ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.64 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.198 by root, Mon Oct 22 02:52:48 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 */
258 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
259 { 258 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 259 if (!(ob1->inv && ob2->inv))
266 return 0; 260 return 0; /* inventories differ in length */
261
262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; /* inventory objexts differ */
267 267
268 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 269 * if it is valid.
270 */ 270 */
271 } 271 }
279 279
280 /* Note sure why the following is the case - either the object has to 280 /* 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 281 * be animated or have a very low speed. Is this an attempted monster
282 * check? 282 * check?
283 */ 283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 285 return 0;
286 286
287 switch (ob1->type) 287 switch (ob1->type)
288 { 288 {
289 case SCROLL: 289 case SCROLL:
300 return 0; 300 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 302 return 0;
303 } 303 }
304 304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
307 { 306 {
308 ob1->optimise (); 307 ob1->optimise ();
309 ob2->optimise (); 308 ob2->optimise ();
310 309
311 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
312 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
313 } 322 }
314 323
315 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
316 return 1; 325 return 1;
317} 326}
325sum_weight (object *op) 334sum_weight (object *op)
326{ 335{
327 long sum; 336 long sum;
328 object *inv; 337 object *inv;
329 338
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 { 340 {
332 if (inv->inv) 341 if (inv->inv)
333 sum_weight (inv); 342 sum_weight (inv);
343
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 } 345 }
336 346
337 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
354 op = op->env; 364 op = op->env;
355 return op; 365 return op;
356} 366}
357 367
358/* 368/*
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. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 370 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
377 */ 372 */
378
379char * 373char *
380dump_object (object *op) 374dump_object (object *op)
381{ 375{
382 if (!op) 376 if (!op)
383 return strdup ("[NULLOBJ]"); 377 return strdup ("[NULLOBJ]");
384 378
385 object_freezer freezer; 379 object_freezer freezer;
386 save_object (freezer, op, 3); 380 op->write (freezer);
387 return freezer.as_string (); 381 return freezer.as_string ();
388} 382}
389 383
390/* 384/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
392 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
394 */ 388 */
395
396object * 389object *
397get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
398{ 391{
399 object *tmp, *closest; 392 object *tmp, *closest;
400 int last_dist, i; 393 int last_dist, i;
408} 401}
409 402
410/* 403/*
411 * Returns the object which has the count-variable equal to the argument. 404 * Returns the object which has the count-variable equal to the argument.
412 */ 405 */
413
414object * 406object *
415find_object (tag_t i) 407find_object (tag_t i)
416{ 408{
417 for (object *op = object::first; op; op = op->next) 409 for_all_objects (op)
418 if (op->count == i) 410 if (op->count == i)
419 return op; 411 return op;
420 412
421 return 0; 413 return 0;
422} 414}
423 415
424/* 416/*
425 * Returns the first object which has a name equal to the argument. 417 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 418 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 419 * Enables features like "patch <name-of-other-player> food 999"
428 */ 420 */
429
430object * 421object *
431find_object_name (const char *str) 422find_object_name (const char *str)
432{ 423{
433 shstr_cmp str_ (str); 424 shstr_cmp str_ (str);
434 object *op; 425 object *op;
435 426
436 for (op = object::first; op != NULL; op = op->next) 427 for_all_objects (op)
437 if (op->name == str_) 428 if (op->name == str_)
438 break; 429 break;
439 430
440 return op; 431 return op;
441} 432}
447} 438}
448 439
449/* 440/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
452 */ 444 */
453void 445void
454object::set_owner (object *owner) 446object::set_owner (object *owner)
455{ 447{
448 // allow objects which own objects
456 if (!owner) 449 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) 450 while (owner->owner)
467 owner = owner->owner; 451 owner = owner->owner;
452
453 if (flag [FLAG_FREED])
454 {
455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
456 return;
457 }
468 458
469 this->owner = owner; 459 this->owner = owner;
460}
461
462int
463object::slottype () const
464{
465 if (type == SKILL)
466 {
467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
477}
478
479bool
480object::change_weapon (object *ob)
481{
482 if (current_weapon == ob)
483 return true;
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = false;
487
488 current_weapon = ob;
489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
490
491 if (chosen_skill)
492 chosen_skill->flag [FLAG_APPLIED] = true;
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name);
510 return false;
511 }
512
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 }
515 else
516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519 {
520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
524
525 return true;
470} 526}
471 527
472/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 529 * refcounts and freeing the links.
474 */ 530 */
475static void 531static void
476free_key_values (object *op) 532free_key_values (object *op)
477{ 533{
478 for (key_value *i = op->key_values; i != 0;) 534 for (key_value *i = op->key_values; i; )
479 { 535 {
480 key_value *next = i->next; 536 key_value *next = i->next;
481 delete i; 537 delete i;
482 538
483 i = next; 539 i = next;
484 } 540 }
485 541
486 op->key_values = 0; 542 op->key_values = 0;
487} 543}
488 544
489void object::clear () 545object &
546object::operator =(const object &src)
490{ 547{
491 attachable_base::clear (); 548 bool is_freed = flag [FLAG_FREED];
549 bool is_removed = flag [FLAG_REMOVED];
492 550
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
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
531/*
532 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second
534 * object, allocating what needs to be allocated. Basically, any
535 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
536 * if the first object is freed, the pointers in the new object
537 * will point at garbage.
538 */
539void
540object::copy_to (object *dst)
541{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544
545 *(object_copy *)dst = *this; 551 *(object_copy *)this = src;
546 *(object_pod *)dst = *this;
547 552
548 if (self || cb) 553 flag [FLAG_FREED] = is_freed;
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 554 flag [FLAG_REMOVED] = is_removed;
550
551 if (is_freed)
552 SET_FLAG (dst, FLAG_FREED);
553
554 if (is_removed)
555 SET_FLAG (dst, FLAG_REMOVED);
556
557 if (speed < 0)
558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
559 555
560 /* Copy over key_values, if any. */ 556 /* Copy over key_values, if any. */
561 if (key_values) 557 if (src.key_values)
562 { 558 {
563 key_value *tail = 0; 559 key_value *tail = 0;
564 key_value *i;
565
566 dst->key_values = 0; 560 key_values = 0;
567 561
568 for (i = key_values; i; i = i->next) 562 for (key_value *i = src.key_values; i; i = i->next)
569 { 563 {
570 key_value *new_link = new key_value; 564 key_value *new_link = new key_value;
571 565
572 new_link->next = 0; 566 new_link->next = 0;
573 new_link->key = i->key; 567 new_link->key = i->key;
574 new_link->value = i->value; 568 new_link->value = i->value;
575 569
576 /* Try and be clever here, too. */ 570 /* Try and be clever here, too. */
577 if (!dst->key_values) 571 if (!key_values)
578 { 572 {
579 dst->key_values = new_link; 573 key_values = new_link;
580 tail = new_link; 574 tail = new_link;
581 } 575 }
582 else 576 else
583 { 577 {
584 tail->next = new_link; 578 tail->next = new_link;
585 tail = new_link; 579 tail = new_link;
586 } 580 }
587 } 581 }
588 } 582 }
583}
589 584
590 update_ob_speed (dst); 585/*
586 * copy_to first frees everything allocated by the dst object,
587 * and then copies the contents of itself into the second
588 * object, allocating what needs to be allocated. Basically, any
589 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
590 * if the first object is freed, the pointers in the new object
591 * will point at garbage.
592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
597
598 if (speed < 0)
599 dst->speed_left -= rndm ();
600
601 dst->set_speed (dst->speed);
602}
603
604void
605object::instantiate ()
606{
607 if (!uuid.seq) // HACK
608 uuid = gen_uuid ();
609
610 speed_left = -0.1f;
611 /* copy the body_info to the body_used - this is only really
612 * need for monsters, but doesn't hurt to do it for everything.
613 * by doing so, when a monster is created, it has good starting
614 * values for the body_used info, so when items are created
615 * for it, they can be properly equipped.
616 */
617 for (int i = NUM_BODY_LOCATIONS; i--; )
618 slot[i].used = slot[i].info;
619
620 attachable::instantiate ();
621}
622
623object *
624object::clone ()
625{
626 object *neu = create ();
627 copy_to (neu);
628 return neu;
591} 629}
592 630
593/* 631/*
594 * If an object with the IS_TURNABLE() flag needs to be turned due 632 * If an object with the IS_TURNABLE() flag needs to be turned due
595 * to the closest player being on the other side, this function can 633 * to the closest player being on the other side, this function can
596 * be called to update the face variable, _and_ how it looks on the map. 634 * be called to update the face variable, _and_ how it looks on the map.
597 */ 635 */
598
599void 636void
600update_turn_face (object *op) 637update_turn_face (object *op)
601{ 638{
602 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 639 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
603 return; 640 return;
641
604 SET_ANIMATION (op, op->direction); 642 SET_ANIMATION (op, op->direction);
605 update_object (op, UP_OBJ_FACE); 643 update_object (op, UP_OBJ_FACE);
606} 644}
607 645
608/* 646/*
609 * Updates the speed of an object. If the speed changes from 0 to another 647 * Updates the speed of an object. If the speed changes from 0 to another
610 * value, or vice versa, then add/remove the object from the active list. 648 * value, or vice versa, then add/remove the object from the active list.
611 * This function needs to be called whenever the speed of an object changes. 649 * This function needs to be called whenever the speed of an object changes.
612 */ 650 */
613void 651void
614update_ob_speed (object *op) 652object::set_speed (float speed)
615{ 653{
616 extern int arch_init; 654 if (flag [FLAG_FREED] && speed)
617
618 /* No reason putting the archetypes objects on the speed list,
619 * since they never really need to be updated.
620 */
621
622 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
623 { 655 {
624 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 656 LOG (llevError, "Object %s is freed but has speed.\n", &name);
625#ifdef MANY_CORES
626 abort ();
627#else
628 op->speed = 0; 657 speed = 0;
629#endif
630 }
631
632 if (arch_init)
633 return;
634
635 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
636 { 658 }
637 /* If already on active list, don't do anything */
638 if (op->active_next || op->active_prev || op == active_objects)
639 return;
640 659
641 /* process_events() expects us to insert the object at the beginning 660 this->speed = speed;
642 * of the list. */
643 op->active_next = active_objects;
644 661
645 if (op->active_next != NULL) 662 if (has_active_speed ())
646 op->active_next->active_prev = op; 663 activate ();
647
648 active_objects = op;
649 }
650 else 664 else
651 { 665 deactivate ();
652 /* If not on the active list, nothing needs to be done */
653 if (!op->active_next && !op->active_prev && op != active_objects)
654 return;
655
656 if (op->active_prev == NULL)
657 {
658 active_objects = op->active_next;
659
660 if (op->active_next != NULL)
661 op->active_next->active_prev = NULL;
662 }
663 else
664 {
665 op->active_prev->active_next = op->active_next;
666
667 if (op->active_next)
668 op->active_next->active_prev = op->active_prev;
669 }
670
671 op->active_next = NULL;
672 op->active_prev = NULL;
673 }
674} 666}
675 667
676/* This function removes object 'op' from the list of active
677 * objects.
678 * This should only be used for style maps or other such
679 * reference maps where you don't want an object that isn't
680 * in play chewing up cpu time getting processed.
681 * The reverse of this is to call update_ob_speed, which
682 * will do the right thing based on the speed of the object.
