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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.63 by root, Tue Dec 12 20:53:02 2006 UTC vs.
Revision 1.191 by root, Sun Sep 30 20:22:15 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
35
36#include <bitset>
34 37
35int nrofallocobjects = 0; 38int nrofallocobjects = 0;
36static UUID uuid; 39static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
38 41
39object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
40 44
41short 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,
42 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
43}; 47};
44short 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,
139 * 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
140 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
141 */ 145 */
142 146
143 /* For each field in wants, */ 147 /* For each field in wants, */
144 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)
145 { 149 {
146 key_value *has_field; 150 key_value *has_field;
147 151
148 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
183 * 187 *
184 * 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
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
187 * 191 *
188 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
189 * 193 *
190 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
191 * check weight 195 * check weight
192 */ 196 */
193
194bool object::can_merge (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
195{ 198{
196 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
197 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)
198 return 0; 205 return 0;
199 206
200 if (ob1->speed != ob2->speed) 207 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* 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
204 * 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
205 * used to store nrof). 210 * used to store nrof).
206 */ 211 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 223
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 226
222 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 229 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 230 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 231 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 232 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
252 (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)
253 return 0; 252 return 0;
254 253
255 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 255 * check all objects in the inventory.
257 */ 256 */
260 /* 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 */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 261 return 0;
263 262
264 /* Now check to see if the two inventory objects could merge */ 263 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 265 return 0;
267 266
268 /* 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
269 * if it is valid. 268 * if it is valid.
270 */ 269 */
279 278
280 /* 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
281 * 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
282 * check? 281 * check?
283 */ 282 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 284 return 0;
286 285
287 switch (ob1->type) 286 switch (ob1->type)
288 { 287 {
289 case SCROLL: 288 case SCROLL:
300 return 0; 299 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 301 return 0;
303 } 302 }
304 303
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
307 { 305 {
308 ob1->optimise (); 306 ob1->optimise ();
309 ob2->optimise (); 307 ob2->optimise ();
310 308
311 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
312 return 0; 311 return 0;
313 } 312 }
314 313
315 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
316 return 1; 315 return 1;
317} 316}
325sum_weight (object *op) 324sum_weight (object *op)
326{ 325{
327 long sum; 326 long sum;
328 object *inv; 327 object *inv;
329 328
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 330 {
332 if (inv->inv) 331 if (inv->inv)
333 sum_weight (inv); 332 sum_weight (inv);
333
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 335 }
336 336
337 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 354 op = op->env;
355 return op; 355 return op;
356} 356}
357 357
358/* 358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 360 * Some error messages.
376 * 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.
377 */ 362 */
378
379char * 363char *
380dump_object (object *op) 364dump_object (object *op)
381{ 365{
382 if (!op) 366 if (!op)
383 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
384 368
385 object_freezer freezer; 369 object_freezer freezer;
386 save_object (freezer, op, 3); 370 op->write (freezer);
387 return freezer.as_string (); 371 return freezer.as_string ();
388} 372}
389 373
390/* 374/*
391 * 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
392 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
394 */ 378 */
395
396object * 379object *
397get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
398{ 381{
399 object *tmp, *closest; 382 object *tmp, *closest;
400 int last_dist, i; 383 int last_dist, i;
408} 391}
409 392
410/* 393/*
411 * 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.
412 */ 395 */
413
414object * 396object *
415find_object (tag_t i) 397find_object (tag_t i)
416{ 398{
417 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
418 if (op->count == i) 400 if (op->count == i)
419 return op; 401 return op;
420 402
421 return 0; 403 return 0;
422} 404}
423 405
424/* 406/*
425 * 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.
426 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
428 */ 410 */
429
430object * 411object *
431find_object_name (const char *str) 412find_object_name (const char *str)
432{ 413{
433 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
434 object *op; 415 object *op;
435 416
436 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
437 if (op->name == str_) 418 if (op->name == str_)
438 break; 419 break;
439 420
440 return op; 421 return op;
441} 422}
447} 428}
448 429
449/* 430/*
450 * 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
451 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
452 */ 434 */
453void 435void
454object::set_owner (object *owner) 436object::set_owner (object *owner)
455{ 437{
438 // allow objects which own objects
456 if (!owner) 439 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 440 while (owner->owner)
467 owner = owner->owner; 441 owner = owner->owner;
468 442
469 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
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}
462
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;
470} 510}
471 511
472/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 513 * refcounts and freeing the links.
474 */ 514 */
475static void 515static void
476free_key_values (object *op) 516free_key_values (object *op)
477{ 517{
478 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
479 { 519 {
480 key_value *next = i->next; 520 key_value *next = i->next;
481 delete i; 521 delete i;
482 522
483 i = next; 523 i = next;
484 } 524 }
485 525
486 op->key_values = 0; 526 op->key_values = 0;
487} 527}
488 528
489void object::clear () 529object &
530object::operator =(const object &src)
490{ 531{
491 attachable_base::clear (); 532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
492 534
493 free_key_values (this); 535 *(object_copy *)this = src;
494 536
495 owner = 0; 537 flag [FLAG_FREED] = is_freed;
496 name = 0; 538 flag [FLAG_REMOVED] = is_removed;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/*
541 * copy object first frees everything allocated by the second object,
542 * and then copies the contends of the first object into the second
543 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object
546 * will point at garbage.
547 */
548void
549copy_object (object *op2, object *op)
550{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
553
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558
559 if (is_removed)
560 SET_FLAG (op, FLAG_REMOVED);
561
562 if (op2->speed < 0)
563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
564 539
565 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
566 if (op2->key_values) 541 if (src.key_values)
567 { 542 {
568 key_value *tail = 0; 543 key_value *tail = 0;
569 key_value *i;
570
571 op->key_values = 0; 544 key_values = 0;
572 545
573 for (i = op2->key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
574 { 547 {
575 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
576 549
577 new_link->next = 0; 550 new_link->next = 0;
578 new_link->key = i->key; 551 new_link->key = i->key;
579 new_link->value = i->value; 552 new_link->value = i->value;
580 553
581 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
582 if (!op->key_values) 555 if (!key_values)
583 { 556 {
584 op->key_values = new_link; 557 key_values = new_link;
585 tail = new_link; 558 tail = new_link;
586 } 559 }
587 else 560 else
588 { 561 {
589 tail->next = new_link; 562 tail->next = new_link;
590 tail = new_link; 563 tail = new_link;
591 } 564 }
592 } 565 }
593 } 566 }
567}
594 568
595 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;
596} 613}
597 614
598/* 615/*
599 * 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
600 * 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
601 * 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.
602 */ 619 */
603
604void 620void
605update_turn_face (object *op) 621update_turn_face (object *op)
606{ 622{
607 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
608 return; 624 return;
625
609 SET_ANIMATION (op, op->direction); 626 SET_ANIMATION (op, op->direction);
610 update_object (op, UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
611} 628}
612 629
613/* 630/*
614 * 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
615 * 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.
616 * 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.
617 */ 634 */
618void 635void
619update_ob_speed (object *op) 636object::set_speed (float speed)
620{ 637{
621 extern int arch_init; 638 if (flag [FLAG_FREED] && speed)
622
623 /* No reason putting the archetypes objects on the speed list,
624 * since they never really need to be updated.
625 */
626
627 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
628 { 639 {
629 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
630#ifdef MANY_CORES
631 abort ();
632#else
633 op->speed = 0; 641 speed = 0;
634#endif
635 }
636
637 if (arch_init)
638 return;
639
640 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
641 { 642 }
642 /* If already on active list, don't do anything */
643 if (op->active_next || op->active_prev || op == active_objects)
644 return;
645 643
646 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
647 * of the list. */
648 op->active_next = active_objects;
649 645
650 if (op->active_next != NULL) 646 if (has_active_speed ())
651 op->active_next->active_prev = op; 647 activate ();
652
653 active_objects = op;
654 }
655 else 648 else
656 { 649 deactivate ();
657 /* If not on the active list, nothing needs to be done */
658 if (!op->active_next && !op->active_prev && op != active_objects)
659 return;
660
661 if (op->active_prev == NULL)
662 {
663 active_objects = op->active_next;
664
665 if (op->active_next != NULL)
666 op->active_next->active_prev = NULL;
667 }
668 else
669 {
670 op->active_prev->active_next = op->active_next;
671
672 if (op->active_next)
673 op->active_next->active_prev = op->active_prev;
674 }
675
676 op->active_next = NULL;
677 op->active_prev = NULL;
678 }
679} 650}
680 651
681/* This function removes object 'op' from the list of active
682 * objects.
683 * This should only be used for style maps or other such
684 * reference maps where you don't want an object that isn't
685 * in play chewing up cpu time getting processed.
686 * The reverse of this is to call update_ob_speed, which
687 * will do the right thing based on the speed of the object.
