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Comparing deliantra/server/common/object.C (file contents):
Revision 1.25 by root, Mon Sep 11 01:16:20 2006 UTC vs.
Revision 1.168 by root, Thu Jul 26 00:27:07 2007 UTC

1
2/* 1/*
3 * static char *rcsid_object_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: object.C,v 1.25 2006/09/11 01:16:20 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
32 variable. */ 26 variable. */
33#include <global.h> 27#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 28#include <stdio.h>
36# include <sys/types.h> 29#include <sys/types.h>
37# include <sys/uio.h> 30#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 31#include <object.h>
40#include <funcpoint.h> 32#include <funcpoint.h>
41#include <skills.h> 33#include <sproto.h>
42#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
37
43int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19;
44 41
45object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
46object *active_objects; /* List of active objects that need to be processed */ 43activevec actives;
47 44
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 47};
51short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
57int freedir[SIZEOFFREE] = { 54int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 57};
61 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
135
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 137static int
64compare_ob_value_lists_one (const object *wants, const object *has) 138compare_ob_value_lists_one (const object *wants, const object *has)
65{ 139{
66 key_value *wants_field; 140 key_value *wants_field;
69 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
71 */ 145 */
72 146
73 /* For each field in wants, */ 147 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
75 { 149 {
76 key_value *has_field; 150 key_value *has_field;
77 151
78 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
113 * 187 *
114 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
117 * 191 *
118 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
119 * 193 *
120 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
121 * check weight 195 * check weight
122 */ 196 */
123
124bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
125{ 198{
126 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
128 return 0; 205 return 0;
129 206
130 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
131 return 0;
132
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof). 210 * used to store nrof).
136 */ 211 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 223
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 226
152 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
168 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
183 return 0; 252 return 0;
184 253
185 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory. 255 * check all objects in the inventory.
187 */ 256 */
190 /* if one object has inventory but the other doesn't, not equiv */ 259 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0; 261 return 0;
193 262
194 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
196 return 0; 265 return 0;
197 266
198 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 268 * if it is valid.
200 */ 269 */
209 278
210 /* Note sure why the following is the case - either the object has to 279 /* 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 280 * be animated or have a very low speed. Is this an attempted monster
212 * check? 281 * check?
213 */ 282 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 284 return 0;
216 285
217 switch (ob1->type) 286 switch (ob1->type)
218 { 287 {
219 case SCROLL: 288 case SCROLL:
220 if (ob1->level != ob2->level) 289 if (ob1->level != ob2->level)
221 return 0; 290 return 0;
222 break; 291 break;
223 } 292 }
224 293
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
226 { 295 {
227 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
230 return 0; 299 return 0;
231 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
232 return 0; 301 return 0;
233 } 302 }
234 303
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
237 { 305 {
238 ob1->optimise (); 306 ob1->optimise ();
239 ob2->optimise (); 307 ob2->optimise ();
240 308
241 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
242 return 0; 311 return 0;
243 } 312 }
244 313
245 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
246 return 1; 315 return 1;
247} 316}
249/* 318/*
250 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
252 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
253 */ 322 */
254signed long 323long
255sum_weight (object *op) 324sum_weight (object *op)
256{ 325{
257 signed long sum; 326 long sum;
258 object *inv; 327 object *inv;
259 328
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
261 { 330 {
262 if (inv->inv) 331 if (inv->inv)
263 sum_weight (inv); 332 sum_weight (inv);
333
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 } 335 }
336
266 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
268 if (op->carrying != sum) 340 if (op->carrying != sum)
269 op->carrying = sum; 341 op->carrying = sum;
342
270 return sum; 343 return sum;
271} 344}
272 345
273/** 346/**
274 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
281 op = op->env; 354 op = op->env;
282 return op; 355 return op;
283} 356}
284 357
285/* 358/*
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. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages. 360 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
304 */ 362 */
305 363char *
306void
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 {
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354}
355
356/*
357 * Dumps an object. Returns output in the static global errmsg array.
358 */
359
360void
361dump_object (object *op) 364dump_object (object *op)
362{ 365{
363 if (op == NULL) 366 if (!op)
364 { 367 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 368
372void 369 object_freezer freezer;
373dump_all_objects (void) 370 op->write (freezer);
374{ 371 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} 372}
383 373
384/* 374/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
402} 392}
403 393
404/* 394/*
405 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
406 */ 396 */
407
408object * 397object *
409find_object (tag_t i) 398find_object (tag_t i)
410{ 399{
411 object *op; 400 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 401 if (op->count == i)
415 break;
416 return op; 402 return op;
403
404 return 0;
417} 405}
418 406
419/* 407/*
420 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
423 */ 411 */
424
425object * 412object *
426find_object_name (const char *str) 413find_object_name (const char *str)
427{ 414{
428 const char *name = shstr::find (str); 415 shstr_cmp str_ (str);
429 object *op; 416 object *op;
430 417
431 for (op = objects; op != NULL; op = op->next) 418 for_all_objects (op)
432 if (&op->name == name) 419 if (op->name == str_)
433 break; 420 break;
434 421
435 return op; 422 return op;
436} 423}
437 424
440{ 427{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 428 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 429}
443 430
444/* 431/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480}
481
482/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 433 * skill and experience objects.
485 */ 434 */
486void 435void
487set_owner (object *op, object *owner) 436object::set_owner (object *owner)
488{ 437{
489 if (owner == NULL || op == NULL) 438 if (!owner)
490 return; 439 return;
491 440
492 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* 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 443 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 445 * 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. 446 * didn't match, this check is valid and I believe that cause is valid.
498 */ 447 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 448 while (owner->owner)
500 owner = owner->owner; 449 owner = owner->owner;
501 450
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner; 451 this->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512} 452}
513 453
514/* Set the owner to clone's current owner and set the skill and experience 454int
515 * objects to clone's objects (typically those objects that where the owner's 455object::slottype () const
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{ 456{
527 object *owner = get_owner (clone); 457 if (type == SKILL)
528
529 if (owner == NULL)
530 {
531 /* players don't have owners - they own themselves. Update
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return;
538 } 458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
539 470
540 set_owner (op, owner); 471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
541} 518}
542 519
543/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 521 * refcounts and freeing the links.
545 */ 522 */
546static void 523static void
547free_key_values (object *op) 524free_key_values (object *op)
548{ 525{
549 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
550 { 527 {
551 key_value *next = i->next; 528 key_value *next = i->next;
552 delete i; 529 delete i;
553 530
554 i = next; 531 i = next;
555 } 532 }
556 533
557 op->key_values = 0; 534 op->key_values = 0;
558} 535}
559 536
560void object::clear () 537object &
538object::operator =(const object &src)
561{ 539{
562 attachable_base::clear (); 540 bool is_freed = flag [FLAG_FREED];
541 bool is_removed = flag [FLAG_REMOVED];
563 542
564 free_key_values (this); 543 *(object_copy *)this = src;
565 544
566 clear_owner (this); 545 flag [FLAG_FREED] = is_freed;
567 546 flag [FLAG_REMOVED] = is_removed;
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object,
627 * and then copies the contends of the first object into the second
628 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630 * if the first object is freed, the pointers in the new object
631 * will point at garbage.
632 */
633
634void
635copy_object (object *op2, object *op)
636{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
639
640 op2->clone (op);
641
642 if (is_freed)
643 SET_FLAG (op, FLAG_FREED);
644 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED);
646
647 if (op2->speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
649 547
650 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
651 if (op2->key_values) 549 if (src.key_values)
652 { 550 {
653 key_value *tail = 0; 551 key_value *tail = 0;
654 key_value *i;
655
656 op->key_values = 0; 552 key_values = 0;
657 553
658 for (i = op2->key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
659 { 555 {
660 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
661 557
662 new_link->next = 0; 558 new_link->next = 0;
663 new_link->key = i->key; 559 new_link->key = i->key;
664 new_link->value = i->value; 560 new_link->value = i->value;
665 561
666 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
667 if (!op->key_values) 563 if (!key_values)
668 { 564 {
669 op->key_values = new_link; 565 key_values = new_link;
670 tail = new_link; 566 tail = new_link;
671 } 567 }
672 else 568 else
673 { 569 {
674 tail->next = new_link; 570 tail->next = new_link;
675 tail = new_link; 571 tail = new_link;
676 } 572 }
677 } 573 }
678 } 574 }
575}
679 576
680 update_ob_speed (op); 577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
592
593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
613}
614
615object *
616object::clone ()
617{
618 object *neu = create ();
619 copy_to (neu);
620 return neu;
681} 621}
682 622
683/* 623/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 624 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * to the closest player being on the other side, this function can 625 * to the closest player being on the other side, this function can
686 * be called to update the face variable, _and_ how it looks on the map. 626 * be called to update the face variable, _and_ how it looks on the map.
687 */ 627 */
688
689void 628void
690update_turn_face (object *op) 629update_turn_face (object *op)
691{ 630{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 631 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 632 return;
633
694 SET_ANIMATION (op, op->direction); 634 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 635 update_object (op, UP_OBJ_FACE);
696} 636}
697 637
698/* 638/*
699 * Updates the speed of an object. If the speed changes from 0 to another 639 * Updates the speed of an object. If the speed changes from 0 to another
700 * value, or vice versa, then add/remove the object from the active list. 640 * value, or vice versa, then add/remove the object from the active list.
701 * This function needs to be called whenever the speed of an object changes. 641 * This function needs to be called whenever the speed of an object changes.
702 */ 642 */
703
704void 643void
705update_ob_speed (object *op) 644object::set_speed (float speed)
706{ 645{
707 extern int arch_init; 646 if (flag [FLAG_FREED] && speed)
708
709 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated.
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 { 647 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 648 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 649 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 650 }
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731 651
732 /* process_events() expects us to insert the object at the beginning 652 this->speed = speed;
733 * of the list. */ 653
734 op->active_next = active_objects; 654 if (has_active_speed ())
735 if (op->active_next != NULL) 655 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 656 else
740 { 657 deactivate ();
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760} 658}
761 659
762/* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770void
771remove_from_active_list (object *op)
772{
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791}
792
793/* 660/*
794 * update_object() updates the array which represents the map. 661 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 662 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 663 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 664 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 665 * If the object being updated is beneath a player, the look-window
799 * of that player is updated (this might be a suboptimal way of 666 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 667 * updating that window, though, since update_object() is called _often_)
801 * 668 *
802 * action is a hint of what the caller believes need to be done. 669 * action is a hint of what the caller believes need to be done.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 670 * current action are:
808 * UP_OBJ_INSERT: op was inserted 671 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 672 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 673 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811 * as that is easier than trying to look at what may have changed. 674 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
813 */ 676 */
814
815void 677void
816update_object (object *op, int action) 678update_object (object *op, int action)
817{ 679{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow;
820
821 if (op == NULL) 680 if (op == NULL)
822 { 681 {
823 /* this should never happen */ 682 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 684 return;
826 } 685 }
827 686
828 if (op->env != NULL) 687 if (op->env)
829 { 688 {
830 /* Animation is currently handled by client, so nothing 689 /* Animation is currently handled by client, so nothing
831 * to do in this case. 690 * to do in this case.
832 */ 691 */
833 return; 692 return;
838 */ 697 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 698 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 699 return;
841 700
842 /* make sure the object is within map boundaries */ 701 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 702 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 703 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 704 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 705#ifdef MANY_CORES
847 abort (); 706 abort ();
848#endif 707#endif
849 return; 708 return;
850 } 709 }
851 710
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 711 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 712
713 if (!(m.flags_ & P_UPTODATE))
714 /* nop */;
859 if (action == UP_OBJ_INSERT) 715 else if (action == UP_OBJ_INSERT)
860 { 716 {
717 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 718 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 719 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 720 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 721 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
722 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 723 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on) 724 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 725 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 726 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* This isn't perfect, but I don't expect a lot of objects to 727 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 728 * to have move_allow right now.
884 */ 729 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 730 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 731 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 732 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 733 }
891 /* if the object is being removed, we can't make intelligent 734 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 735 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 736 * that is being removed.