683 */
684void
685remove_from_active_list (object *op)
686{
687 /* If not on the active list, nothing needs to be done */
688 if (!op->active_next && !op->active_prev && op != active_objects)
689 return;
690
691 if (op->active_prev == NULL)
692 {
693 active_objects = op->active_next;
694 if (op->active_next != NULL)
695 op->active_next->active_prev = NULL;
696 }
697 else
698 {
699 op->active_prev->active_next = op->active_next;
700 if (op->active_next)
701 op->active_next->active_prev = op->active_prev;
702 }
703 op->active_next = NULL;
704 op->active_prev = NULL;
705}
706
707/* 668/*
708 * update_object() updates the array which represents the map. 669 * update_object() updates the the map.
709 * It takes into account invisible objects (and represent squares covered 670 * It takes into account invisible objects (and represent squares covered
710 * by invisible objects by whatever is below them (unless it's another 671 * by invisible objects by whatever is below them (unless it's another
711 * invisible object, etc...) 672 * invisible object, etc...)
712 * If the object being updated is beneath a player, the look-window 673 * If the object being updated is beneath a player, the look-window
713 * of that player is updated (this might be a suboptimal way of 674 * of that player is updated (this might be a suboptimal way of
714 * updating that window, though, since update_object() is called _often_) 675 * updating that window, though, since update_object() is called _often_)
715 * 676 *
716 * action is a hint of what the caller believes need to be done. 677 * action is a hint of what the caller believes need to be done.
717 * For example, if the only thing that has changed is the face (due to
718 * an animation), we don't need to call update_position until that actually
719 * comes into view of a player. OTOH, many other things, like addition/removal
720 * of walls or living creatures may need us to update the flags now.
721 * current action are: 678 * current action are:
722 * UP_OBJ_INSERT: op was inserted 679 * UP_OBJ_INSERT: op was inserted
723 * UP_OBJ_REMOVE: op was removed 680 * UP_OBJ_REMOVE: op was removed
724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 681 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725 * as that is easier than trying to look at what may have changed. 682 * as that is easier than trying to look at what may have changed.
726 * UP_OBJ_FACE: only the objects face has changed. 683 * UP_OBJ_FACE: only the objects face has changed.
727 */ 684 */
728
729void 685void
730update_object (object *op, int action) 686update_object (object *op, int action)
731{ 687{
732 int update_now = 0, flags;
733 MoveType move_on, move_off, move_block, move_slow;
734
735 if (op == NULL) 688 if (op == NULL)
736 { 689 {
737 /* this should never happen */ 690 /* this should never happen */
738 LOG (llevDebug, "update_object() called for NULL object.\n"); 691 LOG (llevDebug, "update_object() called for NULL object.\n");
739 return; 692 return;
740 } 693 }
741 694
742 if (op->env != NULL) 695 if (op->env)
743 { 696 {
744 /* Animation is currently handled by client, so nothing 697 /* Animation is currently handled by client, so nothing
745 * to do in this case. 698 * to do in this case.
746 */ 699 */
747 return; 700 return;
752 */ 705 */
753 if (!op->map || op->map->in_memory == MAP_SAVING) 706 if (!op->map || op->map->in_memory == MAP_SAVING)
754 return; 707 return;
755 708
756 /* make sure the object is within map boundaries */ 709 /* make sure the object is within map boundaries */
757 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 710 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
758 { 711 {
759 LOG (llevError, "update_object() called for object out of map!\n"); 712 LOG (llevError, "update_object() called for object out of map!\n");
760#ifdef MANY_CORES 713#ifdef MANY_CORES
761 abort (); 714 abort ();
762#endif 715#endif
763 return; 716 return;
764 } 717 }
765 718
766 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 719 mapspace &m = op->ms ();
767 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
768 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
772 720
721 if (!(m.flags_ & P_UPTODATE))
722 /* nop */;
773 if (action == UP_OBJ_INSERT) 723 else if (action == UP_OBJ_INSERT)
774 { 724 {
725 // this is likely overkill, TODO: revisit (schmorp)
775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 726 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
776 update_now = 1;
777
778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 727 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
779 update_now = 1; 728 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
780 729 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
730 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 731 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
785 update_now = 1;
786
787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788 update_now = 1;
789
790 if ((move_on | op->move_on) != move_on) 732 || (m.move_on | op->move_on ) != m.move_on
791 update_now = 1;
792
793 if ((move_off | op->move_off) != move_off) 733 || (m.move_off | op->move_off ) != m.move_off
794 update_now = 1; 734 || (m.move_slow | op->move_slow) != m.move_slow
795
796 /* This isn't perfect, but I don't expect a lot of objects to 735 /* This isn't perfect, but I don't expect a lot of objects to
797 * to have move_allow right now. 736 * to have move_allow right now.
798 */ 737 */
799 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 738 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
800 update_now = 1; 739 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
801 740 m.flags_ = 0;
802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
804 } 741 }
805
806 /* if the object is being removed, we can't make intelligent 742 /* if the object is being removed, we can't make intelligent
807 * decisions, because remove_ob can't really pass the object 743 * decisions, because remove_ob can't really pass the object
808 * that is being removed. 744 * that is being removed.
809 */ 745 */
810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
811 update_now = 1; 747 m.flags_ = 0;
812 else if (action == UP_OBJ_FACE) 748 else if (action == UP_OBJ_FACE)
813 /* Nothing to do for that case */ ; 749 /* Nothing to do for that case */ ;
814 else 750 else
815 LOG (llevError, "update_object called with invalid action: %d\n", action); 751 LOG (llevError, "update_object called with invalid action: %d\n", action);
816 752
817 if (update_now)
818 {
819 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
820 update_position (op->map, op->x, op->y);
821 }
822
823 if (op->more != NULL) 753 if (op->more)
824 update_object (op->more, action); 754 update_object (op->more, action);
825}
826
827object::vector object::mortals;
828object::vector object::objects; // not yet used
829object *object::first;
830
831void object::free_mortals ()
832{
833 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
834 if ((*i)->refcnt)
835 ++i; // further delay freeing
836 else
837 {
838 delete *i;
839 mortals.erase (i);
840 }
841} 755}
842 756
843object::object () 757object::object ()
844{ 758{
845 SET_FLAG (this, FLAG_REMOVED); 759 SET_FLAG (this, FLAG_REMOVED);
848 face = blank_face; 762 face = blank_face;
849} 763}
850 764
851object::~object () 765object::~object ()
852{ 766{
767 unlink ();
768
853 free_key_values (this); 769 free_key_values (this);
854} 770}
855 771
772static int object_count;
773
856void object::link () 774void object::link ()
857{ 775{
858 count = ++ob_count; 776 assert (!index);//D
859 uuid = gen_uuid (); 777 uuid = gen_uuid ();
778 count = ++object_count;
860 779
861 prev = 0; 780 refcnt_inc ();
862 next = object::first; 781 objects.insert (this);
863
864 if (object::first)
865 object::first->prev = this;
866
867 object::first = this;
868} 782}
869 783
870void object::unlink () 784void object::unlink ()
871{ 785{
872 if (this == object::first) 786 if (!index)
873 object::first = next; 787 return;
874 788
875 /* Remove this object from the list of used objects */ 789 objects.erase (this);
876 if (prev) prev->next = next; 790 refcnt_dec ();
877 if (next) next->prev = prev; 791}
878 792
879 prev = 0; 793void
880 next = 0; 794object::activate ()
795{
796 /* If already on active list, don't do anything */
797 if (active)
798 return;
799
800 if (has_active_speed ())
801 actives.insert (this);
802}
803
804void
805object::activate_recursive ()
806{
807 activate ();
808
809 for (object *op = inv; op; op = op->below)
810 op->activate_recursive ();
811}
812
813/* This function removes object 'op' from the list of active
814 * objects.
815 * This should only be used for style maps or other such
816 * reference maps where you don't want an object that isn't
817 * in play chewing up cpu time getting processed.
818 * The reverse of this is to call update_ob_speed, which
819 * will do the right thing based on the speed of the object.
820 */
821void
822object::deactivate ()
823{
824 /* If not on the active list, nothing needs to be done */
825 if (!active)
826 return;
827
828 actives.erase (this);
829}
830
831void
832object::deactivate_recursive ()
833{
834 for (object *op = inv; op; op = op->below)
835 op->deactivate_recursive ();
836
837 deactivate ();
838}
839
840void
841object::set_flag_inv (int flag, int value)
842{
843 for (object *op = inv; op; op = op->below)
844 {
845 op->flag [flag] = value;
846 op->set_flag_inv (flag, value);
847 }
848}
849
850/*
851 * Remove and free all objects in the inventory of the given object.
852 * object.c ?
853 */
854void
855object::destroy_inv (bool drop_to_ground)
856{
857 // need to check first, because the checks below might segfault
858 // as we might be on an invalid mapspace and crossfire code
859 // is too buggy to ensure that the inventory is empty.
860 // corollary: if you create arrows etc. with stuff in tis inventory,
861 // cf will crash below with off-map x and y
862 if (!inv)
863 return;
864
865 /* Only if the space blocks everything do we not process -
866 * if some form of movement is allowed, let objects
867 * drop on that space.
868 */
869 if (!drop_to_ground
870 || !map
871 || map->in_memory != MAP_IN_MEMORY
872 || map->nodrop
873 || ms ().move_block == MOVE_ALL)
874 {
875 while (inv)
876 {
877 inv->destroy_inv (drop_to_ground);
878 inv->destroy ();
879 }
880 }
881 else
882 { /* Put objects in inventory onto this space */
883 while (inv)
884 {
885 object *op = inv;
886
887 if (op->flag [FLAG_STARTEQUIP]
888 || op->flag [FLAG_NO_DROP]
889 || op->type == RUNE
890 || op->type == TRAP
891 || op->flag [FLAG_IS_A_TEMPLATE]
892 || op->flag [FLAG_DESTROY_ON_DEATH])
893 op->destroy ();
894 else
895 map->insert (op, x, y);
896 }
897 }
881} 898}
882 899
883object *object::create () 900object *object::create ()
884{ 901{
885 object *op = new object; 902 object *op = new object;
886 op->link (); 903 op->link ();
887 return op; 904 return op;
888} 905}
889 906
890/* 907void
891 * free_object() frees everything allocated by an object, removes 908object::do_destroy ()
892 * it from the list of used objects, and puts it on the list of
893 * free objects. The IS_FREED() flag is set in the object.
894 * The object must have been removed by remove_ob() first for
895 * this function to succeed.
896 *
897 * If destroy_inventory is set, free inventory as well. Else drop items in
898 * inventory to the ground.
899 */
900void object::destroy (bool destroy_inventory)
901{ 909{
902 if (QUERY_FLAG (this, FLAG_FREED)) 910 attachable::do_destroy ();
903 return;
904 911
905 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 912 if (flag [FLAG_IS_LINKED])
913 remove_button_link (this);
914
915 if (flag [FLAG_FRIENDLY])
906 remove_friendly_object (this); 916 remove_friendly_object (this);
907 917
908 if (!QUERY_FLAG (this, FLAG_REMOVED)) 918 if (!flag [FLAG_REMOVED])
909 remove (); 919 remove ();
910 920
911 SET_FLAG (this, FLAG_FREED); 921 destroy_inv (true);
912 922
913 if (more) 923 deactivate ();
914 { 924 unlink ();
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918 925
919 if (inv) 926 flag [FLAG_FREED] = 1;
920 {
921 /* Only if the space blocks everything do we not process -
922 * if some form of movement is allowed, let objects
923 * drop on that space.
