1469
1669 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);
1670} 1480}
1671 1481
1672/* 1482/*
1673 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1483 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1674 * is returned contains nr objects, and the remaining parts contains 1484 * is returned contains nr objects, and the remaining parts contains
1675 * the rest (or is removed and freed if that number is 0). 1485 * the rest (or is removed and freed if that number is 0).
1676 * On failure, NULL is returned, and the reason put into the 1486 * On failure, NULL is returned, and the reason put into the
1677 * global static errmsg array. 1487 * global static errmsg array.
1678 */ 1488 */
1489object *
1490object::split_nr (sint32 nr)
1491{
1492 if (nrof < nr)
1493 return 0;
1494 else if (nrof == nr)
1495 {
1496 remove ();
1497 return this;
1498 }
1499 else
1500 {
1501 decrease_nr (nr);
1679 1502
1503 object *op = object_create_clone (this);
1504 op->nrof = nr;
1505 return op;
1506 }
1507}
1508
1509//TODO: remove, but semantics differs from split_nr
1680object * 1510object *
1681get_split_ob (object *orig_ob, uint32 nr) 1511get_split_ob (object *orig_ob, uint32 nr)
1682{ 1512{
1683 object *
1684 newob;
1685 int
1686 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1687
1688 if (orig_ob->nrof < nr) 1513 if (orig_ob->nrof < nr)
1689 { 1514 {
1690 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1515 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1691 return NULL; 1516 return 0;
1692 }
1693 newob = object_create_clone (orig_ob);
1694 if ((orig_ob->nrof -= nr) < 1)
1695 { 1517 }
1696 if (!is_removed) 1518
1697 remove_ob (orig_ob); 1519 return orig_ob->split_nr (nr);
1698 free_object2 (orig_ob, 1); 1520}
1521
1522// find player who can see this object
1523static object *
1524visible_to (object *op)
1525{
1526 if (!op->flag [FLAG_REMOVED])
1699 } 1527 {
1700 else if (!is_removed) 1528 // see if we are in a container of sorts
1701 { 1529 if (object *env = op->env)
1702 if (orig_ob->env != NULL)
1703 sub_weight (orig_ob->env, orig_ob->weight * nr);
1704 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1705 { 1530 {
1706 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1531 // the player inventory itself is always visible
1707 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1532 if (env->type == PLAYER)
1708 return NULL; 1533 return env;
1534
1535 // else a player could have our env open
1536 env = env->outer_env ();
1537
1538 // the player itself is always on a map, so we will find him here
1539 // even if our inv is in a player.
1540 if (env->is_on_map ())
1541 if (object *pl = env->ms ().player ())
1542 if (pl->container == op->env)
1543 return pl;
1709 } 1544 }
1545 else
1546 {
1547 // maybe there is a player standing on the same mapspace
1548 if (object *pl = env->ms ().player ())
1549 return pl;
1550 }
1710 } 1551 }
1711 newob->nrof = nr;
1712 1552
1713 return newob; 1553 return 0;
1714} 1554}
1715 1555
1716/* 1556/*
1717 * decrease_ob_nr(object, number) decreases a specified number from 1557 * decrease_ob_nr(object, number) decreases a specified number from
1718 * the amount of an object. If the amount reaches 0, the object 1558 * the amount of an object. If the amount reaches 0, the object
1719 * is subsequently removed and freed. 1559 * is subsequently removed and freed.
1720 * 1560 *
1721 * Return value: 'op' if something is left, NULL if the amount reached 0 1561 * Return value: 'op' if something is left, NULL if the amount reached 0
1722 */ 1562 */
1563bool
1564object::decrease_nr (sint32 nr)
1565{
1566 nr = min (nr, nrof);
1723 1567
1568 if (!nr)
1569 return 1;
1570
1571 nrof -= nr;
1572
1573 object *visible = visible_to (this);
1574
1575 if (nrof)
1576 {
1577 adjust_weight (env, -weight * nr); // carrying == 0
1578
1579 if (visible)
1580 esrv_send_item (visible, this);
1581
1582 return 1;
1583 }
1584 else
1585 {
1586 if (visible)
1587 esrv_del_item (visible->contr, count);
1588
1589 this->destroy (1);
1590 return 0;
1591 }
1592}
1593
1594//TODO: remove
1724object * 1595object *
1725decrease_ob_nr (object *op, uint32 i) 1596decrease_ob_nr (object *op, uint32 i)
1726{ 1597{
1598 return op->decrease_nr (i) ? op : 0;
1599}
1600
1727 object * 1601object *
1728 tmp; 1602insert_ob_in_ob (object *op, object *where)
1729 player * 1603{
1730 pl; 1604 if (!where)
1731
1732 if (i == 0) /* objects with op->nrof require this check */
1733 return op;
1734
1735 if (i > op->nrof)
1736 i = op->nrof;
1737
1738 if (QUERY_FLAG (op, FLAG_REMOVED))
1739 {
1740 op->nrof -= i;
1741 } 1605 {
1742 else if (op->env != NULL) 1606 char *dump = dump_object (op);
1743 { 1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1744 /* is this object in the players inventory, or sub container 1608 free (dump);
1745 * therein?
1746 */
1747 tmp = is_player_inv (op->env);
1748 /* nope. Is this a container the player has opened?
1749 * If so, set tmp to that player.
1750 * IMO, searching through all the players will mostly
1751 * likely be quicker than following op->env to the map,
1752 * and then searching the map for a player.
