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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 1.188 by root, Wed Sep 12 11:10:09 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.
387 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
388 */ 378 */
389
390object * 379object *
391get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
392{ 381{
393 object *tmp, *closest; 382 object *tmp, *closest;
394 int last_dist, i; 383 int last_dist, i;
402} 391}
403 392
404/* 393/*
405 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
406 */ 395 */
407
408object * 396object *
409find_object (tag_t i) 397find_object (tag_t i)
410{ 398{
411 object *op; 399 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 400 if (op->count == i)
415 break;
416 return op; 401 return op;
402
403 return 0;
417} 404}
418 405
419/* 406/*
420 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
423 */ 410 */
424
425object * 411object *
426find_object_name (const char *str) 412find_object_name (const char *str)
427{ 413{
428 const char *name = shstr::find (str); 414 shstr_cmp str_ (str);
429 object *op; 415 object *op;
430 416
431 for (op = objects; op != NULL; op = op->next) 417 for_all_objects (op)
432 if (&op->name == name) 418 if (op->name == str_)
433 break; 419 break;
434 420
435 return op; 421 return op;
436} 422}
437 423
440{ 426{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442} 428}
443 429
444/* 430/*
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 431 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
485 */ 434 */
486void 435void
487set_owner (object *op, object *owner) 436object::set_owner (object *owner)
488{ 437{
489 if (owner == NULL || op == NULL) 438 // allow objects which own objects
490 return; 439 if (owner)
491 440 while (owner->owner)
492 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid.
498 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
500 owner = owner->owner; 441 owner = owner->owner;
501 442
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; 443 this->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512} 444}
513 445
514/* Set the owner to clone's current owner and set the skill and experience 446int
515 * objects to clone's objects (typically those objects that where the owner's 447object::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{ 448{
527 object *owner = get_owner (clone); 449 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 } 450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
539 462
540 set_owner (op, owner); 463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
541} 510}
542 511
543/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 513 * refcounts and freeing the links.
545 */ 514 */
546static void 515static void
547free_key_values (object *op) 516free_key_values (object *op)
548{ 517{
549 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
550 { 519 {
551 key_value *next = i->next; 520 key_value *next = i->next;
552 delete i; 521 delete i;
553 522
554 i = next; 523 i = next;
555 } 524 }
556 525
557 op->key_values = 0; 526 op->key_values = 0;
558} 527}
559 528
560void object::clear () 529object &
530object::operator =(const object &src)
561{ 531{
562 attachable_base::clear (); 532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
563 534
564 free_key_values (this); 535 *(object_copy *)this = src;
565 536
566 clear_owner (this); 537 flag [FLAG_FREED] = is_freed;
567 538 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;
649 539
650 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
651 if (op2->key_values) 541 if (src.key_values)
652 { 542 {
653 key_value *tail = 0; 543 key_value *tail = 0;
654 key_value *i;
655
656 op->key_values = 0; 544 key_values = 0;
657 545
658 for (i = op2->key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
659 { 547 {
660 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
661 549
662 new_link->next = 0; 550 new_link->next = 0;
663 new_link->key = i->key; 551 new_link->key = i->key;
664 new_link->value = i->value; 552 new_link->value = i->value;
665 553
666 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
667 if (!op->key_values) 555 if (!key_values)
668 { 556 {
669 op->key_values = new_link; 557 key_values = new_link;
670 tail = new_link; 558 tail = new_link;
671 } 559 }
672 else 560 else
673 { 561 {
674 tail->next = new_link; 562 tail->next = new_link;
675 tail = new_link; 563 tail = new_link;
676 } 564 }
677 } 565 }
678 } 566 }
567}
679 568
680 update_ob_speed (op); 569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
584
585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
605}
606
607object *
608object::clone ()
609{
610 object *neu = create ();
611 copy_to (neu);
612 return neu;
681} 613}
682 614
683/* 615/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 616 * 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 617 * 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. 618 * be called to update the face variable, _and_ how it looks on the map.
687 */ 619 */
688
689void 620void
690update_turn_face (object *op) 621update_turn_face (object *op)
691{ 622{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 624 return;
625
694 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
696} 628}
697 629
698/* 630/*
699 * Updates the speed of an object. If the speed changes from 0 to another 631 * 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. 632 * 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. 633 * This function needs to be called whenever the speed of an object changes.
702 */ 634 */
703
704void 635void
705update_ob_speed (object *op) 636object::set_speed (float speed)
706{ 637{
707 extern int arch_init; 638 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 { 639 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 641 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 642 }
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;
731 643
732 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
733 * of the list. */ 645
734 op->active_next = active_objects; 646 if (has_active_speed ())
735 if (op->active_next != NULL) 647 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 648 else
740 { 649 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} 650}
761 651
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/* 652/*
794 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 656 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 657 * 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 658 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
801 * 660 *
802 * action is a hint of what the caller believes need to be done. 661 * 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: 662 * current action are:
808 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * 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. 666 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
813 */ 668 */
814
815void 669void
816update_object (object *op, int action) 670update_object (object *op, int action)
817{ 671{
818 int update_now = 0, flags;
819 MoveType move_on, move_off, move_block, move_slow;
820
821 if (op == NULL) 672 if (op == NULL)
822 { 673 {
823 /* this should never happen */ 674 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
825 return; 676 return;
826 } 677 }
827 678
828 if (op->env != NULL) 679 if (op->env)
829 { 680 {
830 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
831 * to do in this case. 682 * to do in this case.
832 */ 683 */
833 return; 684 return;
838 */ 689 */
839 if (!op->map || op->map->in_memory == MAP_SAVING) 690 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return; 691 return;
841 692
842 /* make sure the object is within map boundaries */ 693 /* 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)) 694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 695 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 697#ifdef MANY_CORES
847 abort (); 698 abort ();
848#endif 699#endif
849 return; 700 return;
850 } 701 }
851 702
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 703 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);
858 704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
859 if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
860 { 708 {
709 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 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)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (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) 716 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 717 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 718 || (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 719 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 720 * to have move_allow right now.
884 */ 721 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 724 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 725 }
891 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 728 * that is being removed.
894 */ 729 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 { 731 m.flags_ = 0;
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */ 733 /* Nothing to do for that case */ ;
902 }
903 else 734 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907 736
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) 737 if (op->more)
915 update_object (op->more, action); 738 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} 739}
932 740
933object::object () 741object::object ()
934{ 742{
935 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
936 744
937 expmul = 1.0; 745 expmul = 1.0;
938 face = blank_face; 746 face = blank_face;
939 attacked_by_count = -1;
940} 747}
941 748
942object::~object () 749object::~object ()
943{ 750{
751 unlink ();
752
944 free_key_values (this); 753 free_key_values (this);
945} 754}
946 755
756static int object_count;
757
947void object::link () 758void object::link ()
948{ 759{
760 assert (!index);//D
761 uuid = gen_uuid ();
949 count = ++ob_count; 762 count = ++object_count;
950 763
951 prev = 0; 764 refcnt_inc ();
952 next = objects; 765 objects.insert (this);
953
954 if (objects)
955 objects->prev = this;
956
957 objects = this;
958} 766}
959 767
960void object::unlink () 768void object::unlink ()
961{ 769{
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) 770 if (!index)
972 { 771 return;
973 next->prev = prev; 772
974 next = 0; 773 objects.erase (this);
774 refcnt_dec ();
775}
776
777void
778object::activate ()
779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
783
784 if (has_active_speed ())
785 actives.insert (this);
786}
787
788void
789object::activate_recursive ()
790{
791 activate ();
792
793 for (object *op = inv; op; op = op->below)
794 op->activate_recursive ();
795}
796
797/* This function removes object 'op' from the list of active
798 * objects.
799 * This should only be used for style maps or other such
800 * reference maps where you don't want an object that isn't
801 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which
803 * will do the right thing based on the speed of the object.
804 */
805void
806object::deactivate ()
807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
811
812 actives.erase (this);
813}
814
815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
820
821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
975 } 828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
832}
976 833
977 if (this == objects) 834/*
978 objects = next; 835 * Remove and free all objects in the inventory of the given object.
836 * object.c ?
837 */
838void
839object::destroy_inv (bool drop_to_ground)
840{
841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
846 if (!inv)
847 return;
848
849 /* Only if the space blocks everything do we not process -
850 * if some form of movement is allowed, let objects
851 * drop on that space.