924 */
925 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
926 {
927 object *op = inv;
928
929 while (op)
930 {
931 object *tmp = op->below;
932 op->destroy (destroy_inventory);
933 op = tmp;
934 }
935 }
936 else
937 { /* Put objects in inventory onto this space */
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943
944 op->remove ();
945
946 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
947 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
948 op->destroy ();
949 else
950 {
951 op->x = x;
952 op->y = y;
953 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
954 }
955
956 op = tmp;
957 }
958 }
959 }
960 927
961 // hack to ensure that freed objects still have a valid map 928 // hack to ensure that freed objects still have a valid map
962 { 929 {
963 static maptile *freed_map; // freed objects are moved here to avoid crashes 930 static maptile *freed_map; // freed objects are moved here to avoid crashes
964 931
965 if (!freed_map) 932 if (!freed_map)
966 { 933 {
967 freed_map = new maptile; 934 freed_map = new maptile;
968 935
936 freed_map->path = "<freed objects map>";
969 freed_map->name = "/internal/freed_objects_map"; 937 freed_map->name = "/internal/freed_objects_map";
970 freed_map->width = 3; 938 freed_map->width = 3;
971 freed_map->height = 3; 939 freed_map->height = 3;
972 940
973 freed_map->allocate (); 941 freed_map->alloc ();
942 freed_map->in_memory = MAP_IN_MEMORY;
974 } 943 }
975 944
976 map = freed_map; 945 map = freed_map;
977 x = 1; 946 x = 1;
978 y = 1; 947 y = 1;
979 } 948 }
980 949
950 if (more)
951 {
952 more->destroy ();
953 more = 0;
954 }
955
956 head = 0;
957
981 // clear those pointers that likely might have circular references to us 958 // clear those pointers that likely might cause circular references
982 owner = 0; 959 owner = 0;
983 enemy = 0; 960 enemy = 0;
984 attacked_by = 0; 961 attacked_by = 0;
962 current_weapon = 0;
963}
985 964
986 // only relevant for players(?), but make sure of it anyways 965void
987 contr = 0; 966object::destroy (bool destroy_inventory)
967{
968 if (destroyed ())
969 return;
988 970
989 /* Remove object from the active list */ 971 if (destroy_inventory)
990 speed = 0; 972 destroy_inv (false);
991 update_ob_speed (this);
992 973
993 unlink (); 974 if (is_head ())
975 if (sound_destroy)
976 play_sound (sound_destroy);
977 else if (flag [FLAG_MONSTER])
978 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
994 979
995 mortals.push_back (this); 980 attachable::destroy ();
996} 981}
997 982
998/* 983/*
999 * sub_weight() recursively (outwards) subtracts a number from the 984 * sub_weight() recursively (outwards) subtracts a number from the
1000 * weight of an object (and what is carried by it's environment(s)). 985 * weight of an object (and what is carried by it's environment(s)).
1016 * This function removes the object op from the linked list of objects 1001 * This function removes the object op from the linked list of objects
1017 * which it is currently tied to. When this function is done, the 1002 * which it is currently tied to. When this function is done, the
1018 * object will have no environment. If the object previously had an 1003 * object will have no environment. If the object previously had an
1019 * environment, the x and y coordinates will be updated to 1004 * environment, the x and y coordinates will be updated to
1020 * the previous environment. 1005 * the previous environment.
1021 * Beware: This function is called from the editor as well!
1022 */ 1006 */
1023void 1007void
1024object::remove () 1008object::do_remove ()
1025{ 1009{
1026 object *tmp, *last = 0; 1010 object *tmp, *last = 0;
1027 object *otmp; 1011 object *otmp;
1028 1012
1029 int check_walk_off;
1030
1031 if (QUERY_FLAG (this, FLAG_REMOVED)) 1013 if (QUERY_FLAG (this, FLAG_REMOVED))
1032 return; 1014 return;
1033 1015
1034 SET_FLAG (this, FLAG_REMOVED); 1016 SET_FLAG (this, FLAG_REMOVED);
1017 INVOKE_OBJECT (REMOVE, this);
1035 1018
1036 if (more) 1019 if (more)
1037 more->remove (); 1020 more->remove ();
1038 1021
1039 /* 1022 /*
1049 1032
1050 /* NO_FIX_PLAYER is set when a great many changes are being 1033 /* NO_FIX_PLAYER is set when a great many changes are being
1051 * made to players inventory. If set, avoiding the call 1034 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 1035 * to save cpu time.
1053 */ 1036 */
1054 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1037 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1055 fix_player (otmp); 1038 otmp->update_stats ();
1056 1039
1057 if (above != NULL) 1040 if (above)
1058 above->below = below; 1041 above->below = below;
1059 else 1042 else
1060 env->inv = below; 1043 env->inv = below;
1061 1044
1062 if (below != NULL) 1045 if (below)
1063 below->above = above; 1046 below->above = above;
1064 1047
1065 /* we set up values so that it could be inserted into 1048 /* we set up values so that it could be inserted into
1066 * the map, but we don't actually do that - it is up 1049 * the map, but we don't actually do that - it is up
1067 * to the caller to decide what we want to do. 1050 * to the caller to decide what we want to do.
1071 above = 0, below = 0; 1054 above = 0, below = 0;
1072 env = 0; 1055 env = 0;
1073 } 1056 }
1074 else if (map) 1057 else if (map)
1075 { 1058 {
1076 /* Re did the following section of code - it looks like it had 1059 if (type == PLAYER)
1077 * lots of logic for things we no longer care about
1078 */ 1060 {
1061 // leaving a spot always closes any open container on the ground
1062 if (container && !container->env)
1063 // this causes spurious floorbox updates, but it ensures
1064 // that the CLOSE event is being sent.
1065 close_container ();
1066
1067 --map->players;
1068 map->touch ();
1069 }
1070
1071 map->dirty = true;
1072 mapspace &ms = this->ms ();
1079 1073
1080 /* link the object above us */ 1074 /* link the object above us */
1081 if (above) 1075 if (above)
1082 above->below = below; 1076 above->below = below;
1083 else 1077 else
1084 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1078 ms.top = below; /* we were top, set new top */
1085 1079
1086 /* Relink the object below us, if there is one */ 1080 /* Relink the object below us, if there is one */
1087 if (below) 1081 if (below)
1088 below->above = above; 1082 below->above = above;
1089 else 1083 else
1091 /* Nothing below, which means we need to relink map object for this space 1085 /* Nothing below, which means we need to relink map object for this space
1092 * use translated coordinates in case some oddness with map tiling is 1086 * use translated coordinates in case some oddness with map tiling is
1093 * evident 1087 * evident
1094 */ 1088 */
1095 if (GET_MAP_OB (map, x, y) != this) 1089 if (GET_MAP_OB (map, x, y) != this)
1096 {
1097 char *dump = dump_object (this);
1098 LOG (llevError,
1099 "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); 1090 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 ());
1100 free (dump);
1101 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump);
1103 free (dump);
1104 }
1105 1091
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1092 ms.bot = above; /* goes on above it. */
1107 } 1093 }
1108 1094
1109 above = 0; 1095 above = 0;
1110 below = 0; 1096 below = 0;
1111 1097
1112 if (map->in_memory == MAP_SAVING) 1098 if (map->in_memory == MAP_SAVING)
1113 return; 1099 return;
1114 1100
1115 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1101 int check_walk_off = !flag [FLAG_NO_APPLY];
1116 1102
1103 if (object *pl = ms.player ())
1104 {
1105 if (pl->container == this)
1106 /* If a container that the player is currently using somehow gets
1107 * removed (most likely destroyed), update the player view
1108 * appropriately.
1109 */
1110 pl->close_container ();
1111
1112 pl->contr->ns->floorbox_update ();
1113 }
1114
1117 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1115 for (tmp = ms.bot; tmp; tmp = tmp->above)
1118 { 1116 {
1119 /* No point updating the players look faces if he is the object 1117 /* No point updating the players look faces if he is the object
1120 * being removed. 1118 * being removed.
1121 */ 1119 */
1122 1120
1123 if (tmp->type == PLAYER && tmp != this)
1124 {
1125 /* If a container that the player is currently using somehow gets
1126 * removed (most likely destroyed), update the player view
1127 * appropriately.
1128 */
1129 if (tmp->container == this)
1130 {
1131 CLEAR_FLAG (this, FLAG_APPLIED);
1132 tmp->container = 0;
1133 }
1134
1135 tmp->contr->socket.update_look = 1;
1136 }
1137
1138 /* See if player moving off should effect something */ 1121 /* See if object moving off should effect something */
1139 if (check_walk_off 1122 if (check_walk_off
1140 && ((move_type & tmp->move_off) 1123 && ((move_type & tmp->move_off)
1141 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1124 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1142 { 1125 {
1143 move_apply (tmp, this, 0); 1126 move_apply (tmp, this, 0);
1144 1127
1145 if (destroyed ()) 1128 if (destroyed ())
1146 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1129 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1147 } 1130 }
1148 1131
1149 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1150
1151 if (tmp->above == tmp)
1152 tmp->above = 0;
1153
1154 last = tmp; 1132 last = tmp;
1155 } 1133 }
1156 1134
1157 /* last == NULL of there are no objects on this space */ 1135 /* last == NULL if there are no objects on this space */
1136 //TODO: this makes little sense, why only update the topmost object?
1158 if (!last) 1137 if (!last)
1159 { 1138 map->at (x, y).flags_ = 0;
1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1161 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1162 * those out anyways, and if there are any flags set right now, they won't
1163 * be correct anyways.
1164 */
1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1166 update_position (map, x, y);
1167 }
1168 else 1139 else
1169 update_object (last, UP_OBJ_REMOVE); 1140 update_object (last, UP_OBJ_REMOVE);
1170 1141
1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1142 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1172 update_all_los (map, x, y); 1143 update_all_los (map, x, y);
1173 } 1144 }
1174} 1145}
1175 1146
1176/* 1147/*
1185merge_ob (object *op, object *top) 1156merge_ob (object *op, object *top)
1186{ 1157{
1187 if (!op->nrof) 1158 if (!op->nrof)
1188 return 0; 1159 return 0;
1189 1160
1190 if (top == NULL) 1161 if (!top)
1191 for (top = op; top != NULL && top->above != NULL; top = top->above); 1162 for (top = op; top && top->above; top = top->above)
1163 ;
1192 1164
1193 for (; top != NULL; top = top->below) 1165 for (; top; top = top->below)
1194 { 1166 {
1195 if (top == op) 1167 if (top == op)
1196 continue; 1168 continue;
1197 if (CAN_MERGE (op, top)) 1169
1170 if (object::can_merge (op, top))
1198 { 1171 {
1199 top->nrof += op->nrof; 1172 top->nrof += op->nrof;
1200 1173
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1174/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1175 op->weight = 0; /* Don't want any adjustements now */
1206 } 1179 }
1207 1180
1208 return 0; 1181 return 0;
1209} 1182}
1210 1183
1184void
1185object::expand_tail ()
1186{
1187 if (more)
1188 return;
1189
1190 object *prev = this;
1191
1192 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1193 {
1194 object *op = arch_to_object (at);
1195
1196 op->name = name;
1197 op->name_pl = name_pl;
1198 op->title = title;
1199
1200 op->head = this;
1201 prev->more = op;
1202
1203 prev = op;
1204 }
1205}
1206
1211/* 1207/*
1212 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1208 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1213 * job preparing multi-part monsters 1209 * job preparing multi-part monsters.