1753 */
1754 if (!tmp)
1755 {
1756 for (pl = first_player; pl; pl = pl->next)
1757 if (pl->ob->container == op->env)
1758 break;
1759 if (pl)
1760 tmp = pl->ob;
1761 else
1762 tmp = NULL;
1763 }
1764
1765 if (i < op->nrof)
1766 {
1767 sub_weight (op->env, op->weight * i);
1768 op->nrof -= i;
1769 if (tmp)
1770 {
1771 esrv_send_item (tmp, op);
1772 }
1773 }
1774 else
1775 {
1776 remove_ob (op);
1777 op->nrof = 0;
1778 if (tmp)
1779 {
1780 esrv_del_item (tmp->contr, op->count);
1781 }
1782 }
1783 }
1784 else
1785 {
1786 object *
1787 above = op->above;
1788
1789 if (i < op->nrof)
1790 {
1791 op->nrof -= i;
1792 }
1793 else
1794 {
1795 remove_ob (op);
1796 op->nrof = 0;
1797 }
1798 /* Since we just removed op, op->above is null */
1799 for (tmp = above; tmp != NULL; tmp = tmp->above)
1800 if (tmp->type == PLAYER)
1801 {
1802 if (op->nrof)
1803 esrv_send_item (tmp, op);
1804 else
1805 esrv_del_item (tmp->contr, op->count);
1806 }
1807 }
1808
1809 if (op->nrof)
1810 {
1811 return op; 1609 return op;
1812 } 1610 }
1813 else 1611
1814 { 1612 if (where->head_ () != where)
1815 free_object (op);
1816 return NULL;
1817 } 1613 {
1818} 1614 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1819 1615 where = where->head;
1820/*
1821 * add_weight(object, weight) adds the specified weight to an object,
1822 * and also updates how much the environment(s) is/are carrying.
1823 */
1824
1825void
1826add_weight (object *op, signed long weight)
1827{
1828 while (op != NULL)
1829 { 1616 }
1830 if (op->type == CONTAINER)
1831 {
1832 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1833 }
1834 op->carrying += weight;
1835 op = op->env;
1836 }
1837}
1838 1617
1618 return where->insert (op);
1619}
1620
1839/* 1621/*
1840 * insert_ob_in_ob(op,environment): 1622 * env->insert (op)
1841 * This function inserts the object op in the linked list 1623 * This function inserts the object op in the linked list
1842 * inside the object environment. 1624 * inside the object environment.
1843 * 1625 *
1844 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1845 * the inventory at the last position or next to other objects of the same
1846 * type.
1847 * Frank: Now sorted by type, archetype and magic!
1848 *
1849 * The function returns now pointer to inserted item, and return value can 1626 * The function returns now pointer to inserted item, and return value can
1850 * be != op, if items are merged. -Tero 1627 * be != op, if items are merged. -Tero
1851 */ 1628 */
1852
1853object * 1629object *
1854insert_ob_in_ob (object *op, object *where) 1630object::insert (object *op)
1855{ 1631{
1856 object *
1857 tmp, *
1858 otmp;
1859
1860 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 {
1862 dump_object (op);
1863 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1864 return op;
1865 }
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872 if (where->head)
1873 {
1874 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1875 where = where->head;
1876 }
1877 if (op->more) 1632 if (op->more)
1878 { 1633 {
1879 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1634 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1880 return op; 1635 return op;
1881 } 1636 }
1882 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1637
1883 CLEAR_FLAG (op, FLAG_REMOVED); 1638 op->remove ();
1639
1640 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1641
1884 if (op->nrof) 1642 if (op->nrof)
1885 {
1886 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1643 for (object *tmp = inv; tmp; tmp = tmp->below)
1887 if (CAN_MERGE (tmp, op)) 1644 if (object::can_merge (tmp, op))
1888 { 1645 {
1889 /* return the original object and remove inserted object 1646 /* return the original object and remove inserted object
1890 (client needs the original object) */ 1647 (client needs the original object) */
1891 tmp->nrof += op->nrof; 1648 tmp->nrof += op->nrof;
1892 /* Weight handling gets pretty funky. Since we are adding to 1649 op->destroy (1);
1893 * tmp->nrof, we need to increase the weight.
1894 */
1895 add_weight (where, op->weight * op->nrof);
1896 SET_FLAG (op, FLAG_REMOVED);
1897 free_object (op); /* free the inserted object */
1898 op = tmp; 1650 op = tmp;
1899 remove_ob (op); /* and fix old object's links */ 1651 goto inserted;
1900 CLEAR_FLAG (op, FLAG_REMOVED);
1901 break;
1902 } 1652 }
1903 1653
1904 /* I assume combined objects have no inventory 1654 op->owner = 0; // it's his/hers now. period.
1905 * We add the weight - this object could have just been removed
1906 * (if it was possible to merge). calling remove_ob will subtract
1907 * the weight, so we need to add it in again, since we actually do
1908 * the linking below
1909 */
1910 add_weight (where, op->weight * op->nrof);
1911 }
1912 else
1913 add_weight (where, (op->weight + op->carrying));
1914
1915 otmp = is_player_inv (where);
1916 if (otmp && otmp->contr != NULL)
1917 {
1918 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1919 fix_player (otmp);
1920 }
1921
1922 op->map = NULL; 1655 op->map = 0;
1923 op->env = where; 1656 op->x = 0;
1657 op->y = 0;
1658
1924 op->above = NULL; 1659 op->above = 0;
1925 op->below = NULL; 1660 op->below = inv;
1926 op->x = 0, op->y = 0; 1661 op->env = this;
1927 1662
1663 if (inv)
1664 inv->above = op;
1665
1666 inv = op;
1667
1668 op->flag [FLAG_REMOVED] = 0;
1669
1670 adjust_weight (this, op->total_weight ());
1671
1672inserted:
1928 /* reset the light list and los of the players on the map */ 1673 /* reset the light list and los of the players on the map */
1929 if ((op->glow_radius != 0) && where->map) 1674 if (op->glow_radius && map && map->darkness)
1930 { 1675 update_all_los (map, x, y);
1931#ifdef DEBUG_LIGHTS
1932 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1933#endif /* DEBUG_LIGHTS */
1934 if (MAP_DARKNESS (where->map))
1935 update_all_los (where->map, where->x, where->y);
1936 }
1937 1676
1938 /* Client has no idea of ordering so lets not bother ordering it here. 1677 if (object *otmp = in_player ())
1939 * It sure simplifies this function... 1678 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1940 */ 1679 otmp->update_stats ();
1941 if (where->inv == NULL) 1680
1942 where->inv = op; 1681 INVOKE_OBJECT (INSERT, this);
1943 else 1682
1944 {
1945 op->below = where->inv;
1946 op->below->above = op;
1947 where->inv = op;
1948 }
1949 return op; 1683 return op;
1950} 1684}
1951 1685
1952/* 1686/*
1953 * Checks if any objects has a move_type that matches objects 1687 * Checks if any objects has a move_type that matches objects
1967 * 1701 *
1968 * MSW 2001-07-08: Check all objects on space, not just those below 1702 * MSW 2001-07-08: Check all objects on space, not just those below
1969 * object being inserted. insert_ob_in_map may not put new objects 1703 * object being inserted. insert_ob_in_map may not put new objects
1970 * on top. 1704 * on top.