688 */
689void
690remove_from_active_list (object *op)
691{
692 /* If not on the active list, nothing needs to be done */
693 if (!op->active_next && !op->active_prev && op != active_objects)
694 return;
695
696 if (op->active_prev == NULL)
697 {
698 active_objects = op->active_next;
699 if (op->active_next != NULL)
700 op->active_next->active_prev = NULL;
701 }
702 else
703 {
704 op->active_prev->active_next = op->active_next;
705 if (op->active_next)
706 op->active_next->active_prev = op->active_prev;
707 }
708 op->active_next = NULL;
709 op->active_prev = NULL;
710}
711
712/* 652/*
713 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
715 * 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
716 * invisible object, etc...) 656 * invisible object, etc...)
717 * 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
718 * 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
719 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
720 * 660 *
721 * 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.
722 * For example, if the only thing that has changed is the face (due to
723 * an animation), we don't need to call update_position until that actually
724 * comes into view of a player. OTOH, many other things, like addition/removal
725 * of walls or living creatures may need us to update the flags now.
726 * current action are: 662 * current action are:
727 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
729 * 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
730 * 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.
731 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
732 */ 668 */
733
734void 669void
735update_object (object *op, int action) 670update_object (object *op, int action)
736{ 671{
737 int update_now = 0, flags;
738 MoveType move_on, move_off, move_block, move_slow;
739
740 if (op == NULL) 672 if (op == NULL)
741 { 673 {
742 /* this should never happen */ 674 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
744 return; 676 return;
745 } 677 }
746 678
747 if (op->env != NULL) 679 if (op->env)
748 { 680 {
749 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
750 * to do in this case. 682 * to do in this case.
751 */ 683 */
752 return; 684 return;
757 */ 689 */
758 if (!op->map || op->map->in_memory == MAP_SAVING) 690 if (!op->map || op->map->in_memory == MAP_SAVING)
759 return; 691 return;
760 692
761 /* make sure the object is within map boundaries */ 693 /* make sure the object is within map boundaries */
762 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)
763 { 695 {
764 LOG (llevError, "update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
765#ifdef MANY_CORES 697#ifdef MANY_CORES
766 abort (); 698 abort ();
767#endif 699#endif
768 return; 700 return;
769 } 701 }
770 702
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 703 mapspace &m = op->ms ();
772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
777 704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
778 if (action == UP_OBJ_INSERT) 707 else if (action == UP_OBJ_INSERT)
779 { 708 {
709 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
781 update_now = 1;
782
783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 update_now = 1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
785 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
790 update_now = 1;
791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
793 update_now = 1;
794
795 if ((move_on | op->move_on) != move_on) 716 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 717 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 718 || (m.move_slow | op->move_slow) != m.move_slow
800
801 /* 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
802 * to have move_allow right now. 720 * to have move_allow right now.
803 */ 721 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
806 724 m.flags_ = 0;
807 if ((move_slow | op->move_slow) != move_slow)
808 update_now = 1;
809 } 725 }
810
811 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 728 * that is being removed.
814 */ 729 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 731 m.flags_ = 0;
817 else if (action == UP_OBJ_FACE) 732 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 733 /* Nothing to do for that case */ ;
819 else 734 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 736
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 737 if (op->more)
829 update_object (op->more, action); 738 update_object (op->more, action);
830}
831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846} 739}
847 740
848object::object () 741object::object ()
849{ 742{
850 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
853 face = blank_face; 746 face = blank_face;
854} 747}
855 748
856object::~object () 749object::~object ()
857{ 750{
751 unlink ();
752
858 free_key_values (this); 753 free_key_values (this);
859} 754}
860 755
756static int object_count;
757
861void object::link () 758void object::link ()
862{ 759{
863 count = ++ob_count; 760 assert (!index);//D
864 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
865 763
866 prev = 0; 764 refcnt_inc ();
867 next = object::first; 765 objects.insert (this);
868
869 if (object::first)
870 object::first->prev = this;
871
872 object::first = this;
873} 766}
874 767
875void object::unlink () 768void object::unlink ()
876{ 769{
877 if (this == object::first) 770 if (!index)
878 object::first = next; 771 return;
879 772
880 /* Remove this object from the list of used objects */ 773 objects.erase (this);
881 if (prev) prev->next = next; 774 refcnt_dec ();
882 if (next) next->prev = prev; 775}
883 776
884 prev = 0; 777void
885 next = 0; 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)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
832}
833
834/*
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 }
886} 882}
887 883
888object *object::create () 884object *object::create ()
889{ 885{
890 object *op = new object; 886 object *op = new object;
891 op->link (); 887 op->link ();
892 return op; 888 return op;
893} 889}
894 890
895/* 891void
896 * free_object() frees everything allocated by an object, removes 892object::do_destroy ()
897 * it from the list of used objects, and puts it on the list of
898 * free objects. The IS_FREED() flag is set in the object.
899 * The object must have been removed by remove_ob() first for
900 * this function to succeed.
901 *
902 * If destroy_inventory is set, free inventory as well. Else drop items in
903 * inventory to the ground.
904 */
905void object::destroy (bool destroy_inventory)
906{ 893{
907 if (QUERY_FLAG (this, FLAG_FREED)) 894 attachable::do_destroy ();
908 return;
909 895
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 896 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this);
898
899 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this); 900 remove_friendly_object (this);
912 901
913 if (!QUERY_FLAG (this, FLAG_REMOVED)) 902 if (!flag [FLAG_REMOVED])
914 remove (); 903 remove ();
915 904
916 SET_FLAG (this, FLAG_FREED); 905 destroy_inv (true);
917 906
918 if (more) 907 deactivate ();
919 { 908 unlink ();
920 more->destroy (destroy_inventory);
921 more = 0;
922 }
923 909
924 if (inv) 910 flag [FLAG_FREED] = 1;
925 {
926 /* Only if the space blocks everything do we not process -
927 * if some form of movement is allowed, let objects
928 * drop on that space.
929 */
930 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
931 {
932 object *op = inv;
933
934 while (op)
935 {
936 object *tmp = op->below;
937 op->destroy (destroy_inventory);
938 op = tmp;
939 }
940 }
941 else
942 { /* Put objects in inventory onto this space */
943 object *op = inv;
944
945 while (op)
946 {
947 object *tmp = op->below;
948
949 op->remove ();
950
951 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
952 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
953 op->destroy (0);
954 else
955 {
956 op->x = x;
957 op->y = y;
958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
959 }
960
961 op = tmp;
962 }
963 }
964 }
965 911
966 // hack to ensure that freed objects still have a valid map 912 // hack to ensure that freed objects still have a valid map
967 { 913 {
968 static maptile *freed_map; // freed objects are moved here to avoid crashes 914 static maptile *freed_map; // freed objects are moved here to avoid crashes
969 915
970 if (!freed_map) 916 if (!freed_map)
971 { 917 {
972 freed_map = new maptile; 918 freed_map = new maptile;
973 919
920 freed_map->path = "<freed objects map>";
974 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
975 freed_map->width = 3; 922 freed_map->width = 3;
976 freed_map->height = 3; 923 freed_map->height = 3;
977 924
978 freed_map->allocate (); 925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
979 } 927 }
980 928
981 map = freed_map; 929 map = freed_map;
982 x = 1; 930 x = 1;
983 y = 1; 931 y = 1;
984 } 932 }
985 933
934 if (more)
935 {
936 more->destroy ();
937 more = 0;
938 }
939
940 head = 0;
941
986 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
987 owner = 0; 943 owner = 0;
988 enemy = 0; 944 enemy = 0;
989 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
947}
990 948
991 // only relevant for players(?), but make sure of it anyways 949void
992 contr = 0; 950object::destroy (bool destroy_inventory)
951{
952 if (destroyed ())
953 return;
993 954
994 /* Remove object from the active list */ 955 if (destroy_inventory)
995 speed = 0; 956 destroy_inv (false);
996 update_ob_speed (this);
997 957
998 unlink (); 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
999 963
1000 mortals.push_back (this); 964 attachable::destroy ();
1001} 965}
1002 966
1003/* 967/*
1004 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1005 * 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)).
1021 * 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
1022 * 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
1023 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 989 * the previous environment.
1026 * Beware: This function is called from the editor as well!
1027 */ 990 */
1028void 991void
1029object::remove () 992object::do_remove ()
1030{ 993{
1031 object *tmp, *last = 0; 994 object *tmp, *last = 0;
1032 object *otmp; 995 object *otmp;
1033 996
1034 int check_walk_off;
1035
1036 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1037 return; 998 return;
1038 999
1039 SET_FLAG (this, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1040 1002
1041 if (more) 1003 if (more)
1042 more->remove (); 1004 more->remove ();
1043 1005
1044 /* 1006 /*
1054 1016
1055 /* 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
1056 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1057 * to save cpu time. 1019 * to save cpu time.