1214 */ 1210 */
1215object * 1211object *
1216insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1212insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1217{ 1213{
1218 object *tmp;
1219
1220 if (op->head)
1221 op = op->head;
1222
1223 for (tmp = op; tmp; tmp = tmp->more) 1214 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1224 { 1215 {
1225 tmp->x = x + tmp->arch->clone.x; 1216 tmp->x = x + tmp->arch->x;
1226 tmp->y = y + tmp->arch->clone.y; 1217 tmp->y = y + tmp->arch->y;
1227 } 1218 }
1228 1219
1229 return insert_ob_in_map (op, m, originator, flag); 1220 return insert_ob_in_map (op, m, originator, flag);
1230} 1221}
1231 1222
1247 * Return value: 1238 * Return value:
1248 * new object if 'op' was merged with other object 1239 * new object if 'op' was merged with other object
1249 * NULL if 'op' was destroyed 1240 * NULL if 'op' was destroyed
1250 * just 'op' otherwise 1241 * just 'op' otherwise
1251 */ 1242 */
1252
1253object * 1243object *
1254insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1244insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1255{ 1245{
1246 assert (!op->flag [FLAG_FREED]);
1247
1256 object *tmp, *top, *floor = NULL; 1248 object *top, *floor = NULL;
1257 sint16 x, y;
1258 1249
1259 if (QUERY_FLAG (op, FLAG_FREED)) 1250 op->remove ();
1260 {
1261 LOG (llevError, "Trying to insert freed object!\n");
1262 return NULL;
1263 }
1264
1265 if (m == NULL)
1266 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1269 free (dump);
1270 return op;
1271 }
1272
1273 if (out_of_map (m, op->x, op->y))
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1277#ifdef MANY_CORES
1278 /* Better to catch this here, as otherwise the next use of this object
1279 * is likely to cause a crash. Better to find out where it is getting
1280 * improperly inserted.
1281 */
1282 abort ();
1283#endif
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (!QUERY_FLAG (op, FLAG_REMOVED))
1289 {
1290 char *dump = dump_object (op);
1291 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (op->more != NULL)
1297 {
1298 /* The part may be on a different map. */
1299
1300 object *more = op->more;
1301
1302 /* We really need the caller to normalize coordinates - if
1303 * we set the map, that doesn't work if the location is within
1304 * a map and this is straddling an edge. So only if coordinate
1305 * is clear wrong do we normalize it.
1306 */
1307 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1308 more->map = get_map_from_coord (m, &more->x, &more->y);
1309 else if (!more->map)
1310 {
1311 /* For backwards compatibility - when not dealing with tiled maps,
1312 * more->map should always point to the parent.
1313 */
1314 more->map = m;
1315 }
1316
1317 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1318 {
1319 if (!op->head)
1320 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1321
1322 return NULL;
1323 }
1324 }
1325
1326 CLEAR_FLAG (op, FLAG_REMOVED);
1327 1251
1328 /* Ideally, the caller figures this out. However, it complicates a lot 1252 /* Ideally, the caller figures this out. However, it complicates a lot
1329 * of areas of callers (eg, anything that uses find_free_spot would now 1253 * of areas of callers (eg, anything that uses find_free_spot would now
1330 * need extra work 1254 * need extra work
1331 */ 1255 */
1332 op->map = get_map_from_coord (m, &op->x, &op->y); 1256 if (!xy_normalise (m, op->x, op->y))
1333 x = op->x; 1257 {
1334 y = op->y; 1258 op->destroy ();
1259 return 0;
1260 }
1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1267
1268 op->map = m;
1269 mapspace &ms = op->ms ();
1335 1270
1336 /* this has to be done after we translate the coordinates. 1271 /* this has to be done after we translate the coordinates.
1337 */ 1272 */
1338 if (op->nrof && !(flag & INS_NO_MERGE)) 1273 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1274 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp)) 1275 if (object::can_merge (op, tmp))
1341 { 1276 {
1342 op->nrof += tmp->nrof; 1277 op->nrof += tmp->nrof;
1343 tmp->destroy (); 1278 tmp->destroy ();
1344 } 1279 }
1345 1280
1361 op->below = originator->below; 1296 op->below = originator->below;
1362 1297
1363 if (op->below) 1298 if (op->below)
1364 op->below->above = op; 1299 op->below->above = op;
1365 else 1300 else
1366 SET_MAP_OB (op->map, op->x, op->y, op); 1301 ms.bot = op;
1367 1302
1368 /* since *below* originator, no need to update top */ 1303 /* since *below* originator, no need to update top */
1369 originator->below = op; 1304 originator->below = op;
1370 } 1305 }
1371 else 1306 else
1372 { 1307 {
1308 top = ms.bot;
1309
1373 /* If there are other objects, then */ 1310 /* If there are other objects, then */
1374 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1311 if (top)
1375 { 1312 {
1376 object *last = NULL; 1313 object *last = 0;
1377 1314
1378 /* 1315 /*
1379 * If there are multiple objects on this space, we do some trickier handling. 1316 * If there are multiple objects on this space, we do some trickier handling.
1380 * We've already dealt with merging if appropriate. 1317 * We've already dealt with merging if appropriate.
1381 * Generally, we want to put the new object on top. But if 1318 * Generally, we want to put the new object on top. But if
1385 * once we get to them. This reduces the need to traverse over all of 1322 * once we get to them. This reduces the need to traverse over all of
1386 * them when adding another one - this saves quite a bit of cpu time 1323 * them when adding another one - this saves quite a bit of cpu time
1387 * when lots of spells are cast in one area. Currently, it is presumed 1324 * when lots of spells are cast in one area. Currently, it is presumed
1388 * that flying non pickable objects are spell objects. 1325 * that flying non pickable objects are spell objects.
1389 */ 1326 */
1390 1327 for (top = ms.bot; top; top = top->above)
1391 while (top != NULL)
1392 { 1328 {
1393 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1329 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1394 floor = top; 1330 floor = top;
1395 1331
1396 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1332 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1399 top = top->below; 1335 top = top->below;
1400 break; 1336 break;
1401 } 1337 }
1402 1338
1403 last = top; 1339 last = top;
1404 top = top->above;
1405 } 1340 }
1406 1341
1407 /* Don't want top to be NULL, so set it to the last valid object */ 1342 /* Don't want top to be NULL, so set it to the last valid object */
1408 top = last; 1343 top = last;
1409 1344
1411 * looks like instead of lots of conditions here. 1346 * looks like instead of lots of conditions here.
1412 * makes things faster, and effectively the same result. 1347 * makes things faster, and effectively the same result.
1413 */ 1348 */
1414 1349
1415 /* Have object 'fall below' other objects that block view. 1350 /* Have object 'fall below' other objects that block view.
1416 * Unless those objects are exits, type 66 1351 * Unless those objects are exits.
1417 * If INS_ON_TOP is used, don't do this processing 1352 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise 1353 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd. 1354 * stacking is a bit odd.
1420 */ 1355 */
1421 if (!(flag & INS_ON_TOP) && 1356 if (!(flag & INS_ON_TOP)
1422 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1357 && ms.flags () & P_BLOCKSVIEW
1358 && (op->face && !faces [op->face].visibility))
1423 { 1359 {
1424 for (last = top; last != floor; last = last->below) 1360 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1361 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break; 1362 break;
1363
1427 /* Check to see if we found the object that blocks view, 1364 /* Check to see if we found the object that blocks view,
1428 * and make sure we have a below pointer for it so that 1365 * and make sure we have a below pointer for it so that
1429 * we can get inserted below this one, which requires we 1366 * we can get inserted below this one, which requires we
1430 * set top to the object below us. 1367 * set top to the object below us.
1431 */ 1368 */
1432 if (last && last->below && last != floor) 1369 if (last && last->below && last != floor)
1433 top = last->below; 1370 top = last->below;
1434 } 1371 }
1435 } /* If objects on this space */ 1372 } /* If objects on this space */
1436 1373
1437 if (flag & INS_MAP_LOAD)
1438 top = GET_MAP_TOP (op->map, op->x, op->y);
1439
1440 if (flag & INS_ABOVE_FLOOR_ONLY) 1374 if (flag & INS_ABOVE_FLOOR_ONLY)
1441 top = floor; 1375 top = floor;
1442 1376
1443 /* Top is the object that our object (op) is going to get inserted above. 1377 /* Top is the object that our object (op) is going to get inserted above.
1444 */ 1378 */
1445 1379
1446 /* First object on this space */ 1380 /* First object on this space */
1447 if (!top) 1381 if (!top)
1448 { 1382 {
1449 op->above = GET_MAP_OB (op->map, op->x, op->y); 1383 op->above = ms.bot;
1450 1384
1451 if (op->above) 1385 if (op->above)
1452 op->above->below = op; 1386 op->above->below = op;
1453 1387
1454 op->below = NULL; 1388 op->below = 0;
1455 SET_MAP_OB (op->map, op->x, op->y, op); 1389 ms.bot = op;
1456 } 1390 }
1457 else 1391 else
1458 { /* get inserted into the stack above top */ 1392 { /* get inserted into the stack above top */
1459 op->above = top->above; 1393 op->above = top->above;
1460 1394
1463 1397
1464 op->below = top; 1398 op->below = top;
1465 top->above = op; 1399 top->above = op;
1466 } 1400 }
1467 1401
1468 if (op->above == NULL) 1402 if (!op->above)
1469 SET_MAP_TOP (op->map, op->x, op->y, op); 1403 ms.top = op;
1470 } /* else not INS_BELOW_ORIGINATOR */ 1404 } /* else not INS_BELOW_ORIGINATOR */
1471 1405
1472 if (op->type == PLAYER) 1406 if (op->type == PLAYER)
1407 {
1473 op->contr->do_los = 1; 1408 op->contr->do_los = 1;
1409 ++op->map->players;
1410 op->map->touch ();
1411 }
1474 1412
1475 /* If we have a floor, we know the player, if any, will be above 1413 op->map->dirty = true;
1476 * it, so save a few ticks and start from there. 1414
1477 */ 1415 if (object *pl = ms.player ())
1478 if (!(flag & INS_MAP_LOAD)) 1416 pl->contr->ns->floorbox_update ();
1479 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1480 if (tmp->type == PLAYER)
1481 tmp->contr->socket.update_look = 1;
1482 1417
1483 /* If this object glows, it may affect lighting conditions that are 1418 /* If this object glows, it may affect lighting conditions that are
1484 * visible to others on this map. But update_all_los is really 1419 * visible to others on this map. But update_all_los is really
1485 * an inefficient way to do this, as it means los for all players 1420 * an inefficient way to do this, as it means los for all players
1486 * on the map will get recalculated. The players could very well 1421 * on the map will get recalculated. The players could very well
1487 * be far away from this change and not affected in any way - 1422 * be far away from this change and not affected in any way -
1488 * this should get redone to only look for players within range, 1423 * this should get redone to only look for players within range,
1489 * or just updating the P_NEED_UPDATE for spaces within this area 1424 * or just updating the P_UPTODATE for spaces within this area
1490 * of effect may be sufficient. 1425 * of effect may be sufficient.