1971 */ 1705 */
1972
1973int 1706int
1974check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1975{ 1708{
1976 object * 1709 object *tmp;
1977 tmp; 1710 maptile *m = op->map;
1978 tag_t
1979 tag;
1980 mapstruct *
1981 m = op->map;
1982 int
1983 x = op->x, y = op->y; 1711 int x = op->x, y = op->y;
1984 MoveType 1712
1985 move_on, 1713 MoveType move_on, move_slow, move_block;
1986 move_slow,
1987 move_block;
1988 1714
1989 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1715 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1990 return 0; 1716 return 0;
1991
1992 tag = op->count;
1993 1717
1994 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1995 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1996 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1997 1721
2013 1737
2014 /* The objects have to be checked from top to bottom. 1738 /* The objects have to be checked from top to bottom.
2015 * Hence, we first go to the top: 1739 * Hence, we first go to the top:
2016 */ 1740 */
2017 1741
2018 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2019 { 1743 {
2020 /* Trim the search when we find the first other spell effect 1744 /* Trim the search when we find the first other spell effect
2021 * this helps performance so that if a space has 50 spell objects, 1745 * this helps performance so that if a space has 50 spell objects,
2022 * we don't need to check all of them. 1746 * we don't need to check all of them.
2023 */ 1747 */
2024 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1748 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2025 break; 1749 break;
2026 } 1750 }
1751
2027 for (; tmp != NULL; tmp = tmp->below) 1752 for (; tmp; tmp = tmp->below)
2028 { 1753 {
2029 if (tmp == op) 1754 if (tmp == op)
2030 continue; /* Can't apply yourself */ 1755 continue; /* Can't apply yourself */
2031 1756
2032 /* Check to see if one of the movement types should be slowed down. 1757 /* Check to see if one of the movement types should be slowed down.
2040 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2042 { 1767 {
2043 1768
2044 float 1769 float
2045 diff;
2046
2047 diff = tmp->move_slow_penalty * FABS (op->speed); 1770 diff = tmp->move_slow_penalty * fabs (op->speed);
1771
2048 if (op->type == PLAYER) 1772 if (op->type == PLAYER)
2049 {
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 {
2053 diff /= 4.0; 1775 diff /= 4.0;
2054 } 1776
2055 }
2056 op->speed_left -= diff; 1777 op->speed_left -= diff;
2057 } 1778 }
2058 } 1779 }
2059 1780
2060 /* Basically same logic as above, except now for actual apply. */ 1781 /* Basically same logic as above, except now for actual apply. */
2061 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1782 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2062 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1783 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2063 { 1784 {
2064
2065 move_apply (tmp, op, originator); 1785 move_apply (tmp, op, originator);
1786
2066 if (was_destroyed (op, tag)) 1787 if (op->destroyed ())
2067 return 1; 1788 return 1;
2068 1789
2069 /* what the person/creature stepped onto has moved the object 1790 /* what the person/creature stepped onto has moved the object
2070 * someplace new. Don't process any further - if we did, 1791 * someplace new. Don't process any further - if we did,
2071 * have a feeling strange problems would result. 1792 * have a feeling strange problems would result.
2072 */ 1793 */
2073 if (op->map != m || op->x != x || op->y != y) 1794 if (op->map != m || op->x != x || op->y != y)
2074 return 0; 1795 return 0;
2075 } 1796 }
2076 } 1797 }
1798
2077 return 0; 1799 return 0;
2078} 1800}
2079 1801
2080/* 1802/*
2081 * present_arch(arch, map, x, y) searches for any objects with 1803 * present_arch(arch, map, x, y) searches for any objects with
2082 * a matching archetype at the given map and coordinates. 1804 * a matching archetype at the given map and coordinates.
2083 * The first matching object is returned, or NULL if none. 1805 * The first matching object is returned, or NULL if none.
2084 */ 1806 */
2085
2086object * 1807object *
2087present_arch (const archetype *at, mapstruct *m, int x, int y) 1808present_arch (const archetype *at, maptile *m, int x, int y)
2088{ 1809{
2089 object *
2090 tmp;
2091
2092 if (m == NULL || out_of_map (m, x, y)) 1810 if (!m || out_of_map (m, x, y))
2093 { 1811 {
2094 LOG (llevError, "Present_arch called outside map.\n"); 1812 LOG (llevError, "Present_arch called outside map.\n");
2095 return NULL; 1813 return NULL;
2096 } 1814 }
2097 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1815
1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2098 if (tmp->arch == at) 1817 if (tmp->arch == at)
2099 return tmp; 1818 return tmp;
1819
2100 return NULL; 1820 return NULL;
2101} 1821}
2102 1822
2103/* 1823/*
2104 * present(type, map, x, y) searches for any objects with 1824 * present(type, map, x, y) searches for any objects with
2105 * a matching type variable at the given map and coordinates. 1825 * a matching type variable at the given map and coordinates.
2106 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
2107 */ 1827 */
2108
2109object * 1828object *
2110present (unsigned char type, mapstruct *m, int x, int y) 1829present (unsigned char type, maptile *m, int x, int y)
2111{ 1830{
2112 object *
2113 tmp;
2114
2115 if (out_of_map (m, x, y)) 1831 if (out_of_map (m, x, y))
2116 { 1832 {
2117 LOG (llevError, "Present called outside map.\n"); 1833 LOG (llevError, "Present called outside map.\n");
2118 return NULL; 1834 return NULL;
2119 } 1835 }
2120 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1836
1837 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2121 if (tmp->type == type) 1838 if (tmp->type == type)
2122 return tmp; 1839 return tmp;
1840
2123 return NULL; 1841 return NULL;
2124} 1842}
2125 1843
2126/* 1844/*
2127 * present_in_ob(type, object) searches for any objects with 1845 * present_in_ob(type, object) searches for any objects with
2128 * a matching type variable in the inventory of the given object. 1846 * a matching type variable in the inventory of the given object.
2129 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2130 */ 1848 */
2131
2132object * 1849object *
2133present_in_ob (unsigned char type, const object *op) 1850present_in_ob (unsigned char type, const object *op)
2134{ 1851{
2135 object *
2136 tmp;
2137
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1852 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if (tmp->type == type) 1853 if (tmp->type == type)
2140 return tmp; 1854 return tmp;
1855
2141 return NULL; 1856 return NULL;
2142} 1857}
2143 1858
2144/* 1859/*
2145 * present_in_ob (type, str, object) searches for any objects with 1860 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1868 * str is the string to match against. Note that we match against
2154 * the object name, not the archetype name. this is so that the 1869 * the object name, not the archetype name. this is so that the
2155 * spell code can use one object type (force), but change it's name 1870 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1871 * to be unique.
2157 */ 1872 */
2158
2159object * 1873object *
2160present_in_ob_by_name (int type, const char *str, const object *op) 1874present_in_ob_by_name (int type, const char *str, const object *op)
2161{ 1875{
2162 object *
2163 tmp;
2164
2165 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1876 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2166 {
2167 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1877 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2168 return tmp; 1878 return tmp;
2169 } 1879
2170 return NULL; 1880 return 0;
2171} 1881}
2172 1882
2173/* 1883/*
2174 * present_arch_in_ob(archetype, object) searches for any objects with 1884 * present_arch_in_ob(archetype, object) searches for any objects with
2175 * a matching archetype in the inventory of the given object. 1885 * a matching archetype in the inventory of the given object.
2176 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
2177 */ 1887 */
2178
2179object * 1888object *
2180present_arch_in_ob (const archetype *at, const object *op) 1889present_arch_in_ob (const archetype *at, const object *op)
2181{ 1890{
2182 object *
2183 tmp;
2184
2185 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if (tmp->arch == at) 1892 if (tmp->arch == at)
2187 return tmp; 1893 return tmp;
1894
2188 return NULL; 1895 return NULL;
2189} 1896}
2190 1897
2191/* 1898/*
2192 * activate recursively a flag on an object inventory 1899 * activate recursively a flag on an object inventory
2193 */ 1900 */
2194void 1901void
2195flag_inv (object *op, int flag) 1902flag_inv (object *op, int flag)
2196{ 1903{
2197 object *
2198 tmp;
2199
2200 if (op->inv)
2201 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2202 { 1905 {
2203 SET_FLAG (tmp, flag); 1906 SET_FLAG (tmp, flag);
2204 flag_inv (tmp, flag); 1907 flag_inv (tmp, flag);
2205 } 1908 }
2206} /* 1909}
1910
1911/*
2207 * desactivate recursively a flag on an object inventory 1912 * deactivate recursively a flag on an object inventory
2208 */ 1913 */
2209void 1914void
2210unflag_inv (object *op, int flag) 1915unflag_inv (object *op, int flag)
2211{ 1916{
2212 object *
2213 tmp;
2214
2215 if (op->inv)
2216 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2217 { 1918 {
2218 CLEAR_FLAG (tmp, flag); 1919 CLEAR_FLAG (tmp, flag);
2219 unflag_inv (tmp, flag); 1920 unflag_inv (tmp, flag);
2220 } 1921 }
2221}
2222
2223/*
2224 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2225 * all it's inventory (recursively).
2226 * If checksums are used, a player will get set_cheat called for
2227 * him/her-self and all object carried by a call to this function.
2228 */
2229
2230void
2231set_cheat (object *op)
2232{
2233 SET_FLAG (op, FLAG_WAS_WIZ);
2234 flag_inv (op, FLAG_WAS_WIZ);
2235} 1922}
2236 1923
2237/* 1924/*
2238 * find_free_spot(object, map, x, y, start, stop) will search for 1925 * find_free_spot(object, map, x, y, start, stop) will search for
2239 * a spot at the given map and coordinates which will be able to contain 1926 * a spot at the given map and coordinates which will be able to contain
2241 * to search (see the freearr_x/y[] definition). 1928 * to search (see the freearr_x/y[] definition).
2242 * It returns a random choice among the alternatives found. 1929 * It returns a random choice among the alternatives found.
2243 * start and stop are where to start relative to the free_arr array (1,9 1930 * start and stop are where to start relative to the free_arr array (1,9
2244 * does all 4 immediate directions). This returns the index into the 1931 * does all 4 immediate directions). This returns the index into the
2245 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1932 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2246 * Note - this only checks to see if there is space for the head of the
2247 * object - if it is a multispace object, this should be called for all
2248 * pieces.
2249 * Note2: This function does correctly handle tiled maps, but does not 1933 * Note: This function does correctly handle tiled maps, but does not
2250 * inform the caller. However, insert_ob_in_map will update as 1934 * inform the caller. However, insert_ob_in_map will update as
2251 * necessary, so the caller shouldn't need to do any special work. 1935 * necessary, so the caller shouldn't need to do any special work.
2252 * Note - updated to take an object instead of archetype - this is necessary 1936 * Note - updated to take an object instead of archetype - this is necessary
2253 * because arch_blocked (now ob_blocked) needs to know the movement type 1937 * because arch_blocked (now ob_blocked) needs to know the movement type
2254 * to know if the space in question will block the object. We can't use 1938 * to know if the space in question will block the object. We can't use
2255 * the archetype because that isn't correct if the monster has been 1939 * the archetype because that isn't correct if the monster has been
2256 * customized, changed states, etc. 1940 * customized, changed states, etc.
2257 */ 1941 */
2258
2259int 1942int
2260find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1943find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2261{ 1944{
2262 int
2263 i,
2264 index = 0, flag;
2265 static int
2266 altern[SIZEOFFREE]; 1945 int altern[SIZEOFFREE];
1946 int index = 0, flag;
2267 1947
2268 for (i = start; i < stop; i++) 1948 for (int i = start; i < stop; i++)
2269 { 1949 {
2270 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1950 mapxy pos (m, x, y); pos.move (i);
2271 if (!flag) 1951
1952 if (!pos.normalise ())
1953 continue;
1954
1955 mapspace &ms = *pos;
1956
1957 if (ms.flags () & P_IS_ALIVE)
1958 continue;
1959
1960 /* However, often
1961 * ob doesn't have any move type (when used to place exits)
1962 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1963 */
1964 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1965 {
2272 altern[index++] = i; 1966 altern [index++] = i;
1967 continue;
1968 }
2273 1969
2274 /* Basically, if we find a wall on a space, we cut down the search size. 1970 /* Basically, if we find a wall on a space, we cut down the search size.
2275 * In this way, we won't return spaces that are on another side of a wall. 1971 * In this way, we won't return spaces that are on another side of a wall.
2276 * This mostly work, but it cuts down the search size in all directions - 1972 * This mostly work, but it cuts down the search size in all directions -
2277 * if the space being examined only has a wall to the north and empty 1973 * if the space being examined only has a wall to the north and empty
2278 * spaces in all the other directions, this will reduce the search space 1974 * spaces in all the other directions, this will reduce the search space
2279 * to only the spaces immediately surrounding the target area, and 1975 * to only the spaces immediately surrounding the target area, and
2280 * won't look 2 spaces south of the target space. 1976 * won't look 2 spaces south of the target space.
2281 */ 1977 */
2282 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1978 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1979 {
2283 stop = maxfree[i]; 1980 stop = maxfree[i];
1981 continue;
1982 }
1983
1984 /* Note it is intentional that we check ob - the movement type of the
1985 * head of the object should correspond for the entire object.
1986 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue;
1989
1990 if (ob->blocked (m, pos.x, pos.y))
1991 continue;
1992
1993 altern [index++] = i;
2284 } 1994 }
1995
2285 if (!index) 1996 if (!index)
2286 return -1; 1997 return -1;
1998
2287 return altern[RANDOM () % index]; 1999 return altern [rndm (index)];
2288} 2000}
2289 2001
2290/* 2002/*
2291 * find_first_free_spot(archetype, mapstruct, x, y) works like 2003 * find_first_free_spot(archetype, maptile, x, y) works like
2292 * find_free_spot(), but it will search max number of squares. 2004 * find_free_spot(), but it will search max number of squares.
2293 * But it will return the first available spot, not a random choice. 2005 * But it will return the first available spot, not a random choice.
2294 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2006 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2295 */ 2007 */
2296
2297int 2008int
2298find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2009find_first_free_spot (const object *ob, maptile *m, int x, int y)
2299{ 2010{
2300 int
2301 i;
2302
2303 for (i = 0; i < SIZEOFFREE; i++) 2011 for (int i = 0; i < SIZEOFFREE; i++)
2304 {
2305 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2012 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2306 return i; 2013 return i;
2307 } 2014
2308 return -1; 2015 return -1;
2309} 2016}
2310 2017
2311/* 2018/*
2312 * The function permute(arr, begin, end) randomly reorders the array 2019 * The function permute(arr, begin, end) randomly reorders the array
2313 * arr[begin..end-1]. 2020 * arr[begin..end-1].
2021 * now uses a fisher-yates shuffle, old permute was broken
2314 */ 2022 */
2315static void 2023static void
2316permute (int *arr, int begin, int end) 2024permute (int *arr, int begin, int end)
2317{ 2025{
2318 int 2026 arr += begin;
2319 i,
2320 j,
2321 tmp,
2322 len;
2323
2324 len = end - begin; 2027 end -= begin;
2325 for (i = begin; i < end; i++)
2326 {
2327 j = begin + RANDOM () % len;
2328 2028
2329 tmp = arr[i]; 2029 while (--end)
2330 arr[i] = arr[j]; 2030 swap (arr [end], arr [rndm (end + 1)]);
2331 arr[j] = tmp;
2332 }
2333} 2031}
2334 2032
2335/* new function to make monster searching more efficient, and effective! 2033/* new function to make monster searching more efficient, and effective!
2336 * This basically returns a randomized array (in the passed pointer) of 2034 * This basically returns a randomized array (in the passed pointer) of
2337 * the spaces to find monsters. In this way, it won't always look for 2035 * the spaces to find monsters. In this way, it won't always look for
2340 * the 3x3 area will be searched, just not in a predictable order. 2038 * the 3x3 area will be searched, just not in a predictable order.
2341 */ 2039 */
2342void 2040void
2343get_search_arr (int *search_arr) 2041get_search_arr (int *search_arr)
2344{ 2042{
2345 int 2043 int i;
2346 i;
2347 2044
2348 for (i = 0; i < SIZEOFFREE; i++) 2045 for (i = 0; i < SIZEOFFREE; i++)
2349 {
2350 search_arr[i] = i; 2046 search_arr[i] = i;
2351 }
2352 2047
2353 permute (search_arr, 1, SIZEOFFREE1 + 1); 2048 permute (search_arr, 1, SIZEOFFREE1 + 1);
2354 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2049 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2355 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2050 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2356} 2051}
2365 * Perhaps incorrectly, but I'm making the assumption that exclude 2060 * Perhaps incorrectly, but I'm making the assumption that exclude
2366 * is actually want is going to try and move there. We need this info 2061 * is actually want is going to try and move there. We need this info
2367 * because we have to know what movement the thing looking to move 2062 * because we have to know what movement the thing looking to move
2368 * there is capable of. 2063 * there is capable of.
2369 */ 2064 */
2370
2371int 2065int
2372find_dir (mapstruct *m, int x, int y, object *exclude) 2066find_dir (maptile *m, int x, int y, object *exclude)
2373{ 2067{
2374 int
2375 i,
2376 max = SIZEOFFREE, mflags; 2068 int i, max = SIZEOFFREE, mflags;
2377 sint16 2069
2378 nx, 2070 sint16 nx, ny;
2379 ny;
2380 object * 2071 object *tmp;
2381 tmp; 2072 maptile *mp;
2382 mapstruct *
2383 mp;
2384 MoveType
2385 blocked,
2386 move_type;
2387 2073
2074 MoveType blocked, move_type;
2075
2388 if (exclude && exclude->head) 2076 if (exclude && exclude->head_ () != exclude)
2389 { 2077 {
2390 exclude = exclude->head; 2078 exclude = exclude->head;
2391 move_type = exclude->move_type; 2079 move_type = exclude->move_type;
2392 } 2080 }
2393 else 2081 else
2401 mp = m; 2089 mp = m;
2402 nx = x + freearr_x[i]; 2090 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2091 ny = y + freearr_y[i];
2404 2092
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2093 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2094
2406 if (mflags & P_OUT_OF_MAP) 2095 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2096 max = maxfree[i];
2409 }
2410 else 2097 else
2411 { 2098 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2099 mapspace &ms = mp->at (nx, ny);
2100
2101 blocked = ms.move_block;
2413 2102
2414 if ((move_type & blocked) == move_type) 2103 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2104 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2105 else if (mflags & P_IS_ALIVE)
2419 { 2106 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2107 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2423 {
2424 break; 2110 break;
2425 } 2111
2426 }
2427 if (tmp) 2112 if (tmp)
2428 {
2429 return freedir[i]; 2113 return freedir[i];
2430 }
2431 } 2114 }
2432 } 2115 }
2433 } 2116 }
2117
2434 return 0; 2118 return 0;
2435} 2119}
2436 2120
2437/* 2121/*
2438 * distance(object 1, object 2) will return the square of the 2122 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2123 * distance between the two given objects.
2440 */ 2124 */
2441
2442int 2125int
2443distance (const object *ob1, const object *ob2) 2126distance (const object *ob1, const object *ob2)
2444{ 2127{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2128 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2129}
2451 2130
2452/* 2131/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2132 * find_dir_2(delta-x,delta-y) will return a direction in which
2454 * an object which has subtracted the x and y coordinates of another 2133 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it. 2134 * object, needs to travel toward it.
2456 */ 2135 */
2457
2458int 2136int
2459find_dir_2 (int x, int y) 2137find_dir_2 (int x, int y)
2460{ 2138{
2461 int 2139 int q;
2462 q;
2463 2140
2464 if (y) 2141 if (y)
2465 q = x * 100 / y; 2142 q = x * 100 / y;
2466 else if (x) 2143 else if (x)
2467 q = -300 * x; 2144 q = -300 * x;
2492 2169
2493 return 3; 2170 return 3;
2494} 2171}
2495 2172
2496/* 2173/*
2497 * absdir(int): Returns a number between 1 and 8, which represent
2498 * the "absolute" direction of a number (it actually takes care of
2499 * "overflow" in previous calculations of a direction).
2500 */
2501
2502int
2503absdir (int d)
2504{
2505 while (d < 1)
2506 d += 8;
2507 while (d > 8)
2508 d -= 8;
2509 return d;
2510}
2511
2512/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2174 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514 * between two directions (which are expected to be absolute (see absdir()) 2175 * between two directions (which are expected to be absolute (see absdir())
2515 */ 2176 */
2516
2517int 2177int
2518dirdiff (int dir1, int dir2) 2178dirdiff (int dir1, int dir2)
2519{ 2179{
2520 int 2180 int d;
2521 d;
2522 2181
2523 d = abs (dir1 - dir2); 2182 d = abs (dir1 - dir2);
2524 if (d > 4) 2183 if (d > 4)
2525 d = 8 - d; 2184 d = 8 - d;
2185
2526 return d; 2186 return d;
2527} 2187}
2528 2188
2529/* peterm: 2189/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2190 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2533 * This basically means that if direction is 15, then it could either go 2193 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are. 2194 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction 2195 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2196 * functions.
2537 */ 2197 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2198int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2199 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2200 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2201 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2202 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2203 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2251 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2252 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2253 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2254 * Modified to be map tile aware -.MSW
2597 */ 2255 */
2598
2599
2600int 2256int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2257can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2258{
2603 sint16 2259 sint16 dx, dy;
2604 dx,
2605 dy;
2606 int
2607 mflags; 2260 int mflags;
2608 2261
2609 if (dir < 0) 2262 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2263 return 0; /* exit condition: invalid direction */
2611 2264
2612 dx = x + freearr_x[dir]; 2265 dx = x + freearr_x[dir];
2625 return 0; 2278 return 0;
2626 2279
2627 /* yes, can see. */ 2280 /* yes, can see. */
2628 if (dir < 9) 2281 if (dir < 9)
2629 return 1; 2282 return 1;
2283
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2284 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2285 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2286 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2287}
2633
2634
2635 2288
2636/* 2289/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2290 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2291 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2292 * picked up, otherwise 0.
2641 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2294 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2642 * core dumps if they do. 2295 * core dumps if they do.
2643 * 2296 *
2644 * Add a check so we can't pick up invisible objects (0.93.8) 2297 * Add a check so we can't pick up invisible objects (0.93.8)
2645 */ 2298 */
2646
2647int 2299int
2648can_pick (const object *who, const object *item) 2300can_pick (const object *who, const object *item)
2649{ 2301{
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2304 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2653} 2305}
2654 2306
2655
2656/* 2307/*
2657 * create clone from object to another 2308 * create clone from object to another
2658 */ 2309 */
2659object * 2310object *
2660object_create_clone (object *asrc) 2311object_create_clone (object *asrc)
2661{ 2312{
2662 object *
2663 dst = NULL, *tmp, *src, *part, *prev, *item; 2313 object *dst = 0, *tmp, *src, *prev, *item;
2664 2314
2665 if (!asrc) 2315 if (!asrc)
2666 return NULL; 2316 return 0;
2667 src = asrc; 2317
2668 if (src->head)
2669 src = src->head; 2318 src = asrc->head_ ();
2670 2319
2671 prev = NULL; 2320 prev = 0;
2672 for (part = src; part; part = part->more) 2321 for (object *part = src; part; part = part->more)
2673 { 2322 {
2674 tmp = get_object (); 2323 tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x; 2324 tmp->x -= src->x;
2677 tmp->y -= src->y; 2325 tmp->y -= src->y;
2326
2678 if (!part->head) 2327 if (!part->head)
2679 { 2328 {
2680 dst = tmp; 2329 dst = tmp;
2681 tmp->head = NULL; 2330 tmp->head = 0;
2682 } 2331 }
2683 else 2332 else
2684 {
2685 tmp->head = dst; 2333 tmp->head = dst;
2686 } 2334
2687 tmp->more = NULL; 2335 tmp->more = 0;
2336
2688 if (prev) 2337 if (prev)
2689 prev->more = tmp; 2338 prev->more = tmp;
2339
2690 prev = tmp; 2340 prev = tmp;
2691 } 2341 }
2692 2342
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2343 for (item = src->inv; item; item = item->below)
2695 {
2696 (void) insert_ob_in_ob (object_create_clone (item), dst); 2344 insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2345
2699 return dst; 2346 return dst;
2700}
2701
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */
2722
2723object *
2724load_object_str (const char *obstr)
2725{
2726 object *
2727 op;
2728 char
2729 filename[MAX_BUF];
2730
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732
2733 FILE *
2734 tempfile = fopen (filename, "w");
2735
2736 if (tempfile == NULL)
2737 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL;
2740 };
2741 fprintf (tempfile, obstr);
2742 fclose (tempfile);
2743
2744 op = get_object ();
2745
2746 object_thawer
2747 thawer (filename);
2748
2749 if (thawer)
2750 load_object (thawer, op, 0);
2751
2752 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2753 CLEAR_FLAG (op, FLAG_REMOVED);
2754
2755 return op;
2756} 2347}
2757 2348
2758/* This returns the first object in who's inventory that 2349/* This returns the first object in who's inventory that
2759 * has the same type and subtype match. 2350 * has the same type and subtype match.
2760 * returns NULL if no match. 2351 * returns NULL if no match.
2761 */ 2352 */
2762object * 2353object *
2763find_obj_by_type_subtype (const object *who, int type, int subtype) 2354find_obj_by_type_subtype (const object *who, int type, int subtype)
2764{ 2355{
2765 object *
2766 tmp;
2767
2768 for (tmp = who->inv; tmp; tmp = tmp->below) 2356 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == type && tmp->subtype == subtype) 2357 if (tmp->type == type && tmp->subtype == subtype)
2770 return tmp; 2358 return tmp;
2771 2359
2772 return NULL; 2360 return 0;
2773} 2361}
2774 2362
2775/* If ob has a field named key, return the link from the list, 2363/* If ob has a field named key, return the link from the list,
2776 * otherwise return NULL. 2364 * otherwise return NULL.
2777 * 2365 *
2779 * do the desired thing. 2367 * do the desired thing.
2780 */ 2368 */
2781key_value * 2369key_value *
2782get_ob_key_link (const object *ob, const char *key) 2370get_ob_key_link (const object *ob, const char *key)
2783{ 2371{
2784 key_value *
2785 link;
2786
2787 for (link = ob->key_values; link != NULL; link = link->next) 2372 for (key_value *link = ob->key_values; link; link = link->next)
2788 {
2789 if (link->key == key) 2373 if (link->key == key)
2790 {
2791 return link; 2374 return link;
2792 }
2793 }
2794 2375
2795 return NULL; 2376 return 0;
2796} 2377}
2797 2378
2798/* 2379/*
2799 * Returns the value of op has an extra_field for key, or NULL. 2380 * Returns the value of op has an extra_field for key, or NULL.
2800 * 2381 *
2803 * The returned string is shared. 2384 * The returned string is shared.
2804 */ 2385 */
2805const char * 2386const char *
2806get_ob_key_value (const object *op, const char *const key) 2387get_ob_key_value (const object *op, const char *const key)
2807{ 2388{
2808 key_value * 2389 key_value *link;
2809 link; 2390 shstr_cmp canonical_key (key);
2810 const char *
2811 canonical_key;
2812 2391
2813 canonical_key = shstr::find (key);
2814
2815 if (canonical_key == NULL) 2392 if (!canonical_key)
2816 { 2393 {
2817 /* 1. There being a field named key on any object 2394 /* 1. There being a field named key on any object
2818 * implies there'd be a shared string to find. 2395 * implies there'd be a shared string to find.
2819 * 2. Since there isn't, no object has this field. 2396 * 2. Since there isn't, no object has this field.
2820 * 3. Therefore, *this* object doesn't have this field. 2397 * 3. Therefore, *this* object doesn't have this field.
2821 */ 2398 */
2822 return NULL; 2399 return 0;
2823 } 2400 }
2824 2401
2825 /* This is copied from get_ob_key_link() above - 2402 /* This is copied from get_ob_key_link() above -
2826 * only 4 lines, and saves the function call overhead. 2403 * only 4 lines, and saves the function call overhead.
2827 */ 2404 */
2828 for (link = op->key_values; link != NULL; link = link->next) 2405 for (link = op->key_values; link; link = link->next)
2829 {
2830 if (link->key == canonical_key) 2406 if (link->key == canonical_key)
2831 {
2832 return link->value; 2407 return link->value;
2833 } 2408
2834 }
2835 return NULL; 2409 return 0;
2836} 2410}
2837
2838 2411
2839/* 2412/*
2840 * Updates the canonical_key in op to value. 2413 * Updates the canonical_key in op to value.
2841 * 2414 *
2842 * canonical_key is a shared string (value doesn't have to be). 2415 * canonical_key is a shared string (value doesn't have to be).
2847 * Returns TRUE on success. 2420 * Returns TRUE on success.
2848 */ 2421 */
2849int 2422int
2850set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2423set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2851{ 2424{
2852 key_value *
2853 field = NULL, *last = NULL; 2425 key_value *field = NULL, *last = NULL;
2854 2426
2855 for (field = op->key_values; field != NULL; field = field->next) 2427 for (field = op->key_values; field != NULL; field = field->next)
2856 { 2428 {
2857 if (field->key != canonical_key) 2429 if (field->key != canonical_key)
2858 { 2430 {
2867 /* Basically, if the archetype has this key set, 2439 /* Basically, if the archetype has this key set,
2868 * we need to store the null value so when we save 2440 * we need to store the null value so when we save
2869 * it, we save the empty value so that when we load, 2441 * it, we save the empty value so that when we load,
2870 * we get this value back again. 2442 * we get this value back again.
2871 */ 2443 */
2872 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2444 if (get_ob_key_link (op->arch, canonical_key))
2873 field->value = 0; 2445 field->value = 0;
2874 else 2446 else
2875 { 2447 {
2876 if (last) 2448 if (last)
2877 last->next = field->next; 2449 last->next = field->next;
2878 else 2450 else
2879 op->key_values = field->next; 2451 op->key_values = field->next;
2880 2452
2881 delete
2882 field; 2453 delete field;
2883 } 2454 }
2884 } 2455 }
2885 return TRUE; 2456 return TRUE;
2886 } 2457 }
2887 /* IF we get here, key doesn't exist */ 2458 /* IF we get here, key doesn't exist */
2888 2459
2889 /* No field, we'll have to add it. */ 2460 /* No field, we'll have to add it. */
2890 2461
2891 if (!add_key) 2462 if (!add_key)
2892 {
2893 return FALSE; 2463 return FALSE;
2894 } 2464
2895 /* There isn't any good reason to store a null 2465 /* There isn't any good reason to store a null
2896 * value in the key/value list. If the archetype has 2466 * value in the key/value list. If the archetype has
2897 * this key, then we should also have it, so shouldn't 2467 * this key, then we should also have it, so shouldn't
2898 * be here. If user wants to store empty strings, 2468 * be here. If user wants to store empty strings,
2899 * should pass in "" 2469 * should pass in ""
2922 * Returns TRUE on success. 2492 * Returns TRUE on success.
2923 */ 2493 */
2924int 2494int
2925set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2495set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2926{ 2496{
2927 shstr
2928 key_ (key); 2497 shstr key_ (key);
2929 2498
2930 return set_ob_key_value_s (op, key_, value, add_key); 2499 return set_ob_key_value_s (op, key_, value, add_key);
2931} 2500}
2501
2502object::depth_iterator::depth_iterator (object *container)
2503: iterator_base (container)
2504{
2505 while (item->inv)
2506 item = item->inv;
2507}
2508
2509void
2510object::depth_iterator::next ()
2511{
2512 if (item->below)
2513 {
2514 item = item->below;
2515
2516 while (item->inv)
2517 item = item->inv;
2518 }
2519 else
2520 item = item->env;
2521}
2522
2523const char *
2524object::flag_desc (char *desc, int len) const
2525{
2526 char *p = desc;
2527 bool first = true;
2528
2529 *p = 0;
2530
2531 for (int i = 0; i < NUM_FLAGS; i++)
2532 {
2533 if (len <= 10) // magic constant!
2534 {
2535 snprintf (p, len, ",...");
2536 break;
2537 }
2538
2539 if (flag [i])
2540 {
2541 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2542 len -= cnt;
2543 p += cnt;
2544 first = false;
2545 }
2546 }
2547
2548 return desc;
2549}
2550
2551// return a suitable string describing an object in enough detail to find it
2552const char *
2553object::debug_desc (char *info) const
2554{
2555 char flagdesc[512];
2556 char info2[256 * 4];
2557 char *p = info;
2558
2559 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2560 count,
2561 uuid.c_str (),
2562 &name,
2563 title ? "\",title:\"" : "",
2564 title ? (const char *)title : "",
2565 flag_desc (flagdesc, 512), type);
2566
2567 if (!this->flag[FLAG_REMOVED] && env)
2568 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2569
2570 if (map)
2571 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2572
2573 return info;
2574}
2575
2576const char *
2577object::debug_desc () const
2578{
2579 static char info[3][256 * 4];
2580 static int info_idx;
2581
2582 return debug_desc (info [++info_idx % 3]);
2583}
2584
2585struct region *
2586object::region () const
2587{
2588 return map ? map->region (x, y)
2589 : region::default_region ();
2590}
2591
2592const materialtype_t *
2593object::dominant_material () const
2594{
2595 if (materialtype_t *mt = name_to_material (materialname))
2596 return mt;
2597
2598 return name_to_material (shstr_unknown);
2599}
2600
2601void
2602object::open_container (object *new_container)
2603{
2604 if (container == new_container)
2605 return;
2606
2607 if (object *old_container = container)
2608 {
2609 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2610 return;
2611
2612#if 0
2613 // remove the "Close old_container" object.
2614 if (object *closer = old_container->inv)
2615 if (closer->type == CLOSE_CON)
2616 closer->destroy ();
2617#endif
2618
2619 old_container->flag [FLAG_APPLIED] = 0;
2620 container = 0;
2621
2622 esrv_update_item (UPD_FLAGS, this, old_container);
2623 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2624 play_sound (sound_find ("chest_close"));
2625 }
2626
2627 if (new_container)
2628 {
2629 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2630 return;
2631
2632 // TODO: this does not seem to serve any purpose anymore?
2633#if 0
2634 // insert the "Close Container" object.
2635 if (archetype *closer = new_container->other_arch)
2636 {
2637 object *closer = arch_to_object (new_container->other_arch);
2638 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2639 new_container->insert (closer);
2640 }
2641#endif
2642
2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2644
2645 new_container->flag [FLAG_APPLIED] = 1;
2646 container = new_container;
2647
2648 esrv_update_item (UPD_FLAGS, this, new_container);
2649 esrv_send_inventory (this, new_container);
2650 play_sound (sound_find ("chest_open"));
2651 }
2652}
2653
2654object *
2655object::force_find (const shstr name)
2656{
2657 /* cycle through his inventory to look for the MARK we want to
2658 * place
2659 */
2660 for (object *tmp = inv; tmp; tmp = tmp->below)
2661 if (tmp->type == FORCE && tmp->slaying == name)
2662 return splay (tmp);
2663
2664 return 0;
2665}
2666
2667void
2668object::force_add (const shstr name, int duration)
2669{
2670 if (object *force = force_find (name))
2671 force->destroy ();
2672
2673 object *force = get_archetype (FORCE_NAME);
2674
2675 force->slaying = name;
2676 force->stats.food = 1;
2677 force->speed_left = -1.f;
2678
2679 force->set_speed (duration ? 1.f / duration : 0.f);
2680 force->flag [FLAG_IS_USED_UP] = true;
2681 force->flag [FLAG_APPLIED] = true;
2682
2683 insert (force);
2684}
2685
2686void
2687object::play_sound (faceidx sound)
2688{
2689 if (!sound)
2690 return;
2691
2692 if (flag [FLAG_REMOVED])
2693 return;
2694
2695 if (env)
2696 {
2697 if (object *pl = in_player ())
2698 pl->contr->play_sound (sound);
2699 }
2700 else
2701 map->play_sound (sound, x, y);
2702}
2703

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