852 */
853 if (!drop_to_ground
854 || !map
855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
857 || ms ().move_block == MOVE_ALL)
858 {
859 while (inv)
860 {
861 inv->destroy_inv (drop_to_ground);
862 inv->destroy ();
863 }
864 }
865 else
866 { /* Put objects in inventory onto this space */
867 while (inv)
868 {
869 object *op = inv;
870
871 if (op->flag [FLAG_STARTEQUIP]
872 || op->flag [FLAG_NO_DROP]
873 || op->type == RUNE
874 || op->type == TRAP
875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
877 op->destroy ();
878 else
879 map->insert (op, x, y);
880 }
881 }
979} 882}
980 883
981object *object::create () 884object *object::create ()
982{ 885{
983 object *op;
984
985 if (freed.empty ())
986 op = new object; 886 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 (); 887 op->link ();
996 return op; 888 return op;
997} 889}
998 890
999/* 891void
1000 * free_object() frees everything allocated by an object, removes 892object::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{ 893{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 894 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 895
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 896 if (flag [FLAG_IS_LINKED])
1021 { 897 remove_button_link (this);
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 898
899 if (flag [FLAG_FRIENDLY])
1023 remove_friendly_object (this); 900 remove_friendly_object (this);
1024 }
1025 901
1026 if (QUERY_FLAG (this, FLAG_FREED)) 902 if (!flag [FLAG_REMOVED])
903 remove ();
904
905 destroy_inv (true);
906
907 deactivate ();
908 unlink ();
909
910 flag [FLAG_FREED] = 1;
911
912 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
1027 { 917 {
1028 dump_object (this); 918 freed_map = new maptile;
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 919
1030 return; 920 freed_map->path = "<freed objects map>";
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
1031 } 927 }
928
929 map = freed_map;
930 x = 1;
931 y = 1;
932 }
1032 933
1033 if (more) 934 if (more)
1034 { 935 {
1035 more->free (free_inventory); 936 more->destroy ();
1036 more = 0; 937 more = 0;
1037 } 938 }
1038 939
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; 940 head = 0;
1091 update_ob_speed (this);
1092 941
1093 unlink (); 942 // clear those pointers that likely might cause circular references
943 owner = 0;
944 enemy = 0;
945 attacked_by = 0;
946 current_weapon = 0;
947}
1094 948
1095 SET_FLAG (this, FLAG_FREED); 949void
950object::destroy (bool destroy_inventory)
951{
952 if (destroyed ())
953 return;
1096 954
1097 mortals.push_back (this); 955 if (destroy_inventory)
956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
963
964 attachable::destroy ();
1098} 965}
1099 966
1100/* 967/*
1101 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1102 * weight of an object (and what is carried by it's environment(s)). 969 * weight of an object (and what is carried by it's environment(s)).
1103 */ 970 */
1104
1105void 971void
1106sub_weight (object *op, signed long weight) 972sub_weight (object *op, signed long weight)
1107{ 973{
1108 while (op != NULL) 974 while (op != NULL)
1109 { 975 {
1110 if (op->type == CONTAINER) 976 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 } 978
1114 op->carrying -= weight; 979 op->carrying -= weight;
1115 op = op->env; 980 op = op->env;
1116 } 981 }
1117} 982}
1118 983
1119/* remove_ob(op): 984/* op->remove ():
1120 * This function removes the object op from the linked list of objects 985 * 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 986 * which it is currently tied to. When this function is done, the
1122 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 989 * the previous environment.
1125 * Beware: This function is called from the editor as well!
1126 */ 990 */
1127
1128void 991void
1129remove_ob (object *op) 992object::do_remove ()
1130{ 993{
994 object *tmp, *last = 0;
1131 object * 995 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 996
1146
1147 if (QUERY_FLAG (op, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1148 { 998 return;
1149 dump_object (op);
1150 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1151 999
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); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1002
1003 if (more)
1004 more->remove ();
1168 1005
1169 /* 1006 /*
1170 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1171 * inventory. 1008 * inventory.
1172 */ 1009 */
1173 if (op->env != NULL) 1010 if (env)
1174 { 1011 {
1175 if (op->nrof) 1012 if (nrof)
1176 sub_weight (op->env, op->weight * op->nrof); 1013 sub_weight (env, weight * nrof);
1177 else 1014 else
1178 sub_weight (op->env, op->weight + op->carrying); 1015 sub_weight (env, weight + carrying);
1179 1016
1180 /* NO_FIX_PLAYER is set when a great many changes are being 1017 /* NO_FIX_PLAYER is set when a great many changes are being
1181 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1182 * to save cpu time. 1019 * to save cpu time.
1183 */ 1020 */
1184 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1185 fix_player (otmp); 1022 otmp->update_stats ();
1186 1023
1187 if (op->above != NULL) 1024 if (above)
1188 op->above->below = op->below; 1025 above->below = below;
1189 else 1026 else
1190 op->env->inv = op->below; 1027 env->inv = below;
1191 1028
1192 if (op->below != NULL) 1029 if (below)
1193 op->below->above = op->above; 1030 below->above = above;
1194 1031
1195 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1196 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
1197 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1198 */ 1035 */
1199 op->x = op->env->x, op->y = op->env->y; 1036 x = env->x, y = env->y;
1200 op->map = op->env->map; 1037 map = env->map;
1201 op->above = NULL, op->below = NULL; 1038 above = 0, below = 0;
1202 op->env = NULL; 1039 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 { 1040 }
1216 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1041 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 } 1042 {
1224 if (op->map != m) 1043 if (type == PLAYER)
1225 { 1044 {
1226 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1045 // leaving a spot always closes any open container on the ground
1227 op->map->path, m->path, op->x, op->y, x, y); 1046 if (container && !container->env)
1228 } 1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1229 1050
1230 /* Re did the following section of code - it looks like it had 1051 --map->players;
1231 * lots of logic for things we no longer care about 1052 map->touch ();
1232 */ 1053 }
1233 1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1057
1234 /* link the object above us */ 1058 /* link the object above us */
1235 if (op->above) 1059 if (above)
1236 op->above->below = op->below; 1060 above->below = below;
1237 else 1061 else
1238 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1239 1063
1240 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1241 if (op->below) 1065 if (below)
1242 {
1243 op->below->above = op->above; 1066 below->above = above;
1244 }
1245 else 1067 else
1246 { 1068 {
1247 /* Nothing below, which means we need to relink map object for this space 1069 /* 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 1070 * use translated coordinates in case some oddness with map tiling is
1249 * evident 1071 * evident
1250 */
1251 if (GET_MAP_OB (m, x, y) != op)
1252 {
1253 dump_object (op);
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",
1255 errmsg);
1256 dump_object (GET_MAP_OB (m, x, y));
1257 LOG (llevError, "%s\n", errmsg);
1258 }
1259 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1260 }
1261 op->above = NULL;
1262 op->below = NULL;
1263
1264 if (op->map->in_memory == MAP_SAVING)
1265 return;
1266
1267 tag = op->count;
1268 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1269 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1270 {
1271 /* No point updating the players look faces if he is the object
1272 * being removed.
1273 */
1274
1275 if (tmp->type == PLAYER && tmp != op)
1276 {
1277 /* If a container that the player is currently using somehow gets
1278 * removed (most likely destroyed), update the player view
1279 * appropriately.
1280 */ 1072 */
1073 if (GET_MAP_OB (map, x, y) != this)
1074 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 ());
1075
1076 ms.bot = above; /* goes on above it. */
1077 }
1078
1079 above = 0;
1080 below = 0;
1081
1082 if (map->in_memory == MAP_SAVING)
1083 return;
1084
1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1086
1087 if (object *pl = ms.player ())
1088 {
1281 if (tmp->container == op) 1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1100 {
1101 /* No point updating the players look faces if he is the object
1102 * being removed.
1103 */
1104
1105 /* See if object moving off should effect something */
1106 if (check_walk_off
1107 && ((move_type & tmp->move_off)
1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1282 { 1109 {
1283 CLEAR_FLAG (op, FLAG_APPLIED); 1110 move_apply (tmp, this, 0);
1284 tmp->container = NULL; 1111
1112 if (destroyed ())
1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1285 } 1114 }
1286 tmp->contr->socket.update_look = 1;
1287 }
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 1115
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; 1116 last = tmp;
1304 } 1117 }
1118
1305 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1306 if (last == NULL) 1120 //TODO: this makes little sense, why only update the topmost object?
1307 { 1121 if (!last)
1308 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1122 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 1123 else
1317 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1318 1125
1319 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1320 update_all_los (op->map, op->x, op->y); 1127 update_all_los (map, x, y);
1321 1128 }
1322} 1129}
1323 1130
1324/* 1131/*
1325 * merge_ob(op,top): 1132 * merge_ob(op,top):
1326 * 1133 *
1327 * This function goes through all objects below and including top, and 1134 * This function goes through all objects below and including top, and
1328 * merges op to the first matching object. 1135 * merges op to the first matching object.
1329 * If top is NULL, it is calculated. 1136 * If top is NULL, it is calculated.