1491 */ 1426 */
1492 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1427 if (op->map->darkness && (op->glow_radius != 0))
1493 update_all_los (op->map, op->x, op->y); 1428 update_all_los (op->map, op->x, op->y);
1494 1429
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1430 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT); 1431 update_object (op, UP_OBJ_INSERT);
1497 1432
1433 INVOKE_OBJECT (INSERT, op);
1434
1498 /* Don't know if moving this to the end will break anything. However, 1435 /* Don't know if moving this to the end will break anything. However,
1499 * we want to have update_look set above before calling this. 1436 * we want to have floorbox_update called before calling this.
1500 * 1437 *
1501 * check_move_on() must be after this because code called from 1438 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like 1439 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by 1440 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object(). 1441 * update_object().
1505 */ 1442 */
1506 1443
1507 /* if this is not the head or flag has been passed, don't check walk on status */ 1444 /* if this is not the head or flag has been passed, don't check walk on status */
1508 if (!(flag & INS_NO_WALK_ON) && !op->head) 1445 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1509 { 1446 {
1510 if (check_move_on (op, originator)) 1447 if (check_move_on (op, originator))
1511 return NULL; 1448 return 0;
1512 1449
1513 /* If we are a multi part object, lets work our way through the check 1450 /* If we are a multi part object, lets work our way through the check
1514 * walk on's. 1451 * walk on's.
1515 */ 1452 */
1516 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1453 for (object *tmp = op->more; tmp; tmp = tmp->more)
1517 if (check_move_on (tmp, originator)) 1454 if (check_move_on (tmp, originator))
1518 return NULL; 1455 return 0;
1519 } 1456 }
1520 1457
1521 return op; 1458 return op;
1522} 1459}
1523 1460
1524/* this function inserts an object in the map, but if it 1461/* this function inserts an object in the map, but if it
1525 * finds an object of its own type, it'll remove that one first. 1462 * finds an object of its own type, it'll remove that one first.
1526 * op is the object to insert it under: supplies x and the map. 1463 * op is the object to insert it under: supplies x and the map.
1527 */ 1464 */
1528void 1465void
1529replace_insert_ob_in_map (const char *arch_string, object *op) 1466replace_insert_ob_in_map (const char *arch_string, object *op)
1530{ 1467{
1531 object * 1468 object *tmp, *tmp1;
1532 tmp;
1533 object *
1534 tmp1;
1535 1469
1536 /* first search for itself and remove any old instances */ 1470 /* first search for itself and remove any old instances */
1537 1471
1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1472 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1473 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1540 tmp->destroy (); 1474 tmp->destroy ();
1541 1475
1542 tmp1 = arch_to_object (archetype::find (arch_string)); 1476 tmp1 = arch_to_object (archetype::find (arch_string));
1543 1477
1544 tmp1->x = op->x; 1478 tmp1->x = op->x;
1545 tmp1->y = op->y; 1479 tmp1->y = op->y;
1546 insert_ob_in_map (tmp1, op->map, op, 0); 1480 insert_ob_in_map (tmp1, op->map, op, 0);
1481}
1482
1483object *
1484object::insert_at (object *where, object *originator, int flags)
1485{
1486 return where->map->insert (this, where->x, where->y, originator, flags);
1547} 1487}
1548 1488
1549/* 1489/*
1550 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1551 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1552 * the rest (or is removed and freed if that number is 0). 1492 * the rest (or is removed and freed if that number is 0).
1553 * On failure, NULL is returned, and the reason put into the 1493 * On failure, NULL is returned, and the reason put into the
1554 * global static errmsg array. 1494 * global static errmsg array.
1555 */ 1495 */
1556
1557object * 1496object *
1558get_split_ob (object *orig_ob, uint32 nr) 1497get_split_ob (object *orig_ob, uint32 nr)
1559{ 1498{
1560 object *newob; 1499 object *newob;
1561 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1592 * the amount of an object. If the amount reaches 0, the object 1531 * the amount of an object. If the amount reaches 0, the object
1593 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1594 * 1533 *
1595 * Return value: 'op' if something is left, NULL if the amount reached 0 1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1596 */ 1535 */
1597
1598object * 1536object *
1599decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1600{ 1538{
1601 object *tmp; 1539 object *tmp;
1602 player *pl;
1603 1540
1604 if (i == 0) /* objects with op->nrof require this check */ 1541 if (i == 0) /* objects with op->nrof require this check */
1605 return op; 1542 return op;
1606 1543
1607 if (i > op->nrof) 1544 if (i > op->nrof)
1608 i = op->nrof; 1545 i = op->nrof;
1609 1546
1610 if (QUERY_FLAG (op, FLAG_REMOVED)) 1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i; 1548 op->nrof -= i;
1612 else if (op->env != NULL) 1549 else if (op->env)
1613 { 1550 {
1614 /* is this object in the players inventory, or sub container 1551 /* is this object in the players inventory, or sub container
1615 * therein? 1552 * therein?
1616 */ 1553 */
1617 tmp = is_player_inv (op->env); 1554 tmp = op->in_player ();
1618 /* nope. Is this a container the player has opened? 1555 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player. 1556 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly 1557 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map, 1558 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player. 1559 * and then searching the map for a player.
1623 */ 1560 */
1624 if (!tmp) 1561 if (!tmp)
1625 { 1562 for_all_players (pl)
1626 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env) 1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1628 break; 1566 break;
1629 if (pl)
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 } 1567 }
1634 1568
1635 if (i < op->nrof) 1569 if (i < op->nrof)
1636 { 1570 {
1637 sub_weight (op->env, op->weight * i); 1571 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i; 1572 op->nrof -= i;
1639 if (tmp) 1573 if (tmp)
1640 {
1641 esrv_send_item (tmp, op); 1574 esrv_send_item (tmp, op);
1642 }
1643 } 1575 }
1644 else 1576 else
1645 { 1577 {
1646 op->remove (); 1578 op->remove ();
1647 op->nrof = 0; 1579 op->nrof = 0;
1648 if (tmp) 1580 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count); 1581 esrv_del_item (tmp->contr, op->count);
1651 }
1652 } 1582 }
1653 } 1583 }
1654 else 1584 else
1655 { 1585 {
1656 object *above = op->above; 1586 object *above = op->above;
1662 op->remove (); 1592 op->remove ();
1663 op->nrof = 0; 1593 op->nrof = 0;
1664 } 1594 }
1665 1595
1666 /* Since we just removed op, op->above is null */ 1596 /* Since we just removed op, op->above is null */
1667 for (tmp = above; tmp != NULL; tmp = tmp->above) 1597 for (tmp = above; tmp; tmp = tmp->above)
1668 if (tmp->type == PLAYER) 1598 if (tmp->type == PLAYER)
1669 { 1599 {
1670 if (op->nrof) 1600 if (op->nrof)
1671 esrv_send_item (tmp, op); 1601 esrv_send_item (tmp, op);
1672 else 1602 else
1677 if (op->nrof) 1607 if (op->nrof)
1678 return op; 1608 return op;
1679 else 1609 else
1680 { 1610 {
1681 op->destroy (); 1611 op->destroy ();
1682 return NULL; 1612 return 0;
1683 } 1613 }
1684} 1614}
1685 1615
1686/* 1616/*
1687 * add_weight(object, weight) adds the specified weight to an object, 1617 * add_weight(object, weight) adds the specified weight to an object,
1688 * and also updates how much the environment(s) is/are carrying. 1618 * and also updates how much the environment(s) is/are carrying.
1689 */ 1619 */
1690
1691void 1620void
1692add_weight (object *op, signed long weight) 1621add_weight (object *op, signed long weight)
1693{ 1622{
1694 while (op != NULL) 1623 while (op != NULL)
1695 { 1624 {
1710 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1639 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1711 free (dump); 1640 free (dump);
1712 return op; 1641 return op;
1713 } 1642 }
1714 1643
1715 if (where->head) 1644 if (where->head_ () != where)
1716 { 1645 {
1717 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1646 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1718 where = where->head; 1647 where = where->head;
1719 } 1648 }
1720 1649
1721 return where->insert (op); 1650 return where->insert (op);
1722} 1651}
1727 * inside the object environment. 1656 * inside the object environment.
1728 * 1657 *
1729 * The function returns now pointer to inserted item, and return value can 1658 * The function returns now pointer to inserted item, and return value can
1730 * be != op, if items are merged. -Tero 1659 * be != op, if items are merged. -Tero
1731 */ 1660 */
1732
1733object * 1661object *
1734object::insert (object *op) 1662object::insert (object *op)
1735{ 1663{
1736 object *tmp, *otmp;
1737
1738 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1739 op->remove (); 1665 op->remove ();
1740 1666
1741 if (op->more) 1667 if (op->more)
1742 { 1668 {
1744 return op; 1670 return op;
1745 } 1671 }
1746 1672
1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1748 CLEAR_FLAG (op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675
1749 if (op->nrof) 1676 if (op->nrof)
1750 { 1677 {
1751 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1752 if (CAN_MERGE (tmp, op)) 1679 if (object::can_merge (tmp, op))
1753 { 1680 {
1754 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1755 (client needs the original object) */ 1682 (client needs the original object) */
1756 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1757 /* Weight handling gets pretty funky. Since we are adding to 1684 /* Weight handling gets pretty funky. Since we are adding to
1775 add_weight (this, op->weight * op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1776 } 1703 }
1777 else 1704 else
1778 add_weight (this, (op->weight + op->carrying)); 1705 add_weight (this, (op->weight + op->carrying));
1779 1706
1780 otmp = is_player_inv (this); 1707 if (object *otmp = this->in_player ())
1781 if (otmp && otmp->contr)
1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1783 fix_player (otmp); 1709 otmp->update_stats ();
1784 1710
1711 op->owner = 0; // its his/hers now. period.
1785 op->map = NULL; 1712 op->map = 0;
1786 op->env = this; 1713 op->env = this;
1787 op->above = NULL; 1714 op->above = 0;
1788 op->below = NULL; 1715 op->below = 0;
1789 op->x = 0, op->y = 0; 1716 op->x = op->y = 0;
1790 1717
1791 /* reset the light list and los of the players on the map */ 1718 /* reset the light list and los of the players on the map */
1792 if ((op->glow_radius != 0) && map) 1719 if (op->glow_radius && map)
1793 { 1720 {
1794#ifdef DEBUG_LIGHTS 1721#ifdef DEBUG_LIGHTS
1795 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1722 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1796#endif /* DEBUG_LIGHTS */ 1723#endif /* DEBUG_LIGHTS */
1797 if (MAP_DARKNESS (map)) 1724 if (map->darkness)
1798 update_all_los (map, x, y); 1725 update_all_los (map, x, y);
1799 } 1726 }
1800 1727
1801 /* Client has no idea of ordering so lets not bother ordering it here. 1728 /* Client has no idea of ordering so lets not bother ordering it here.
1802 * It sure simplifies this function... 1729 * It sure simplifies this function...