1058 */ 1020 */
1059 if ((otmp = is_player_inv (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))
1060 fix_player (otmp); 1022 otmp->update_stats ();
1061 1023
1062 if (above != NULL) 1024 if (above)
1063 above->below = below; 1025 above->below = below;
1064 else 1026 else
1065 env->inv = below; 1027 env->inv = below;
1066 1028
1067 if (below != NULL) 1029 if (below)
1068 below->above = above; 1030 below->above = above;
1069 1031
1070 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1071 * 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
1072 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1076 above = 0, below = 0; 1038 above = 0, below = 0;
1077 env = 0; 1039 env = 0;
1078 } 1040 }
1079 else if (map) 1041 else if (map)
1080 { 1042 {
1081 /* Re did the following section of code - it looks like it had 1043 if (type == PLAYER)
1082 * lots of logic for things we no longer care about
1083 */ 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1084 1057
1085 /* link the object above us */ 1058 /* link the object above us */
1086 if (above) 1059 if (above)
1087 above->below = below; 1060 above->below = below;
1088 else 1061 else
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1090 1063
1091 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1092 if (below) 1065 if (below)
1093 below->above = above; 1066 below->above = above;
1094 else 1067 else
1096 /* 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
1097 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1098 * evident 1071 * evident
1099 */ 1072 */
1100 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
1101 {
1102 char *dump = dump_object (this);
1103 LOG (llevError,
1104 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 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 ());
1105 free (dump);
1106 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump);
1108 free (dump);
1109 }
1110 1075
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1112 } 1077 }
1113 1078
1114 above = 0; 1079 above = 0;
1115 below = 0; 1080 below = 0;
1116 1081
1117 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1118 return; 1083 return;
1119 1084
1120 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1121 1086
1087 if (object *pl = ms.player ())
1088 {
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
1122 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1123 { 1100 {
1124 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1125 * being removed. 1102 * being removed.
1126 */ 1103 */
1127 1104
1128 if (tmp->type == PLAYER && tmp != this)
1129 {
1130 /* If a container that the player is currently using somehow gets
1131 * removed (most likely destroyed), update the player view
1132 * appropriately.
1133 */
1134 if (tmp->container == this)
1135 {
1136 CLEAR_FLAG (this, FLAG_APPLIED);
1137 tmp->container = 0;
1138 }
1139
1140 tmp->contr->socket.update_look = 1;
1141 }
1142
1143 /* See if player moving off should effect something */ 1105 /* See if object moving off should effect something */
1144 if (check_walk_off 1106 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1146 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1147 { 1109 {
1148 move_apply (tmp, this, 0); 1110 move_apply (tmp, this, 0);
1149 1111
1150 if (destroyed ()) 1112 if (destroyed ())
1151 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1152 } 1114 }
1153 1115
1154 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1155
1156 if (tmp->above == tmp)
1157 tmp->above = 0;
1158
1159 last = tmp; 1116 last = tmp;
1160 } 1117 }
1161 1118
1162 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1120 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last) 1121 if (!last)
1164 { 1122 map->at (x, y).flags_ = 0;
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position (map, x, y);
1172 }
1173 else 1123 else
1174 update_object (last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1175 1125
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los (map, x, y); 1127 update_all_los (map, x, y);
1178 } 1128 }
1179} 1129}
1180 1130
1181/* 1131/*
1190merge_ob (object *op, object *top) 1140merge_ob (object *op, object *top)
1191{ 1141{
1192 if (!op->nrof) 1142 if (!op->nrof)
1193 return 0; 1143 return 0;
1194 1144
1195 if (top == NULL) 1145 if (top)
1196 for (top = op; top != NULL && top->above != NULL; top = top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1197 1148
1198 for (; top != NULL; top = top->below) 1149 for (; top; top = top->below)
1199 { 1150 {
1200 if (top == op) 1151 if (top == op)
1201 continue; 1152 continue;
1202 if (CAN_MERGE (op, top)) 1153
1154 if (object::can_merge (op, top))
1203 { 1155 {
1204 top->nrof += op->nrof; 1156 top->nrof += op->nrof;
1205 1157
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1208 op->remove ();
1209 op->destroy (0); 1160 op->destroy ();
1210 return top; 1161 return top;
1211 } 1162 }
1212 } 1163 }
1213 1164
1214 return 0; 1165 return 0;
1215} 1166}
1216 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
1217/* 1191/*
1218 * 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
1219 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1220 */ 1194 */
1221object * 1195object *
1222insert_ob_in_map_at (object *op, maptile *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)
1223{ 1197{
1224 object *tmp;
1225
1226 if (op->head)
1227 op = op->head;
1228
1229 for (tmp = op; tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1230 { 1199 {
1231 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1232 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1233 } 1202 }
1234 1203
1235 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1236} 1205}
1237 1206
1253 * Return value: 1222 * Return value:
1254 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1255 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1256 * just 'op' otherwise 1225 * just 'op' otherwise
1257 */ 1226 */
1258
1259object * 1227object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1262 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1263 sint16 x, y;
1264 1233
1265 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1266 {
1267 LOG (llevError, "Trying to insert freed object!\n");
1268 return NULL;
1269 }
1270
1271 if (m == NULL)
1272 {
1273 char *dump = dump_object (op);
1274 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1275 free (dump);
1276 return op;
1277 }
1278
1279 if (out_of_map (m, op->x, op->y))
1280 {
1281 char *dump = dump_object (op);
1282 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1283#ifdef MANY_CORES
1284 /* Better to catch this here, as otherwise the next use of this object
1285 * is likely to cause a crash. Better to find out where it is getting
1286 * improperly inserted.
1287 */
1288 abort ();
1289#endif
1290 free (dump);
1291 return op;
1292 }
1293
1294 if (!QUERY_FLAG (op, FLAG_REMOVED))
1295 {
1296 char *dump = dump_object (op);
1297 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1298 free (dump);
1299 return op;
1300 }
1301
1302 if (op->more != NULL)
1303 {
1304 /* The part may be on a different map. */
1305
1306 object *more = op->more;
1307
1308 /* We really need the caller to normalize coordinates - if
1309 * we set the map, that doesn't work if the location is within
1310 * a map and this is straddling an edge. So only if coordinate
1311 * is clear wrong do we normalize it.
1312 */
1313 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1314 more->map = get_map_from_coord (m, &more->x, &more->y);
1315 else if (!more->map)
1316 {
1317 /* For backwards compatibility - when not dealing with tiled maps,
1318 * more->map should always point to the parent.
1319 */
1320 more->map = m;
1321 }
1322
1323 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1324 {
1325 if (!op->head)
1326 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1327
1328 return NULL;
1329 }
1330 }
1331
1332 CLEAR_FLAG (op, FLAG_REMOVED);
1333 1235
1334 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1335 * 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
1336 * need extra work 1238 * need extra work
1337 */ 1239 */
1338 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1339 x = op->x; 1241 {
1340 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 ();
1341 1254
1342 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1343 */ 1256 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp)) 1259 if (object::can_merge (op, tmp))
1347 { 1260 {
1348 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1349 tmp->remove ();
1350 tmp->destroy (0); 1262 tmp->destroy ();
1351 } 1263 }
1352 1264
1353 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 */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1266 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1267
1368 op->below = originator->below; 1280 op->below = originator->below;
1369 1281
1370 if (op->below) 1282 if (op->below)
1371 op->below->above = op; 1283 op->below->above = op;
1372 else 1284 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1285 ms.bot = op;
1374 1286
1375 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1376 originator->below = op; 1288 originator->below = op;
1377 } 1289 }
1378 else 1290 else
1379 { 1291 {
1292 top = ms.bot;
1293
1380 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if (top)
1382 { 1296 {
1383 object *last = NULL; 1297 object *last = 0;
1384 1298
1385 /* 1299 /*
1386 * 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.
1387 * We've already dealt with merging if appropriate. 1301 * We've already dealt with merging if appropriate.
1388 * 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
1392 * 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
1393 * 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
1394 * 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
1395 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1396 */ 1310 */
1397 1311 for (top = ms.bot; top; top = top->above)
1398 while (top != NULL)
1399 { 1312 {
1400 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))
1401 floor = top; 1314 floor = top;
1402 1315
1403 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))
1406 top = top->below; 1319 top = top->below;
1407 break; 1320 break;
1408 } 1321 }
1409 1322
1410 last = top; 1323 last = top;
1411 top = top->above;
1412 } 1324 }
1413 1325
1414 /* 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 */
1415 top = last; 1327 top = last;
1416 1328
1418 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1420 */ 1332 */
1421 1333
1422 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1424 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1338 * stacking is a bit odd.
1427 */ 1339 */
1428 if (!(flag & INS_ON_TOP) && 1340 if (!(flag & INS_ON_TOP)
1429 (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))
1430 { 1343 {
1431 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1346 break;
1347
1434 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1435 * 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
1436 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1437 * set top to the object below us. 1351 * set top to the object below us.
1438 */ 1352 */
1439 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1440 top = last->below; 1354 top = last->below;
1441 } 1355 }
1442 } /* If objects on this space */ 1356 } /* If objects on this space */
1443 1357
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY) 1358 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor; 1359 top = floor;
1449 1360
1450 /* Top is the object that our object (op) is going to get inserted above. 1361 /* Top is the object that our object (op) is going to get inserted above.
1451 */ 1362 */
1452 1363
1453 /* First object on this space */ 1364 /* First object on this space */
1454 if (!top) 1365 if (!top)
1455 { 1366 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y); 1367 op->above = ms.bot;
1457 1368
1458 if (op->above) 1369 if (op->above)
1459 op->above->below = op; 1370 op->above->below = op;
1460 1371
1461 op->below = NULL; 1372 op->below = 0;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1373 ms.bot = op;
1463 } 1374 }
1464 else 1375 else
1465 { /* get inserted into the stack above top */ 1376 { /* get inserted into the stack above top */
1466 op->above = top->above; 1377 op->above = top->above;
1467 1378
1470 1381
1471 op->below = top; 1382 op->below = top;
1472 top->above = op; 1383 top->above = op;
1473 } 1384 }
1474 1385
1475 if (op->above == NULL) 1386 if (!op->above)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1387 ms.top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1388 } /* else not INS_BELOW_ORIGINATOR */
1478 1389
1479 if (op->type == PLAYER) 1390 if (op->type == PLAYER)
1391 {
1480 op->contr->do_los = 1; 1392 op->contr->do_los = 1;
1393 ++op->map->players;
1394 op->map->touch ();
1395 }
1481 1396
1482 /* If we have a floor, we know the player, if any, will be above 1397 op->map->dirty = true;
1483 * it, so save a few ticks and start from there. 1398
1484 */ 1399 if (object *pl = ms.player ())
1485 if (!(flag & INS_MAP_LOAD)) 1400 pl->contr->ns->floorbox_update ();
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket.update_look = 1;
1489 1401
1490 /* If this object glows, it may affect lighting conditions that are 1402 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1403 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1404 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1405 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1406 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1407 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1408 * or just updating the P_UPTODATE for spaces within this area
1497 * of effect may be sufficient. 1409 * of effect may be sufficient.
1498 */ 1410 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1411 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1412 update_all_los (op->map, op->x, op->y);
1501 1413
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1414 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1415 update_object (op, UP_OBJ_INSERT);
1504 1416
1417 INVOKE_OBJECT (INSERT, op);
1418
1505 /* Don't know if moving this to the end will break anything. However, 1419 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this. 1420 * we want to have floorbox_update called before calling this.
1507 * 1421 *
1508 * check_move_on() must be after this because code called from 1422 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1423 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1424 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1425 * update_object().
1512 */ 1426 */
1513 1427
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1428 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1429 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1516 { 1430 {
1517 if (check_move_on (op, originator)) 1431 if (check_move_on (op, originator))
1518 return NULL; 1432 return 0;
1519 1433
1520 /* If we are a multi part object, lets work our way through the check 1434 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1435 * walk on's.
1522 */ 1436 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1437 for (object *tmp = op->more; tmp; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1438 if (check_move_on (tmp, originator))
1525 return NULL; 1439 return 0;
1526 } 1440 }
1527 1441
1528 return op; 1442 return op;
1529} 1443}
1530 1444
1531/* this function inserts an object in the map, but if it 1445/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1446 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1447 * op is the object to insert it under: supplies x and the map.
1534 */ 1448 */
1535void 1449void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1450replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1451{
1538 object * 1452 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1453
1543 /* first search for itself and remove any old instances */ 1454 /* first search for itself and remove any old instances */
1544 1455
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1456 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1457 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1548 {
1549 tmp->remove ();
1550 tmp->destroy (0); 1458 tmp->destroy ();
1551 }
1552 }
1553 1459
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1460 tmp1 = arch_to_object (archetype::find (arch_string));
1555 1461
1556 tmp1->x = op->x; 1462 tmp1->x = op->x;
1557 tmp1->y = op->y; 1463 tmp1->y = op->y;
1558 insert_ob_in_map (tmp1, op->map, op, 0); 1464 insert_ob_in_map (tmp1, op->map, op, 0);
1465}
1466
1467object *
1468object::insert_at (object *where, object *originator, int flags)
1469{
1470 return where->map->insert (this, where->x, where->y, originator, flags);
1559} 1471}
1560 1472
1561/* 1473/*
1562 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1474 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1563 * is returned contains nr objects, and the remaining parts contains 1475 * is returned contains nr objects, and the remaining parts contains
1564 * the rest (or is removed and freed if that number is 0). 1476 * the rest (or is removed and freed if that number is 0).
1565 * On failure, NULL is returned, and the reason put into the 1477 * On failure, NULL is returned, and the reason put into the
1566 * global static errmsg array. 1478 * global static errmsg array.
1567 */ 1479 */
1568
1569object * 1480object *
1570get_split_ob (object *orig_ob, uint32 nr) 1481get_split_ob (object *orig_ob, uint32 nr)
1571{ 1482{
1572 object * 1483 object *newob;
1573 newob;
1574 int
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1484 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1576 1485
1577 if (orig_ob->nrof < nr) 1486 if (orig_ob->nrof < nr)
1578 { 1487 {
1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1488 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1580 return NULL; 1489 return NULL;
1606 * the amount of an object. If the amount reaches 0, the object 1515 * the amount of an object. If the amount reaches 0, the object
1607 * is subsequently removed and freed. 1516 * is subsequently removed and freed.
1608 * 1517 *
1609 * Return value: 'op' if something is left, NULL if the amount reached 0 1518 * Return value: 'op' if something is left, NULL if the amount reached 0
1610 */ 1519 */
1611
1612object * 1520object *
1613decrease_ob_nr (object *op, uint32 i) 1521decrease_ob_nr (object *op, uint32 i)
1614{ 1522{
1615 object *tmp; 1523 object *tmp;
1616 player *pl;
1617 1524
1618 if (i == 0) /* objects with op->nrof require this check */ 1525 if (i == 0) /* objects with op->nrof require this check */
1619 return op; 1526 return op;
1620 1527
1621 if (i > op->nrof) 1528 if (i > op->nrof)
1622 i = op->nrof; 1529 i = op->nrof;
1623 1530
1624 if (QUERY_FLAG (op, FLAG_REMOVED)) 1531 if (QUERY_FLAG (op, FLAG_REMOVED))
1625 op->nrof -= i; 1532 op->nrof -= i;
1626 else if (op->env != NULL) 1533 else if (op->env)
1627 { 1534 {
1628 /* is this object in the players inventory, or sub container 1535 /* is this object in the players inventory, or sub container
1629 * therein? 1536 * therein?
1630 */ 1537 */
1631 tmp = is_player_inv (op->env); 1538 tmp = op->in_player ();
1632 /* nope. Is this a container the player has opened? 1539 /* nope. Is this a container the player has opened?
1633 * If so, set tmp to that player. 1540 * If so, set tmp to that player.
1634 * IMO, searching through all the players will mostly 1541 * IMO, searching through all the players will mostly
1635 * likely be quicker than following op->env to the map, 1542 * likely be quicker than following op->env to the map,
1636 * and then searching the map for a player. 1543 * and then searching the map for a player.
1637 */ 1544 */
1638 if (!tmp) 1545 if (!tmp)
1639 { 1546 for_all_players (pl)
1640 for (pl = first_player; pl; pl = pl->next)
1641 if (pl->ob->container == op->env) 1547 if (pl->ob->container == op->env)
1548 {
1549 tmp = pl->ob;
1642 break; 1550 break;
1643 if (pl)
1644 tmp = pl->ob;
1645 else
1646 tmp = NULL;
1647 } 1551 }
1648 1552
1649 if (i < op->nrof) 1553 if (i < op->nrof)
1650 { 1554 {
1651 sub_weight (op->env, op->weight * i); 1555 sub_weight (op->env, op->weight * i);
1652 op->nrof -= i; 1556 op->nrof -= i;
1653 if (tmp) 1557 if (tmp)
1654 {
1655 esrv_send_item (tmp, op); 1558 esrv_send_item (tmp, op);
1656 }
1657 } 1559 }
1658 else 1560 else
1659 { 1561 {
1660 op->remove (); 1562 op->remove ();
1661 op->nrof = 0; 1563 op->nrof = 0;
1662 if (tmp) 1564 if (tmp)
1663 {
1664 esrv_del_item (tmp->contr, op->count); 1565 esrv_del_item (tmp->contr, op->count);
1665 }
1666 } 1566 }
1667 } 1567 }
1668 else 1568 else
1669 { 1569 {
1670 object *above = op->above; 1570 object *above = op->above;
1676 op->remove (); 1576 op->remove ();
1677 op->nrof = 0; 1577 op->nrof = 0;
1678 } 1578 }
1679 1579
1680 /* Since we just removed op, op->above is null */ 1580 /* Since we just removed op, op->above is null */
1681 for (tmp = above; tmp != NULL; tmp = tmp->above) 1581 for (tmp = above; tmp; tmp = tmp->above)
1682 if (tmp->type == PLAYER) 1582 if (tmp->type == PLAYER)
1683 { 1583 {
1684 if (op->nrof) 1584 if (op->nrof)
1685 esrv_send_item (tmp, op); 1585 esrv_send_item (tmp, op);
1686 else 1586 else
1690 1590
1691 if (op->nrof) 1591 if (op->nrof)
1692 return op; 1592 return op;
1693 else 1593 else
1694 { 1594 {
1695 op->destroy (0); 1595 op->destroy ();
1696 return NULL; 1596 return 0;
1697 } 1597 }
1698} 1598}
1699 1599
1700/* 1600/*
1701 * add_weight(object, weight) adds the specified weight to an object, 1601 * add_weight(object, weight) adds the specified weight to an object,
1702 * and also updates how much the environment(s) is/are carrying. 1602 * and also updates how much the environment(s) is/are carrying.
1703 */ 1603 */
1704
1705void 1604void
1706add_weight (object *op, signed long weight) 1605add_weight (object *op, signed long weight)
1707{ 1606{
1708 while (op != NULL) 1607 while (op != NULL)
1709 { 1608 {
1724 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1623 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1725 free (dump); 1624 free (dump);
1726 return op; 1625 return op;
1727 } 1626 }
1728 1627
1729 if (where->head) 1628 if (where->head_ () != where)
1730 { 1629 {
1731 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1630 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1732 where = where->head; 1631 where = where->head;
1733 } 1632 }
1734 1633
1735 return where->insert (op); 1634 return where->insert (op);
1736} 1635}
1741 * inside the object environment. 1640 * inside the object environment.
1742 * 1641 *
1743 * The function returns now pointer to inserted item, and return value can 1642 * The function returns now pointer to inserted item, and return value can
1744 * be != op, if items are merged. -Tero 1643 * be != op, if items are merged. -Tero
1745 */ 1644 */
1746
1747object * 1645object *
1748object::insert (object *op) 1646object::insert (object *op)
1749{ 1647{
1750 object *tmp, *otmp;
1751
1752 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1648 if (!QUERY_FLAG (op, FLAG_REMOVED))
1753 op->remove (); 1649 op->remove ();
1754 1650
1755 if (op->more) 1651 if (op->more)
1756 { 1652 {
1758 return op; 1654 return op;
1759 } 1655 }
1760 1656
1761 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1657 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1762 CLEAR_FLAG (op, FLAG_REMOVED); 1658 CLEAR_FLAG (op, FLAG_REMOVED);
1659
1763 if (op->nrof) 1660 if (op->nrof)
1764 { 1661 {
1765 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1662 for (object *tmp = inv; tmp; tmp = tmp->below)
1766 if (CAN_MERGE (tmp, op)) 1663 if (object::can_merge (tmp, op))
1767 { 1664 {
1768 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1769 (client needs the original object) */ 1666 (client needs the original object) */
1770 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1771 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1789 add_weight (this, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1790 } 1687 }
1791 else 1688 else
1792 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1793 1690
1794 otmp = is_player_inv (this); 1691 if (object *otmp = this->in_player ())
1795 if (otmp && otmp->contr)
1796 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1692 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1797 fix_player (otmp); 1693 otmp->update_stats ();
1798 1694
1695 op->owner = 0; // its his/hers now. period.
1799 op->map = NULL; 1696 op->map = 0;
1800 op->env = this; 1697 op->env = this;
1801 op->above = NULL; 1698 op->above = 0;
1802 op->below = NULL; 1699 op->below = 0;
1803 op->x = 0, op->y = 0; 1700 op->x = op->y = 0;
1804 1701
1805 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1806 if ((op->glow_radius != 0) && map) 1703 if (op->glow_radius && map)
1807 { 1704 {
1808#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1809 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1810#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1811 if (MAP_DARKNESS (map)) 1708 if (map->darkness)
1812 update_all_los (map, x, y); 1709 update_all_los (map, x, y);
1813 } 1710 }
1814 1711
1815 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1816 * It sure simplifies this function... 1713 * It sure simplifies this function...
1821 { 1718 {
1822 op->below = inv; 1719 op->below = inv;
1823 op->below->above = op; 1720 op->below->above = op;
1824 inv = op; 1721 inv = op;
1825 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1826 1725
1827 return op; 1726 return op;
1828} 1727}
1829 1728
1830/* 1729/*
1845 * 1744 *
1846 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * MSW 2001-07-08: Check all objects on space, not just those below
1847 * object being inserted. insert_ob_in_map may not put new objects 1746 * object being inserted. insert_ob_in_map may not put new objects
1848 * on top. 1747 * on top.
1849 */ 1748 */
1850
1851int 1749int
1852check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1853{ 1751{
1854 object *tmp; 1752 object *tmp;
1855 maptile *m = op->map; 1753 maptile *m = op->map;
1882 1780
1883 /* The objects have to be checked from top to bottom. 1781 /* The objects have to be checked from top to bottom.
1884 * Hence, we first go to the top: 1782 * Hence, we first go to the top:
1885 */ 1783 */
1886 1784
1887 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1785 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1888 { 1786 {
1889 /* Trim the search when we find the first other spell effect 1787 /* Trim the search when we find the first other spell effect
1890 * this helps performance so that if a space has 50 spell objects, 1788 * this helps performance so that if a space has 50 spell objects,
1891 * we don't need to check all of them. 1789 * we don't need to check all of them.
1892 */ 1790 */
1910 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1911 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1912 { 1810 {
1913 1811
1914 float 1812 float
1915 diff = tmp->move_slow_penalty * FABS (op->speed); 1813 diff = tmp->move_slow_penalty * fabs (op->speed);
1916 1814
1917 if (op->type == PLAYER) 1815 if (op->type == PLAYER)
1918 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1919 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1920 diff /= 4.0; 1818 diff /= 4.0;
1947/* 1845/*
1948 * present_arch(arch, map, x, y) searches for any objects with 1846 * present_arch(arch, map, x, y) searches for any objects with
1949 * a matching archetype at the given map and coordinates. 1847 * a matching archetype at the given map and coordinates.
1950 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1951 */ 1849 */
1952
1953object * 1850object *
1954present_arch (const archetype *at, maptile *m, int x, int y) 1851present_arch (const archetype *at, maptile *m, int x, int y)
1955{ 1852{
1956 object *
1957 tmp;
1958
1959 if (m == NULL || out_of_map (m, x, y)) 1853 if (!m || out_of_map (m, x, y))
1960 { 1854 {
1961 LOG (llevError, "Present_arch called outside map.\n"); 1855 LOG (llevError, "Present_arch called outside map.\n");
1962 return NULL; 1856 return NULL;
1963 } 1857 }
1964 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1858
1859 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1965 if (tmp->arch == at) 1860 if (tmp->arch == at)
1966 return tmp; 1861 return tmp;
1862
1967 return NULL; 1863 return NULL;
1968} 1864}
1969 1865
1970/* 1866/*
1971 * present(type, map, x, y) searches for any objects with 1867 * present(type, map, x, y) searches for any objects with
1972 * a matching type variable at the given map and coordinates. 1868 * a matching type variable at the given map and coordinates.
1973 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1974 */ 1870 */
1975
1976object * 1871object *
1977present (unsigned char type, maptile *m, int x, int y) 1872present (unsigned char type, maptile *m, int x, int y)
1978{ 1873{
1979 object *
1980 tmp;
1981
1982 if (out_of_map (m, x, y)) 1874 if (out_of_map (m, x, y))
1983 { 1875 {
1984 LOG (llevError, "Present called outside map.\n"); 1876 LOG (llevError, "Present called outside map.\n");
1985 return NULL; 1877 return NULL;
1986 } 1878 }
1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1879
1880 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1988 if (tmp->type == type) 1881 if (tmp->type == type)
1989 return tmp; 1882 return tmp;
1883
1990 return NULL; 1884 return NULL;
1991} 1885}
1992 1886
1993/* 1887/*
1994 * present_in_ob(type, object) searches for any objects with 1888 * present_in_ob(type, object) searches for any objects with
1995 * a matching type variable in the inventory of the given object. 1889 * a matching type variable in the inventory of the given object.
1996 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
1997 */ 1891 */
1998
1999object * 1892object *
2000present_in_ob (unsigned char type, const object *op) 1893present_in_ob (unsigned char type, const object *op)
2001{ 1894{
2002 object *
2003 tmp;
2004
2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 if (tmp->type == type) 1896 if (tmp->type == type)
2007 return tmp; 1897 return tmp;
1898
2008 return NULL; 1899 return NULL;
2009} 1900}
2010 1901
2011/* 1902/*
2012 * present_in_ob (type, str, object) searches for any objects with 1903 * present_in_ob (type, str, object) searches for any objects with
2020 * str is the string to match against. Note that we match against 1911 * str is the string to match against. Note that we match against
2021 * the object name, not the archetype name. this is so that the 1912 * the object name, not the archetype name. this is so that the
2022 * spell code can use one object type (force), but change it's name 1913 * spell code can use one object type (force), but change it's name
2023 * to be unique. 1914 * to be unique.