894 */ 737 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 738 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 { 739 m.flags_ = 0;
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE) 740 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */ 741 /* Nothing to do for that case */ ;
902 }
903 else 742 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 743 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907 744
908 if (update_now)
909 {
910 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
911 update_position (op->map, op->x, op->y);
912 }
913
914 if (op->more != NULL) 745 if (op->more)
915 update_object (op->more, action); 746 update_object (op->more, action);
916}
917
918static unordered_vector<object *> mortals;
919static std::vector<object *> freed;
920
921void object::free_mortals ()
922{
923 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924 if (!(*i)->refcount)
925 {
926 freed.push_back (*i);
927 mortals.erase (i);
928 }
929 else
930 ++i;
931} 747}
932 748
933object::object () 749object::object ()
934{ 750{
935 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
936 752
937 expmul = 1.0; 753 expmul = 1.0;
938 face = blank_face; 754 face = blank_face;
939 attacked_by_count = -1;
940} 755}
941 756
942object::~object () 757object::~object ()
943{ 758{
759 unlink ();
760
944 free_key_values (this); 761 free_key_values (this);
945} 762}
946 763
764static int object_count;
765
947void object::link () 766void object::link ()
948{ 767{
768 assert (!index);//D
769 uuid = gen_uuid ();
949 count = ++ob_count; 770 count = ++object_count;
950 771
951 prev = 0; 772 refcnt_inc ();
952 next = objects; 773 objects.insert (this);
953
954 if (objects)
955 objects->prev = this;
956
957 objects = this;
958} 774}
959 775
960void object::unlink () 776void object::unlink ()
961{ 777{
962 count = 0;
963
964 /* Remove this object from the list of used objects */
965 if (prev)
966 {
967 prev->next = next;
968 prev = 0;
969 }
970
971 if (next) 778 if (!index)
972 { 779 return;
973 next->prev = prev; 780
974 next = 0; 781 objects.erase (this);
782 refcnt_dec ();
783}
784
785void
786object::activate ()
787{
788 /* If already on active list, don't do anything */
789 if (active)
790 return;
791
792 if (has_active_speed ())
793 actives.insert (this);
794}
795
796void
797object::activate_recursive ()
798{
799 activate ();
800
801 for (object *op = inv; op; op = op->below)
802 op->activate_recursive ();
803}
804
805/* This function removes object 'op' from the list of active
806 * objects.
807 * This should only be used for style maps or other such
808 * reference maps where you don't want an object that isn't
809 * in play chewing up cpu time getting processed.
810 * The reverse of this is to call update_ob_speed, which
811 * will do the right thing based on the speed of the object.
812 */
813void
814object::deactivate ()
815{
816 /* If not on the active list, nothing needs to be done */
817 if (!active)
818 return;
819
820 actives.erase (this);
821}
822
823void
824object::deactivate_recursive ()
825{
826 for (object *op = inv; op; op = op->below)
827 op->deactivate_recursive ();
828
829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
975 } 836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
840}
976 841
977 if (this == objects) 842/*
978 objects = next; 843 * Remove and free all objects in the inventory of the given object.
844 * object.c ?
845 */
846void
847object::destroy_inv (bool drop_to_ground)
848{
849 // need to check first, because the checks below might segfault
850 // as we might be on an invalid mapspace and crossfire code
851 // is too buggy to ensure that the inventory is empty.
852 // corollary: if you create arrows etc. with stuff in tis inventory,
853 // cf will crash below with off-map x and y
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground
862 || !map
863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
865 || ms ().move_block == MOVE_ALL)
866 {
867 while (inv)
868 {
869 inv->destroy_inv (drop_to_ground);
870 inv->destroy ();
871 }
872 }
873 else
874 { /* Put objects in inventory onto this space */
875 while (inv)
876 {
877 object *op = inv;
878
879 if (op->flag [FLAG_STARTEQUIP]
880 || op->flag [FLAG_NO_DROP]
881 || op->type == RUNE
882 || op->type == TRAP
883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
885 op->destroy ();
886 else
887 map->insert (op, x, y);
888 }
889 }
979} 890}
980 891
981object *object::create () 892object *object::create ()
982{ 893{
983 object *op;
984
985 if (freed.empty ())
986 op = new object; 894 object *op = new object;
987 else
988 {
989 // highly annoying, but the only way to get it stable right now
990 op = freed.back (); freed.pop_back ();
991 op->~object ();
992 new ((void *)op) object;
993 }
994
995 op->link (); 895 op->link ();
996 return op; 896 return op;
997} 897}
998 898
999/* 899void
1000 * free_object() frees everything allocated by an object, removes 900object::do_destroy ()
1001 * it from the list of used objects, and puts it on the list of
1002 * free objects. The IS_FREED() flag is set in the object.
1003 * The object must have been removed by remove_ob() first for
1004 * this function to succeed.
1005 *
1006 * If free_inventory is set, free inventory as well. Else drop items in
1007 * inventory to the ground.
1008 */
1009void object::free (bool free_inventory)
1010{ 901{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 902 attachable::do_destroy ();
1012 {
1013 LOG (llevDebug, "Free object called with non removed object\n");
1014 dump_object (this);
1015#ifdef MANY_CORES
1016 abort ();
1017#endif
1018 }
1019 903
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 904 if (flag [FLAG_IS_LINKED])
1021 { 905 remove_button_link (this);
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 906
907 if (flag [FLAG_FRIENDLY])
1023 remove_friendly_object (this); 908 remove_friendly_object (this);
1024 }
1025 909
1026 if (QUERY_FLAG (this, FLAG_FREED)) 910 if (!flag [FLAG_REMOVED])
911 remove ();
912
913 destroy_inv (true);
914
915 deactivate ();
916 unlink ();
917
918 flag [FLAG_FREED] = 1;
919
920 // hack to ensure that freed objects still have a valid map
921 {
922 static maptile *freed_map; // freed objects are moved here to avoid crashes
923
924 if (!freed_map)
1027 { 925 {
1028 dump_object (this); 926 freed_map = new maptile;
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 927
1030 return; 928 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3;
930 freed_map->height = 3;
931
932 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY;
1031 } 934 }
935
936 map = freed_map;
937 x = 1;
938 y = 1;
939 }
1032 940
1033 if (more) 941 if (more)
1034 { 942 {
1035 more->free (free_inventory); 943 more->destroy ();
1036 more = 0; 944 more = 0;
1037 } 945 }
1038 946
1039 if (inv)
1040 {
1041 /* Only if the space blocks everything do we not process -
1042 * if some form of movement is allowed, let objects
1043 * drop on that space.
1044 */
1045 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1046 {
1047 object *
1048 op = inv;
1049
1050 while (op)
1051 {
1052 object *
1053 tmp = op->below;
1054
1055 remove_ob (op);
1056 op->free (free_inventory);
1057 op = tmp;
1058 }
1059 }
1060 else
1061 { /* Put objects in inventory onto this space */
1062 object *
1063 op = inv;
1064
1065 while (op)
1066 {
1067 object *
1068 tmp = op->below;
1069
1070 remove_ob (op);
1071
1072 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1073 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1074 free_object (op);
1075 else
1076 {
1077 op->x = x;
1078 op->y = y;
1079 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1080 }
1081
1082 op = tmp;
1083 }
1084 }
1085 }
1086
1087 clear_owner (this);
1088
1089 /* Remove object from the active list */
1090 speed = 0; 947 head = 0;
1091 update_ob_speed (this);
1092 948
1093 unlink (); 949 // clear those pointers that likely might cause circular references
950 owner = 0;
951 enemy = 0;
952 attacked_by = 0;
953 current_weapon = 0;
954}
1094 955
1095 SET_FLAG (this, FLAG_FREED); 956void
957object::destroy (bool destroy_inventory)
958{
959 if (destroyed ())
960 return;
1096 961
1097 mortals.push_back (this); 962 if (destroy_inventory)
963 destroy_inv (false);
964
965 attachable::destroy ();
1098} 966}
1099 967
1100/* 968/*
1101 * sub_weight() recursively (outwards) subtracts a number from the 969 * sub_weight() recursively (outwards) subtracts a number from the
1102 * weight of an object (and what is carried by it's environment(s)). 970 * weight of an object (and what is carried by it's environment(s)).
1103 */ 971 */
1104
1105void 972void
1106sub_weight (object *op, signed long weight) 973sub_weight (object *op, signed long weight)
1107{ 974{
1108 while (op != NULL) 975 while (op != NULL)
1109 { 976 {
1110 if (op->type == CONTAINER) 977 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 978 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 } 979
1114 op->carrying -= weight; 980 op->carrying -= weight;
1115 op = op->env; 981 op = op->env;
1116 } 982 }
1117} 983}
1118 984
1119/* remove_ob(op): 985/* op->remove ():
1120 * This function removes the object op from the linked list of objects 986 * This function removes the object op from the linked list of objects
1121 * which it is currently tied to. When this function is done, the 987 * which it is currently tied to. When this function is done, the
1122 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 990 * the previous environment.
1125 * Beware: This function is called from the editor as well!
1126 */ 991 */
1127
1128void 992void
1129remove_ob (object *op) 993object::do_remove ()
1130{ 994{
995 object *tmp, *last = 0;
1131 object * 996 object *otmp;
1132 tmp, *
1133 last = NULL;
1134 object *
1135 otmp;
1136 tag_t
1137 tag;
1138 int
1139 check_walk_off;
1140 mapstruct *
1141 m;
1142 sint16
1143 x,
1144 y;
1145 997
1146
1147 if (QUERY_FLAG (op, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
1148 { 999 return;
1149 dump_object (op);
1150 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1151 1000
1152 /* Changed it to always dump core in this case. As has been learned
1153 * in the past, trying to recover from errors almost always
1154 * make things worse, and this is a real error here - something
1155 * that should not happen.
1156 * Yes, if this was a mission critical app, trying to do something
1157 * to recover may make sense, but that is because failure of the app
1158 * may have other disastrous problems. Cf runs out of a script
1159 * so is easily enough restarted without any real problems.
1160 * MSW 2001-07-01
1161 */
1162 abort ();
1163 }
1164 if (op->more != NULL)
1165 remove_ob (op->more);
1166
1167 SET_FLAG (op, FLAG_REMOVED); 1001 SET_FLAG (this, FLAG_REMOVED);
1002 INVOKE_OBJECT (REMOVE, this);
1003
1004 if (more)
1005 more->remove ();
1168 1006
1169 /* 1007 /*
1170 * In this case, the object to be removed is in someones 1008 * In this case, the object to be removed is in someones
1171 * inventory. 1009 * inventory.
1172 */ 1010 */
1173 if (op->env != NULL) 1011 if (env)
1174 { 1012 {
1175 if (op->nrof) 1013 if (nrof)
1176 sub_weight (op->env, op->weight * op->nrof); 1014 sub_weight (env, weight * nrof);
1177 else 1015 else
1178 sub_weight (op->env, op->weight + op->carrying); 1016 sub_weight (env, weight + carrying);
1179 1017
1180 /* NO_FIX_PLAYER is set when a great many changes are being 1018 /* NO_FIX_PLAYER is set when a great many changes are being
1181 * made to players inventory. If set, avoiding the call 1019 * made to players inventory. If set, avoiding the call
1182 * to save cpu time. 1020 * to save cpu time.
1183 */ 1021 */
1184 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1022 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1185 fix_player (otmp); 1023 otmp->update_stats ();
1186 1024
1187 if (op->above != NULL) 1025 if (above)
1188 op->above->below = op->below; 1026 above->below = below;
1189 else 1027 else
1190 op->env->inv = op->below; 1028 env->inv = below;
1191 1029
1192 if (op->below != NULL) 1030 if (below)
1193 op->below->above = op->above; 1031 below->above = above;
1194 1032
1195 /* we set up values so that it could be inserted into 1033 /* we set up values so that it could be inserted into
1196 * the map, but we don't actually do that - it is up 1034 * the map, but we don't actually do that - it is up
1197 * to the caller to decide what we want to do. 1035 * to the caller to decide what we want to do.
1198 */ 1036 */
1199 op->x = op->env->x, op->y = op->env->y; 1037 x = env->x, y = env->y;
1200 op->map = op->env->map; 1038 map = env->map;
1201 op->above = NULL, op->below = NULL; 1039 above = 0, below = 0;
1202 op->env = NULL; 1040 env = 0;
1203 return;
1204 }
1205
1206 /* If we get here, we are removing it from a map */
1207 if (op->map == NULL)
1208 return;
1209
1210 x = op->x;
1211 y = op->y;
1212 m = get_map_from_coord (op->map, &x, &y);
1213
1214 if (!m)
1215 { 1041 }
1216 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1042 else if (map)
1217 op->map->path, op->x, op->y);
1218 /* in old days, we used to set x and y to 0 and continue.
1219 * it seems if we get into this case, something is probablye
1220 * screwed up and should be fixed.
1221 */
1222 abort ();
1223 } 1043 {
1224 if (op->map != m) 1044 if (type == PLAYER)
1225 {
1226 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1227 op->map->path, m->path, op->x, op->y, x, y);
1228 }
1229
1230 /* Re did the following section of code - it looks like it had
1231 * lots of logic for things we no longer care about
1232 */
1233
1234 /* link the object above us */
1235 if (op->above)
1236 op->above->below = op->below;
1237 else
1238 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1239
1240 /* Relink the object below us, if there is one */
1241 if (op->below)
1242 {
1243 op->below->above = op->above;
1244 }
1245 else
1246 {
1247 /* Nothing below, which means we need to relink map object for this space
1248 * use translated coordinates in case some oddness with map tiling is
1249 * evident
1250 */
1251 if (GET_MAP_OB (m, x, y) != op)
1252 { 1045 {
1253 dump_object (op); 1046 // leaving a spot always closes any open container on the ground
1254 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", 1047 if (container && !container->env)
1255 errmsg); 1048 // this causes spurious floorbox updates, but it ensures
1256 dump_object (GET_MAP_OB (m, x, y)); 1049 // that the CLOSE event is being sent.
1257 LOG (llevError, "%s\n", errmsg); 1050 close_container ();
1051
1052 --map->players;
1053 map->touch ();
1258 } 1054 }
1259 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1260 }
1261 op->above = NULL;
1262 op->below = NULL;
1263 1055
1264 if (op->map->in_memory == MAP_SAVING) 1056 map->dirty = true;
1265 return; 1057 mapspace &ms = this->ms ();
1266 1058
1267 tag = op->count; 1059 /* link the object above us */
1268 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1060 if (above)
1269 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1061 above->below = below;
1270 { 1062 else
1271 /* No point updating the players look faces if he is the object 1063 ms.top = below; /* we were top, set new top */
1272 * being removed.
1273 */
1274 1064
1275 if (tmp->type == PLAYER && tmp != op) 1065 /* Relink the object below us, if there is one */
1066 if (below)
1067 below->above = above;
1068 else
1276 { 1069 {
1277 /* If a container that the player is currently using somehow gets 1070 /* Nothing below, which means we need to relink map object for this space
1278 * removed (most likely destroyed), update the player view 1071 * use translated coordinates in case some oddness with map tiling is
1279 * appropriately. 1072 * evident
1280 */ 1073 */
1281 if (tmp->container == op) 1074 if (GET_MAP_OB (map, x, y) != this)
1075 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 ());
1076
1077 ms.bot = above; /* goes on above it. */
1078 }
1079
1080 above = 0;
1081 below = 0;
1082
1083 if (map->in_memory == MAP_SAVING)
1084 return;
1085
1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1087
1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1089 {
1090 /* No point updating the players look faces if he is the object
1091 * being removed.
1092 */
1093
1094 if (tmp->type == PLAYER && tmp != this)
1282 { 1095 {
1283 CLEAR_FLAG (op, FLAG_APPLIED); 1096 /* If a container that the player is currently using somehow gets
1097 * removed (most likely destroyed), update the player view
1098 * appropriately.
1099 */
1100 if (tmp->container == this)
1101 {
1102 flag [FLAG_APPLIED] = 0;
1284 tmp->container = NULL; 1103 tmp->container = 0;
1104 }
1105
1106 if (tmp->contr->ns)
1107 tmp->contr->ns->floorbox_update ();
1285 } 1108 }
1286 tmp->contr->socket.update_look = 1; 1109
1110 /* See if object moving off should effect something */
1111 if (check_walk_off
1112 && ((move_type & tmp->move_off)
1113 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1114 {
1115 move_apply (tmp, this, 0);
1116
1117 if (destroyed ())
1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1119 }
1120
1121 last = tmp;
1287 } 1122 }
1288 /* See if player moving off should effect something */
1289 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1290 {
1291 1123
1292 move_apply (tmp, op, NULL);
1293 if (was_destroyed (op, tag))
1294 {
1295 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1296 }
1297 }
1298
1299 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1300
1301 if (tmp->above == tmp)
1302 tmp->above = NULL;
1303 last = tmp;
1304 }
1305 /* last == NULL of there are no objects on this space */ 1124 /* last == NULL if there are no objects on this space */
1306 if (last == NULL) 1125 //TODO: this makes little sense, why only update the topmost object?
1307 { 1126 if (!last)
1308 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1127 map->at (x, y).flags_ = 0;
1309 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1310 * those out anyways, and if there are any flags set right now, they won't
1311 * be correct anyways.
1312 */
1313 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1314 update_position (op->map, op->x, op->y);
1315 }
1316 else 1128 else
1317 update_object (last, UP_OBJ_REMOVE); 1129 update_object (last, UP_OBJ_REMOVE);
1318 1130
1319 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1131 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1320 update_all_los (op->map, op->x, op->y); 1132 update_all_los (map, x, y);
1321 1133 }
1322} 1134}
1323 1135
1324/* 1136/*
1325 * merge_ob(op,top): 1137 * merge_ob(op,top):
1326 * 1138 *
1327 * This function goes through all objects below and including top, and 1139 * This function goes through all objects below and including top, and
1328 * merges op to the first matching object. 1140 * merges op to the first matching object.
1329 * If top is NULL, it is calculated. 1141 * If top is NULL, it is calculated.
1330 * Returns pointer to object if it succeded in the merge, otherwise NULL 1142 * Returns pointer to object if it succeded in the merge, otherwise NULL
1331 */ 1143 */
1332
1333object * 1144object *
1334merge_ob (object *op, object *top) 1145merge_ob (object *op, object *top)
1335{ 1146{
1336 if (!op->nrof) 1147 if (!op->nrof)
1337 return 0; 1148 return 0;
1338 if (top == NULL) 1149
1150 if (top)
1339 for (top = op; top != NULL && top->above != NULL; top = top->above); 1151 for (top = op; top && top->above; top = top->above)
1152 ;
1153
1340 for (; top != NULL; top = top->below) 1154 for (; top; top = top->below)
1341 { 1155 {
1342 if (top == op) 1156 if (top == op)
1343 continue; 1157 continue;
1344 if (CAN_MERGE (op, top)) 1158
1159 if (object::can_merge (op, top))
1345 { 1160 {
1346 top->nrof += op->nrof; 1161 top->nrof += op->nrof;
1347 1162
1348/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1163/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1349 op->weight = 0; /* Don't want any adjustements now */ 1164 op->weight = 0; /* Don't want any adjustements now */
1350 remove_ob (op); 1165 op->destroy ();
1351 free_object (op);
1352 return top; 1166 return top;
1353 } 1167 }
1354 } 1168 }
1169
1355 return NULL; 1170 return 0;
1356} 1171}
1357 1172
1173void
1174object::expand_tail ()
1175{
1176 if (more)
1177 return;
1178
1179 object *prev = this;
1180
1181 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1182 {
1183 object *op = arch_to_object (at);
1184
1185 op->name = name;
1186 op->name_pl = name_pl;
1187 op->title = title;
1188
1189 op->head = this;
1190 prev->more = op;
1191
1192 prev = op;
1193 }
1194}
1195
1358/* 1196/*
1359 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1197 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1360 * job preparing multi-part monsters 1198 * job preparing multi-part monsters.
1361 */ 1199 */
1362object * 1200object *
1363insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1201insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1364{ 1202{
1365 object *
1366 tmp;
1367
1368 if (op->head)
1369 op = op->head;
1370 for (tmp = op; tmp; tmp = tmp->more) 1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1371 { 1204 {
1372 tmp->x = x + tmp->arch->clone.x; 1205 tmp->x = x + tmp->arch->x;
1373 tmp->y = y + tmp->arch->clone.y; 1206 tmp->y = y + tmp->arch->y;
1374 } 1207 }
1208
1375 return insert_ob_in_map (op, m, originator, flag); 1209 return insert_ob_in_map (op, m, originator, flag);
1376} 1210}
1377 1211
1378/* 1212/*
1379 * insert_ob_in_map (op, map, originator, flag): 1213 * insert_ob_in_map (op, map, originator, flag):
1393 * Return value: 1227 * Return value:
1394 * new object if 'op' was merged with other object 1228 * new object if 'op' was merged with other object
1395 * NULL if 'op' was destroyed 1229 * NULL if 'op' was destroyed
1396 * just 'op' otherwise 1230 * just 'op' otherwise
1397 */ 1231 */
1398
1399object * 1232object *
1400insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1233insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1401{ 1234{
1235 assert (!op->flag [FLAG_FREED]);
1236
1402 object *tmp, *top, *floor = NULL; 1237 object *top, *floor = NULL;
1403 sint16 x, y;
1404 1238
1405 if (QUERY_FLAG (op, FLAG_FREED)) 1239 op->remove ();
1406 {
1407 LOG (llevError, "Trying to insert freed object!\n");
1408 return NULL;
1409 }
1410 1240
1411 if (m == NULL) 1241#if 0
1412 { 1242 if (!m->active != !op->active)
1413 dump_object (op); 1243 if (m->active)
1414 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1244 op->activate_recursive ();
1415 return op; 1245 else
1416 } 1246 op->deactivate_recursive ();
1247#endif
1417 1248
1418 if (out_of_map (m, op->x, op->y)) 1249 if (out_of_map (m, op->x, op->y))
1419 { 1250 {
1420 dump_object (op);
1421 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1422#ifdef MANY_CORES 1252#ifdef MANY_CORES
1423 /* Better to catch this here, as otherwise the next use of this object 1253 /* Better to catch this here, as otherwise the next use of this object
1424 * is likely to cause a crash. Better to find out where it is getting 1254 * is likely to cause a crash. Better to find out where it is getting
1425 * improperly inserted. 1255 * improperly inserted.
1426 */ 1256 */
1427 abort (); 1257 abort ();
1428#endif 1258#endif
1429 return op; 1259 return op;
1430 } 1260 }
1431 1261
1432 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1262 if (object *more = op->more)
1433 { 1263 if (!insert_ob_in_map (more, m, originator, flag))
1434 dump_object (op);
1435 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1436 return op; 1264 return 0;
1437 }
1438
1439 if (op->more != NULL)
1440 {
1441 /* The part may be on a different map. */
1442
1443 object *
1444 more = op->more;
1445
1446 /* We really need the caller to normalize coordinates - if
1447 * we set the map, that doesn't work if the location is within
1448 * a map and this is straddling an edge. So only if coordinate
1449 * is clear wrong do we normalize it.
1450 */
1451 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1452 {
1453 more->map = get_map_from_coord (m, &more->x, &more->y);
1454 }
1455 else if (!more->map)
1456 {
1457 /* For backwards compatibility - when not dealing with tiled maps,
1458 * more->map should always point to the parent.
1459 */
1460 more->map = m;
1461 }
1462
1463 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1464 {
1465 if (!op->head)
1466 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1467 return NULL;
1468 }
1469 }
1470 1265
1471 CLEAR_FLAG (op, FLAG_REMOVED); 1266 CLEAR_FLAG (op, FLAG_REMOVED);
1472 1267
1473 /* Ideally, the caller figures this out. However, it complicates a lot 1268 /* Ideally, the caller figures this out. However, it complicates a lot
1474 * of areas of callers (eg, anything that uses find_free_spot would now 1269 * of areas of callers (eg, anything that uses find_free_spot would now
1475 * need extra work 1270 * need extra work
1476 */ 1271 */
1477 op->map = get_map_from_coord (m, &op->x, &op->y); 1272 if (!xy_normalise (m, op->x, op->y))
1478 x = op->x; 1273 return 0;
1479 y = op->y; 1274
1275 op->map = m;
1276 mapspace &ms = op->ms ();
1480 1277
1481 /* this has to be done after we translate the coordinates. 1278 /* this has to be done after we translate the coordinates.
1482 */ 1279 */
1483 if (op->nrof && !(flag & INS_NO_MERGE)) 1280 if (op->nrof && !(flag & INS_NO_MERGE))
1484 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1485 if (CAN_MERGE (op, tmp)) 1282 if (object::can_merge (op, tmp))
1486 { 1283 {
1487 op->nrof += tmp->nrof; 1284 op->nrof += tmp->nrof;
1488 remove_ob (tmp); 1285 tmp->destroy ();
1489 free_object (tmp);
1490 } 1286 }
1491 1287
1492 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1288 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1493 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1289 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1494 1290
1507 op->below = originator->below; 1303 op->below = originator->below;
1508 1304
1509 if (op->below) 1305 if (op->below)
1510 op->below->above = op; 1306 op->below->above = op;
1511 else 1307 else
1512 SET_MAP_OB (op->map, op->x, op->y, op); 1308 ms.bot = op;
1513 1309
1514 /* since *below* originator, no need to update top */ 1310 /* since *below* originator, no need to update top */
1515 originator->below = op; 1311 originator->below = op;
1516 } 1312 }
1517 else 1313 else
1518 { 1314 {
1315 top = ms.bot;
1316
1519 /* If there are other objects, then */ 1317 /* If there are other objects, then */
1520 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1318 if ((!(flag & INS_MAP_LOAD)) && top)
1521 { 1319 {
1522 object *last = NULL; 1320 object *last = 0;
1523 1321
1524 /* 1322 /*
1525 * If there are multiple objects on this space, we do some trickier handling. 1323 * If there are multiple objects on this space, we do some trickier handling.
1526 * We've already dealt with merging if appropriate. 1324 * We've already dealt with merging if appropriate.
1527 * Generally, we want to put the new object on top. But if 1325 * Generally, we want to put the new object on top. But if
1531 * once we get to them. This reduces the need to traverse over all of 1329 * once we get to them. This reduces the need to traverse over all of
1532 * them when adding another one - this saves quite a bit of cpu time 1330 * them when adding another one - this saves quite a bit of cpu time
1533 * when lots of spells are cast in one area. Currently, it is presumed 1331 * when lots of spells are cast in one area. Currently, it is presumed
1534 * that flying non pickable objects are spell objects. 1332 * that flying non pickable objects are spell objects.
1535 */ 1333 */
1536 1334 for (top = ms.bot; top; top = top->above)
1537 while (top != NULL)
1538 { 1335 {
1539 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1336 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1540 floor = top; 1337 floor = top;
1338
1541 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1339 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1542 { 1340 {
1543 /* We insert above top, so we want this object below this */ 1341 /* We insert above top, so we want this object below this */
1544 top = top->below; 1342 top = top->below;
1545 break; 1343 break;
1546 } 1344 }
1345
1547 last = top; 1346 last = top;
1548 top = top->above;
1549 } 1347 }
1348
1550 /* Don't want top to be NULL, so set it to the last valid object */ 1349 /* Don't want top to be NULL, so set it to the last valid object */
1551 top = last; 1350 top = last;
1552 1351
1553 /* We let update_position deal with figuring out what the space 1352 /* We let update_position deal with figuring out what the space
1554 * looks like instead of lots of conditions here. 1353 * looks like instead of lots of conditions here.
1555 * makes things faster, and effectively the same result. 1354 * makes things faster, and effectively the same result.
1556 */ 1355 */
1557 1356
1558 /* Have object 'fall below' other objects that block view. 1357 /* Have object 'fall below' other objects that block view.
1559 * Unless those objects are exits, type 66 1358 * Unless those objects are exits.
1560 * If INS_ON_TOP is used, don't do this processing 1359 * If INS_ON_TOP is used, don't do this processing
1561 * Need to find the object that in fact blocks view, otherwise 1360 * Need to find the object that in fact blocks view, otherwise
1562 * stacking is a bit odd. 1361 * stacking is a bit odd.
1563 */ 1362 */
1564 if (!(flag & INS_ON_TOP) && 1363 if (!(flag & INS_ON_TOP)
1565 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1364 && ms.flags () & P_BLOCKSVIEW
1365 && (op->face && !faces [op->face].visibility))
1566 { 1366 {
1567 for (last = top; last != floor; last = last->below) 1367 for (last = top; last != floor; last = last->below)
1568 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1368 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1569 break; 1369 break;
1370
1570 /* Check to see if we found the object that blocks view, 1371 /* Check to see if we found the object that blocks view,
1571 * and make sure we have a below pointer for it so that 1372 * and make sure we have a below pointer for it so that
1572 * we can get inserted below this one, which requires we 1373 * we can get inserted below this one, which requires we
1573 * set top to the object below us. 1374 * set top to the object below us.
1574 */ 1375 */
1575 if (last && last->below && last != floor) 1376 if (last && last->below && last != floor)
1576 top = last->below; 1377 top = last->below;
1577 } 1378 }
1578 } /* If objects on this space */ 1379 } /* If objects on this space */
1579
1580 if (flag & INS_MAP_LOAD) 1380 if (flag & INS_MAP_LOAD)
1581 top = GET_MAP_TOP (op->map, op->x, op->y); 1381 top = ms.top;
1582 1382
1583 if (flag & INS_ABOVE_FLOOR_ONLY) 1383 if (flag & INS_ABOVE_FLOOR_ONLY)
1584 top = floor; 1384 top = floor;
1585 1385
1586 /* Top is the object that our object (op) is going to get inserted above. 1386 /* Top is the object that our object (op) is going to get inserted above.
1587 */ 1387 */
1588 1388
1589 /* First object on this space */ 1389 /* First object on this space */
1590 if (!top) 1390 if (!top)
1591 { 1391 {
1592 op->above = GET_MAP_OB (op->map, op->x, op->y); 1392 op->above = ms.bot;
1593 1393
1594 if (op->above) 1394 if (op->above)
1595 op->above->below = op; 1395 op->above->below = op;
1596 1396
1597 op->below = NULL; 1397 op->below = 0;
1598 SET_MAP_OB (op->map, op->x, op->y, op); 1398 ms.bot = op;
1599 } 1399 }
1600 else 1400 else
1601 { /* get inserted into the stack above top */ 1401 { /* get inserted into the stack above top */
1602 op->above = top->above; 1402 op->above = top->above;
1603 1403
1606 1406
1607 op->below = top; 1407 op->below = top;
1608 top->above = op; 1408 top->above = op;
1609 } 1409 }
1610 1410
1611 if (op->above == NULL) 1411 if (!op->above)
1612 SET_MAP_TOP (op->map, op->x, op->y, op); 1412 ms.top = op;
1613 } /* else not INS_BELOW_ORIGINATOR */ 1413 } /* else not INS_BELOW_ORIGINATOR */
1614 1414
1615 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1416 {
1616 op->contr->do_los = 1; 1417 op->contr->do_los = 1;
1418 ++op->map->players;
1419 op->map->touch ();
1420 }
1421
1422 op->map->dirty = true;
1617 1423
1618 /* If we have a floor, we know the player, if any, will be above 1424 /* If we have a floor, we know the player, if any, will be above
1619 * it, so save a few ticks and start from there. 1425 * it, so save a few ticks and start from there.
1620 */ 1426 */
1621 if (!(flag & INS_MAP_LOAD)) 1427 if (!(flag & INS_MAP_LOAD))
1622 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1428 if (object *pl = ms.player ())
1623 if (tmp->type == PLAYER) 1429 if (pl->contr->ns)
1624 tmp->contr->socket.update_look = 1; 1430 pl->contr->ns->floorbox_update ();
1625 1431
1626 /* If this object glows, it may affect lighting conditions that are 1432 /* If this object glows, it may affect lighting conditions that are
1627 * visible to others on this map. But update_all_los is really 1433 * visible to others on this map. But update_all_los is really
1628 * an inefficient way to do this, as it means los for all players 1434 * an inefficient way to do this, as it means los for all players
1629 * on the map will get recalculated. The players could very well 1435 * on the map will get recalculated. The players could very well
1630 * be far away from this change and not affected in any way - 1436 * be far away from this change and not affected in any way -
1631 * this should get redone to only look for players within range, 1437 * this should get redone to only look for players within range,
1632 * or just updating the P_NEED_UPDATE for spaces within this area 1438 * or just updating the P_UPTODATE for spaces within this area
1633 * of effect may be sufficient. 1439 * of effect may be sufficient.
1634 */ 1440 */
1635 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1441 if (op->map->darkness && (op->glow_radius != 0))
1636 update_all_los (op->map, op->x, op->y); 1442 update_all_los (op->map, op->x, op->y);
1637
1638 1443
1639 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1444 /* updates flags (blocked, alive, no magic, etc) for this map space */
1640 update_object (op, UP_OBJ_INSERT); 1445 update_object (op, UP_OBJ_INSERT);
1641 1446
1447 INVOKE_OBJECT (INSERT, op);
1642 1448
1643 /* Don't know if moving this to the end will break anything. However, 1449 /* Don't know if moving this to the end will break anything. However,
1644 * we want to have update_look set above before calling this. 1450 * we want to have floorbox_update called before calling this.
1645 * 1451 *
1646 * check_move_on() must be after this because code called from 1452 * check_move_on() must be after this because code called from
1647 * check_move_on() depends on correct map flags (so functions like 1453 * check_move_on() depends on correct map flags (so functions like
1648 * blocked() and wall() work properly), and these flags are updated by 1454 * blocked() and wall() work properly), and these flags are updated by
1649 * update_object(). 1455 * update_object().
1650 */ 1456 */
1651 1457
1652 /* if this is not the head or flag has been passed, don't check walk on status */ 1458 /* if this is not the head or flag has been passed, don't check walk on status */
1653 if (!(flag & INS_NO_WALK_ON) && !op->head) 1459 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1654 { 1460 {
1655 if (check_move_on (op, originator)) 1461 if (check_move_on (op, originator))
1656 return NULL; 1462 return 0;
1657 1463
1658 /* If we are a multi part object, lets work our way through the check 1464 /* If we are a multi part object, lets work our way through the check
1659 * walk on's. 1465 * walk on's.
1660 */ 1466 */
1661 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1467 for (object *tmp = op->more; tmp; tmp = tmp->more)
1662 if (check_move_on (tmp, originator)) 1468 if (check_move_on (tmp, originator))
1663 return NULL; 1469 return 0;
1664 } 1470 }
1665 1471
1666 return op; 1472 return op;
1667} 1473}
1668 1474
1669/* this function inserts an object in the map, but if it 1475/* this function inserts an object in the map, but if it
1670 * finds an object of its own type, it'll remove that one first. 1476 * finds an object of its own type, it'll remove that one first.
1671 * op is the object to insert it under: supplies x and the map. 1477 * op is the object to insert it under: supplies x and the map.
1672 */ 1478 */
1673void 1479void
1674replace_insert_ob_in_map (const char *arch_string, object *op) 1480replace_insert_ob_in_map (const char *arch_string, object *op)
1675{ 1481{
1676 object *tmp;
1677 object *tmp1; 1482 object *tmp, *tmp1;
1678 1483
1679 /* first search for itself and remove any old instances */ 1484 /* first search for itself and remove any old instances */
1680 1485
1681 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1486 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1682 {
1683 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1487 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1684 { 1488 tmp->destroy ();
1685 remove_ob (tmp);
1686 free_object (tmp);
1687 }
1688 }
1689 1489
1690 tmp1 = arch_to_object (find_archetype (arch_string)); 1490 tmp1 = arch_to_object (archetype::find (arch_string));
1691 1491
1692 tmp1->x = op->x; 1492 tmp1->x = op->x;
1693 tmp1->y = op->y; 1493 tmp1->y = op->y;
1694 insert_ob_in_map (tmp1, op->map, op, 0); 1494 insert_ob_in_map (tmp1, op->map, op, 0);
1495}
1496
1497object *
1498object::insert_at (object *where, object *originator, int flags)
1499{
1500 return where->map->insert (this, where->x, where->y, originator, flags);
1695} 1501}
1696 1502
1697/* 1503/*
1698 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1504 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1699 * is returned contains nr objects, and the remaining parts contains 1505 * is returned contains nr objects, and the remaining parts contains
1700 * the rest (or is removed and freed if that number is 0). 1506 * the rest (or is removed and freed if that number is 0).
1701 * On failure, NULL is returned, and the reason put into the 1507 * On failure, NULL is returned, and the reason put into the
1702 * global static errmsg array. 1508 * global static errmsg array.
1703 */ 1509 */
1704
1705object * 1510object *
1706get_split_ob (object *orig_ob, uint32 nr) 1511get_split_ob (object *orig_ob, uint32 nr)
1707{ 1512{
1708 object * 1513 object *newob;
1709 newob;
1710 int
1711 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1514 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1712 1515
1713 if (orig_ob->nrof < nr) 1516 if (orig_ob->nrof < nr)
1714 { 1517 {
1715 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1518 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1716 return NULL; 1519 return NULL;
1717 } 1520 }
1521
1718 newob = object_create_clone (orig_ob); 1522 newob = object_create_clone (orig_ob);
1523
1719 if ((orig_ob->nrof -= nr) < 1) 1524 if ((orig_ob->nrof -= nr) < 1)
1720 { 1525 orig_ob->destroy (1);
1721 if (!is_removed)
1722 remove_ob (orig_ob);
1723 free_object2 (orig_ob, 1);
1724 }
1725 else if (!is_removed) 1526 else if (!is_removed)
1726 { 1527 {
1727 if (orig_ob->env != NULL) 1528 if (orig_ob->env != NULL)
1728 sub_weight (orig_ob->env, orig_ob->weight * nr); 1529 sub_weight (orig_ob->env, orig_ob->weight * nr);
1729 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1530 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1731 strcpy (errmsg, "Tried to split object whose map is not in memory."); 1532 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1732 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n"); 1533 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1733 return NULL; 1534 return NULL;
1734 } 1535 }
1735 } 1536 }
1537
1736 newob->nrof = nr; 1538 newob->nrof = nr;
1737 1539
1738 return newob; 1540 return newob;
1739} 1541}
1740 1542
1743 * the amount of an object. If the amount reaches 0, the object 1545 * the amount of an object. If the amount reaches 0, the object
1744 * is subsequently removed and freed. 1546 * is subsequently removed and freed.
1745 * 1547 *
1746 * Return value: 'op' if something is left, NULL if the amount reached 0 1548 * Return value: 'op' if something is left, NULL if the amount reached 0
1747 */ 1549 */
1748
1749object * 1550object *
1750decrease_ob_nr (object *op, uint32 i) 1551decrease_ob_nr (object *op, uint32 i)
1751{ 1552{
1752 object * 1553 object *tmp;
1753 tmp;
1754 player *
1755 pl;
1756 1554
1757 if (i == 0) /* objects with op->nrof require this check */ 1555 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1556 return op;
1759 1557
1760 if (i > op->nrof) 1558 if (i > op->nrof)
1761 i = op->nrof; 1559 i = op->nrof;
1762 1560
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1764 {
1765 op->nrof -= i; 1562 op->nrof -= i;
1766 }
1767 else if (op->env != NULL) 1563 else if (op->env)
1768 { 1564 {
1769 /* is this object in the players inventory, or sub container 1565 /* is this object in the players inventory, or sub container
1770 * therein? 1566 * therein?
1771 */ 1567 */
1772 tmp = is_player_inv (op->env); 1568 tmp = op->in_player ();
1773 /* nope. Is this a container the player has opened? 1569 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player. 1570 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly 1571 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map, 1572 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player. 1573 * and then searching the map for a player.
1778 */ 1574 */
1779 if (!tmp) 1575 if (!tmp)
1780 { 1576 for_all_players (pl)
1781 for (pl = first_player; pl; pl = pl->next)
1782 if (pl->ob->container == op->env) 1577 if (pl->ob->container == op->env)
1578 {
1579 tmp = pl->ob;
1783 break; 1580 break;
1784 if (pl)
1785 tmp = pl->ob;
1786 else
1787 tmp = NULL;
1788 } 1581 }
1789 1582
1790 if (i < op->nrof) 1583 if (i < op->nrof)
1791 { 1584 {
1792 sub_weight (op->env, op->weight * i); 1585 sub_weight (op->env, op->weight * i);
1793 op->nrof -= i; 1586 op->nrof -= i;
1794 if (tmp) 1587 if (tmp)
1795 {
1796 esrv_send_item (tmp, op); 1588 esrv_send_item (tmp, op);
1797 }
1798 } 1589 }
1799 else 1590 else
1800 { 1591 {
1801 remove_ob (op); 1592 op->remove ();
1802 op->nrof = 0; 1593 op->nrof = 0;
1803 if (tmp) 1594 if (tmp)
1804 {
1805 esrv_del_item (tmp->contr, op->count); 1595 esrv_del_item (tmp->contr, op->count);
1806 }
1807 } 1596 }
1808 } 1597 }
1809 else 1598 else
1810 { 1599 {
1811 object *
1812 above = op->above; 1600 object *above = op->above;
1813 1601
1814 if (i < op->nrof) 1602 if (i < op->nrof)
1815 {
1816 op->nrof -= i; 1603 op->nrof -= i;
1817 }
1818 else 1604 else
1819 { 1605 {
1820 remove_ob (op); 1606 op->remove ();
1821 op->nrof = 0; 1607 op->nrof = 0;
1822 } 1608 }
1609
1823 /* Since we just removed op, op->above is null */ 1610 /* Since we just removed op, op->above is null */
1824 for (tmp = above; tmp != NULL; tmp = tmp->above) 1611 for (tmp = above; tmp; tmp = tmp->above)
1825 if (tmp->type == PLAYER) 1612 if (tmp->type == PLAYER)
1826 { 1613 {
1827 if (op->nrof) 1614 if (op->nrof)
1828 esrv_send_item (tmp, op); 1615 esrv_send_item (tmp, op);
1829 else 1616 else
1830 esrv_del_item (tmp->contr, op->count); 1617 esrv_del_item (tmp->contr, op->count);
1831 } 1618 }
1832 } 1619 }
1833 1620
1834 if (op->nrof) 1621 if (op->nrof)
1835 {
1836 return op; 1622 return op;
1837 }
1838 else 1623 else
1839 { 1624 {
1840 free_object (op); 1625 op->destroy ();
1841 return NULL; 1626 return 0;
1842 } 1627 }
1843} 1628}
1844 1629
1845/* 1630/*
1846 * add_weight(object, weight) adds the specified weight to an object, 1631 * add_weight(object, weight) adds the specified weight to an object,
1847 * and also updates how much the environment(s) is/are carrying. 1632 * and also updates how much the environment(s) is/are carrying.
1848 */ 1633 */
1849
1850void 1634void
1851add_weight (object *op, signed long weight) 1635add_weight (object *op, signed long weight)
1852{ 1636{
1853 while (op != NULL) 1637 while (op != NULL)
1854 { 1638 {
1855 if (op->type == CONTAINER) 1639 if (op->type == CONTAINER)
1856 {
1857 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1640 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1858 } 1641
1859 op->carrying += weight; 1642 op->carrying += weight;
1860 op = op->env; 1643 op = op->env;
1861 } 1644 }
1862} 1645}
1863 1646
1647object *
1648insert_ob_in_ob (object *op, object *where)
1649{
1650 if (!where)
1651 {
1652 char *dump = dump_object (op);
1653 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1654 free (dump);
1655 return op;
1656 }
1657
1658 if (where->head_ () != where)
1659 {
1660 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1661 where = where->head;
1662 }
1663
1664 return where->insert (op);
1665}
1666
1864/* 1667/*
1865 * insert_ob_in_ob(op,environment): 1668 * env->insert (op)
1866 * This function inserts the object op in the linked list 1669 * This function inserts the object op in the linked list
1867 * inside the object environment. 1670 * inside the object environment.
1868 * 1671 *
1869 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1870 * the inventory at the last position or next to other objects of the same
1871 * type.
1872 * Frank: Now sorted by type, archetype and magic!
1873 *
1874 * The function returns now pointer to inserted item, and return value can 1672 * The function returns now pointer to inserted item, and return value can
1875 * be != op, if items are merged. -Tero 1673 * be != op, if items are merged. -Tero
1876 */ 1674 */
1877
1878object * 1675object *
1879insert_ob_in_ob (object *op, object *where) 1676object::insert (object *op)
1880{ 1677{
1881 object * 1678 object *tmp, *otmp;
1882 tmp, *
1883 otmp;
1884 1679
1885 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1680 if (!QUERY_FLAG (op, FLAG_REMOVED))
1886 { 1681 op->remove ();
1887 dump_object (op); 1682
1888 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1889 return op;
1890 }
1891 if (where == NULL)
1892 {
1893 dump_object (op);
1894 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1895 return op;
1896 }
1897 if (where->head)
1898 {
1899 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1900 where = where->head;
1901 }
1902 if (op->more) 1683 if (op->more)
1903 { 1684 {
1904 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1685 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1905 return op; 1686 return op;
1906 } 1687 }
1688
1907 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1689 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1690 CLEAR_FLAG (op, FLAG_REMOVED);
1909 if (op->nrof) 1691 if (op->nrof)
1910 { 1692 {
1911 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1693 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1912 if (CAN_MERGE (tmp, op)) 1694 if (object::can_merge (tmp, op))
1913 { 1695 {
1914 /* return the original object and remove inserted object 1696 /* return the original object and remove inserted object
1915 (client needs the original object) */ 1697 (client needs the original object) */
1916 tmp->nrof += op->nrof; 1698 tmp->nrof += op->nrof;
1917 /* Weight handling gets pretty funky. Since we are adding to 1699 /* Weight handling gets pretty funky. Since we are adding to
1918 * tmp->nrof, we need to increase the weight. 1700 * tmp->nrof, we need to increase the weight.
1919 */ 1701 */
1920 add_weight (where, op->weight * op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1921 SET_FLAG (op, FLAG_REMOVED); 1703 SET_FLAG (op, FLAG_REMOVED);
1922 free_object (op); /* free the inserted object */ 1704 op->destroy (); /* free the inserted object */
1923 op = tmp; 1705 op = tmp;
1924 remove_ob (op); /* and fix old object's links */ 1706 op->remove (); /* and fix old object's links */
1925 CLEAR_FLAG (op, FLAG_REMOVED); 1707 CLEAR_FLAG (op, FLAG_REMOVED);
1926 break; 1708 break;
1927 } 1709 }
1928 1710
1929 /* I assume combined objects have no inventory 1711 /* I assume combined objects have no inventory
1930 * We add the weight - this object could have just been removed 1712 * We add the weight - this object could have just been removed
1931 * (if it was possible to merge). calling remove_ob will subtract 1713 * (if it was possible to merge). calling remove_ob will subtract
1932 * the weight, so we need to add it in again, since we actually do 1714 * the weight, so we need to add it in again, since we actually do
1933 * the linking below 1715 * the linking below
1934 */ 1716 */
1935 add_weight (where, op->weight * op->nrof); 1717 add_weight (this, op->weight * op->nrof);
1936 } 1718 }
1937 else 1719 else
1938 add_weight (where, (op->weight + op->carrying)); 1720 add_weight (this, (op->weight + op->carrying));
1939 1721
1940 otmp = is_player_inv (where); 1722 otmp = this->in_player ();
1941 if (otmp && otmp->contr != NULL) 1723 if (otmp && otmp->contr)
1942 {
1943 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1724 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1944 fix_player (otmp); 1725 otmp->update_stats ();
1945 }
1946 1726
1947 op->map = NULL; 1727 op->map = 0;
1948 op->env = where; 1728 op->env = this;
1949 op->above = NULL; 1729 op->above = 0;
1950 op->below = NULL; 1730 op->below = 0;
1951 op->x = 0, op->y = 0; 1731 op->x = 0, op->y = 0;
1952 1732
1953 /* reset the light list and los of the players on the map */ 1733 /* reset the light list and los of the players on the map */
1954 if ((op->glow_radius != 0) && where->map) 1734 if ((op->glow_radius != 0) && map)
1955 { 1735 {
1956#ifdef DEBUG_LIGHTS 1736#ifdef DEBUG_LIGHTS
1957 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1737 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1958#endif /* DEBUG_LIGHTS */ 1738#endif /* DEBUG_LIGHTS */
1959 if (MAP_DARKNESS (where->map)) 1739 if (map->darkness)
1960 update_all_los (where->map, where->x, where->y); 1740 update_all_los (map, x, y);
1961 } 1741 }
1962 1742
1963 /* Client has no idea of ordering so lets not bother ordering it here. 1743 /* Client has no idea of ordering so lets not bother ordering it here.
1964 * It sure simplifies this function... 1744 * It sure simplifies this function...
1965 */ 1745 */
1966 if (where->inv == NULL) 1746 if (!inv)
1967 where->inv = op; 1747 inv = op;
1968 else 1748 else
1969 { 1749 {
1970 op->below = where->inv; 1750 op->below = inv;
1971 op->below->above = op; 1751 op->below->above = op;
1972 where->inv = op; 1752 inv = op;
1973 } 1753 }
1754
1755 INVOKE_OBJECT (INSERT, this);
1756
1974 return op; 1757 return op;
1975} 1758}
1976 1759
1977/* 1760/*
1978 * Checks if any objects has a move_type that matches objects 1761 * Checks if any objects has a move_type that matches objects
1992 * 1775 *
1993 * MSW 2001-07-08: Check all objects on space, not just those below 1776 * MSW 2001-07-08: Check all objects on space, not just those below
1994 * object being inserted. insert_ob_in_map may not put new objects 1777 * object being inserted. insert_ob_in_map may not put new objects
1995 * on top. 1778 * on top.
1996 */ 1779 */
1997
1998int 1780int
1999check_move_on (object *op, object *originator) 1781check_move_on (object *op, object *originator)
2000{ 1782{
2001 object * 1783 object *tmp;
2002 tmp; 1784 maptile *m = op->map;
2003 tag_t
2004 tag;
2005 mapstruct *
2006 m = op->map;
2007 int
2008 x = op->x, y = op->y; 1785 int x = op->x, y = op->y;
2009 MoveType 1786
2010 move_on, 1787 MoveType move_on, move_slow, move_block;
2011 move_slow,
2012 move_block;
2013 1788
2014 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1789 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2015 return 0; 1790 return 0;
2016
2017 tag = op->count;
2018 1791
2019 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1792 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2020 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1793 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2021 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1794 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2022 1795
2038 1811
2039 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
2040 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
2041 */ 1814 */
2042 1815
2043 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1816 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2044 { 1817 {
2045 /* Trim the search when we find the first other spell effect 1818 /* Trim the search when we find the first other spell effect
2046 * this helps performance so that if a space has 50 spell objects, 1819 * this helps performance so that if a space has 50 spell objects,
2047 * we don't need to check all of them. 1820 * we don't need to check all of them.
2048 */ 1821 */
2049 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1822 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2050 break; 1823 break;
2051 } 1824 }
1825
2052 for (; tmp != NULL; tmp = tmp->below) 1826 for (; tmp; tmp = tmp->below)
2053 { 1827 {
2054 if (tmp == op) 1828 if (tmp == op)
2055 continue; /* Can't apply yourself */ 1829 continue; /* Can't apply yourself */
2056 1830
2057 /* Check to see if one of the movement types should be slowed down. 1831 /* Check to see if one of the movement types should be slowed down.
2065 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1839 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2066 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1840 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2067 { 1841 {
2068 1842
2069 float 1843 float
2070 diff;
2071
2072 diff = tmp->move_slow_penalty * FABS (op->speed); 1844 diff = tmp->move_slow_penalty * fabs (op->speed);
1845
2073 if (op->type == PLAYER) 1846 if (op->type == PLAYER)
2074 {
2075 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1847 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2076 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1848 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2077 {
2078 diff /= 4.0; 1849 diff /= 4.0;
2079 } 1850
2080 }
2081 op->speed_left -= diff; 1851 op->speed_left -= diff;
2082 } 1852 }
2083 } 1853 }
2084 1854
2085 /* Basically same logic as above, except now for actual apply. */ 1855 /* Basically same logic as above, except now for actual apply. */
2086 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1856 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2087 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1857 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2088 { 1858 {
2089
2090 move_apply (tmp, op, originator); 1859 move_apply (tmp, op, originator);
1860
2091 if (was_destroyed (op, tag)) 1861 if (op->destroyed ())
2092 return 1; 1862 return 1;
2093 1863
2094 /* what the person/creature stepped onto has moved the object 1864 /* what the person/creature stepped onto has moved the object
2095 * someplace new. Don't process any further - if we did, 1865 * someplace new. Don't process any further - if we did,
2096 * have a feeling strange problems would result. 1866 * have a feeling strange problems would result.
2097 */ 1867 */
2098 if (op->map != m || op->x != x || op->y != y) 1868 if (op->map != m || op->x != x || op->y != y)
2099 return 0; 1869 return 0;
2100 } 1870 }
2101 } 1871 }
1872
2102 return 0; 1873 return 0;
2103} 1874}
2104 1875
2105/* 1876/*
2106 * present_arch(arch, map, x, y) searches for any objects with 1877 * present_arch(arch, map, x, y) searches for any objects with
2107 * a matching archetype at the given map and coordinates. 1878 * a matching archetype at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
2109 */ 1880 */
2110
2111object * 1881object *
2112present_arch (const archetype *at, mapstruct *m, int x, int y) 1882present_arch (const archetype *at, maptile *m, int x, int y)
2113{ 1883{
2114 object *
2115 tmp;
2116
2117 if (m == NULL || out_of_map (m, x, y)) 1884 if (!m || out_of_map (m, x, y))
2118 { 1885 {
2119 LOG (llevError, "Present_arch called outside map.\n"); 1886 LOG (llevError, "Present_arch called outside map.\n");
2120 return NULL; 1887 return NULL;
2121 } 1888 }
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1889
1890 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2123 if (tmp->arch == at) 1891 if (tmp->arch == at)
2124 return tmp; 1892 return tmp;
1893
2125 return NULL; 1894 return NULL;
2126} 1895}
2127 1896
2128/* 1897/*
2129 * present(type, map, x, y) searches for any objects with 1898 * present(type, map, x, y) searches for any objects with
2130 * a matching type variable at the given map and coordinates. 1899 * a matching type variable at the given map and coordinates.
2131 * The first matching object is returned, or NULL if none. 1900 * The first matching object is returned, or NULL if none.
2132 */ 1901 */
2133
2134object * 1902object *
2135present (unsigned char type, mapstruct *m, int x, int y) 1903present (unsigned char type, maptile *m, int x, int y)
2136{ 1904{
2137 object *
2138 tmp;
2139
2140 if (out_of_map (m, x, y)) 1905 if (out_of_map (m, x, y))
2141 { 1906 {
2142 LOG (llevError, "Present called outside map.\n"); 1907 LOG (llevError, "Present called outside map.\n");
2143 return NULL; 1908 return NULL;
2144 } 1909 }
2145 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1910
1911 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2146 if (tmp->type == type) 1912 if (tmp->type == type)
2147 return tmp; 1913 return tmp;
1914
2148 return NULL; 1915 return NULL;
2149} 1916}
2150 1917
2151/* 1918/*
2152 * present_in_ob(type, object) searches for any objects with 1919 * present_in_ob(type, object) searches for any objects with
2153 * a matching type variable in the inventory of the given object. 1920 * a matching type variable in the inventory of the given object.
2154 * The first matching object is returned, or NULL if none. 1921 * The first matching object is returned, or NULL if none.
2155 */ 1922 */
2156
2157object * 1923object *
2158present_in_ob (unsigned char type, const object *op) 1924present_in_ob (unsigned char type, const object *op)
2159{ 1925{
2160 object *
2161 tmp;
2162
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1926 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 if (tmp->type == type) 1927 if (tmp->type == type)
2165 return tmp; 1928 return tmp;
1929
2166 return NULL; 1930 return NULL;
2167} 1931}
2168 1932
2169/* 1933/*
2170 * present_in_ob (type, str, object) searches for any objects with 1934 * present_in_ob (type, str, object) searches for any objects with
2178 * str is the string to match against. Note that we match against 1942 * str is the string to match against. Note that we match against
2179 * the object name, not the archetype name. this is so that the 1943 * the object name, not the archetype name. this is so that the
2180 * spell code can use one object type (force), but change it's name 1944 * spell code can use one object type (force), but change it's name
2181 * to be unique. 1945 * to be unique.
2182 */ 1946 */
2183
2184object * 1947object *
2185present_in_ob_by_name (int type, const char *str, const object *op) 1948present_in_ob_by_name (int type, const char *str, const object *op)
2186{ 1949{
2187 object *
2188 tmp;
2189
2190 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1950 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2191 {
2192 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1951 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2193 return tmp; 1952 return tmp;
2194 } 1953
2195 return NULL; 1954 return 0;
2196} 1955}
2197 1956
2198/* 1957/*
2199 * present_arch_in_ob(archetype, object) searches for any objects with 1958 * present_arch_in_ob(archetype, object) searches for any objects with
2200 * a matching archetype in the inventory of the given object. 1959 * a matching archetype in the inventory of the given object.
2201 * The first matching object is returned, or NULL if none. 1960 * The first matching object is returned, or NULL if none.
2202 */ 1961 */
2203
2204object * 1962object *
2205present_arch_in_ob (const archetype *at, const object *op) 1963present_arch_in_ob (const archetype *at, const object *op)
2206{ 1964{
2207 object *
2208 tmp;
2209
2210 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2211 if (tmp->arch == at) 1966 if (tmp->arch == at)
2212 return tmp; 1967 return tmp;
1968
2213 return NULL; 1969 return NULL;
2214} 1970}
2215 1971
2216/* 1972/*
2217 * activate recursively a flag on an object inventory 1973 * activate recursively a flag on an object inventory
2218 */ 1974 */
2219void 1975void
2220flag_inv (object *op, int flag) 1976flag_inv (object *op, int flag)
2221{ 1977{
2222 object *
2223 tmp;
2224
2225 if (op->inv) 1978 if (op->inv)
2226 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1979 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2227 { 1980 {
2228 SET_FLAG (tmp, flag); 1981 SET_FLAG (tmp, flag);
2229 flag_inv (tmp, flag); 1982 flag_inv (tmp, flag);
2230 } 1983 }
2231} /* 1984}
1985
1986/*
2232 * desactivate recursively a flag on an object inventory 1987 * deactivate recursively a flag on an object inventory
2233 */ 1988 */
2234void 1989void
2235unflag_inv (object *op, int flag) 1990unflag_inv (object *op, int flag)
2236{ 1991{
2237 object *
2238 tmp;
2239
2240 if (op->inv) 1992 if (op->inv)
2241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2242 { 1994 {
2243 CLEAR_FLAG (tmp, flag); 1995 CLEAR_FLAG (tmp, flag);
2244 unflag_inv (tmp, flag); 1996 unflag_inv (tmp, flag);
2245 } 1997 }
2246}
2247
2248/*
2249 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2250 * all it's inventory (recursively).
2251 * If checksums are used, a player will get set_cheat called for
2252 * him/her-self and all object carried by a call to this function.
2253 */
2254
2255void
2256set_cheat (object *op)
2257{
2258 SET_FLAG (op, FLAG_WAS_WIZ);
2259 flag_inv (op, FLAG_WAS_WIZ);
2260} 1998}
2261 1999
2262/* 2000/*
2263 * find_free_spot(object, map, x, y, start, stop) will search for 2001 * find_free_spot(object, map, x, y, start, stop) will search for
2264 * a spot at the given map and coordinates which will be able to contain 2002 * a spot at the given map and coordinates which will be able to contain
2278 * because arch_blocked (now ob_blocked) needs to know the movement type 2016 * because arch_blocked (now ob_blocked) needs to know the movement type
2279 * to know if the space in question will block the object. We can't use 2017 * to know if the space in question will block the object. We can't use
2280 * the archetype because that isn't correct if the monster has been 2018 * the archetype because that isn't correct if the monster has been
2281 * customized, changed states, etc. 2019 * customized, changed states, etc.
2282 */ 2020 */
2283
2284int 2021int
2285find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 2022find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2286{ 2023{
2287 int
2288 i,
2289 index = 0, flag; 2024 int index = 0, flag;
2290 static int
2291 altern[SIZEOFFREE]; 2025 int altern[SIZEOFFREE];
2292 2026
2293 for (i = start; i < stop; i++) 2027 for (int i = start; i < stop; i++)
2294 { 2028 {
2295 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2029 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2296 if (!flag) 2030 if (!flag)
2297 altern[index++] = i; 2031 altern [index++] = i;
2298 2032
2299 /* Basically, if we find a wall on a space, we cut down the search size. 2033 /* Basically, if we find a wall on a space, we cut down the search size.
2300 * In this way, we won't return spaces that are on another side of a wall. 2034 * In this way, we won't return spaces that are on another side of a wall.
2301 * This mostly work, but it cuts down the search size in all directions - 2035 * This mostly work, but it cuts down the search size in all directions -
2302 * if the space being examined only has a wall to the north and empty 2036 * if the space being examined only has a wall to the north and empty
2303 * spaces in all the other directions, this will reduce the search space 2037 * spaces in all the other directions, this will reduce the search space
2304 * to only the spaces immediately surrounding the target area, and 2038 * to only the spaces immediately surrounding the target area, and
2305 * won't look 2 spaces south of the target space. 2039 * won't look 2 spaces south of the target space.
2306 */ 2040 */
2307 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2041 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2308 stop = maxfree[i]; 2042 stop = maxfree[i];
2309 } 2043 }
2044
2310 if (!index) 2045 if (!index)
2311 return -1; 2046 return -1;
2047
2312 return altern[RANDOM () % index]; 2048 return altern [rndm (index)];
2313} 2049}
2314 2050
2315/* 2051/*
2316 * find_first_free_spot(archetype, mapstruct, x, y) works like 2052 * find_first_free_spot(archetype, maptile, x, y) works like
2317 * find_free_spot(), but it will search max number of squares. 2053 * find_free_spot(), but it will search max number of squares.
2318 * But it will return the first available spot, not a random choice. 2054 * But it will return the first available spot, not a random choice.
2319 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2055 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2320 */ 2056 */
2321
2322int 2057int
2323find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2058find_first_free_spot (const object *ob, maptile *m, int x, int y)
2324{ 2059{
2325 int
2326 i;
2327
2328 for (i = 0; i < SIZEOFFREE; i++) 2060 for (int i = 0; i < SIZEOFFREE; i++)
2329 {
2330 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2061 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2331 return i; 2062 return i;
2332 } 2063
2333 return -1; 2064 return -1;
2334} 2065}
2335 2066
2336/* 2067/*
2337 * The function permute(arr, begin, end) randomly reorders the array 2068 * The function permute(arr, begin, end) randomly reorders the array
2338 * arr[begin..end-1]. 2069 * arr[begin..end-1].
2070 * now uses a fisher-yates shuffle, old permute was broken
2339 */ 2071 */
2340static void 2072static void
2341permute (int *arr, int begin, int end) 2073permute (int *arr, int begin, int end)
2342{ 2074{
2343 int 2075 arr += begin;
2344 i,
2345 j,
2346 tmp,
2347 len;
2348
2349 len = end - begin; 2076 end -= begin;
2350 for (i = begin; i < end; i++)
2351 {
2352 j = begin + RANDOM () % len;
2353 2077
2354 tmp = arr[i]; 2078 while (--end)
2355 arr[i] = arr[j]; 2079 swap (arr [end], arr [rndm (end + 1)]);
2356 arr[j] = tmp;
2357 }
2358} 2080}
2359 2081
2360/* new function to make monster searching more efficient, and effective! 2082/* new function to make monster searching more efficient, and effective!
2361 * This basically returns a randomized array (in the passed pointer) of 2083 * This basically returns a randomized array (in the passed pointer) of
2362 * the spaces to find monsters. In this way, it won't always look for 2084 * the spaces to find monsters. In this way, it won't always look for
2365 * the 3x3 area will be searched, just not in a predictable order. 2087 * the 3x3 area will be searched, just not in a predictable order.
2366 */ 2088 */
2367void 2089void
2368get_search_arr (int *search_arr) 2090get_search_arr (int *search_arr)
2369{ 2091{
2370 int 2092 int i;
2371 i;
2372 2093
2373 for (i = 0; i < SIZEOFFREE; i++) 2094 for (i = 0; i < SIZEOFFREE; i++)
2374 {
2375 search_arr[i] = i; 2095 search_arr[i] = i;
2376 }
2377 2096
2378 permute (search_arr, 1, SIZEOFFREE1 + 1); 2097 permute (search_arr, 1, SIZEOFFREE1 + 1);
2379 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2098 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2380 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2099 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2381} 2100}
2390 * Perhaps incorrectly, but I'm making the assumption that exclude 2109 * Perhaps incorrectly, but I'm making the assumption that exclude
2391 * is actually want is going to try and move there. We need this info 2110 * is actually want is going to try and move there. We need this info
2392 * because we have to know what movement the thing looking to move 2111 * because we have to know what movement the thing looking to move
2393 * there is capable of. 2112 * there is capable of.
2394 */ 2113 */
2395
2396int 2114int
2397find_dir (mapstruct *m, int x, int y, object *exclude) 2115find_dir (maptile *m, int x, int y, object *exclude)
2398{ 2116{
2399 int
2400 i,
2401 max = SIZEOFFREE, mflags; 2117 int i, max = SIZEOFFREE, mflags;
2402 sint16 2118
2403 nx, 2119 sint16 nx, ny;
2404 ny;
2405 object * 2120 object *tmp;
2406 tmp; 2121 maptile *mp;
2407 mapstruct *
2408 mp;
2409 MoveType
2410 blocked,
2411 move_type;
2412 2122
2123 MoveType blocked, move_type;
2124
2413 if (exclude && exclude->head) 2125 if (exclude && exclude->head_ () != exclude)
2414 { 2126 {
2415 exclude = exclude->head; 2127 exclude = exclude->head;
2416 move_type = exclude->move_type; 2128 move_type = exclude->move_type;
2417 } 2129 }
2418 else 2130 else
2426 mp = m; 2138 mp = m;
2427 nx = x + freearr_x[i]; 2139 nx = x + freearr_x[i];
2428 ny = y + freearr_y[i]; 2140 ny = y + freearr_y[i];
2429 2141
2430 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2142 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2143
2431 if (mflags & P_OUT_OF_MAP) 2144 if (mflags & P_OUT_OF_MAP)
2432 {
2433 max = maxfree[i]; 2145 max = maxfree[i];
2434 }
2435 else 2146 else
2436 { 2147 {
2437 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2148 mapspace &ms = mp->at (nx, ny);
2149
2150 blocked = ms.move_block;
2438 2151
2439 if ((move_type & blocked) == move_type) 2152 if ((move_type & blocked) == move_type)
2440 {
2441 max = maxfree[i]; 2153 max = maxfree[i];
2442 }
2443 else if (mflags & P_IS_ALIVE) 2154 else if (mflags & P_IS_ALIVE)
2444 { 2155 {
2445 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2156 for (tmp = ms.bot; tmp; tmp = tmp->above)
2446 { 2157 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2447 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2448 {
2449 break; 2159 break;
2450 } 2160
2451 }
2452 if (tmp) 2161 if (tmp)
2453 {
2454 return freedir[i]; 2162 return freedir[i];
2455 }
2456 } 2163 }
2457 } 2164 }
2458 } 2165 }
2166
2459 return 0; 2167 return 0;
2460} 2168}
2461 2169
2462/* 2170/*
2463 * distance(object 1, object 2) will return the square of the 2171 * distance(object 1, object 2) will return the square of the
2464 * distance between the two given objects. 2172 * distance between the two given objects.
2465 */ 2173 */
2466
2467int 2174int
2468distance (const object *ob1, const object *ob2) 2175distance (const object *ob1, const object *ob2)
2469{ 2176{
2470 int
2471 i;
2472
2473 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2177 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2474 return i;
2475} 2178}
2476 2179
2477/* 2180/*
2478 * find_dir_2(delta-x,delta-y) will return a direction in which 2181 * find_dir_2(delta-x,delta-y) will return a direction in which
2479 * an object which has subtracted the x and y coordinates of another 2182 * an object which has subtracted the x and y coordinates of another
2480 * object, needs to travel toward it. 2183 * object, needs to travel toward it.
2481 */ 2184 */
2482
2483int 2185int
2484find_dir_2 (int x, int y) 2186find_dir_2 (int x, int y)
2485{ 2187{
2486 int 2188 int q;
2487 q;
2488 2189
2489 if (y) 2190 if (y)
2490 q = x * 100 / y; 2191 q = x * 100 / y;
2491 else if (x) 2192 else if (x)
2492 q = -300 * x; 2193 q = -300 * x;
2517 2218
2518 return 3; 2219 return 3;
2519} 2220}
2520 2221
2521/* 2222/*
2522 * absdir(int): Returns a number between 1 and 8, which represent
2523 * the "absolute" direction of a number (it actually takes care of
2524 * "overflow" in previous calculations of a direction).
2525 */
2526
2527int
2528absdir (int d)
2529{
2530 while (d < 1)
2531 d += 8;
2532 while (d > 8)
2533 d -= 8;
2534 return d;
2535}
2536
2537/*
2538 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2539 * between two directions (which are expected to be absolute (see absdir()) 2224 * between two directions (which are expected to be absolute (see absdir())
2540 */ 2225 */
2541
2542int 2226int
2543dirdiff (int dir1, int dir2) 2227dirdiff (int dir1, int dir2)
2544{ 2228{
2545 int 2229 int d;
2546 d;
2547 2230
2548 d = abs (dir1 - dir2); 2231 d = abs (dir1 - dir2);
2549 if (d > 4) 2232 if (d > 4)
2550 d = 8 - d; 2233 d = 8 - d;
2234
2551 return d; 2235 return d;
2552} 2236}
2553 2237
2554/* peterm: 2238/* peterm:
2555 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2239 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2558 * This basically means that if direction is 15, then it could either go 2242 * This basically means that if direction is 15, then it could either go
2559 * direction 4, 14, or 16 to get back to where we are. 2243 * direction 4, 14, or 16 to get back to where we are.
2560 * Moved from spell_util.c to object.c with the other related direction 2244 * Moved from spell_util.c to object.c with the other related direction
2561 * functions. 2245 * functions.
2562 */ 2246 */
2563
2564int
2565 reduction_dir[SIZEOFFREE][3] = { 2247int reduction_dir[SIZEOFFREE][3] = {
2566 {0, 0, 0}, /* 0 */ 2248 {0, 0, 0}, /* 0 */
2567 {0, 0, 0}, /* 1 */ 2249 {0, 0, 0}, /* 1 */
2568 {0, 0, 0}, /* 2 */ 2250 {0, 0, 0}, /* 2 */
2569 {0, 0, 0}, /* 3 */ 2251 {0, 0, 0}, /* 3 */
2570 {0, 0, 0}, /* 4 */ 2252 {0, 0, 0}, /* 4 */
2618 * find a path to that monster that we found. If not, 2300 * find a path to that monster that we found. If not,
2619 * we don't bother going toward it. Returns 1 if we 2301 * we don't bother going toward it. Returns 1 if we
2620 * can see a direct way to get it 2302 * can see a direct way to get it
2621 * Modified to be map tile aware -.MSW 2303 * Modified to be map tile aware -.MSW
2622 */ 2304 */
2623
2624
2625int 2305int
2626can_see_monsterP (mapstruct *m, int x, int y, int dir) 2306can_see_monsterP (maptile *m, int x, int y, int dir)
2627{ 2307{
2628 sint16 2308 sint16 dx, dy;
2629 dx,
2630 dy;
2631 int
2632 mflags; 2309 int mflags;
2633 2310
2634 if (dir < 0) 2311 if (dir < 0)
2635 return 0; /* exit condition: invalid direction */ 2312 return 0; /* exit condition: invalid direction */
2636 2313
2637 dx = x + freearr_x[dir]; 2314 dx = x + freearr_x[dir];
2650 return 0; 2327 return 0;
2651 2328
2652 /* yes, can see. */ 2329 /* yes, can see. */
2653 if (dir < 9) 2330 if (dir < 9)
2654 return 1; 2331 return 1;
2332
2655 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2333 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2656 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2334 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2335 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2657} 2336}
2658
2659
2660 2337
2661/* 2338/*
2662 * can_pick(picker, item): finds out if an object is possible to be 2339 * can_pick(picker, item): finds out if an object is possible to be
2663 * picked up by the picker. Returnes 1 if it can be 2340 * picked up by the picker. Returnes 1 if it can be
2664 * picked up, otherwise 0. 2341 * picked up, otherwise 0.
2675 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2352 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2676 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2353 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2677 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2354 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2678} 2355}
2679 2356
2680
2681/* 2357/*
2682 * create clone from object to another 2358 * create clone from object to another
2683 */ 2359 */
2684object * 2360object *
2685object_create_clone (object *asrc) 2361object_create_clone (object *asrc)
2686{ 2362{
2687 object *
2688 dst = NULL, *tmp, *src, *part, *prev, *item; 2363 object *dst = 0, *tmp, *src, *prev, *item;
2689 2364
2690 if (!asrc) 2365 if (!asrc)
2691 return NULL; 2366 return 0;
2692 src = asrc; 2367
2693 if (src->head)
2694 src = src->head; 2368 src = asrc->head_ ();
2695 2369
2696 prev = NULL; 2370 prev = 0;
2697 for (part = src; part; part = part->more) 2371 for (object *part = src; part; part = part->more)
2698 { 2372 {
2699 tmp = get_object (); 2373 tmp = part->clone ();
2700 copy_object (part, tmp);
2701 tmp->x -= src->x; 2374 tmp->x -= src->x;
2702 tmp->y -= src->y; 2375 tmp->y -= src->y;
2376
2703 if (!part->head) 2377 if (!part->head)
2704 { 2378 {
2705 dst = tmp; 2379 dst = tmp;
2706 tmp->head = NULL; 2380 tmp->head = 0;
2707 } 2381 }
2708 else 2382 else
2709 {
2710 tmp->head = dst; 2383 tmp->head = dst;
2711 } 2384
2712 tmp->more = NULL; 2385 tmp->more = 0;
2386
2713 if (prev) 2387 if (prev)
2714 prev->more = tmp; 2388 prev->more = tmp;
2389
2715 prev = tmp; 2390 prev = tmp;
2716 } 2391 }
2717 2392
2718 /*** copy inventory ***/
2719 for (item = src->inv; item; item = item->below) 2393 for (item = src->inv; item; item = item->below)
2720 {
2721 (void) insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2722 }
2723 2395
2724 return dst; 2396 return dst;
2725}
2726
2727/* return true if the object was destroyed, 0 otherwise */
2728int
2729was_destroyed (const object *op, tag_t old_tag)
2730{
2731 /* checking for FLAG_FREED isn't necessary, but makes this function more
2732 * robust */
2733 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2734}
2735
2736/* GROS - Creates an object using a string representing its content. */
2737
2738/* Basically, we save the content of the string to a temp file, then call */
2739
2740/* load_object on it. I admit it is a highly inefficient way to make things, */
2741
2742/* but it was simple to make and allows reusing the load_object function. */
2743
2744/* Remember not to use load_object_str in a time-critical situation. */
2745
2746/* Also remember that multiparts objects are not supported for now. */
2747
2748object *
2749load_object_str (const char *obstr)
2750{
2751 object *
2752 op;
2753 char
2754 filename[MAX_BUF];
2755
2756 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2757
2758 FILE *
2759 tempfile = fopen (filename, "w");
2760
2761 if (tempfile == NULL)
2762 {
2763 LOG (llevError, "Error - Unable to access load object temp file\n");
2764 return NULL;
2765 };
2766 fprintf (tempfile, obstr);
2767 fclose (tempfile);
2768
2769 op = get_object ();
2770
2771 object_thawer
2772 thawer (filename);
2773
2774 if (thawer)
2775 load_object (thawer, op, 0);
2776
2777 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2778 CLEAR_FLAG (op, FLAG_REMOVED);
2779
2780 return op;
2781} 2397}
2782 2398
2783/* This returns the first object in who's inventory that 2399/* This returns the first object in who's inventory that
2784 * has the same type and subtype match. 2400 * has the same type and subtype match.
2785 * returns NULL if no match. 2401 * returns NULL if no match.
2786 */ 2402 */
2787object * 2403object *
2788find_obj_by_type_subtype (const object *who, int type, int subtype) 2404find_obj_by_type_subtype (const object *who, int type, int subtype)
2789{ 2405{
2790 object *
2791 tmp;
2792
2793 for (tmp = who->inv; tmp; tmp = tmp->below) 2406 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2794 if (tmp->type == type && tmp->subtype == subtype) 2407 if (tmp->type == type && tmp->subtype == subtype)
2795 return tmp; 2408 return tmp;
2796 2409
2797 return NULL; 2410 return 0;
2798} 2411}
2799 2412
2800/* If ob has a field named key, return the link from the list, 2413/* If ob has a field named key, return the link from the list,
2801 * otherwise return NULL. 2414 * otherwise return NULL.
2802 * 2415 *
2804 * do the desired thing. 2417 * do the desired thing.
2805 */ 2418 */
2806key_value * 2419key_value *
2807get_ob_key_link (const object *ob, const char *key) 2420get_ob_key_link (const object *ob, const char *key)
2808{ 2421{
2809 key_value *
2810 link;
2811
2812 for (link = ob->key_values; link != NULL; link = link->next) 2422 for (key_value *link = ob->key_values; link; link = link->next)
2813 {
2814 if (link->key == key) 2423 if (link->key == key)
2815 {
2816 return link; 2424 return link;
2817 }
2818 }
2819 2425
2820 return NULL; 2426 return 0;
2821} 2427}
2822 2428
2823/* 2429/*
2824 * Returns the value of op has an extra_field for key, or NULL. 2430 * Returns the value of op has an extra_field for key, or NULL.
2825 * 2431 *
2828 * The returned string is shared. 2434 * The returned string is shared.
2829 */ 2435 */
2830const char * 2436const char *
2831get_ob_key_value (const object *op, const char *const key) 2437get_ob_key_value (const object *op, const char *const key)
2832{ 2438{
2833 key_value * 2439 key_value *link;
2834 link; 2440 shstr_cmp canonical_key (key);
2835 const char *
2836 canonical_key;
2837 2441
2838 canonical_key = shstr::find (key);
2839
2840 if (canonical_key == NULL) 2442 if (!canonical_key)
2841 { 2443 {
2842 /* 1. There being a field named key on any object 2444 /* 1. There being a field named key on any object
2843 * implies there'd be a shared string to find. 2445 * implies there'd be a shared string to find.
2844 * 2. Since there isn't, no object has this field. 2446 * 2. Since there isn't, no object has this field.
2845 * 3. Therefore, *this* object doesn't have this field. 2447 * 3. Therefore, *this* object doesn't have this field.
2846 */ 2448 */
2847 return NULL; 2449 return 0;
2848 } 2450 }
2849 2451
2850 /* This is copied from get_ob_key_link() above - 2452 /* This is copied from get_ob_key_link() above -
2851 * only 4 lines, and saves the function call overhead. 2453 * only 4 lines, and saves the function call overhead.
2852 */ 2454 */
2853 for (link = op->key_values; link != NULL; link = link->next) 2455 for (link = op->key_values; link; link = link->next)
2854 {
2855 if (link->key == canonical_key) 2456 if (link->key == canonical_key)
2856 {
2857 return link->value; 2457 return link->value;
2858 } 2458
2859 }
2860 return NULL; 2459 return 0;
2861} 2460}
2862
2863 2461
2864/* 2462/*
2865 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2866 * 2464 *
2867 * canonical_key is a shared string (value doesn't have to be). 2465 * canonical_key is a shared string (value doesn't have to be).
2872 * Returns TRUE on success. 2470 * Returns TRUE on success.
2873 */ 2471 */
2874int 2472int
2875set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2876{ 2474{
2877 key_value *
2878 field = NULL, *last = NULL; 2475 key_value *field = NULL, *last = NULL;
2879 2476
2880 for (field = op->key_values; field != NULL; field = field->next) 2477 for (field = op->key_values; field != NULL; field = field->next)
2881 { 2478 {
2882 if (field->key != canonical_key) 2479 if (field->key != canonical_key)
2883 { 2480 {
2892 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2893 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2894 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2895 * we get this value back again. 2492 * we get this value back again.
2896 */ 2493 */
2897 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (op->arch, canonical_key))
2898 field->value = 0; 2495 field->value = 0;
2899 else 2496 else
2900 { 2497 {
2901 if (last) 2498 if (last)
2902 last->next = field->next; 2499 last->next = field->next;
2903 else 2500 else
2904 op->key_values = field->next; 2501 op->key_values = field->next;
2905 2502
2906 delete
2907 field; 2503 delete field;
2908 } 2504 }
2909 } 2505 }
2910 return TRUE; 2506 return TRUE;
2911 } 2507 }
2912 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2913 2509
2914 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2915 2511
2916 if (!add_key) 2512 if (!add_key)
2917 {
2918 return FALSE; 2513 return FALSE;
2919 } 2514
2920 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2921 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2922 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2923 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2924 * should pass in "" 2519 * should pass in ""
2947 * Returns TRUE on success. 2542 * Returns TRUE on success.
2948 */ 2543 */
2949int 2544int
2950set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2545set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2951{ 2546{
2952 shstr
2953 key_ (key); 2547 shstr key_ (key);
2954 2548
2955 return set_ob_key_value_s (op, key_, value, add_key); 2549 return set_ob_key_value_s (op, key_, value, add_key);
2956} 2550}
2551
2552object::depth_iterator::depth_iterator (object *container)
2553: iterator_base (container)
2554{
2555 while (item->inv)
2556 item = item->inv;
2557}
2558
2559void
2560object::depth_iterator::next ()
2561{
2562 if (item->below)
2563 {
2564 item = item->below;
2565
2566 while (item->inv)
2567 item = item->inv;
2568 }
2569 else
2570 item = item->env;
2571}
2572
2573const char *
2574object::flag_desc (char *desc, int len) const
2575{
2576 char *p = desc;
2577 bool first = true;
2578
2579 *p = 0;
2580
2581 for (int i = 0; i < NUM_FLAGS; i++)
2582 {
2583 if (len <= 10) // magic constant!
2584 {
2585 snprintf (p, len, ",...");
2586 break;
2587 }
2588
2589 if (flag [i])
2590 {
2591 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2592 len -= cnt;
2593 p += cnt;
2594 first = false;
2595 }
2596 }
2597
2598 return desc;
2599}
2600
2601// return a suitable string describing an object in enough detail to find it
2602const char *
2603object::debug_desc (char *info) const
2604{
2605 char flagdesc[512];
2606 char info2[256 * 4];
2607 char *p = info;
2608
2609 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2610 count, uuid.seq,
2611 &name,
2612 title ? "\",title:\"" : "",
2613 title ? (const char *)title : "",
2614 flag_desc (flagdesc, 512), type);
2615
2616 if (env)
2617 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2618
2619 if (map)
2620 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2621
2622 return info;
2623}
2624
2625const char *
2626object::debug_desc () const
2627{
2628 static char info[3][256 * 4];
2629 static int info_idx;
2630
2631 return debug_desc (info [++info_idx % 3]);
2632}
2633
2634struct region *
2635object::region () const
2636{
2637 return map ? map->region (x, y)
2638 : region::default_region ();
2639}
2640
2641const materialtype_t *
2642object::dominant_material () const
2643{
2644 if (materialtype_t *mt = name_to_material (materialname))
2645 return mt;
2646
2647 return name_to_material (shstr_unknown);
2648}
2649
2650void
2651object::open_container (object *new_container)
2652{
2653 if (container == new_container)
2654 return;
2655
2656 if (object *old_container = container)
2657 {
2658 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2659 return;
2660
2661#if 0
2662 // remove the "Close old_container" object.
2663 if (object *closer = old_container->inv)
2664 if (closer->type == CLOSE_CON)
2665 closer->destroy ();
2666#endif
2667
2668 old_container->flag [FLAG_APPLIED] = 0;
2669 container = 0;
2670
2671 esrv_update_item (UPD_FLAGS, this, old_container);
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2673 }
2674
2675 if (new_container)
2676 {
2677 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2678 return;
2679
2680 // TODO: this does not seem to serve any purpose anymore?
2681#if 0
2682 // insert the "Close Container" object.
2683 if (archetype *closer = new_container->other_arch)
2684 {
2685 object *closer = arch_to_object (new_container->other_arch);
2686 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2687 new_container->insert (closer);
2688 }
2689#endif
2690
2691 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2692
2693 new_container->flag [FLAG_APPLIED] = 1;
2694 container = new_container;
2695
2696 esrv_update_item (UPD_FLAGS, this, new_container);
2697 esrv_send_inventory (this, new_container);
2698 }
2699}
2700
2701object *
2702object::force_find (const shstr name)
2703{
2704 /* cycle through his inventory to look for the MARK we want to
2705 * place
2706 */
2707 for (object *tmp = inv; tmp; tmp = tmp->below)
2708 if (tmp->type == FORCE && tmp->slaying == name)
2709 return splay (tmp);
2710
2711 return 0;
2712}
2713
2714void
2715object::force_add (const shstr name, int duration)
2716{
2717 if (object *force = force_find (name))
2718 force->destroy ();
2719
2720 object *force = get_archetype (FORCE_NAME);
2721
2722 force->slaying = name;
2723 force->stats.food = 1;
2724 force->speed_left = -1.f;
2725
2726 force->set_speed (duration ? 1.f / duration : 0.f);
2727 force->flag [FLAG_IS_USED_UP] = true;
2728 force->flag [FLAG_APPLIED] = true;
2729
2730 insert (force);
2731}
2732
2733void
2734object::play_sound (faceidx sound) const
2735{
2736 if (map)
2737 map->play_sound (sound, x, y);
2738}

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