1807 { 1734 {
1808 op->below = inv; 1735 op->below = inv;
1809 op->below->above = op; 1736 op->below->above = op;
1810 inv = op; 1737 inv = op;
1811 } 1738 }
1739
1740 INVOKE_OBJECT (INSERT, this);
1812 1741
1813 return op; 1742 return op;
1814} 1743}
1815 1744
1816/* 1745/*
1831 * 1760 *
1832 * MSW 2001-07-08: Check all objects on space, not just those below 1761 * MSW 2001-07-08: Check all objects on space, not just those below
1833 * object being inserted. insert_ob_in_map may not put new objects 1762 * object being inserted. insert_ob_in_map may not put new objects
1834 * on top. 1763 * on top.
1835 */ 1764 */
1836
1837int 1765int
1838check_move_on (object *op, object *originator) 1766check_move_on (object *op, object *originator)
1839{ 1767{
1840 object *tmp; 1768 object *tmp;
1841 maptile *m = op->map; 1769 maptile *m = op->map;
1868 1796
1869 /* The objects have to be checked from top to bottom. 1797 /* The objects have to be checked from top to bottom.
1870 * Hence, we first go to the top: 1798 * Hence, we first go to the top:
1871 */ 1799 */
1872 1800
1873 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1801 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1874 { 1802 {
1875 /* Trim the search when we find the first other spell effect 1803 /* Trim the search when we find the first other spell effect
1876 * this helps performance so that if a space has 50 spell objects, 1804 * this helps performance so that if a space has 50 spell objects,
1877 * we don't need to check all of them. 1805 * we don't need to check all of them.
1878 */ 1806 */
1896 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1897 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1898 { 1826 {
1899 1827
1900 float 1828 float
1901 diff = tmp->move_slow_penalty * FABS (op->speed); 1829 diff = tmp->move_slow_penalty * fabs (op->speed);
1902 1830
1903 if (op->type == PLAYER) 1831 if (op->type == PLAYER)
1904 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1832 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1905 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1833 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1906 diff /= 4.0; 1834 diff /= 4.0;
1933/* 1861/*
1934 * present_arch(arch, map, x, y) searches for any objects with 1862 * present_arch(arch, map, x, y) searches for any objects with
1935 * a matching archetype at the given map and coordinates. 1863 * a matching archetype at the given map and coordinates.
1936 * The first matching object is returned, or NULL if none. 1864 * The first matching object is returned, or NULL if none.
1937 */ 1865 */
1938
1939object * 1866object *
1940present_arch (const archetype *at, maptile *m, int x, int y) 1867present_arch (const archetype *at, maptile *m, int x, int y)
1941{ 1868{
1942 object *
1943 tmp;
1944
1945 if (m == NULL || out_of_map (m, x, y)) 1869 if (!m || out_of_map (m, x, y))
1946 { 1870 {
1947 LOG (llevError, "Present_arch called outside map.\n"); 1871 LOG (llevError, "Present_arch called outside map.\n");
1948 return NULL; 1872 return NULL;
1949 } 1873 }
1950 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1874
1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1951 if (tmp->arch == at) 1876 if (tmp->arch == at)
1952 return tmp; 1877 return tmp;
1878
1953 return NULL; 1879 return NULL;
1954} 1880}
1955 1881
1956/* 1882/*
1957 * present(type, map, x, y) searches for any objects with 1883 * present(type, map, x, y) searches for any objects with
1958 * a matching type variable at the given map and coordinates. 1884 * a matching type variable at the given map and coordinates.
1959 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
1960 */ 1886 */
1961
1962object * 1887object *
1963present (unsigned char type, maptile *m, int x, int y) 1888present (unsigned char type, maptile *m, int x, int y)
1964{ 1889{
1965 object *
1966 tmp;
1967
1968 if (out_of_map (m, x, y)) 1890 if (out_of_map (m, x, y))
1969 { 1891 {
1970 LOG (llevError, "Present called outside map.\n"); 1892 LOG (llevError, "Present called outside map.\n");
1971 return NULL; 1893 return NULL;
1972 } 1894 }
1973 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1895
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1974 if (tmp->type == type) 1897 if (tmp->type == type)
1975 return tmp; 1898 return tmp;
1899
1976 return NULL; 1900 return NULL;
1977} 1901}
1978 1902
1979/* 1903/*
1980 * present_in_ob(type, object) searches for any objects with 1904 * present_in_ob(type, object) searches for any objects with
1981 * a matching type variable in the inventory of the given object. 1905 * a matching type variable in the inventory of the given object.
1982 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
1983 */ 1907 */
1984
1985object * 1908object *
1986present_in_ob (unsigned char type, const object *op) 1909present_in_ob (unsigned char type, const object *op)
1987{ 1910{
1988 object *
1989 tmp;
1990
1991 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1992 if (tmp->type == type) 1912 if (tmp->type == type)
1993 return tmp; 1913 return tmp;
1914
1994 return NULL; 1915 return NULL;
1995} 1916}
1996 1917
1997/* 1918/*
1998 * present_in_ob (type, str, object) searches for any objects with 1919 * present_in_ob (type, str, object) searches for any objects with
2006 * str is the string to match against. Note that we match against 1927 * str is the string to match against. Note that we match against
2007 * the object name, not the archetype name. this is so that the 1928 * the object name, not the archetype name. this is so that the
2008 * spell code can use one object type (force), but change it's name 1929 * spell code can use one object type (force), but change it's name
2009 * to be unique. 1930 * to be unique.
2010 */ 1931 */
2011
2012object * 1932object *
2013present_in_ob_by_name (int type, const char *str, const object *op) 1933present_in_ob_by_name (int type, const char *str, const object *op)
2014{ 1934{
2015 object *
2016 tmp;
2017
2018 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2019 {
2020 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1936 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2021 return tmp; 1937 return tmp;
2022 } 1938
2023 return NULL; 1939 return 0;
2024} 1940}
2025 1941
2026/* 1942/*
2027 * present_arch_in_ob(archetype, object) searches for any objects with 1943 * present_arch_in_ob(archetype, object) searches for any objects with
2028 * a matching archetype in the inventory of the given object. 1944 * a matching archetype in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none. 1945 * The first matching object is returned, or NULL if none.
2030 */ 1946 */
2031
2032object * 1947object *
2033present_arch_in_ob (const archetype *at, const object *op) 1948present_arch_in_ob (const archetype *at, const object *op)
2034{ 1949{
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1950 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039 if (tmp->arch == at) 1951 if (tmp->arch == at)
2040 return tmp; 1952 return tmp;
1953
2041 return NULL; 1954 return NULL;
2042} 1955}
2043 1956
2044/* 1957/*
2045 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
2046 */ 1959 */
2047void 1960void
2048flag_inv (object *op, int flag) 1961flag_inv (object *op, int flag)
2049{ 1962{
2050 object *
2051 tmp;
2052
2053 if (op->inv)
2054 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2055 { 1964 {
2056 SET_FLAG (tmp, flag); 1965 SET_FLAG (tmp, flag);
2057 flag_inv (tmp, flag); 1966 flag_inv (tmp, flag);
2058 } 1967 }
2059} /* 1968}
1969
1970/*
2060 * desactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
2061 */ 1972 */
2062void 1973void
2063unflag_inv (object *op, int flag) 1974unflag_inv (object *op, int flag)
2064{ 1975{
2065 object *
2066 tmp;
2067
2068 if (op->inv)
2069 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2070 { 1977 {
2071 CLEAR_FLAG (tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
2072 unflag_inv (tmp, flag); 1979 unflag_inv (tmp, flag);
2073 } 1980 }
2074}
2075
2076/*
2077 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2078 * all it's inventory (recursively).
2079 * If checksums are used, a player will get set_cheat called for
2080 * him/her-self and all object carried by a call to this function.
2081 */
2082
2083void
2084set_cheat (object *op)
2085{
2086 SET_FLAG (op, FLAG_WAS_WIZ);
2087 flag_inv (op, FLAG_WAS_WIZ);
2088} 1981}
2089 1982
2090/* 1983/*
2091 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * find_free_spot(object, map, x, y, start, stop) will search for
2092 * a spot at the given map and coordinates which will be able to contain 1985 * a spot at the given map and coordinates which will be able to contain
2094 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
2095 * It returns a random choice among the alternatives found. 1988 * It returns a random choice among the alternatives found.
2096 * start and stop are where to start relative to the free_arr array (1,9 1989 * start and stop are where to start relative to the free_arr array (1,9
2097 * does all 4 immediate directions). This returns the index into the 1990 * does all 4 immediate directions). This returns the index into the
2098 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1991 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2099 * Note - this only checks to see if there is space for the head of the
2100 * object - if it is a multispace object, this should be called for all
2101 * pieces.
2102 * Note2: This function does correctly handle tiled maps, but does not 1992 * Note: This function does correctly handle tiled maps, but does not
2103 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
2104 * necessary, so the caller shouldn't need to do any special work. 1994 * necessary, so the caller shouldn't need to do any special work.
2105 * Note - updated to take an object instead of archetype - this is necessary 1995 * Note - updated to take an object instead of archetype - this is necessary
2106 * because arch_blocked (now ob_blocked) needs to know the movement type 1996 * because arch_blocked (now ob_blocked) needs to know the movement type
2107 * to know if the space in question will block the object. We can't use 1997 * to know if the space in question will block the object. We can't use
2108 * the archetype because that isn't correct if the monster has been 1998 * the archetype because that isn't correct if the monster has been
2109 * customized, changed states, etc. 1999 * customized, changed states, etc.
2110 */ 2000 */
2111
2112int 2001int
2113find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2114{ 2003{
2115 int
2116 i,
2117 index = 0, flag;
2118 static int
2119 altern[SIZEOFFREE]; 2004 int altern[SIZEOFFREE];
2005 int index = 0, flag;
2120 2006
2121 for (i = start; i < stop; i++) 2007 for (int i = start; i < stop; i++)
2122 { 2008 {
2123 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2009 mapxy pos (m, x, y); pos.move (i);
2124 if (!flag) 2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2125 altern[index++] = i; 2025 altern [index++] = i;
2026 continue;
2027 }
2126 2028
2127 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* Basically, if we find a wall on a space, we cut down the search size.
2128 * In this way, we won't return spaces that are on another side of a wall. 2030 * In this way, we won't return spaces that are on another side of a wall.
2129 * This mostly work, but it cuts down the search size in all directions - 2031 * This mostly work, but it cuts down the search size in all directions -
2130 * if the space being examined only has a wall to the north and empty 2032 * if the space being examined only has a wall to the north and empty
2131 * spaces in all the other directions, this will reduce the search space 2033 * spaces in all the other directions, this will reduce the search space
2132 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2133 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2134 */ 2036 */
2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2136 stop = maxfree[i]; 2039 stop = maxfree[i];
2040 continue;
2041 }
2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2137 } 2053 }
2054
2138 if (!index) 2055 if (!index)
2139 return -1; 2056 return -1;
2057
2140 return altern[RANDOM () % index]; 2058 return altern [rndm (index)];
2141} 2059}
2142 2060
2143/* 2061/*
2144 * find_first_free_spot(archetype, maptile, x, y) works like 2062 * find_first_free_spot(archetype, maptile, x, y) works like
2145 * find_free_spot(), but it will search max number of squares. 2063 * find_free_spot(), but it will search max number of squares.
2146 * But it will return the first available spot, not a random choice. 2064 * But it will return the first available spot, not a random choice.