2024 */ 1915 */
2025
2026object * 1916object *
2027present_in_ob_by_name (int type, const char *str, const object *op) 1917present_in_ob_by_name (int type, const char *str, const object *op)
2028{ 1918{
2029 object *
2030 tmp;
2031
2032 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2033 {
2034 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2035 return tmp; 1921 return tmp;
2036 } 1922
2037 return NULL; 1923 return 0;
2038} 1924}
2039 1925
2040/* 1926/*
2041 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
2042 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
2043 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
2044 */ 1930 */
2045
2046object * 1931object *
2047present_arch_in_ob (const archetype *at, const object *op) 1932present_arch_in_ob (const archetype *at, const object *op)
2048{ 1933{
2049 object *
2050 tmp;
2051
2052 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2053 if (tmp->arch == at) 1935 if (tmp->arch == at)
2054 return tmp; 1936 return tmp;
1937
2055 return NULL; 1938 return NULL;
2056} 1939}
2057 1940
2058/* 1941/*
2059 * activate recursively a flag on an object inventory 1942 * activate recursively a flag on an object inventory
2060 */ 1943 */
2061void 1944void
2062flag_inv (object *op, int flag) 1945flag_inv (object *op, int flag)
2063{ 1946{
2064 object *
2065 tmp;
2066
2067 if (op->inv) 1947 if (op->inv)
2068 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2069 { 1949 {
2070 SET_FLAG (tmp, flag); 1950 SET_FLAG (tmp, flag);
2071 flag_inv (tmp, flag); 1951 flag_inv (tmp, flag);
2072 } 1952 }
2073} /* 1953}
1954
1955/*
2074 * desactivate recursively a flag on an object inventory 1956 * deactivate recursively a flag on an object inventory
2075 */ 1957 */
2076void 1958void
2077unflag_inv (object *op, int flag) 1959unflag_inv (object *op, int flag)
2078{ 1960{
2079 object *
2080 tmp;
2081
2082 if (op->inv) 1961 if (op->inv)
2083 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2084 { 1963 {
2085 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
2086 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
2087 } 1966 }
2088}
2089
2090/*
2091 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2092 * all it's inventory (recursively).
2093 * If checksums are used, a player will get set_cheat called for
2094 * him/her-self and all object carried by a call to this function.
2095 */
2096
2097void
2098set_cheat (object *op)
2099{
2100 SET_FLAG (op, FLAG_WAS_WIZ);
2101 flag_inv (op, FLAG_WAS_WIZ);
2102} 1967}
2103 1968
2104/* 1969/*
2105 * find_free_spot(object, map, x, y, start, stop) will search for 1970 * find_free_spot(object, map, x, y, start, stop) will search for
2106 * a spot at the given map and coordinates which will be able to contain 1971 * a spot at the given map and coordinates which will be able to contain
2120 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * because arch_blocked (now ob_blocked) needs to know the movement type
2121 * to know if the space in question will block the object. We can't use 1986 * to know if the space in question will block the object. We can't use
2122 * the archetype because that isn't correct if the monster has been 1987 * the archetype because that isn't correct if the monster has been
2123 * customized, changed states, etc. 1988 * customized, changed states, etc.
2124 */ 1989 */
2125
2126int 1990int
2127find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2128{ 1992{
2129 int
2130 i,
2131 index = 0, flag;
2132 static int
2133 altern[SIZEOFFREE]; 1993 int altern[SIZEOFFREE];
1994 int index = 0, flag;
2134 1995
2135 for (i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2136 { 1997 {
2137 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 mapxy pos (m, x, y); pos.move (i);
2138 if (!flag) 1999
2000 if (!pos.normalise ())
2001 continue;
2002
2003 mapspace &ms = *pos;
2004
2005 if (ms.flags () & P_IS_ALIVE)
2006 continue;
2007
2008 /* However, often
2009 * ob doesn't have any move type (when used to place exits)
2010 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2011 */
2012 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2013 {
2139 altern[index++] = i; 2014 altern [index++] = i;
2015 continue;
2016 }
2140 2017
2141 /* Basically, if we find a wall on a space, we cut down the search size. 2018 /* Basically, if we find a wall on a space, we cut down the search size.
2142 * In this way, we won't return spaces that are on another side of a wall. 2019 * In this way, we won't return spaces that are on another side of a wall.
2143 * This mostly work, but it cuts down the search size in all directions - 2020 * This mostly work, but it cuts down the search size in all directions -
2144 * if the space being examined only has a wall to the north and empty 2021 * if the space being examined only has a wall to the north and empty
2145 * spaces in all the other directions, this will reduce the search space 2022 * spaces in all the other directions, this will reduce the search space
2146 * to only the spaces immediately surrounding the target area, and 2023 * to only the spaces immediately surrounding the target area, and
2147 * won't look 2 spaces south of the target space. 2024 * won't look 2 spaces south of the target space.
2148 */ 2025 */
2149 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2026 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2027 {
2150 stop = maxfree[i]; 2028 stop = maxfree[i];
2029 continue;
2030 }
2031
2032 /* Note it is intentional that we check ob - the movement type of the
2033 * head of the object should correspond for the entire object.
2034 */
2035 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2036 continue;
2037
2038 altern [index++] = i;
2151 } 2039 }
2040
2152 if (!index) 2041 if (!index)
2153 return -1; 2042 return -1;
2043
2154 return altern[RANDOM () % index]; 2044 return altern [rndm (index)];
2155} 2045}
2156 2046
2157/* 2047/*
2158 * find_first_free_spot(archetype, maptile, x, y) works like 2048 * find_first_free_spot(archetype, maptile, x, y) works like
2159 * find_free_spot(), but it will search max number of squares. 2049 * find_free_spot(), but it will search max number of squares.
2160 * But it will return the first available spot, not a random choice. 2050 * But it will return the first available spot, not a random choice.
2161 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2051 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2162 */ 2052 */
2163
2164int 2053int
2165find_first_free_spot (const object *ob, maptile *m, int x, int y) 2054find_first_free_spot (const object *ob, maptile *m, int x, int y)
2166{ 2055{
2167 int
2168 i;
2169
2170 for (i = 0; i < SIZEOFFREE; i++) 2056 for (int i = 0; i < SIZEOFFREE; i++)
2171 {
2172 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2057 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2173 return i; 2058 return i;
2174 } 2059
2175 return -1; 2060 return -1;
2176} 2061}
2177 2062
2178/* 2063/*
2179 * The function permute(arr, begin, end) randomly reorders the array 2064 * The function permute(arr, begin, end) randomly reorders the array
2180 * arr[begin..end-1]. 2065 * arr[begin..end-1].
2066 * now uses a fisher-yates shuffle, old permute was broken
2181 */ 2067 */
2182static void 2068static void
2183permute (int *arr, int begin, int end) 2069permute (int *arr, int begin, int end)
2184{ 2070{
2185 int 2071 arr += begin;
2186 i,
2187 j,
2188 tmp,
2189 len;
2190
2191 len = end - begin; 2072 end -= begin;
2192 for (i = begin; i < end; i++)
2193 {
2194 j = begin + RANDOM () % len;
2195 2073
2196 tmp = arr[i]; 2074 while (--end)
2197 arr[i] = arr[j]; 2075 swap (arr [end], arr [rndm (end + 1)]);
2198 arr[j] = tmp;
2199 }
2200} 2076}
2201 2077
2202/* new function to make monster searching more efficient, and effective! 2078/* new function to make monster searching more efficient, and effective!
2203 * This basically returns a randomized array (in the passed pointer) of 2079 * This basically returns a randomized array (in the passed pointer) of
2204 * the spaces to find monsters. In this way, it won't always look for 2080 * the spaces to find monsters. In this way, it won't always look for
2207 * the 3x3 area will be searched, just not in a predictable order. 2083 * the 3x3 area will be searched, just not in a predictable order.
2208 */ 2084 */
2209void 2085void
2210get_search_arr (int *search_arr) 2086get_search_arr (int *search_arr)
2211{ 2087{
2212 int 2088 int i;
2213 i;
2214 2089
2215 for (i = 0; i < SIZEOFFREE; i++) 2090 for (i = 0; i < SIZEOFFREE; i++)
2216 {
2217 search_arr[i] = i; 2091 search_arr[i] = i;
2218 }
2219 2092
2220 permute (search_arr, 1, SIZEOFFREE1 + 1); 2093 permute (search_arr, 1, SIZEOFFREE1 + 1);
2221 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2094 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2222 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2095 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2223} 2096}
2232 * Perhaps incorrectly, but I'm making the assumption that exclude 2105 * Perhaps incorrectly, but I'm making the assumption that exclude
2233 * is actually want is going to try and move there. We need this info 2106 * is actually want is going to try and move there. We need this info
2234 * because we have to know what movement the thing looking to move 2107 * because we have to know what movement the thing looking to move
2235 * there is capable of. 2108 * there is capable of.
2236 */ 2109 */
2237
2238int 2110int
2239find_dir (maptile *m, int x, int y, object *exclude) 2111find_dir (maptile *m, int x, int y, object *exclude)
2240{ 2112{
2241 int
2242 i,
2243 max = SIZEOFFREE, mflags; 2113 int i, max = SIZEOFFREE, mflags;
2244 2114
2245 sint16 nx, ny; 2115 sint16 nx, ny;
2246 object * 2116 object *tmp;
2247 tmp;
2248 maptile * 2117 maptile *mp;
2249 mp;
2250 2118
2251 MoveType blocked, move_type; 2119 MoveType blocked, move_type;
2252 2120
2253 if (exclude && exclude->head) 2121 if (exclude && exclude->head_ () != exclude)
2254 { 2122 {
2255 exclude = exclude->head; 2123 exclude = exclude->head;
2256 move_type = exclude->move_type; 2124 move_type = exclude->move_type;
2257 } 2125 }
2258 else 2126 else
2266 mp = m; 2134 mp = m;
2267 nx = x + freearr_x[i]; 2135 nx = x + freearr_x[i];
2268 ny = y + freearr_y[i]; 2136 ny = y + freearr_y[i];
2269 2137
2270 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2138 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2139
2271 if (mflags & P_OUT_OF_MAP) 2140 if (mflags & P_OUT_OF_MAP)
2272 {
2273 max = maxfree[i]; 2141 max = maxfree[i];
2274 }
2275 else 2142 else
2276 { 2143 {
2277 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2144 mapspace &ms = mp->at (nx, ny);
2145
2146 blocked = ms.move_block;
2278 2147
2279 if ((move_type & blocked) == move_type) 2148 if ((move_type & blocked) == move_type)
2280 {
2281 max = maxfree[i]; 2149 max = maxfree[i];
2282 }
2283 else if (mflags & P_IS_ALIVE) 2150 else if (mflags & P_IS_ALIVE)
2284 { 2151 {
2285 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2152 for (tmp = ms.bot; tmp; tmp = tmp->above)
2286 { 2153 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2287 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2154 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2288 {
2289 break; 2155 break;
2290 } 2156
2291 }
2292 if (tmp) 2157 if (tmp)
2293 {
2294 return freedir[i]; 2158 return freedir[i];
2295 }
2296 } 2159 }
2297 } 2160 }
2298 } 2161 }
2162
2299 return 0; 2163 return 0;
2300} 2164}
2301 2165
2302/* 2166/*
2303 * distance(object 1, object 2) will return the square of the 2167 * distance(object 1, object 2) will return the square of the
2304 * distance between the two given objects. 2168 * distance between the two given objects.
2305 */ 2169 */
2306
2307int 2170int
2308distance (const object *ob1, const object *ob2) 2171distance (const object *ob1, const object *ob2)
2309{ 2172{
2310 int
2311 i;
2312
2313 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2173 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2314 return i;
2315} 2174}
2316 2175
2317/* 2176/*
2318 * find_dir_2(delta-x,delta-y) will return a direction in which 2177 * find_dir_2(delta-x,delta-y) will return a direction in which
2319 * an object which has subtracted the x and y coordinates of another 2178 * an object which has subtracted the x and y coordinates of another
2320 * object, needs to travel toward it. 2179 * object, needs to travel toward it.
2321 */ 2180 */
2322
2323int 2181int
2324find_dir_2 (int x, int y) 2182find_dir_2 (int x, int y)
2325{ 2183{
2326 int 2184 int q;
2327 q;
2328 2185
2329 if (y) 2186 if (y)
2330 q = x * 100 / y; 2187 q = x * 100 / y;
2331 else if (x) 2188 else if (x)
2332 q = -300 * x; 2189 q = -300 * x;
2357 2214
2358 return 3; 2215 return 3;
2359} 2216}
2360 2217
2361/* 2218/*
2362 * absdir(int): Returns a number between 1 and 8, which represent
2363 * the "absolute" direction of a number (it actually takes care of
2364 * "overflow" in previous calculations of a direction).
2365 */
2366
2367int
2368absdir (int d)
2369{
2370 while (d < 1)
2371 d += 8;
2372 while (d > 8)
2373 d -= 8;
2374 return d;
2375}
2376
2377/*
2378 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2379 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2380 */ 2221 */
2381
2382int 2222int
2383dirdiff (int dir1, int dir2) 2223dirdiff (int dir1, int dir2)
2384{ 2224{
2385 int 2225 int d;
2386 d;
2387 2226
2388 d = abs (dir1 - dir2); 2227 d = abs (dir1 - dir2);
2389 if (d > 4) 2228 if (d > 4)
2390 d = 8 - d; 2229 d = 8 - d;
2230
2391 return d; 2231 return d;
2392} 2232}
2393 2233
2394/* peterm: 2234/* peterm:
2395 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2235 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2398 * This basically means that if direction is 15, then it could either go 2238 * This basically means that if direction is 15, then it could either go
2399 * direction 4, 14, or 16 to get back to where we are. 2239 * direction 4, 14, or 16 to get back to where we are.
2400 * Moved from spell_util.c to object.c with the other related direction 2240 * Moved from spell_util.c to object.c with the other related direction
2401 * functions. 2241 * functions.
2402 */ 2242 */
2403
2404int
2405 reduction_dir[SIZEOFFREE][3] = { 2243int reduction_dir[SIZEOFFREE][3] = {
2406 {0, 0, 0}, /* 0 */ 2244 {0, 0, 0}, /* 0 */
2407 {0, 0, 0}, /* 1 */ 2245 {0, 0, 0}, /* 1 */
2408 {0, 0, 0}, /* 2 */ 2246 {0, 0, 0}, /* 2 */
2409 {0, 0, 0}, /* 3 */ 2247 {0, 0, 0}, /* 3 */
2410 {0, 0, 0}, /* 4 */ 2248 {0, 0, 0}, /* 4 */
2458 * find a path to that monster that we found. If not, 2296 * find a path to that monster that we found. If not,
2459 * we don't bother going toward it. Returns 1 if we 2297 * we don't bother going toward it. Returns 1 if we
2460 * can see a direct way to get it 2298 * can see a direct way to get it
2461 * Modified to be map tile aware -.MSW 2299 * Modified to be map tile aware -.MSW
2462 */ 2300 */
2463
2464
2465int 2301int
2466can_see_monsterP (maptile *m, int x, int y, int dir) 2302can_see_monsterP (maptile *m, int x, int y, int dir)
2467{ 2303{
2468 sint16 dx, dy; 2304 sint16 dx, dy;
2469 int
2470 mflags; 2305 int mflags;
2471 2306
2472 if (dir < 0) 2307 if (dir < 0)
2473 return 0; /* exit condition: invalid direction */ 2308 return 0; /* exit condition: invalid direction */
2474 2309
2475 dx = x + freearr_x[dir]; 2310 dx = x + freearr_x[dir];
2488 return 0; 2323 return 0;
2489 2324
2490 /* yes, can see. */ 2325 /* yes, can see. */
2491 if (dir < 9) 2326 if (dir < 9)
2492 return 1; 2327 return 1;
2328
2493 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2329 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2494 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2330 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2331 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2495} 2332}
2496
2497
2498 2333
2499/* 2334/*
2500 * can_pick(picker, item): finds out if an object is possible to be 2335 * can_pick(picker, item): finds out if an object is possible to be
2501 * picked up by the picker. Returnes 1 if it can be 2336 * picked up by the picker. Returnes 1 if it can be
2502 * picked up, otherwise 0. 2337 * picked up, otherwise 0.
2504 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2505 * core dumps if they do. 2340 * core dumps if they do.
2506 * 2341 *
2507 * Add a check so we can't pick up invisible objects (0.93.8) 2342 * Add a check so we can't pick up invisible objects (0.93.8)
2508 */ 2343 */
2509
2510int 2344int
2511can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2512{ 2346{
2513 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2514 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2515 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2349 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2516} 2350}
2517 2351
2518
2519/* 2352/*
2520 * create clone from object to another 2353 * create clone from object to another
2521 */ 2354 */
2522object * 2355object *
2523object_create_clone (object *asrc) 2356object_create_clone (object *asrc)
2524{ 2357{
2525 object *dst = 0, *tmp, *src, *part, *prev, *item; 2358 object *dst = 0, *tmp, *src, *prev, *item;
2526 2359
2527 if (!asrc) 2360 if (!asrc)
2528 return 0; 2361 return 0;
2529 2362
2530 src = asrc;
2531 if (src->head)
2532 src = src->head; 2363 src = asrc->head_ ();
2533 2364
2534 prev = 0; 2365 prev = 0;
2535 for (part = src; part; part = part->more) 2366 for (object *part = src; part; part = part->more)
2536 { 2367 {
2537 tmp = get_object (); 2368 tmp = part->clone ();
2538 copy_object (part, tmp);
2539 tmp->x -= src->x; 2369 tmp->x -= src->x;
2540 tmp->y -= src->y; 2370 tmp->y -= src->y;
2541 2371
2542 if (!part->head) 2372 if (!part->head)
2543 { 2373 {
2544 dst = tmp; 2374 dst = tmp;
2545 tmp->head = 0; 2375 tmp->head = 0;
2546 } 2376 }
2547 else 2377 else
2548 {
2549 tmp->head = dst; 2378 tmp->head = dst;
2550 }
2551 2379
2552 tmp->more = 0; 2380 tmp->more = 0;
2553 2381
2554 if (prev) 2382 if (prev)
2555 prev->more = tmp; 2383 prev->more = tmp;
2559 2387
2560 for (item = src->inv; item; item = item->below) 2388 for (item = src->inv; item; item = item->below)
2561 insert_ob_in_ob (object_create_clone (item), dst); 2389 insert_ob_in_ob (object_create_clone (item), dst);
2562 2390
2563 return dst; 2391 return dst;
2564}
2565
2566/* GROS - Creates an object using a string representing its content. */
2567/* Basically, we save the content of the string to a temp file, then call */
2568/* load_object on it. I admit it is a highly inefficient way to make things, */
2569/* but it was simple to make and allows reusing the load_object function. */
2570/* Remember not to use load_object_str in a time-critical situation. */
2571/* Also remember that multiparts objects are not supported for now. */
2572
2573object *
2574load_object_str (const char *obstr)
2575{
2576 object *op;
2577 char filename[MAX_BUF];
2578
2579 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2580
2581 FILE *tempfile = fopen (filename, "w");
2582
2583 if (tempfile == NULL)
2584 {
2585 LOG (llevError, "Error - Unable to access load object temp file\n");
2586 return NULL;
2587 }
2588
2589 fprintf (tempfile, obstr);
2590 fclose (tempfile);
2591
2592 op = get_object ();
2593
2594 object_thawer thawer (filename);
2595
2596 if (thawer)
2597 load_object (thawer, op, 0);
2598
2599 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2600 CLEAR_FLAG (op, FLAG_REMOVED);
2601
2602 return op;
2603} 2392}
2604 2393
2605/* This returns the first object in who's inventory that 2394/* This returns the first object in who's inventory that
2606 * has the same type and subtype match. 2395 * has the same type and subtype match.
2607 * returns NULL if no match. 2396 * returns NULL if no match.
2608 */ 2397 */
2609object * 2398object *
2610find_obj_by_type_subtype (const object *who, int type, int subtype) 2399find_obj_by_type_subtype (const object *who, int type, int subtype)
2611{ 2400{
2612 object *tmp;
2613
2614 for (tmp = who->inv; tmp; tmp = tmp->below) 2401 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2615 if (tmp->type == type && tmp->subtype == subtype) 2402 if (tmp->type == type && tmp->subtype == subtype)
2616 return tmp; 2403 return tmp;
2617 2404
2618 return NULL; 2405 return 0;
2619} 2406}
2620 2407
2621/* If ob has a field named key, return the link from the list, 2408/* If ob has a field named key, return the link from the list,
2622 * otherwise return NULL. 2409 * otherwise return NULL.
2623 * 2410 *
2625 * do the desired thing. 2412 * do the desired thing.
2626 */ 2413 */
2627key_value * 2414key_value *
2628get_ob_key_link (const object *ob, const char *key) 2415get_ob_key_link (const object *ob, const char *key)
2629{ 2416{
2630 key_value *link;
2631
2632 for (link = ob->key_values; link != NULL; link = link->next) 2417 for (key_value *link = ob->key_values; link; link = link->next)
2633 if (link->key == key) 2418 if (link->key == key)
2634 return link; 2419 return link;
2635 2420
2636 return NULL; 2421 return 0;
2637} 2422}
2638 2423
2639/* 2424/*
2640 * Returns the value of op has an extra_field for key, or NULL. 2425 * Returns the value of op has an extra_field for key, or NULL.
2641 * 2426 *
2666 if (link->key == canonical_key) 2451 if (link->key == canonical_key)
2667 return link->value; 2452 return link->value;
2668 2453
2669 return 0; 2454 return 0;
2670} 2455}
2671
2672 2456
2673/* 2457/*
2674 * Updates the canonical_key in op to value. 2458 * Updates the canonical_key in op to value.
2675 * 2459 *
2676 * canonical_key is a shared string (value doesn't have to be). 2460 * canonical_key is a shared string (value doesn't have to be).
2681 * Returns TRUE on success. 2465 * Returns TRUE on success.
2682 */ 2466 */
2683int 2467int
2684set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2468set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2685{ 2469{
2686 key_value *
2687 field = NULL, *last = NULL; 2470 key_value *field = NULL, *last = NULL;
2688 2471
2689 for (field = op->key_values; field != NULL; field = field->next) 2472 for (field = op->key_values; field != NULL; field = field->next)
2690 { 2473 {
2691 if (field->key != canonical_key) 2474 if (field->key != canonical_key)
2692 { 2475 {
2701 /* Basically, if the archetype has this key set, 2484 /* Basically, if the archetype has this key set,
2702 * we need to store the null value so when we save 2485 * we need to store the null value so when we save
2703 * it, we save the empty value so that when we load, 2486 * it, we save the empty value so that when we load,
2704 * we get this value back again. 2487 * we get this value back again.
2705 */ 2488 */
2706 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2489 if (get_ob_key_link (op->arch, canonical_key))
2707 field->value = 0; 2490 field->value = 0;
2708 else 2491 else
2709 { 2492 {
2710 if (last) 2493 if (last)
2711 last->next = field->next; 2494 last->next = field->next;
2720 /* IF we get here, key doesn't exist */ 2503 /* IF we get here, key doesn't exist */
2721 2504
2722 /* No field, we'll have to add it. */ 2505 /* No field, we'll have to add it. */
2723 2506
2724 if (!add_key) 2507 if (!add_key)
2725 {
2726 return FALSE; 2508 return FALSE;
2727 } 2509
2728 /* There isn't any good reason to store a null 2510 /* There isn't any good reason to store a null
2729 * value in the key/value list. If the archetype has 2511 * value in the key/value list. If the archetype has
2730 * this key, then we should also have it, so shouldn't 2512 * this key, then we should also have it, so shouldn't
2731 * be here. If user wants to store empty strings, 2513 * be here. If user wants to store empty strings,
2732 * should pass in "" 2514 * should pass in ""
2781 } 2563 }
2782 else 2564 else
2783 item = item->env; 2565 item = item->env;
2784} 2566}
2785 2567
2568const char *
2569object::flag_desc (char *desc, int len) const
2570{
2571 char *p = desc;
2572 bool first = true;
2573
2574 *p = 0;
2575
2576 for (int i = 0; i < NUM_FLAGS; i++)
2577 {
2578 if (len <= 10) // magic constant!
2579 {
2580 snprintf (p, len, ",...");
2581 break;
2582 }
2583
2584 if (flag [i])
2585 {
2586 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2587 len -= cnt;
2588 p += cnt;
2589 first = false;
2590 }
2591 }
2592
2593 return desc;
2594}
2595
2786// return a suitable string describing an objetc in enough detail to find it 2596// return a suitable string describing an object in enough detail to find it
2787const char * 2597const char *
2788object::debug_desc (char *info) const 2598object::debug_desc (char *info) const
2789{ 2599{
2600 char flagdesc[512];
2790 char info2[256 * 3]; 2601 char info2[256 * 4];
2791 char *p = info; 2602 char *p = info;
2792 2603
2793 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2604 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2794 count, 2605 count, uuid.seq,
2795 &name, 2606 &name,
2796 title ? " " : "", 2607 title ? "\",title:\"" : "",
2797 title ? (const char *)title : ""); 2608 title ? (const char *)title : "",
2609 flag_desc (flagdesc, 512), type);
2798 2610
2799 if (env) 2611 if (!this->flag[FLAG_REMOVED] && env)
2800 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2612 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2801 2613
2802 if (map) 2614 if (map)
2803 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2615 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2804 2616
2805 return info; 2617 return info;
2806} 2618}
2807 2619
2808const char * 2620const char *
2809object::debug_desc () const 2621object::debug_desc () const
2810{ 2622{
2811 static char info[256 * 3]; 2623 static char info[3][256 * 4];
2624 static int info_idx;
2625
2812 return debug_desc (info); 2626 return debug_desc (info [++info_idx % 3]);
2813} 2627}
2814 2628
2629struct region *
2630object::region () const
2631{
2632 return map ? map->region (x, y)
2633 : region::default_region ();
2634}
2635
2636const materialtype_t *
2637object::dominant_material () const
2638{
2639 if (materialtype_t *mt = name_to_material (materialname))
2640 return mt;
2641
2642 return name_to_material (shstr_unknown);
2643}
2644
2645void
2646object::open_container (object *new_container)
2647{
2648 if (container == new_container)
2649 return;
2650
2651 if (object *old_container = container)
2652 {
2653 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2654 return;
2655
2656#if 0
2657 // remove the "Close old_container" object.
2658 if (object *closer = old_container->inv)
2659 if (closer->type == CLOSE_CON)
2660 closer->destroy ();
2661#endif
2662
2663 old_container->flag [FLAG_APPLIED] = 0;
2664 container = 0;
2665
2666 esrv_update_item (UPD_FLAGS, this, old_container);
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2668 play_sound (sound_find ("chest_close"));
2669 }
2670
2671 if (new_container)
2672 {
2673 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2674 return;
2675
2676 // TODO: this does not seem to serve any purpose anymore?
2677#if 0
2678 // insert the "Close Container" object.
2679 if (archetype *closer = new_container->other_arch)
2680 {
2681 object *closer = arch_to_object (new_container->other_arch);
2682 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2683 new_container->insert (closer);
2684 }
2685#endif
2686
2687 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2688
2689 new_container->flag [FLAG_APPLIED] = 1;
2690 container = new_container;
2691
2692 esrv_update_item (UPD_FLAGS, this, new_container);
2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2695 }
2696}
2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729
2730void
2731object::play_sound (faceidx sound) const
2732{
2733 if (!sound)
2734 return;
2735
2736 if (flag [FLAG_REMOVED])
2737 return;
2738
2739 if (env)
2740 {
2741 if (object *pl = in_player ())
2742 pl->contr->play_sound (sound);
2743 }
2744 else
2745 map->play_sound (sound, x, y);
2746}
2747

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