1330 * Returns pointer to object if it succeded in the merge, otherwise NULL 1137 * Returns pointer to object if it succeded in the merge, otherwise NULL
1331 */ 1138 */
1332
1333object * 1139object *
1334merge_ob (object *op, object *top) 1140merge_ob (object *op, object *top)
1335{ 1141{
1336 if (!op->nrof) 1142 if (!op->nrof)
1337 return 0; 1143 return 0;
1338 if (top == NULL) 1144
1145 if (top)
1339 for (top = op; top != NULL && top->above != NULL; top = top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1148
1340 for (; top != NULL; top = top->below) 1149 for (; top; top = top->below)
1341 { 1150 {
1342 if (top == op) 1151 if (top == op)
1343 continue; 1152 continue;
1344 if (CAN_MERGE (op, top)) 1153
1154 if (object::can_merge (op, top))
1345 { 1155 {
1346 top->nrof += op->nrof; 1156 top->nrof += op->nrof;
1347 1157
1348/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1349 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1350 remove_ob (op); 1160 op->destroy ();
1351 free_object (op);
1352 return top; 1161 return top;
1353 } 1162 }
1354 } 1163 }
1164
1355 return NULL; 1165 return 0;
1356} 1166}
1357 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1358/* 1191/*
1359 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1360 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1361 */ 1194 */
1362object * 1195object *
1363insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1364{ 1197{
1365 object *
1366 tmp;
1367
1368 if (op->head)
1369 op = op->head;
1370 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1371 { 1199 {
1372 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1373 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1374 } 1202 }
1203
1375 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1376} 1205}
1377 1206
1378/* 1207/*
1379 * insert_ob_in_map (op, map, originator, flag): 1208 * insert_ob_in_map (op, map, originator, flag):
1393 * Return value: 1222 * Return value:
1394 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1395 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1396 * just 'op' otherwise 1225 * just 'op' otherwise
1397 */ 1226 */
1398
1399object * 1227object *
1400insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1401{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1402 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1403 sint16 x, y;
1404 1233
1405 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1406 {
1407 LOG (llevError, "Trying to insert freed object!\n");
1408 return NULL;
1409 }
1410
1411 if (m == NULL)
1412 {
1413 dump_object (op);
1414 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1415 return op;
1416 }
1417
1418 if (out_of_map (m, op->x, op->y))
1419 {
1420 dump_object (op);
1421 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1422#ifdef MANY_CORES
1423 /* 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
1425 * improperly inserted.
1426 */
1427 abort ();
1428#endif
1429 return op;
1430 }
1431
1432 if (!QUERY_FLAG (op, FLAG_REMOVED))
1433 {
1434 dump_object (op);
1435 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1436 return op;
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
1471 CLEAR_FLAG (op, FLAG_REMOVED);
1472 1235
1473 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* 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 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1475 * need extra work 1238 * need extra work
1476 */ 1239 */
1477 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1478 x = op->x; 1241 {
1479 y = op->y; 1242 op->destroy ();
1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1251
1252 op->map = m;
1253 mapspace &ms = op->ms ();
1480 1254
1481 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1482 */ 1256 */
1483 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1484 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1485 if (CAN_MERGE (op, tmp)) 1259 if (object::can_merge (op, tmp))
1486 { 1260 {
1487 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1488 remove_ob (tmp); 1262 tmp->destroy ();
1489 free_object (tmp);
1490 } 1263 }
1491 1264
1492 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1265 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1493 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1266 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1494 1267
1507 op->below = originator->below; 1280 op->below = originator->below;
1508 1281
1509 if (op->below) 1282 if (op->below)
1510 op->below->above = op; 1283 op->below->above = op;
1511 else 1284 else
1512 SET_MAP_OB (op->map, op->x, op->y, op); 1285 ms.bot = op;
1513 1286
1514 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1515 originator->below = op; 1288 originator->below = op;
1516 } 1289 }
1517 else 1290 else
1518 { 1291 {
1292 top = ms.bot;
1293
1519 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1520 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1521 { 1296 {
1522 object *last = NULL; 1297 object *last = 0;
1523 1298
1524 /* 1299 /*
1525 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1526 * We've already dealt with merging if appropriate. 1301 * We've already dealt with merging if appropriate.
1527 * Generally, we want to put the new object on top. But if 1302 * 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 1306 * 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 1307 * 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 1308 * when lots of spells are cast in one area. Currently, it is presumed
1534 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1535 */ 1310 */
1536 1311 for (top = ms.bot; top; top = top->above)
1537 while (top != NULL)
1538 { 1312 {
1539 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1540 floor = top; 1314 floor = top;
1315
1541 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1542 { 1317 {
1543 /* We insert above top, so we want this object below this */ 1318 /* We insert above top, so we want this object below this */
1544 top = top->below; 1319 top = top->below;
1545 break; 1320 break;
1546 } 1321 }
1322
1547 last = top; 1323 last = top;
1548 top = top->above;
1549 } 1324 }
1325
1550 /* Don't want top to be NULL, so set it to the last valid object */ 1326 /* Don't want top to be NULL, so set it to the last valid object */
1551 top = last; 1327 top = last;
1552 1328
1553 /* We let update_position deal with figuring out what the space 1329 /* We let update_position deal with figuring out what the space
1554 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1555 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1556 */ 1332 */
1557 1333
1558 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1559 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1560 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1561 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1562 * stacking is a bit odd. 1338 * stacking is a bit odd.
1563 */ 1339 */
1564 if (!(flag & INS_ON_TOP) && 1340 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)) 1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1566 { 1343 {
1567 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1568 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1569 break; 1346 break;
1347
1570 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1571 * and make sure we have a below pointer for it so that 1349 * and make sure we have a below pointer for it so that
1572 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1573 * set top to the object below us. 1351 * set top to the object below us.
1574 */ 1352 */
1575 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1576 top = last->below; 1354 top = last->below;
1577 } 1355 }
1578 } /* If objects on this space */ 1356 } /* If objects on this space */
1579
1580 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1581 top = GET_MAP_TOP (op->map, op->x, op->y); 1358 top = ms.top;
1582 1359
1583 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1584 top = floor; 1361 top = floor;
1585 1362
1586 /* Top is the object that our object (op) is going to get inserted above. 1363 /* Top is the object that our object (op) is going to get inserted above.
1587 */ 1364 */
1588 1365
1589 /* First object on this space */ 1366 /* First object on this space */
1590 if (!top) 1367 if (!top)
1591 { 1368 {
1592 op->above = GET_MAP_OB (op->map, op->x, op->y); 1369 op->above = ms.bot;
1593 1370
1594 if (op->above) 1371 if (op->above)
1595 op->above->below = op; 1372 op->above->below = op;
1596 1373
1597 op->below = NULL; 1374 op->below = 0;
1598 SET_MAP_OB (op->map, op->x, op->y, op); 1375 ms.bot = op;
1599 } 1376 }
1600 else 1377 else
1601 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1602 op->above = top->above; 1379 op->above = top->above;
1603 1380
1606 1383
1607 op->below = top; 1384 op->below = top;
1608 top->above = op; 1385 top->above = op;
1609 } 1386 }
1610 1387
1611 if (op->above == NULL) 1388 if (!op->above)
1612 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 ms.top = op;
1613 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1614 1391
1615 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1393 {
1616 op->contr->do_los = 1; 1394 op->contr->do_los = 1;
1395 ++op->map->players;
1396 op->map->touch ();
1397 }
1617 1398
1618 /* If we have a floor, we know the player, if any, will be above 1399 op->map->dirty = true;
1619 * it, so save a few ticks and start from there. 1400
1620 */
1621 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1622 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 if (object *pl = ms.player ())
1623 if (tmp->type == PLAYER) 1403 pl->contr->ns->floorbox_update ();
1624 tmp->contr->socket.update_look = 1;
1625 1404
1626 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1627 * visible to others on this map. But update_all_los is really 1406 * 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 1407 * 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 1408 * on the map will get recalculated. The players could very well
1630 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1631 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1632 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1633 * of effect may be sufficient. 1412 * of effect may be sufficient.
1634 */ 1413 */
1635 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1636 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1637
1638 1416
1639 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1640 update_object (op, UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1641 1419
1420 INVOKE_OBJECT (INSERT, op);
1642 1421
1643 /* Don't know if moving this to the end will break anything. However, 1422 /* 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. 1423 * we want to have floorbox_update called before calling this.
1645 * 1424 *
1646 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1647 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1648 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1649 * update_object(). 1428 * update_object().
1650 */ 1429 */
1651 1430
1652 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* 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) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1654 { 1433 {
1655 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1656 return NULL; 1435 return 0;
1657 1436
1658 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1659 * walk on's. 1438 * walk on's.
1660 */ 1439 */
1661 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1662 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1663 return NULL; 1442 return 0;
1664 } 1443 }
1665 1444
1666 return op; 1445 return op;
1667} 1446}
1668 1447
1669/* this function inserts an object in the map, but if it 1448/* 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. 1449 * 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. 1450 * op is the object to insert it under: supplies x and the map.
1672 */ 1451 */
1673void 1452void
1674replace_insert_ob_in_map (const char *arch_string, object *op) 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1675{ 1454{
1676 object *tmp;
1677 object *tmp1; 1455 object *tmp, *tmp1;
1678 1456
1679 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1680 1458
1681 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1682 {
1683 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1684 { 1461 tmp->destroy ();
1685 remove_ob (tmp);
1686 free_object (tmp);
1687 }
1688 }
1689 1462
1690 tmp1 = arch_to_object (find_archetype (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1691 1464
1692 tmp1->x = op->x; 1465 tmp1->x = op->x;
1693 tmp1->y = op->y; 1466 tmp1->y = op->y;
1694 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 return where->map->insert (this, where->x, where->y, originator, flags);
1695} 1474}
1696 1475
1697/* 1476/*
1698 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * 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 1478 * is returned contains nr objects, and the remaining parts contains
1700 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1701 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1702 * global static errmsg array. 1481 * global static errmsg array.
1703 */ 1482 */
1704
1705object * 1483object *
1706get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1707{ 1485{
1708 object * 1486 object *newob;
1709 newob;
1710 int
1711 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1712 1488
1713 if (orig_ob->nrof < nr) 1489 if (orig_ob->nrof < nr)
1714 { 1490 {
1715 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1716 return NULL; 1492 return NULL;
1717 } 1493 }
1494
1718 newob = object_create_clone (orig_ob); 1495 newob = object_create_clone (orig_ob);
1496
1719 if ((orig_ob->nrof -= nr) < 1) 1497 if ((orig_ob->nrof -= nr) < 1)
1720 { 1498 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) 1499 else if (!is_removed)
1726 { 1500 {
1727 if (orig_ob->env != NULL) 1501 if (orig_ob->env != NULL)
1728 sub_weight (orig_ob->env, orig_ob->weight * nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1729 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1503 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."); 1505 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"); 1506 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1733 return NULL; 1507 return NULL;
1734 } 1508 }
1735 } 1509 }
1510
1736 newob->nrof = nr; 1511 newob->nrof = nr;
1737 1512
1738 return newob; 1513 return newob;
1739} 1514}
1740 1515
1743 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1744 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1745 * 1520 *
1746 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1747 */ 1522 */
1748
1749object * 1523object *
1750decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1751{ 1525{
1752 object * 1526 object *tmp;
1753 tmp;
1754 player *
1755 pl;
1756 1527
1757 if (i == 0) /* objects with op->nrof require this check */ 1528 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1529 return op;
1759 1530
1760 if (i > op->nrof) 1531 if (i > op->nrof)
1761 i = op->nrof; 1532 i = op->nrof;
1762 1533
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1534 if (QUERY_FLAG (op, FLAG_REMOVED))
1764 {
1765 op->nrof -= i; 1535 op->nrof -= i;
1766 }
1767 else if (op->env != NULL) 1536 else if (op->env)
1768 { 1537 {
1769 /* is this object in the players inventory, or sub container 1538 /* is this object in the players inventory, or sub container
1770 * therein? 1539 * therein?
1771 */ 1540 */
1772 tmp = is_player_inv (op->env); 1541 tmp = op->in_player ();
1773 /* nope. Is this a container the player has opened? 1542 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player. 1543 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly 1544 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map, 1545 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player. 1546 * and then searching the map for a player.
1778 */ 1547 */
1779 if (!tmp) 1548 if (!tmp)
1780 { 1549 for_all_players (pl)
1781 for (pl = first_player; pl; pl = pl->next)
1782 if (pl->ob->container == op->env) 1550 if (pl->ob->container == op->env)
1551 {
1552 tmp = pl->ob;
1783 break; 1553 break;
1784 if (pl)
1785 tmp = pl->ob;
1786 else
1787 tmp = NULL;
1788 } 1554 }
1789 1555
1790 if (i < op->nrof) 1556 if (i < op->nrof)
1791 { 1557 {
1792 sub_weight (op->env, op->weight * i); 1558 sub_weight (op->env, op->weight * i);
1793 op->nrof -= i; 1559 op->nrof -= i;
1794 if (tmp) 1560 if (tmp)
1795 {
1796 esrv_send_item (tmp, op); 1561 esrv_send_item (tmp, op);
1797 }
1798 } 1562 }
1799 else 1563 else
1800 { 1564 {
1801 remove_ob (op); 1565 op->remove ();
1802 op->nrof = 0; 1566 op->nrof = 0;
1803 if (tmp) 1567 if (tmp)
1804 {
1805 esrv_del_item (tmp->contr, op->count); 1568 esrv_del_item (tmp->contr, op->count);
1806 }
1807 } 1569 }
1808 } 1570 }
1809 else 1571 else
1810 { 1572 {
1811 object *
1812 above = op->above; 1573 object *above = op->above;
1813 1574
1814 if (i < op->nrof) 1575 if (i < op->nrof)
1815 {
1816 op->nrof -= i; 1576 op->nrof -= i;
1817 }
1818 else 1577 else
1819 { 1578 {
1820 remove_ob (op); 1579 op->remove ();
1821 op->nrof = 0; 1580 op->nrof = 0;
1822 } 1581 }
1582
1823 /* Since we just removed op, op->above is null */ 1583 /* Since we just removed op, op->above is null */
1824 for (tmp = above; tmp != NULL; tmp = tmp->above) 1584 for (tmp = above; tmp; tmp = tmp->above)
1825 if (tmp->type == PLAYER) 1585 if (tmp->type == PLAYER)
1826 { 1586 {
1827 if (op->nrof) 1587 if (op->nrof)
1828 esrv_send_item (tmp, op); 1588 esrv_send_item (tmp, op);
1829 else 1589 else
1830 esrv_del_item (tmp->contr, op->count); 1590 esrv_del_item (tmp->contr, op->count);
1831 } 1591 }
1832 } 1592 }
1833 1593
1834 if (op->nrof) 1594 if (op->nrof)
1835 {
1836 return op; 1595 return op;
1837 }
1838 else 1596 else
1839 { 1597 {
1840 free_object (op); 1598 op->destroy ();
1841 return NULL; 1599 return 0;
1842 } 1600 }
1843} 1601}
1844 1602
1845/* 1603/*
1846 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1847 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1848 */ 1606 */
1849
1850void 1607void
1851add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1852{ 1609{
1853 while (op != NULL) 1610 while (op != NULL)
1854 { 1611 {
1855 if (op->type == CONTAINER) 1612 if (op->type == CONTAINER)
1856 {
1857 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 1613 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1858 } 1614
1859 op->carrying += weight; 1615 op->carrying += weight;
1860 op = op->env; 1616 op = op->env;
1861 } 1617 }
1862} 1618}
1863 1619
1620object *
1621insert_ob_in_ob (object *op, object *where)
1622{
1623 if (!where)
1624 {
1625 char *dump = dump_object (op);
1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1627 free (dump);
1628 return op;
1629 }
1630
1631 if (where->head_ () != where)
1632 {
1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1634 where = where->head;
1635 }
1636
1637 return where->insert (op);
1638}
1639
1864/* 1640/*
1865 * insert_ob_in_ob(op,environment): 1641 * env->insert (op)
1866 * This function inserts the object op in the linked list 1642 * This function inserts the object op in the linked list
1867 * inside the object environment. 1643 * inside the object environment.
1868 * 1644 *
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 1645 * The function returns now pointer to inserted item, and return value can
1875 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1876 */ 1647 */
1877
1878object * 1648object *
1879insert_ob_in_ob (object *op, object *where) 1649object::insert (object *op)
1880{ 1650{
1881 object *
1882 tmp, *
1883 otmp;
1884
1885 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1886 { 1652 op->remove ();
1887 dump_object (op); 1653
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) 1654 if (op->more)
1903 { 1655 {
1904 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1656 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1905 return op; 1657 return op;
1906 } 1658 }
1659
1907 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1909 if (op->nrof) 1663 if (op->nrof)
1910 { 1664 {
1911 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1912 if (CAN_MERGE (tmp, op)) 1666 if (object::can_merge (tmp, op))
1913 { 1667 {
1914 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1915 (client needs the original object) */ 1669 (client needs the original object) */
1916 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1917 /* Weight handling gets pretty funky. Since we are adding to 1671 /* Weight handling gets pretty funky. Since we are adding to
1918 * tmp->nrof, we need to increase the weight. 1672 * tmp->nrof, we need to increase the weight.
1919 */ 1673 */
1920 add_weight (where, op->weight * op->nrof); 1674 add_weight (this, op->weight * op->nrof);
1921 SET_FLAG (op, FLAG_REMOVED); 1675 SET_FLAG (op, FLAG_REMOVED);
1922 free_object (op); /* free the inserted object */ 1676 op->destroy (); /* free the inserted object */
1923 op = tmp; 1677 op = tmp;
1924 remove_ob (op); /* and fix old object's links */ 1678 op->remove (); /* and fix old object's links */
1925 CLEAR_FLAG (op, FLAG_REMOVED); 1679 CLEAR_FLAG (op, FLAG_REMOVED);
1926 break; 1680 break;
1927 } 1681 }
1928 1682
1929 /* I assume combined objects have no inventory 1683 /* I assume combined objects have no inventory
1930 * We add the weight - this object could have just been removed 1684 * We add the weight - this object could have just been removed
1931 * (if it was possible to merge). calling remove_ob will subtract 1685 * (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 1686 * the weight, so we need to add it in again, since we actually do
1933 * the linking below 1687 * the linking below
1934 */ 1688 */
1935 add_weight (where, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1936 } 1690 }
1937 else 1691 else
1938 add_weight (where, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1939 1693
1940 otmp = is_player_inv (where); 1694 if (object *otmp = this->in_player ())
1941 if (otmp && otmp->contr != NULL)
1942 {
1943 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1944 fix_player (otmp); 1696 otmp->update_stats ();
1945 }
1946 1697
1698 op->owner = 0; // its his/hers now. period.
1947 op->map = NULL; 1699 op->map = 0;
1948 op->env = where; 1700 op->env = this;
1949 op->above = NULL; 1701 op->above = 0;
1950 op->below = NULL; 1702 op->below = 0;
1951 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1952 1704
1953 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1954 if ((op->glow_radius != 0) && where->map) 1706 if (op->glow_radius && map)
1955 { 1707 {
1956#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1957 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1958#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1959 if (MAP_DARKNESS (where->map)) 1711 if (map->darkness)
1960 update_all_los (where->map, where->x, where->y); 1712 update_all_los (map, x, y);
1961 } 1713 }
1962 1714
1963 /* Client has no idea of ordering so lets not bother ordering it here. 1715 /* Client has no idea of ordering so lets not bother ordering it here.
1964 * It sure simplifies this function... 1716 * It sure simplifies this function...
1965 */ 1717 */
1966 if (where->inv == NULL) 1718 if (!inv)
1967 where->inv = op; 1719 inv = op;
1968 else 1720 else
1969 { 1721 {
1970 op->below = where->inv; 1722 op->below = inv;
1971 op->below->above = op; 1723 op->below->above = op;
1972 where->inv = op; 1724 inv = op;
1973 } 1725 }
1726
1727 INVOKE_OBJECT (INSERT, this);
1728
1974 return op; 1729 return op;
1975} 1730}
1976 1731
1977/* 1732/*
1978 * Checks if any objects has a move_type that matches objects 1733 * Checks if any objects has a move_type that matches objects
1992 * 1747 *
1993 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * 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 1749 * object being inserted. insert_ob_in_map may not put new objects
1995 * on top. 1750 * on top.
1996 */ 1751 */
1997
1998int 1752int
1999check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
2000{ 1754{
2001 object * 1755 object *tmp;
2002 tmp; 1756 maptile *m = op->map;
2003 tag_t
2004 tag;
2005 mapstruct *
2006 m = op->map;
2007 int
2008 x = op->x, y = op->y; 1757 int x = op->x, y = op->y;
2009 MoveType 1758
2010 move_on, 1759 MoveType move_on, move_slow, move_block;
2011 move_slow,
2012 move_block;
2013 1760
2014 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1761 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2015 return 0; 1762 return 0;
2016
2017 tag = op->count;
2018 1763
2019 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1764 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); 1765 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); 1766 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2022 1767
2038 1783
2039 /* The objects have to be checked from top to bottom. 1784 /* The objects have to be checked from top to bottom.
2040 * Hence, we first go to the top: 1785 * Hence, we first go to the top:
2041 */ 1786 */
2042 1787
2043 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1788 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2044 { 1789 {
2045 /* Trim the search when we find the first other spell effect 1790 /* Trim the search when we find the first other spell effect
2046 * this helps performance so that if a space has 50 spell objects, 1791 * this helps performance so that if a space has 50 spell objects,
2047 * we don't need to check all of them. 1792 * we don't need to check all of them.
2048 */ 1793 */
2049 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1794 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2050 break; 1795 break;
2051 } 1796 }
1797
2052 for (; tmp != NULL; tmp = tmp->below) 1798 for (; tmp; tmp = tmp->below)
2053 { 1799 {
2054 if (tmp == op) 1800 if (tmp == op)
2055 continue; /* Can't apply yourself */ 1801 continue; /* Can't apply yourself */
2056 1802
2057 /* Check to see if one of the movement types should be slowed down. 1803 /* Check to see if one of the movement types should be slowed down.
2065 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1811 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)) 1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2067 { 1813 {
2068 1814
2069 float 1815 float
2070 diff;
2071
2072 diff = tmp->move_slow_penalty * FABS (op->speed); 1816 diff = tmp->move_slow_penalty * fabs (op->speed);
1817
2073 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
2074 {
2075 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1819 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))) 1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2077 {
2078 diff /= 4.0; 1821 diff /= 4.0;
2079 } 1822
2080 }
2081 op->speed_left -= diff; 1823 op->speed_left -= diff;
2082 } 1824 }
2083 } 1825 }
2084 1826
2085 /* Basically same logic as above, except now for actual apply. */ 1827 /* Basically same logic as above, except now for actual apply. */
2086 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1828 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)) 1829 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2088 { 1830 {
2089
2090 move_apply (tmp, op, originator); 1831 move_apply (tmp, op, originator);
1832
2091 if (was_destroyed (op, tag)) 1833 if (op->destroyed ())
2092 return 1; 1834 return 1;
2093 1835
2094 /* what the person/creature stepped onto has moved the object 1836 /* what the person/creature stepped onto has moved the object
2095 * someplace new. Don't process any further - if we did, 1837 * someplace new. Don't process any further - if we did,
2096 * have a feeling strange problems would result. 1838 * have a feeling strange problems would result.
2097 */ 1839 */
2098 if (op->map != m || op->x != x || op->y != y) 1840 if (op->map != m || op->x != x || op->y != y)
2099 return 0; 1841 return 0;
2100 } 1842 }
2101 } 1843 }
1844
2102 return 0; 1845 return 0;
2103} 1846}
2104 1847
2105/* 1848/*
2106 * present_arch(arch, map, x, y) searches for any objects with 1849 * present_arch(arch, map, x, y) searches for any objects with
2107 * a matching archetype at the given map and coordinates. 1850 * a matching archetype at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2109 */ 1852 */
2110
2111object * 1853object *
2112present_arch (const archetype *at, mapstruct *m, int x, int y) 1854present_arch (const archetype *at, maptile *m, int x, int y)
2113{ 1855{
2114 object *
2115 tmp;
2116
2117 if (m == NULL || out_of_map (m, x, y)) 1856 if (!m || out_of_map (m, x, y))
2118 { 1857 {
2119 LOG (llevError, "Present_arch called outside map.\n"); 1858 LOG (llevError, "Present_arch called outside map.\n");
2120 return NULL; 1859 return NULL;
2121 } 1860 }
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1861
1862 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2123 if (tmp->arch == at) 1863 if (tmp->arch == at)
2124 return tmp; 1864 return tmp;
1865
2125 return NULL; 1866 return NULL;
2126} 1867}
2127 1868
2128/* 1869/*
2129 * present(type, map, x, y) searches for any objects with 1870 * present(type, map, x, y) searches for any objects with
2130 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
2131 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
2132 */ 1873 */
2133
2134object * 1874object *
2135present (unsigned char type, mapstruct *m, int x, int y) 1875present (unsigned char type, maptile *m, int x, int y)
2136{ 1876{
2137 object *
2138 tmp;
2139
2140 if (out_of_map (m, x, y)) 1877 if (out_of_map (m, x, y))
2141 { 1878 {
2142 LOG (llevError, "Present called outside map.\n"); 1879 LOG (llevError, "Present called outside map.\n");
2143 return NULL; 1880 return NULL;
2144 } 1881 }
2145 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1882
1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2146 if (tmp->type == type) 1884 if (tmp->type == type)
2147 return tmp; 1885 return tmp;
1886
2148 return NULL; 1887 return NULL;
2149} 1888}
2150 1889
2151/* 1890/*
2152 * present_in_ob(type, object) searches for any objects with 1891 * present_in_ob(type, object) searches for any objects with
2153 * a matching type variable in the inventory of the given object. 1892 * a matching type variable in the inventory of the given object.
2154 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
2155 */ 1894 */
2156
2157object * 1895object *
2158present_in_ob (unsigned char type, const object *op) 1896present_in_ob (unsigned char type, const object *op)
2159{ 1897{
2160 object *
2161 tmp;
2162
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 if (tmp->type == type) 1899 if (tmp->type == type)
2165 return tmp; 1900 return tmp;
1901
2166 return NULL; 1902 return NULL;
2167} 1903}
2168 1904
2169/* 1905/*
2170 * present_in_ob (type, str, object) searches for any objects with 1906 * present_in_ob (type, str, object) searches for any objects with
2178 * str is the string to match against. Note that we match against 1914 * 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 1915 * 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 1916 * spell code can use one object type (force), but change it's name
2181 * to be unique. 1917 * to be unique.
2182 */ 1918 */
2183
2184object * 1919object *
2185present_in_ob_by_name (int type, const char *str, const object *op) 1920present_in_ob_by_name (int type, const char *str, const object *op)
2186{ 1921{
2187 object *
2188 tmp;
2189
2190 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2191 {
2192 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2193 return tmp; 1924 return tmp;
2194 } 1925
2195 return NULL; 1926 return 0;
2196} 1927}
2197 1928
2198/* 1929/*
2199 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
2200 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
2201 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
2202 */ 1933 */
2203
2204object * 1934object *
2205present_arch_in_ob (const archetype *at, const object *op) 1935present_arch_in_ob (const archetype *at, const object *op)
2206{ 1936{
2207 object *
2208 tmp;
2209
2210 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2211 if (tmp->arch == at) 1938 if (tmp->arch == at)
2212 return tmp; 1939 return tmp;
1940
2213 return NULL; 1941 return NULL;
2214} 1942}
2215 1943
2216/* 1944/*
2217 * activate recursively a flag on an object inventory 1945 * activate recursively a flag on an object inventory
2218 */ 1946 */
2219void 1947void
2220flag_inv (object *op, int flag) 1948flag_inv (object *op, int flag)
2221{ 1949{
2222 object *
2223 tmp;
2224
2225 if (op->inv) 1950 if (op->inv)
2226 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2227 { 1952 {
2228 SET_FLAG (tmp, flag); 1953 SET_FLAG (tmp, flag);
2229 flag_inv (tmp, flag); 1954 flag_inv (tmp, flag);
2230 } 1955 }
2231} /* 1956}
1957
1958/*
2232 * desactivate recursively a flag on an object inventory 1959 * deactivate recursively a flag on an object inventory
2233 */ 1960 */
2234void 1961void
2235unflag_inv (object *op, int flag) 1962unflag_inv (object *op, int flag)
2236{ 1963{
2237 object *
2238 tmp;
2239
2240 if (op->inv) 1964 if (op->inv)
2241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2242 { 1966 {
2243 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
2244 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
2245 } 1969 }
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} 1970}
2261 1971
2262/* 1972/*
2263 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * 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 1974 * 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 1988 * 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 1989 * 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 1990 * the archetype because that isn't correct if the monster has been
2281 * customized, changed states, etc. 1991 * customized, changed states, etc.
2282 */ 1992 */
2283
2284int 1993int
2285find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1994find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2286{ 1995{
2287 int
2288 i,
2289 index = 0, flag; 1996 int index = 0, flag;
2290 static int
2291 altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
2292 1998
2293 for (i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
2294 { 2000 {
2295 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
2296 if (!flag) 2002
2297 altern[index++] = i; 2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007 ms.update ();
2008
2009 /* However, often
2010 * ob doesn't have any move type (when used to place exits)
2011 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2012 */
2013 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2014 continue;
2298 2015
2299 /* Basically, if we find a wall on a space, we cut down the search size. 2016 /* 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. 2017 * 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 - 2018 * 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 2019 * 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 2020 * spaces in all the other directions, this will reduce the search space
2304 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2305 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2306 */ 2023 */
2307 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2024 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2025 {
2308 stop = maxfree[i]; 2026 stop = maxfree[i];
2027 continue;
2028 }
2029
2030 /* Note it is intentional that we check ob - the movement type of the
2031 * head of the object should correspond for the entire object.
2032 */
2033 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2034 continue;
2035
2036 altern [index++] = i;
2309 } 2037 }
2038
2310 if (!index) 2039 if (!index)
2311 return -1; 2040 return -1;
2041
2312 return altern[RANDOM () % index]; 2042 return altern [rndm (index)];
2313} 2043}
2314 2044
2315/* 2045/*
2316 * find_first_free_spot(archetype, mapstruct, x, y) works like 2046 * find_first_free_spot(archetype, maptile, x, y) works like
2317 * find_free_spot(), but it will search max number of squares. 2047 * find_free_spot(), but it will search max number of squares.
2318 * But it will return the first available spot, not a random choice. 2048 * 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. 2049 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2320 */ 2050 */
2321
2322int 2051int
2323find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2052find_first_free_spot (const object *ob, maptile *m, int x, int y)
2324{ 2053{
2325 int
2326 i;
2327
2328 for (i = 0; i < SIZEOFFREE; i++) 2054 for (int i = 0; i < SIZEOFFREE; i++)
2329 {
2330 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2055 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2331 return i; 2056 return i;
2332 } 2057
2333 return -1; 2058 return -1;
2334} 2059}
2335 2060
2336/* 2061/*
2337 * The function permute(arr, begin, end) randomly reorders the array 2062 * The function permute(arr, begin, end) randomly reorders the array
2338 * arr[begin..end-1]. 2063 * arr[begin..end-1].
2064 * now uses a fisher-yates shuffle, old permute was broken
2339 */ 2065 */
2340static void 2066static void
2341permute (int *arr, int begin, int end) 2067permute (int *arr, int begin, int end)
2342{ 2068{
2343 int 2069 arr += begin;
2344 i,
2345 j,
2346 tmp,
2347 len;
2348
2349 len = end - begin; 2070 end -= begin;
2350 for (i = begin; i < end; i++)
2351 {
2352 j = begin + RANDOM () % len;
2353 2071
2354 tmp = arr[i]; 2072 while (--end)
2355 arr[i] = arr[j]; 2073 swap (arr [end], arr [rndm (end + 1)]);
2356 arr[j] = tmp;
2357 }
2358} 2074}
2359 2075
2360/* new function to make monster searching more efficient, and effective! 2076/* new function to make monster searching more efficient, and effective!
2361 * This basically returns a randomized array (in the passed pointer) of 2077 * 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 2078 * 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. 2081 * the 3x3 area will be searched, just not in a predictable order.
2366 */ 2082 */
2367void 2083void
2368get_search_arr (int *search_arr) 2084get_search_arr (int *search_arr)
2369{ 2085{
2370 int 2086 int i;
2371 i;
2372 2087
2373 for (i = 0; i < SIZEOFFREE; i++) 2088 for (i = 0; i < SIZEOFFREE; i++)
2374 {
2375 search_arr[i] = i; 2089 search_arr[i] = i;
2376 }
2377 2090
2378 permute (search_arr, 1, SIZEOFFREE1 + 1); 2091 permute (search_arr, 1, SIZEOFFREE1 + 1);
2379 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2092 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2380 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2093 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2381} 2094}
2390 * Perhaps incorrectly, but I'm making the assumption that exclude 2103 * 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 2104 * 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 2105 * because we have to know what movement the thing looking to move
2393 * there is capable of. 2106 * there is capable of.
2394 */ 2107 */
2395
2396int 2108int
2397find_dir (mapstruct *m, int x, int y, object *exclude) 2109find_dir (maptile *m, int x, int y, object *exclude)
2398{ 2110{
2399 int
2400 i,
2401 max = SIZEOFFREE, mflags; 2111 int i, max = SIZEOFFREE, mflags;
2402 sint16 2112
2403 nx, 2113 sint16 nx, ny;
2404 ny;
2405 object * 2114 object *tmp;
2406 tmp; 2115 maptile *mp;
2407 mapstruct *
2408 mp;
2409 MoveType
2410 blocked,
2411 move_type;
2412 2116
2117 MoveType blocked, move_type;
2118
2413 if (exclude && exclude->head) 2119 if (exclude && exclude->head_ () != exclude)
2414 { 2120 {
2415 exclude = exclude->head; 2121 exclude = exclude->head;
2416 move_type = exclude->move_type; 2122 move_type = exclude->move_type;
2417 } 2123 }
2418 else 2124 else
2426 mp = m; 2132 mp = m;
2427 nx = x + freearr_x[i]; 2133 nx = x + freearr_x[i];
2428 ny = y + freearr_y[i]; 2134 ny = y + freearr_y[i];
2429 2135
2430 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2136 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2137
2431 if (mflags & P_OUT_OF_MAP) 2138 if (mflags & P_OUT_OF_MAP)
2432 {
2433 max = maxfree[i]; 2139 max = maxfree[i];
2434 }
2435 else 2140 else
2436 { 2141 {
2437 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2142 mapspace &ms = mp->at (nx, ny);
2143
2144 blocked = ms.move_block;
2438 2145
2439 if ((move_type & blocked) == move_type) 2146 if ((move_type & blocked) == move_type)
2440 {
2441 max = maxfree[i]; 2147 max = maxfree[i];
2442 }
2443 else if (mflags & P_IS_ALIVE) 2148 else if (mflags & P_IS_ALIVE)
2444 { 2149 {
2445 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2150 for (tmp = ms.bot; tmp; tmp = tmp->above)
2446 { 2151 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))) 2152 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2448 {
2449 break; 2153 break;
2450 } 2154
2451 }
2452 if (tmp) 2155 if (tmp)
2453 {
2454 return freedir[i]; 2156 return freedir[i];
2455 }
2456 } 2157 }
2457 } 2158 }
2458 } 2159 }
2160
2459 return 0; 2161 return 0;
2460} 2162}
2461 2163
2462/* 2164/*
2463 * distance(object 1, object 2) will return the square of the 2165 * distance(object 1, object 2) will return the square of the
2464 * distance between the two given objects. 2166 * distance between the two given objects.
2465 */ 2167 */
2466
2467int 2168int
2468distance (const object *ob1, const object *ob2) 2169distance (const object *ob1, const object *ob2)
2469{ 2170{
2470 int
2471 i;
2472
2473 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2171 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2474 return i;
2475} 2172}
2476 2173
2477/* 2174/*
2478 * find_dir_2(delta-x,delta-y) will return a direction in which 2175 * 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 2176 * an object which has subtracted the x and y coordinates of another
2480 * object, needs to travel toward it. 2177 * object, needs to travel toward it.
2481 */ 2178 */
2482
2483int 2179int
2484find_dir_2 (int x, int y) 2180find_dir_2 (int x, int y)
2485{ 2181{
2486 int 2182 int q;
2487 q;
2488 2183
2489 if (y) 2184 if (y)
2490 q = x * 100 / y; 2185 q = x * 100 / y;
2491 else if (x) 2186 else if (x)
2492 q = -300 * x; 2187 q = -300 * x;
2517 2212
2518 return 3; 2213 return 3;
2519} 2214}
2520 2215
2521/* 2216/*
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 2217 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2539 * between two directions (which are expected to be absolute (see absdir()) 2218 * between two directions (which are expected to be absolute (see absdir())
2540 */ 2219 */
2541
2542int 2220int
2543dirdiff (int dir1, int dir2) 2221dirdiff (int dir1, int dir2)
2544{ 2222{
2545 int 2223 int d;
2546 d;
2547 2224
2548 d = abs (dir1 - dir2); 2225 d = abs (dir1 - dir2);
2549 if (d > 4) 2226 if (d > 4)
2550 d = 8 - d; 2227 d = 8 - d;
2228
2551 return d; 2229 return d;
2552} 2230}
2553 2231
2554/* peterm: 2232/* peterm:
2555 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2233 * 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 2236 * 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. 2237 * 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 2238 * Moved from spell_util.c to object.c with the other related direction
2561 * functions. 2239 * functions.
2562 */ 2240 */
2563
2564int
2565 reduction_dir[SIZEOFFREE][3] = { 2241int reduction_dir[SIZEOFFREE][3] = {
2566 {0, 0, 0}, /* 0 */ 2242 {0, 0, 0}, /* 0 */
2567 {0, 0, 0}, /* 1 */ 2243 {0, 0, 0}, /* 1 */
2568 {0, 0, 0}, /* 2 */ 2244 {0, 0, 0}, /* 2 */
2569 {0, 0, 0}, /* 3 */ 2245 {0, 0, 0}, /* 3 */
2570 {0, 0, 0}, /* 4 */ 2246 {0, 0, 0}, /* 4 */
2618 * find a path to that monster that we found. If not, 2294 * find a path to that monster that we found. If not,
2619 * we don't bother going toward it. Returns 1 if we 2295 * we don't bother going toward it. Returns 1 if we
2620 * can see a direct way to get it 2296 * can see a direct way to get it
2621 * Modified to be map tile aware -.MSW 2297 * Modified to be map tile aware -.MSW
2622 */ 2298 */
2623
2624
2625int 2299int
2626can_see_monsterP (mapstruct *m, int x, int y, int dir) 2300can_see_monsterP (maptile *m, int x, int y, int dir)
2627{ 2301{
2628 sint16 2302 sint16 dx, dy;
2629 dx,
2630 dy;
2631 int
2632 mflags; 2303 int mflags;
2633 2304
2634 if (dir < 0) 2305 if (dir < 0)
2635 return 0; /* exit condition: invalid direction */ 2306 return 0; /* exit condition: invalid direction */
2636 2307
2637 dx = x + freearr_x[dir]; 2308 dx = x + freearr_x[dir];
2650 return 0; 2321 return 0;
2651 2322
2652 /* yes, can see. */ 2323 /* yes, can see. */
2653 if (dir < 9) 2324 if (dir < 9)
2654 return 1; 2325 return 1;
2326
2655 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2327 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]); 2328 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2329 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2657} 2330}
2658
2659
2660 2331
2661/* 2332/*
2662 * can_pick(picker, item): finds out if an object is possible to be 2333 * 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 2334 * picked up by the picker. Returnes 1 if it can be
2664 * picked up, otherwise 0. 2335 * picked up, otherwise 0.
2666 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2337 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2667 * core dumps if they do. 2338 * core dumps if they do.
2668 * 2339 *
2669 * Add a check so we can't pick up invisible objects (0.93.8) 2340 * Add a check so we can't pick up invisible objects (0.93.8)
2670 */ 2341 */
2671
2672int 2342int
2673can_pick (const object *who, const object *item) 2343can_pick (const object *who, const object *item)
2674{ 2344{
2675 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2345 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2676 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2346 (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)); 2347 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2678} 2348}
2679 2349
2680
2681/* 2350/*
2682 * create clone from object to another 2351 * create clone from object to another
2683 */ 2352 */
2684object * 2353object *
2685object_create_clone (object *asrc) 2354object_create_clone (object *asrc)
2686{ 2355{
2687 object *
2688 dst = NULL, *tmp, *src, *part, *prev, *item; 2356 object *dst = 0, *tmp, *src, *prev, *item;
2689 2357
2690 if (!asrc) 2358 if (!asrc)
2691 return NULL; 2359 return 0;
2692 src = asrc; 2360
2693 if (src->head)
2694 src = src->head; 2361 src = asrc->head_ ();
2695 2362
2696 prev = NULL; 2363 prev = 0;
2697 for (part = src; part; part = part->more) 2364 for (object *part = src; part; part = part->more)
2698 { 2365 {
2699 tmp = get_object (); 2366 tmp = part->clone ();
2700 copy_object (part, tmp);
2701 tmp->x -= src->x; 2367 tmp->x -= src->x;
2702 tmp->y -= src->y; 2368 tmp->y -= src->y;
2369
2703 if (!part->head) 2370 if (!part->head)
2704 { 2371 {
2705 dst = tmp; 2372 dst = tmp;
2706 tmp->head = NULL; 2373 tmp->head = 0;
2707 } 2374 }
2708 else 2375 else
2709 {
2710 tmp->head = dst; 2376 tmp->head = dst;
2711 } 2377
2712 tmp->more = NULL; 2378 tmp->more = 0;
2379
2713 if (prev) 2380 if (prev)
2714 prev->more = tmp; 2381 prev->more = tmp;
2382
2715 prev = tmp; 2383 prev = tmp;
2716 } 2384 }
2717 2385
2718 /*** copy inventory ***/
2719 for (item = src->inv; item; item = item->below) 2386 for (item = src->inv; item; item = item->below)
2720 {
2721 (void) insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (object_create_clone (item), dst);
2722 }
2723 2388
2724 return dst; 2389 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} 2390}
2782 2391
2783/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2784 * has the same type and subtype match. 2393 * has the same type and subtype match.
2785 * returns NULL if no match. 2394 * returns NULL if no match.
2786 */ 2395 */
2787object * 2396object *
2788find_obj_by_type_subtype (const object *who, int type, int subtype) 2397find_obj_by_type_subtype (const object *who, int type, int subtype)
2789{ 2398{
2790 object *
2791 tmp;
2792
2793 for (tmp = who->inv; tmp; tmp = tmp->below) 2399 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2794 if (tmp->type == type && tmp->subtype == subtype) 2400 if (tmp->type == type && tmp->subtype == subtype)
2795 return tmp; 2401 return tmp;
2796 2402
2797 return NULL; 2403 return 0;
2798} 2404}
2799 2405
2800/* If ob has a field named key, return the link from the list, 2406/* If ob has a field named key, return the link from the list,
2801 * otherwise return NULL. 2407 * otherwise return NULL.
2802 * 2408 *
2804 * do the desired thing. 2410 * do the desired thing.
2805 */ 2411 */
2806key_value * 2412key_value *
2807get_ob_key_link (const object *ob, const char *key) 2413get_ob_key_link (const object *ob, const char *key)
2808{ 2414{
2809 key_value *
2810 link;
2811
2812 for (link = ob->key_values; link != NULL; link = link->next) 2415 for (key_value *link = ob->key_values; link; link = link->next)
2813 {
2814 if (link->key == key) 2416 if (link->key == key)
2815 {
2816 return link; 2417 return link;
2817 }
2818 }
2819 2418
2820 return NULL; 2419 return 0;
2821} 2420}
2822 2421
2823/* 2422/*
2824 * Returns the value of op has an extra_field for key, or NULL. 2423 * Returns the value of op has an extra_field for key, or NULL.
2825 * 2424 *
2828 * The returned string is shared. 2427 * The returned string is shared.
2829 */ 2428 */
2830const char * 2429const char *
2831get_ob_key_value (const object *op, const char *const key) 2430get_ob_key_value (const object *op, const char *const key)
2832{ 2431{
2833 key_value * 2432 key_value *link;
2834 link; 2433 shstr_cmp canonical_key (key);
2835 const char *
2836 canonical_key;
2837 2434
2838 canonical_key = shstr::find (key);
2839
2840 if (canonical_key == NULL) 2435 if (!canonical_key)
2841 { 2436 {
2842 /* 1. There being a field named key on any object 2437 /* 1. There being a field named key on any object
2843 * implies there'd be a shared string to find. 2438 * implies there'd be a shared string to find.
2844 * 2. Since there isn't, no object has this field. 2439 * 2. Since there isn't, no object has this field.
2845 * 3. Therefore, *this* object doesn't have this field. 2440 * 3. Therefore, *this* object doesn't have this field.
2846 */ 2441 */
2847 return NULL; 2442 return 0;
2848 } 2443 }
2849 2444
2850 /* This is copied from get_ob_key_link() above - 2445 /* This is copied from get_ob_key_link() above -
2851 * only 4 lines, and saves the function call overhead. 2446 * only 4 lines, and saves the function call overhead.
2852 */ 2447 */
2853 for (link = op->key_values; link != NULL; link = link->next) 2448 for (link = op->key_values; link; link = link->next)
2854 {
2855 if (link->key == canonical_key) 2449 if (link->key == canonical_key)
2856 {
2857 return link->value; 2450 return link->value;
2858 } 2451
2859 }
2860 return NULL; 2452 return 0;
2861} 2453}
2862
2863 2454
2864/* 2455/*
2865 * Updates the canonical_key in op to value. 2456 * Updates the canonical_key in op to value.
2866 * 2457 *
2867 * canonical_key is a shared string (value doesn't have to be). 2458 * canonical_key is a shared string (value doesn't have to be).
2872 * Returns TRUE on success. 2463 * Returns TRUE on success.
2873 */ 2464 */
2874int 2465int
2875set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2466set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2876{ 2467{
2877 key_value *
2878 field = NULL, *last = NULL; 2468 key_value *field = NULL, *last = NULL;
2879 2469
2880 for (field = op->key_values; field != NULL; field = field->next) 2470 for (field = op->key_values; field != NULL; field = field->next)
2881 { 2471 {
2882 if (field->key != canonical_key) 2472 if (field->key != canonical_key)
2883 { 2473 {
2892 /* Basically, if the archetype has this key set, 2482 /* Basically, if the archetype has this key set,
2893 * we need to store the null value so when we save 2483 * we need to store the null value so when we save
2894 * it, we save the empty value so that when we load, 2484 * it, we save the empty value so that when we load,
2895 * we get this value back again. 2485 * we get this value back again.
2896 */ 2486 */
2897 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2487 if (get_ob_key_link (op->arch, canonical_key))
2898 field->value = 0; 2488 field->value = 0;
2899 else 2489 else
2900 { 2490 {
2901 if (last) 2491 if (last)
2902 last->next = field->next; 2492 last->next = field->next;
2903 else 2493 else
2904 op->key_values = field->next; 2494 op->key_values = field->next;
2905 2495
2906 delete
2907 field; 2496 delete field;
2908 } 2497 }
2909 } 2498 }
2910 return TRUE; 2499 return TRUE;
2911 } 2500 }
2912 /* IF we get here, key doesn't exist */ 2501 /* IF we get here, key doesn't exist */
2913 2502
2914 /* No field, we'll have to add it. */ 2503 /* No field, we'll have to add it. */
2915 2504
2916 if (!add_key) 2505 if (!add_key)
2917 {
2918 return FALSE; 2506 return FALSE;
2919 } 2507
2920 /* There isn't any good reason to store a null 2508 /* There isn't any good reason to store a null
2921 * value in the key/value list. If the archetype has 2509 * value in the key/value list. If the archetype has
2922 * this key, then we should also have it, so shouldn't 2510 * this key, then we should also have it, so shouldn't
2923 * be here. If user wants to store empty strings, 2511 * be here. If user wants to store empty strings,
2924 * should pass in "" 2512 * should pass in ""
2947 * Returns TRUE on success. 2535 * Returns TRUE on success.
2948 */ 2536 */
2949int 2537int
2950set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2538set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2951{ 2539{
2952 shstr
2953 key_ (key); 2540 shstr key_ (key);
2954 2541
2955 return set_ob_key_value_s (op, key_, value, add_key); 2542 return set_ob_key_value_s (op, key_, value, add_key);
2956} 2543}
2544
2545object::depth_iterator::depth_iterator (object *container)
2546: iterator_base (container)
2547{
2548 while (item->inv)
2549 item = item->inv;
2550}
2551
2552void
2553object::depth_iterator::next ()
2554{
2555 if (item->below)
2556 {
2557 item = item->below;
2558
2559 while (item->inv)
2560 item = item->inv;
2561 }
2562 else
2563 item = item->env;
2564}
2565
2566const char *
2567object::flag_desc (char *desc, int len) const
2568{
2569 char *p = desc;
2570 bool first = true;
2571
2572 *p = 0;
2573
2574 for (int i = 0; i < NUM_FLAGS; i++)
2575 {
2576 if (len <= 10) // magic constant!
2577 {
2578 snprintf (p, len, ",...");
2579 break;
2580 }
2581
2582 if (flag [i])
2583 {
2584 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2585 len -= cnt;
2586 p += cnt;
2587 first = false;
2588 }
2589 }
2590
2591 return desc;
2592}
2593
2594// return a suitable string describing an object in enough detail to find it
2595const char *
2596object::debug_desc (char *info) const
2597{
2598 char flagdesc[512];
2599 char info2[256 * 4];
2600 char *p = info;
2601
2602 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2603 count, uuid.seq,
2604 &name,
2605 title ? "\",title:\"" : "",
2606 title ? (const char *)title : "",
2607 flag_desc (flagdesc, 512), type);
2608
2609 if (!this->flag[FLAG_REMOVED] && env)
2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2611
2612 if (map)
2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2614
2615 return info;
2616}
2617
2618const char *
2619object::debug_desc () const
2620{
2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2624 return debug_desc (info [++info_idx % 3]);
2625}
2626
2627struct region *
2628object::region () const
2629{
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632}
2633
2634const materialtype_t *
2635object::dominant_material () const
2636{
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641}
2642
2643void
2644object::open_container (object *new_container)
2645{
2646 if (container == new_container)
2647 return;
2648
2649 if (object *old_container = container)
2650 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return;
2653
2654#if 0
2655 // remove the "Close old_container" object.
2656 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON)
2658 closer->destroy ();
2659#endif
2660
2661 old_container->flag [FLAG_APPLIED] = 0;
2662 container = 0;
2663
2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = arch_to_object (new_container->other_arch);
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2686
2687 new_container->flag [FLAG_APPLIED] = 1;
2688 container = new_container;
2689
2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694}
2695
2696object *
2697object::force_find (const shstr name)
2698{
2699 /* cycle through his inventory to look for the MARK we want to
2700 * place
2701 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE && tmp->slaying == name)
2704 return splay (tmp);
2705
2706 return 0;
2707}
2708
2709void
2710object::force_add (const shstr name, int duration)
2711{
2712 if (object *force = force_find (name))
2713 force->destroy ();
2714
2715 object *force = get_archetype (FORCE_NAME);
2716
2717 force->slaying = name;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true;
2724
2725 insert (force);
2726}
2727
2728void
2729object::play_sound (faceidx sound) const
2730{
2731 if (!sound)
2732 return;
2733
2734 if (flag [FLAG_REMOVED])
2735 return;
2736
2737 if (env)
2738 {
2739 if (object *pl = in_player ())
2740 pl->contr->play_sound (sound);
2741 }
2742 else
2743 map->play_sound (sound, x, y);
2744}
2745

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