2147 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2065 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2148 */ 2066 */
2149
2150int 2067int
2151find_first_free_spot (const object *ob, maptile *m, int x, int y) 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2152{ 2069{
2153 int
2154 i;
2155
2156 for (i = 0; i < SIZEOFFREE; i++) 2070 for (int i = 0; i < SIZEOFFREE; i++)
2157 {
2158 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2159 return i; 2072 return i;
2160 } 2073
2161 return -1; 2074 return -1;
2162} 2075}
2163 2076
2164/* 2077/*
2165 * The function permute(arr, begin, end) randomly reorders the array 2078 * The function permute(arr, begin, end) randomly reorders the array
2166 * arr[begin..end-1]. 2079 * arr[begin..end-1].
2080 * now uses a fisher-yates shuffle, old permute was broken
2167 */ 2081 */
2168static void 2082static void
2169permute (int *arr, int begin, int end) 2083permute (int *arr, int begin, int end)
2170{ 2084{
2171 int 2085 arr += begin;
2172 i,
2173 j,
2174 tmp,
2175 len;
2176
2177 len = end - begin; 2086 end -= begin;
2178 for (i = begin; i < end; i++)
2179 {
2180 j = begin + RANDOM () % len;
2181 2087
2182 tmp = arr[i]; 2088 while (--end)
2183 arr[i] = arr[j]; 2089 swap (arr [end], arr [rndm (end + 1)]);
2184 arr[j] = tmp;
2185 }
2186} 2090}
2187 2091
2188/* new function to make monster searching more efficient, and effective! 2092/* new function to make monster searching more efficient, and effective!
2189 * This basically returns a randomized array (in the passed pointer) of 2093 * This basically returns a randomized array (in the passed pointer) of
2190 * the spaces to find monsters. In this way, it won't always look for 2094 * the spaces to find monsters. In this way, it won't always look for
2193 * the 3x3 area will be searched, just not in a predictable order. 2097 * the 3x3 area will be searched, just not in a predictable order.
2194 */ 2098 */
2195void 2099void
2196get_search_arr (int *search_arr) 2100get_search_arr (int *search_arr)
2197{ 2101{
2198 int 2102 int i;
2199 i;
2200 2103
2201 for (i = 0; i < SIZEOFFREE; i++) 2104 for (i = 0; i < SIZEOFFREE; i++)
2202 {
2203 search_arr[i] = i; 2105 search_arr[i] = i;
2204 }
2205 2106
2206 permute (search_arr, 1, SIZEOFFREE1 + 1); 2107 permute (search_arr, 1, SIZEOFFREE1 + 1);
2207 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2108 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2208 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2109 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2209} 2110}
2218 * Perhaps incorrectly, but I'm making the assumption that exclude 2119 * Perhaps incorrectly, but I'm making the assumption that exclude
2219 * is actually want is going to try and move there. We need this info 2120 * is actually want is going to try and move there. We need this info
2220 * because we have to know what movement the thing looking to move 2121 * because we have to know what movement the thing looking to move
2221 * there is capable of. 2122 * there is capable of.
2222 */ 2123 */
2223
2224int 2124int
2225find_dir (maptile *m, int x, int y, object *exclude) 2125find_dir (maptile *m, int x, int y, object *exclude)
2226{ 2126{
2227 int
2228 i,
2229 max = SIZEOFFREE, mflags; 2127 int i, max = SIZEOFFREE, mflags;
2230 2128
2231 sint16 nx, ny; 2129 sint16 nx, ny;
2232 object * 2130 object *tmp;
2233 tmp;
2234 maptile * 2131 maptile *mp;
2235 mp;
2236 2132
2237 MoveType blocked, move_type; 2133 MoveType blocked, move_type;
2238 2134
2239 if (exclude && exclude->head) 2135 if (exclude && exclude->head_ () != exclude)
2240 { 2136 {
2241 exclude = exclude->head; 2137 exclude = exclude->head;
2242 move_type = exclude->move_type; 2138 move_type = exclude->move_type;
2243 } 2139 }
2244 else 2140 else
2252 mp = m; 2148 mp = m;
2253 nx = x + freearr_x[i]; 2149 nx = x + freearr_x[i];
2254 ny = y + freearr_y[i]; 2150 ny = y + freearr_y[i];
2255 2151
2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2152 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2153
2257 if (mflags & P_OUT_OF_MAP) 2154 if (mflags & P_OUT_OF_MAP)
2258 {
2259 max = maxfree[i]; 2155 max = maxfree[i];
2260 }
2261 else 2156 else
2262 { 2157 {
2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2158 mapspace &ms = mp->at (nx, ny);
2159
2160 blocked = ms.move_block;
2264 2161
2265 if ((move_type & blocked) == move_type) 2162 if ((move_type & blocked) == move_type)
2266 {
2267 max = maxfree[i]; 2163 max = maxfree[i];
2268 }
2269 else if (mflags & P_IS_ALIVE) 2164 else if (mflags & P_IS_ALIVE)
2270 { 2165 {
2271 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2166 for (tmp = ms.bot; tmp; tmp = tmp->above)
2272 { 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2273 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2274 {
2275 break; 2169 break;
2276 } 2170
2277 }
2278 if (tmp) 2171 if (tmp)
2279 {
2280 return freedir[i]; 2172 return freedir[i];
2281 }
2282 } 2173 }
2283 } 2174 }
2284 } 2175 }
2176
2285 return 0; 2177 return 0;
2286} 2178}
2287 2179
2288/* 2180/*
2289 * distance(object 1, object 2) will return the square of the 2181 * distance(object 1, object 2) will return the square of the
2290 * distance between the two given objects. 2182 * distance between the two given objects.
2291 */ 2183 */
2292
2293int 2184int
2294distance (const object *ob1, const object *ob2) 2185distance (const object *ob1, const object *ob2)
2295{ 2186{
2296 int
2297 i;
2298
2299 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2187 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2300 return i;
2301} 2188}
2302 2189
2303/* 2190/*
2304 * find_dir_2(delta-x,delta-y) will return a direction in which 2191 * find_dir_2(delta-x,delta-y) will return a direction in which
2305 * an object which has subtracted the x and y coordinates of another 2192 * an object which has subtracted the x and y coordinates of another
2306 * object, needs to travel toward it. 2193 * object, needs to travel toward it.
2307 */ 2194 */
2308
2309int 2195int
2310find_dir_2 (int x, int y) 2196find_dir_2 (int x, int y)
2311{ 2197{
2312 int 2198 int q;
2313 q;
2314 2199
2315 if (y) 2200 if (y)
2316 q = x * 100 / y; 2201 q = x * 100 / y;
2317 else if (x) 2202 else if (x)
2318 q = -300 * x; 2203 q = -300 * x;
2343 2228
2344 return 3; 2229 return 3;
2345} 2230}
2346 2231
2347/* 2232/*
2348 * absdir(int): Returns a number between 1 and 8, which represent
2349 * the "absolute" direction of a number (it actually takes care of
2350 * "overflow" in previous calculations of a direction).
2351 */
2352
2353int
2354absdir (int d)
2355{
2356 while (d < 1)
2357 d += 8;
2358 while (d > 8)
2359 d -= 8;
2360 return d;
2361}
2362
2363/*
2364 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2365 * between two directions (which are expected to be absolute (see absdir()) 2234 * between two directions (which are expected to be absolute (see absdir())
2366 */ 2235 */
2367
2368int 2236int
2369dirdiff (int dir1, int dir2) 2237dirdiff (int dir1, int dir2)
2370{ 2238{
2371 int 2239 int d;
2372 d;
2373 2240
2374 d = abs (dir1 - dir2); 2241 d = abs (dir1 - dir2);
2375 if (d > 4) 2242 if (d > 4)
2376 d = 8 - d; 2243 d = 8 - d;
2244
2377 return d; 2245 return d;
2378} 2246}
2379 2247
2380/* peterm: 2248/* peterm:
2381 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2249 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2384 * This basically means that if direction is 15, then it could either go 2252 * This basically means that if direction is 15, then it could either go
2385 * direction 4, 14, or 16 to get back to where we are. 2253 * direction 4, 14, or 16 to get back to where we are.
2386 * Moved from spell_util.c to object.c with the other related direction 2254 * Moved from spell_util.c to object.c with the other related direction
2387 * functions. 2255 * functions.
2388 */ 2256 */
2389
2390int
2391 reduction_dir[SIZEOFFREE][3] = { 2257int reduction_dir[SIZEOFFREE][3] = {
2392 {0, 0, 0}, /* 0 */ 2258 {0, 0, 0}, /* 0 */
2393 {0, 0, 0}, /* 1 */ 2259 {0, 0, 0}, /* 1 */
2394 {0, 0, 0}, /* 2 */ 2260 {0, 0, 0}, /* 2 */
2395 {0, 0, 0}, /* 3 */ 2261 {0, 0, 0}, /* 3 */
2396 {0, 0, 0}, /* 4 */ 2262 {0, 0, 0}, /* 4 */
2444 * find a path to that monster that we found. If not, 2310 * find a path to that monster that we found. If not,
2445 * we don't bother going toward it. Returns 1 if we 2311 * we don't bother going toward it. Returns 1 if we
2446 * can see a direct way to get it 2312 * can see a direct way to get it
2447 * Modified to be map tile aware -.MSW 2313 * Modified to be map tile aware -.MSW
2448 */ 2314 */
2449
2450
2451int 2315int
2452can_see_monsterP (maptile *m, int x, int y, int dir) 2316can_see_monsterP (maptile *m, int x, int y, int dir)
2453{ 2317{
2454 sint16 dx, dy; 2318 sint16 dx, dy;
2455 int
2456 mflags; 2319 int mflags;
2457 2320
2458 if (dir < 0) 2321 if (dir < 0)
2459 return 0; /* exit condition: invalid direction */ 2322 return 0; /* exit condition: invalid direction */
2460 2323
2461 dx = x + freearr_x[dir]; 2324 dx = x + freearr_x[dir];
2474 return 0; 2337 return 0;
2475 2338
2476 /* yes, can see. */ 2339 /* yes, can see. */
2477 if (dir < 9) 2340 if (dir < 9)
2478 return 1; 2341 return 1;
2342
2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2343 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2480 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2344 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2345 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2481} 2346}
2482
2483
2484 2347
2485/* 2348/*
2486 * can_pick(picker, item): finds out if an object is possible to be 2349 * can_pick(picker, item): finds out if an object is possible to be
2487 * picked up by the picker. Returnes 1 if it can be 2350 * picked up by the picker. Returnes 1 if it can be
2488 * picked up, otherwise 0. 2351 * picked up, otherwise 0.
2490 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2353 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2491 * core dumps if they do. 2354 * core dumps if they do.
2492 * 2355 *
2493 * Add a check so we can't pick up invisible objects (0.93.8) 2356 * Add a check so we can't pick up invisible objects (0.93.8)
2494 */ 2357 */
2495
2496int 2358int
2497can_pick (const object *who, const object *item) 2359can_pick (const object *who, const object *item)
2498{ 2360{
2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2501 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2502} 2364}
2503 2365
2504
2505/* 2366/*
2506 * create clone from object to another 2367 * create clone from object to another
2507 */ 2368 */
2508object * 2369object *
2509object_create_clone (object *asrc) 2370object_create_clone (object *asrc)
2510{ 2371{
2511 object *dst = 0, *tmp, *src, *part, *prev, *item; 2372 object *dst = 0, *tmp, *src, *prev, *item;
2512 2373
2513 if (!asrc) 2374 if (!asrc)
2514 return 0; 2375 return 0;
2515 2376
2516 src = asrc;
2517 if (src->head)
2518 src = src->head; 2377 src = asrc->head_ ();
2519 2378
2520 prev = 0; 2379 prev = 0;
2521 for (part = src; part; part = part->more) 2380 for (object *part = src; part; part = part->more)
2522 { 2381 {
2523 tmp = object::create (); 2382 tmp = part->clone ();
2524 part->copy_to (tmp);
2525 tmp->x -= src->x; 2383 tmp->x -= src->x;
2526 tmp->y -= src->y; 2384 tmp->y -= src->y;
2527 2385
2528 if (!part->head) 2386 if (!part->head)
2529 { 2387 {
2530 dst = tmp; 2388 dst = tmp;
2531 tmp->head = 0; 2389 tmp->head = 0;
2532 } 2390 }
2533 else 2391 else
2534 {
2535 tmp->head = dst; 2392 tmp->head = dst;
2536 }
2537 2393
2538 tmp->more = 0; 2394 tmp->more = 0;
2539 2395
2540 if (prev) 2396 if (prev)
2541 prev->more = tmp; 2397 prev->more = tmp;
2545 2401
2546 for (item = src->inv; item; item = item->below) 2402 for (item = src->inv; item; item = item->below)
2547 insert_ob_in_ob (object_create_clone (item), dst); 2403 insert_ob_in_ob (object_create_clone (item), dst);
2548 2404
2549 return dst; 2405 return dst;
2550}
2551
2552/* GROS - Creates an object using a string representing its content. */
2553/* Basically, we save the content of the string to a temp file, then call */
2554/* load_object on it. I admit it is a highly inefficient way to make things, */
2555/* but it was simple to make and allows reusing the load_object function. */
2556/* Remember not to use load_object_str in a time-critical situation. */
2557/* Also remember that multiparts objects are not supported for now. */
2558
2559object *
2560load_object_str (const char *obstr)
2561{
2562 object *op;
2563 char filename[MAX_BUF];
2564
2565 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2566
2567 FILE *tempfile = fopen (filename, "w");
2568
2569 if (tempfile == NULL)
2570 {
2571 LOG (llevError, "Error - Unable to access load object temp file\n");
2572 return NULL;
2573 }
2574
2575 fprintf (tempfile, obstr);
2576 fclose (tempfile);
2577
2578 op = object::create ();
2579
2580 object_thawer thawer (filename);
2581
2582 if (thawer)
2583 load_object (thawer, op, 0);
2584
2585 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2586 CLEAR_FLAG (op, FLAG_REMOVED);
2587
2588 return op;
2589} 2406}
2590 2407
2591/* This returns the first object in who's inventory that 2408/* This returns the first object in who's inventory that
2592 * has the same type and subtype match. 2409 * has the same type and subtype match.
2593 * returns NULL if no match. 2410 * returns NULL if no match.
2594 */ 2411 */
2595object * 2412object *
2596find_obj_by_type_subtype (const object *who, int type, int subtype) 2413find_obj_by_type_subtype (const object *who, int type, int subtype)
2597{ 2414{
2598 object *tmp;
2599
2600 for (tmp = who->inv; tmp; tmp = tmp->below) 2415 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2601 if (tmp->type == type && tmp->subtype == subtype) 2416 if (tmp->type == type && tmp->subtype == subtype)
2602 return tmp; 2417 return tmp;
2603 2418
2604 return NULL; 2419 return 0;
2605} 2420}
2606 2421
2607/* If ob has a field named key, return the link from the list, 2422/* If ob has a field named key, return the link from the list,
2608 * otherwise return NULL. 2423 * otherwise return NULL.
2609 * 2424 *
2611 * do the desired thing. 2426 * do the desired thing.
2612 */ 2427 */
2613key_value * 2428key_value *
2614get_ob_key_link (const object *ob, const char *key) 2429get_ob_key_link (const object *ob, const char *key)
2615{ 2430{
2616 key_value *link;
2617
2618 for (link = ob->key_values; link != NULL; link = link->next) 2431 for (key_value *link = ob->key_values; link; link = link->next)
2619 if (link->key == key) 2432 if (link->key == key)
2620 return link; 2433 return link;
2621 2434
2622 return NULL; 2435 return 0;
2623} 2436}
2624 2437
2625/* 2438/*
2626 * Returns the value of op has an extra_field for key, or NULL. 2439 * Returns the value of op has an extra_field for key, or NULL.
2627 * 2440 *
2652 if (link->key == canonical_key) 2465 if (link->key == canonical_key)
2653 return link->value; 2466 return link->value;
2654 2467
2655 return 0; 2468 return 0;
2656} 2469}
2657
2658 2470
2659/* 2471/*
2660 * Updates the canonical_key in op to value. 2472 * Updates the canonical_key in op to value.
2661 * 2473 *
2662 * canonical_key is a shared string (value doesn't have to be). 2474 * canonical_key is a shared string (value doesn't have to be).
2667 * Returns TRUE on success. 2479 * Returns TRUE on success.
2668 */ 2480 */
2669int 2481int
2670set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2482set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2671{ 2483{
2672 key_value *
2673 field = NULL, *last = NULL; 2484 key_value *field = NULL, *last = NULL;
2674 2485
2675 for (field = op->key_values; field != NULL; field = field->next) 2486 for (field = op->key_values; field != NULL; field = field->next)
2676 { 2487 {
2677 if (field->key != canonical_key) 2488 if (field->key != canonical_key)
2678 { 2489 {
2687 /* Basically, if the archetype has this key set, 2498 /* Basically, if the archetype has this key set,
2688 * we need to store the null value so when we save 2499 * we need to store the null value so when we save
2689 * it, we save the empty value so that when we load, 2500 * it, we save the empty value so that when we load,
2690 * we get this value back again. 2501 * we get this value back again.
2691 */ 2502 */
2692 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2503 if (get_ob_key_link (op->arch, canonical_key))
2693 field->value = 0; 2504 field->value = 0;
2694 else 2505 else
2695 { 2506 {
2696 if (last) 2507 if (last)
2697 last->next = field->next; 2508 last->next = field->next;
2706 /* IF we get here, key doesn't exist */ 2517 /* IF we get here, key doesn't exist */
2707 2518
2708 /* No field, we'll have to add it. */ 2519 /* No field, we'll have to add it. */
2709 2520
2710 if (!add_key) 2521 if (!add_key)
2711 {
2712 return FALSE; 2522 return FALSE;
2713 } 2523
2714 /* There isn't any good reason to store a null 2524 /* There isn't any good reason to store a null
2715 * value in the key/value list. If the archetype has 2525 * value in the key/value list. If the archetype has
2716 * this key, then we should also have it, so shouldn't 2526 * this key, then we should also have it, so shouldn't
2717 * be here. If user wants to store empty strings, 2527 * be here. If user wants to store empty strings,
2718 * should pass in "" 2528 * should pass in ""
2767 } 2577 }
2768 else 2578 else
2769 item = item->env; 2579 item = item->env;
2770} 2580}
2771 2581
2582const char *
2583object::flag_desc (char *desc, int len) const
2584{
2585 char *p = desc;
2586 bool first = true;
2587
2588 *p = 0;
2589
2590 for (int i = 0; i < NUM_FLAGS; i++)
2591 {
2592 if (len <= 10) // magic constant!
2593 {
2594 snprintf (p, len, ",...");
2595 break;
2596 }
2597
2598 if (flag [i])
2599 {
2600 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2601 len -= cnt;
2602 p += cnt;
2603 first = false;
2604 }
2605 }
2606
2607 return desc;
2608}
2609
2772// return a suitable string describing an objetc in enough detail to find it 2610// return a suitable string describing an object in enough detail to find it
2773const char * 2611const char *
2774object::debug_desc (char *info) const 2612object::debug_desc (char *info) const
2775{ 2613{
2614 char flagdesc[512];
2776 char info2[256 * 3]; 2615 char info2[256 * 4];
2777 char *p = info; 2616 char *p = info;
2778 2617
2779 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2618 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2780 count, 2619 count, uuid.seq,
2781 &name, 2620 &name,
2782 title ? " " : "", 2621 title ? "\",title:\"" : "",
2783 title ? (const char *)title : ""); 2622 title ? (const char *)title : "",
2623 flag_desc (flagdesc, 512), type);
2784 2624
2785 if (env) 2625 if (!this->flag[FLAG_REMOVED] && env)
2786 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2787 2627
2788 if (map) 2628 if (map)
2789 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2629 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2790 2630
2791 return info; 2631 return info;
2792} 2632}
2793 2633
2794const char * 2634const char *
2795object::debug_desc () const 2635object::debug_desc () const
2796{ 2636{
2797 static char info[256 * 3]; 2637 static char info[3][256 * 4];
2638 static int info_idx;
2639
2798 return debug_desc (info); 2640 return debug_desc (info [++info_idx % 3]);
2799} 2641}
2800 2642
2643struct region *
2644object::region () const
2645{
2646 return map ? map->region (x, y)
2647 : region::default_region ();
2648}
2649
2650const materialtype_t *
2651object::dominant_material () const
2652{
2653 if (materialtype_t *mt = name_to_material (materialname))
2654 return mt;
2655
2656 return name_to_material (shstr_unknown);
2657}
2658
2659void
2660object::open_container (object *new_container)
2661{
2662 if (container == new_container)
2663 return;
2664
2665 if (object *old_container = container)
2666 {
2667 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2668 return;
2669
2670#if 0
2671 // remove the "Close old_container" object.
2672 if (object *closer = old_container->inv)
2673 if (closer->type == CLOSE_CON)
2674 closer->destroy ();
2675#endif
2676
2677 old_container->flag [FLAG_APPLIED] = 0;
2678 container = 0;
2679
2680 esrv_update_item (UPD_FLAGS, this, old_container);
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 play_sound (sound_find ("chest_close"));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 play_sound (sound_find ("chest_open"));
2709 }
2710}
2711
2712object *
2713object::force_find (const shstr name)
2714{
2715 /* cycle through his inventory to look for the MARK we want to
2716 * place
2717 */
2718 for (object *tmp = inv; tmp; tmp = tmp->below)
2719 if (tmp->type == FORCE && tmp->slaying == name)
2720 return splay (tmp);
2721
2722 return 0;
2723}
2724
2725void
2726object::force_add (const shstr name, int duration)
2727{
2728 if (object *force = force_find (name))
2729 force->destroy ();
2730
2731 object *force = get_archetype (FORCE_NAME);
2732
2733 force->slaying = name;
2734 force->stats.food = 1;
2735 force->speed_left = -1.f;
2736
2737 force->set_speed (duration ? 1.f / duration : 0.f);
2738 force->flag [FLAG_IS_USED_UP] = true;
2739 force->flag [FLAG_APPLIED] = true;
2740
2741 insert (force);
2742}
2743
2744void
2745object::play_sound (faceidx sound) const
2746{
2747 if (!sound)
2748 return;
2749
2750 if (flag [FLAG_REMOVED])
2751 return;
2752
2753 if (env)
2754 {
2755 if (object *pl = in_player ())
2756 pl->contr->play_sound (sound);
2757 }
2758 else
2759 map->play_sound (sound, x, y);
2760}
2761

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines