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Comparing deliantra/server/common/object.C (file contents):
Revision 1.75 by root, Wed Dec 20 11:36:38 2006 UTC vs.
Revision 1.212 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
40 37
41object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
42 40
43short 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, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 46};
46short 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, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 52};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
84 82
83 seq_next_save = 0;
84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 112
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field; 144 key_value *wants_field;
139 145
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
143 */ 149 */
144 150
145 /* For each field in wants, */ 151 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 153 {
148 key_value *has_field; 154 key_value *has_field;
149 155
150 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
152 158
153 if (has_field == NULL) 159 if (!has_field)
154 {
155 /* No field with that name. */ 160 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 161
159 /* Found the matching field. */ 162 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 165
166 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
167 } 167 }
168 168
169 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 170 return 1;
171} 171}
172 172
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 174static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 176{
177 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
179 */ 179 */
190 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if (ob1 == ob2 198 if (ob1 == ob2
200 || ob1->type != ob2->type 199 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 201 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
204 return 0; 203 return 0;
205 204
206 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
208 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
209 * used to store nrof). 208 * nrof values.
210 */ 209 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 211 return 0;
213 212
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 217 * flags lose any meaning.
219 */ 218 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 221
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 224
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 226 || ob1->name != ob2->name
229 || ob1->title != ob2->title 227 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 229 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 230 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 234 || ob1->value != ob2->value
245 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 249 return 0;
252 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
253 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
255 */ 261 */
256 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
257 { 263 {
258 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
260 return 0;
261 266
262 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
263 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 271 return 0; /* inventory objects differ */
265 272
266 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 274 * if it is valid.
268 */ 275 */
269 } 276 }
277 284
278 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
280 * check? 287 * check?
281 */ 288 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 290 return 0;
284 291
285 switch (ob1->type) 292 switch (ob1->type)
286 { 293 {
287 case SCROLL: 294 case SCROLL:
288 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
289 return 0; 296 return 0;
290 break; 297 break;
291 } 298 }
292 299
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
294 { 301 {
295 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 307 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 308 }
302 309
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
305 { 311 {
306 ob1->optimise (); 312 ob1->optimise ();
307 ob2->optimise (); 313 ob2->optimise ();
308 314
309 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
310 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
311 } 329 }
312 330
313 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
314 return 1; 332 return 1;
315} 333}
316 334
335// adjust weight per container type ("of holding")
336static sint32
337weight_adjust (object *op, sint32 weight)
338{
339 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
341 : weight;
342}
343
317/* 344/*
345 * adjust_weight(object, weight) adds the specified weight to an object,
346 * and also updates how much the environment(s) is/are carrying.
347 */
348static void
349adjust_weight (object *op, sint32 weight)
350{
351 while (op)
352 {
353 weight = weight_adjust (op, weight);
354
355 if (!weight)
356 return;
357
358 op->carrying += weight;
359
360 if (object *pl = op->visible_to ())
361 esrv_update_item (UPD_WEIGHT, pl, op);
362
363 op = op->env;
364 }
365}
366
367/*
318 * sum_weight() is a recursive function which calculates the weight 368 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 369 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 370 * containers are carrying, and sums it up.
321 */ 371 */
322long 372void
323sum_weight (object *op) 373object::update_weight ()
324{ 374{
325 long sum; 375 sint32 sum = 0;
326 object *inv;
327 376
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 377 for (object *op = inv; op; op = op->below)
329 { 378 {
330 if (inv->inv) 379 if (op->inv)
331 sum_weight (inv); 380 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 381
382 sum += op->total_weight ();
383 }
384
385 sum = weight_adjust (this, sum);
386
387 if (sum != carrying)
333 } 388 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 389 carrying = sum;
340 390
341 return sum; 391 if (object *pl = visible_to ())
392 esrv_update_item (UPD_WEIGHT, pl, this);
393 }
342} 394}
343 395
344/** 396/*
345 * Return the outermost environment object for a given object. 397 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 398 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 399char *
363dump_object (object *op) 400dump_object (object *op)
364{ 401{
365 if (!op) 402 if (!op)
366 return strdup ("[NULLOBJ]"); 403 return strdup ("[NULLOBJ]");
367 404
368 object_freezer freezer; 405 object_freezer freezer;
369 save_object (freezer, op, 3); 406 op->write (freezer);
370 return freezer.as_string (); 407 return freezer.as_string ();
371} 408}
372 409
373/* 410/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 411 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 412 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 413 * If it's not a multi-object, it is returned.
377 */ 414 */
378
379object * 415object *
380get_nearest_part (object *op, const object *pl) 416get_nearest_part (object *op, const object *pl)
381{ 417{
382 object *tmp, *closest; 418 object *tmp, *closest;
383 int last_dist, i; 419 int last_dist, i;
384 420
385 if (op->more == NULL) 421 if (!op->more)
386 return op; 422 return op;
423
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 424 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
425 tmp;
426 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 427 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 428 closest = tmp, last_dist = i;
429
390 return closest; 430 return closest;
391} 431}
392 432
393/* 433/*
394 * Returns the object which has the count-variable equal to the argument. 434 * Returns the object which has the count-variable equal to the argument.
435 * VERRRY slow.
395 */ 436 */
396
397object * 437object *
398find_object (tag_t i) 438find_object (tag_t i)
399{ 439{
400 for (object *op = object::first; op; op = op->next) 440 for_all_objects (op)
401 if (op->count == i) 441 if (op->count == i)
402 return op; 442 return op;
403 443
404 return 0; 444 return 0;
405} 445}
406 446
407/* 447/*
408 * Returns the first object which has a name equal to the argument. 448 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 449 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 450 * Enables features like "patch <name-of-other-player> food 999"
411 */ 451 */
412
413object * 452object *
414find_object_name (const char *str) 453find_object_name (const char *str)
415{ 454{
416 shstr_cmp str_ (str); 455 shstr_cmp str_ (str);
417 object *op; 456 object *op;
418 457
419 for (op = object::first; op != NULL; op = op->next) 458 for_all_objects (op)
420 if (op->name == str_) 459 if (op->name == str_)
421 break; 460 break;
422 461
423 return op; 462 return op;
424} 463}
425 464
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 465/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 466 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 467 * skill and experience objects.
468 * ACTUALLY NO! investigate! TODO
435 */ 469 */
436void 470void
437object::set_owner (object *owner) 471object::set_owner (object *owner)
438{ 472{
473 // allow objects which own objects
439 if (!owner) 474 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 475 while (owner->owner)
450 owner = owner->owner; 476 owner = owner->owner;
477
478 if (flag [FLAG_FREED])
479 {
480 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
481 return;
482 }
451 483
452 this->owner = owner; 484 this->owner = owner;
485}
486
487int
488object::slottype () const
489{
490 if (type == SKILL)
491 {
492 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
493 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
494 }
495 else
496 {
497 if (slot [body_combat].info) return slot_combat;
498 if (slot [body_range ].info) return slot_ranged;
499 }
500
501 return slot_none;
502}
503
504bool
505object::change_weapon (object *ob)
506{
507 if (current_weapon == ob)
508 return true;
509
510 if (chosen_skill)
511 chosen_skill->flag [FLAG_APPLIED] = false;
512
513 current_weapon = ob;
514 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
515
516 if (chosen_skill)
517 chosen_skill->flag [FLAG_APPLIED] = true;
518
519 update_stats ();
520
521 if (ob)
522 {
523 // now check wether any body locations became invalid, in which case
524 // we cannot apply the weapon at the moment.
525 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
526 if (slot[i].used < 0)
527 {
528 current_weapon = chosen_skill = 0;
529 update_stats ();
530
531 new_draw_info_format (NDI_UNIQUE, 0, this,
532 "You try to balance all your items at once, "
533 "but the %s is just too much for your body. "
534 "[You need to unapply some items first.]", &ob->name);
535 return false;
536 }
537
538 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
539 }
540 else
541 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
542
543 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
544 {
545 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
546 &name, ob->debug_desc ());
547 return false;
548 }
549
550 return true;
453} 551}
454 552
455/* Zero the key_values on op, decrementing the shared-string 553/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 554 * refcounts and freeing the links.
457 */ 555 */
458static void 556static void
459free_key_values (object *op) 557free_key_values (object *op)
460{ 558{
461 for (key_value *i = op->key_values; i != 0;) 559 for (key_value *i = op->key_values; i; )
462 { 560 {
463 key_value *next = i->next; 561 key_value *next = i->next;
464 delete i; 562 delete i;
465 563
466 i = next; 564 i = next;
467 } 565 }
468 566
469 op->key_values = 0; 567 op->key_values = 0;
470} 568}
471 569
472void object::clear () 570object &
571object::operator =(const object &src)
473{ 572{
474 attachable_base::clear (); 573 bool is_freed = flag [FLAG_FREED];
574 bool is_removed = flag [FLAG_REMOVED];
475 575
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/*
515 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any
518 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
519 * if the first object is freed, the pointers in the new object
520 * will point at garbage.
521 */
522void
523object::copy_to (object *dst)
524{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527
528 *(object_copy *)dst = *this; 576 *(object_copy *)this = src;
529 *(object_pod *)dst = *this;
530 577
531 if (self || cb) 578 flag [FLAG_FREED] = is_freed;
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 579 flag [FLAG_REMOVED] = is_removed;
533
534 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED);
536
537 if (is_removed)
538 SET_FLAG (dst, FLAG_REMOVED);
539
540 if (speed < 0)
541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
542 580
543 /* Copy over key_values, if any. */ 581 /* Copy over key_values, if any. */
544 if (key_values) 582 if (src.key_values)
545 { 583 {
546 key_value *tail = 0; 584 key_value *tail = 0;
547 key_value *i;
548
549 dst->key_values = 0; 585 key_values = 0;
550 586
551 for (i = key_values; i; i = i->next) 587 for (key_value *i = src.key_values; i; i = i->next)
552 { 588 {
553 key_value *new_link = new key_value; 589 key_value *new_link = new key_value;
554 590
555 new_link->next = 0; 591 new_link->next = 0;
556 new_link->key = i->key; 592 new_link->key = i->key;
557 new_link->value = i->value; 593 new_link->value = i->value;
558 594
559 /* Try and be clever here, too. */ 595 /* Try and be clever here, too. */
560 if (!dst->key_values) 596 if (!key_values)
561 { 597 {
562 dst->key_values = new_link; 598 key_values = new_link;
563 tail = new_link; 599 tail = new_link;
564 } 600 }
565 else 601 else
566 { 602 {
567 tail->next = new_link; 603 tail->next = new_link;
568 tail = new_link; 604 tail = new_link;
569 } 605 }
570 } 606 }
571 } 607 }
608}
572 609
573 update_ob_speed (dst); 610/*
611 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619object::copy_to (object *dst)
620{
621 *dst = *this;
622
623 if (speed < 0)
624 dst->speed_left -= rndm ();
625
626 dst->set_speed (dst->speed);
627}
628
629void
630object::instantiate ()
631{
632 if (!uuid.seq) // HACK
633 uuid = UUID::gen ();
634
635 speed_left = -0.1f;
636 /* copy the body_info to the body_used - this is only really
637 * need for monsters, but doesn't hurt to do it for everything.
638 * by doing so, when a monster is created, it has good starting
639 * values for the body_used info, so when items are created
640 * for it, they can be properly equipped.
641 */
642 for (int i = NUM_BODY_LOCATIONS; i--; )
643 slot[i].used = slot[i].info;
644
645 attachable::instantiate ();
574} 646}
575 647
576object * 648object *
577object::clone () 649object::clone ()
578{ 650{
584/* 656/*
585 * If an object with the IS_TURNABLE() flag needs to be turned due 657 * If an object with the IS_TURNABLE() flag needs to be turned due
586 * to the closest player being on the other side, this function can 658 * to the closest player being on the other side, this function can
587 * be called to update the face variable, _and_ how it looks on the map. 659 * be called to update the face variable, _and_ how it looks on the map.
588 */ 660 */
589
590void 661void
591update_turn_face (object *op) 662update_turn_face (object *op)
592{ 663{
593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 664 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
594 return; 665 return;
666
595 SET_ANIMATION (op, op->direction); 667 SET_ANIMATION (op, op->direction);
596 update_object (op, UP_OBJ_FACE); 668 update_object (op, UP_OBJ_FACE);
597} 669}
598 670
599/* 671/*
600 * Updates the speed of an object. If the speed changes from 0 to another 672 * Updates the speed of an object. If the speed changes from 0 to another
601 * value, or vice versa, then add/remove the object from the active list. 673 * value, or vice versa, then add/remove the object from the active list.
602 * This function needs to be called whenever the speed of an object changes. 674 * This function needs to be called whenever the speed of an object changes.
603 */ 675 */
604void 676void
605update_ob_speed (object *op) 677object::set_speed (float speed)
606{ 678{
607 extern int arch_init; 679 if (flag [FLAG_FREED] && speed)
608
609 /* No reason putting the archetypes objects on the speed list,
610 * since they never really need to be updated.
611 */
612
613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 { 680 {
615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 681 LOG (llevError, "Object %s is freed but has speed.\n", &name);
616#ifdef MANY_CORES
617 abort ();
618#else
619 op->speed = 0; 682 speed = 0;
620#endif
621 }
622
623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 { 683 }
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
630 return;
631 684
632 /* process_events() expects us to insert the object at the beginning 685 this->speed = speed;
633 * of the list. */
634 op->active_next = active_objects;
635 686
636 if (op->active_next != NULL) 687 if (has_active_speed ())
637 op->active_next->active_prev = op; 688 activate ();
638
639 active_objects = op;
640 }
641 else 689 else
642 { 690 deactivate ();
643 /* If not on the active list, nothing needs to be done */
644 if (!op->active_next && !op->active_prev && op != active_objects)
645 return;
646
647 if (op->active_prev == NULL)
648 {
649 active_objects = op->active_next;
650
651 if (op->active_next != NULL)
652 op->active_next->active_prev = NULL;
653 }
654 else
655 {
656 op->active_prev->active_next = op->active_next;
657
658 if (op->active_next)
659 op->active_next->active_prev = op->active_prev;
660 }
661
662 op->active_next = NULL;
663 op->active_prev = NULL;
664 }
665}
666
667/* This function removes object 'op' from the list of active
668 * objects.
669 * This should only be used for style maps or other such
670 * reference maps where you don't want an object that isn't
671 * in play chewing up cpu time getting processed.
672 * The reverse of this is to call update_ob_speed, which
673 * will do the right thing based on the speed of the object.
674 */
675void
676remove_from_active_list (object *op)
677{
678 /* If not on the active list, nothing needs to be done */
679 if (!op->active_next && !op->active_prev && op != active_objects)
680 return;
681
682 if (op->active_prev == NULL)
683 {
684 active_objects = op->active_next;
685 if (op->active_next != NULL)
686 op->active_next->active_prev = NULL;
687 }
688 else
689 {
690 op->active_prev->active_next = op->active_next;
691 if (op->active_next)
692 op->active_next->active_prev = op->active_prev;
693 }
694 op->active_next = NULL;
695 op->active_prev = NULL;
696} 691}
697 692
698/* 693/*
699 * update_object() updates the the map. 694 * update_object() updates the the map.
700 * It takes into account invisible objects (and represent squares covered 695 * It takes into account invisible objects (and represent squares covered
713 * UP_OBJ_FACE: only the objects face has changed. 708 * UP_OBJ_FACE: only the objects face has changed.
714 */ 709 */
715void 710void
716update_object (object *op, int action) 711update_object (object *op, int action)
717{ 712{
718 MoveType move_on, move_off, move_block, move_slow;
719
720 if (op == NULL) 713 if (op == NULL)
721 { 714 {
722 /* this should never happen */ 715 /* this should never happen */
723 LOG (llevDebug, "update_object() called for NULL object.\n"); 716 LOG (llevDebug, "update_object() called for NULL object.\n");
724 return; 717 return;
737 */ 730 */
738 if (!op->map || op->map->in_memory == MAP_SAVING) 731 if (!op->map || op->map->in_memory == MAP_SAVING)
739 return; 732 return;
740 733
741 /* make sure the object is within map boundaries */ 734 /* make sure the object is within map boundaries */
742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 735 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
743 { 736 {
744 LOG (llevError, "update_object() called for object out of map!\n"); 737 LOG (llevError, "update_object() called for object out of map!\n");
745#ifdef MANY_CORES 738#ifdef MANY_CORES
746 abort (); 739 abort ();
747#endif 740#endif
748 return; 741 return;
749 } 742 }
750 743
751 mapspace &m = op->map->at (op->x, op->y); 744 mapspace &m = op->ms ();
752 745
753 if (m.flags_ & P_NEED_UPDATE) 746 if (!(m.flags_ & P_UPTODATE))
754 /* nop */; 747 /* nop */;
755 else if (action == UP_OBJ_INSERT) 748 else if (action == UP_OBJ_INSERT)
756 { 749 {
757 // this is likely overkill, TODO: revisit (schmorp) 750 // this is likely overkill, TODO: revisit (schmorp)
758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 751 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
767 /* This isn't perfect, but I don't expect a lot of objects to 760 /* This isn't perfect, but I don't expect a lot of objects to
768 * to have move_allow right now. 761 * to have move_allow right now.
769 */ 762 */
770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 763 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 764 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
772 m.flags_ = P_NEED_UPDATE; 765 m.flags_ = 0;
773 } 766 }
774 /* if the object is being removed, we can't make intelligent 767 /* if the object is being removed, we can't make intelligent
775 * decisions, because remove_ob can't really pass the object 768 * decisions, because remove_ob can't really pass the object
776 * that is being removed. 769 * that is being removed.
777 */ 770 */
778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
779 m.flags_ = P_NEED_UPDATE; 772 m.flags_ = 0;
780 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
781 /* Nothing to do for that case */ ; 774 /* Nothing to do for that case */ ;
782 else 775 else
783 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
784 777
785 if (op->more) 778 if (op->more)
786 update_object (op->more, action); 779 update_object (op->more, action);
787} 780}
788 781
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804
805object::object () 782object::object ()
806{ 783{
807 SET_FLAG (this, FLAG_REMOVED); 784 SET_FLAG (this, FLAG_REMOVED);
808 785
809 expmul = 1.0; 786 expmul = 1.0;
810 face = blank_face; 787 face = blank_face;
811} 788}
812 789
813object::~object () 790object::~object ()
814{ 791{
792 unlink ();
793
815 free_key_values (this); 794 free_key_values (this);
816} 795}
817 796
797static int object_count;
798
818void object::link () 799void object::link ()
819{ 800{
801 assert (!index);//D
802 uuid = UUID::gen ();
820 count = ++ob_count; 803 count = ++object_count;
821 uuid = gen_uuid ();
822 804
823 prev = 0; 805 refcnt_inc ();
824 next = object::first; 806 objects.insert (this);
825
826 if (object::first)
827 object::first->prev = this;
828
829 object::first = this;
830} 807}
831 808
832void object::unlink () 809void object::unlink ()
833{ 810{
834 if (this == object::first) 811 if (!index)
835 object::first = next; 812 return;
836 813
837 /* Remove this object from the list of used objects */ 814 objects.erase (this);
838 if (prev) prev->next = next; 815 refcnt_dec ();
839 if (next) next->prev = prev; 816}
840 817
841 prev = 0; 818void
842 next = 0; 819object::activate ()
820{
821 /* If already on active list, don't do anything */
822 if (active)
823 return;
824
825 if (has_active_speed ())
826 actives.insert (this);
827}
828
829void
830object::activate_recursive ()
831{
832 activate ();
833
834 for (object *op = inv; op; op = op->below)
835 op->activate_recursive ();
836}
837
838/* This function removes object 'op' from the list of active
839 * objects.
840 * This should only be used for style maps or other such
841 * reference maps where you don't want an object that isn't
842 * in play chewing up cpu time getting processed.
843 * The reverse of this is to call update_ob_speed, which
844 * will do the right thing based on the speed of the object.
845 */
846void
847object::deactivate ()
848{
849 /* If not on the active list, nothing needs to be done */
850 if (!active)
851 return;
852
853 actives.erase (this);
854}
855
856void
857object::deactivate_recursive ()
858{
859 for (object *op = inv; op; op = op->below)
860 op->deactivate_recursive ();
861
862 deactivate ();
863}
864
865void
866object::set_flag_inv (int flag, int value)
867{
868 for (object *op = inv; op; op = op->below)
869 {
870 op->flag [flag] = value;
871 op->set_flag_inv (flag, value);
872 }
873}
874
875/*
876 * Remove and free all objects in the inventory of the given object.
877 * object.c ?
878 */
879void
880object::destroy_inv (bool drop_to_ground)
881{
882 // need to check first, because the checks below might segfault
883 // as we might be on an invalid mapspace and crossfire code
884 // is too buggy to ensure that the inventory is empty.
885 // corollary: if you create arrows etc. with stuff in tis inventory,
886 // cf will crash below with off-map x and y
887 if (!inv)
888 return;
889
890 /* Only if the space blocks everything do we not process -
891 * if some form of movement is allowed, let objects
892 * drop on that space.
893 */
894 if (!drop_to_ground
895 || !map
896 || map->in_memory != MAP_ACTIVE
897 || map->nodrop
898 || ms ().move_block == MOVE_ALL)
899 {
900 while (inv)
901 {
902 inv->destroy_inv (drop_to_ground);
903 inv->destroy ();
904 }
905 }
906 else
907 { /* Put objects in inventory onto this space */
908 while (inv)
909 {
910 object *op = inv;
911
912 if (op->flag [FLAG_STARTEQUIP]
913 || op->flag [FLAG_NO_DROP]
914 || op->type == RUNE
915 || op->type == TRAP
916 || op->flag [FLAG_IS_A_TEMPLATE]
917 || op->flag [FLAG_DESTROY_ON_DEATH])
918 op->destroy ();
919 else
920 map->insert (op, x, y);
921 }
922 }
843} 923}
844 924
845object *object::create () 925object *object::create ()
846{ 926{
847 object *op = new object; 927 object *op = new object;
848 op->link (); 928 op->link ();
849 return op; 929 return op;
850} 930}
851 931
852/* 932void
853 * free_object() frees everything allocated by an object, removes 933object::do_destroy ()
854 * it from the list of used objects, and puts it on the list of
855 * free objects. The IS_FREED() flag is set in the object.
856 * The object must have been removed by remove_ob() first for
857 * this function to succeed.
858 *
859 * If destroy_inventory is set, free inventory as well. Else drop items in
860 * inventory to the ground.
861 */
862void object::destroy (bool destroy_inventory)
863{ 934{
864 if (QUERY_FLAG (this, FLAG_FREED)) 935 if (object *pl = visible_to ())
865 return; 936 esrv_del_item (pl->contr, count);
866 937
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 938 attachable::do_destroy ();
939
940 if (flag [FLAG_IS_LINKED])
941 remove_button_link (this);
942
943 if (flag [FLAG_FRIENDLY])
868 remove_friendly_object (this); 944 remove_friendly_object (this);
869 945
870 if (!QUERY_FLAG (this, FLAG_REMOVED)) 946 if (!flag [FLAG_REMOVED])
871 remove (); 947 remove ();
872 948
873 SET_FLAG (this, FLAG_FREED); 949 destroy_inv (true);
874 950
875 if (more) 951 deactivate ();
876 { 952 unlink ();
877 more->destroy (destroy_inventory);
878 more = 0;
879 }
880 953
881 if (inv) 954 flag [FLAG_FREED] = 1;
882 {
883 /* Only if the space blocks everything do we not process -
884 * if some form of movement is allowed, let objects
885 * drop on that space.
886 */
887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
888 {
889 object *op = inv;
890
891 while (op)
892 {
893 object *tmp = op->below;
894 op->destroy (destroy_inventory);
895 op = tmp;
896 }
897 }
898 else
899 { /* Put objects in inventory onto this space */
900 object *op = inv;
901
902 while (op)
903 {
904 object *tmp = op->below;
905
906 op->remove ();
907
908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
911 else
912 {
913 op->x = x;
914 op->y = y;
915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916 }
917
918 op = tmp;
919 }
920 }
921 }
922 955
923 // hack to ensure that freed objects still have a valid map 956 // hack to ensure that freed objects still have a valid map
924 { 957 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes 958 static maptile *freed_map; // freed objects are moved here to avoid crashes
926 959
927 if (!freed_map) 960 if (!freed_map)
928 { 961 {
929 freed_map = new maptile; 962 freed_map = new maptile;
930 963
964 freed_map->path = "<freed objects map>";
931 freed_map->name = "/internal/freed_objects_map"; 965 freed_map->name = "/internal/freed_objects_map";
932 freed_map->width = 3; 966 freed_map->width = 3;
933 freed_map->height = 3; 967 freed_map->height = 3;
968 freed_map->nodrop = 1;
934 969
935 freed_map->allocate (); 970 freed_map->alloc ();
971 freed_map->in_memory = MAP_ACTIVE;
936 } 972 }
937 973
938 map = freed_map; 974 map = freed_map;
939 x = 1; 975 x = 1;
940 y = 1; 976 y = 1;
941 } 977 }
942 978
979 if (more)
980 {
981 more->destroy ();
982 more = 0;
983 }
984
985 head = 0;
986
943 // clear those pointers that likely might have circular references to us 987 // clear those pointers that likely might cause circular references
944 owner = 0; 988 owner = 0;
945 enemy = 0; 989 enemy = 0;
946 attacked_by = 0; 990 attacked_by = 0;
947 991 current_weapon = 0;
948 // only relevant for players(?), but make sure of it anyways
949 contr = 0;
950
951 /* Remove object from the active list */
952 speed = 0;
953 update_ob_speed (this);
954
955 unlink ();
956
957 mortals.push_back (this);
958} 992}
959 993
960/*
961 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)).
963 */
964void 994void
965sub_weight (object *op, signed long weight) 995object::destroy (bool destroy_inventory)
966{ 996{
967 while (op != NULL) 997 if (destroyed ())
968 { 998 return;
969 if (op->type == CONTAINER)
970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
971 999
972 op->carrying -= weight; 1000 if (destroy_inventory)
973 op = op->env; 1001 destroy_inv (false);
974 } 1002
1003 if (is_head ())
1004 if (sound_destroy)
1005 play_sound (sound_destroy);
1006 else if (flag [FLAG_MONSTER])
1007 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1008
1009 attachable::destroy ();
975} 1010}
976 1011
977/* op->remove (): 1012/* op->remove ():
978 * This function removes the object op from the linked list of objects 1013 * This function removes the object op from the linked list of objects
979 * which it is currently tied to. When this function is done, the 1014 * which it is currently tied to. When this function is done, the
980 * object will have no environment. If the object previously had an 1015 * object will have no environment. If the object previously had an
981 * environment, the x and y coordinates will be updated to 1016 * environment, the x and y coordinates will be updated to
982 * the previous environment. 1017 * the previous environment.
983 * Beware: This function is called from the editor as well!
984 */ 1018 */
985void 1019void
986object::remove () 1020object::do_remove ()
987{ 1021{
988 object *tmp, *last = 0; 1022 object *tmp, *last = 0;
989 object *otmp; 1023 object *otmp;
990 1024
991 int check_walk_off;
992
993 if (QUERY_FLAG (this, FLAG_REMOVED)) 1025 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 1026 return;
995 1027
996 SET_FLAG (this, FLAG_REMOVED); 1028 SET_FLAG (this, FLAG_REMOVED);
1029 INVOKE_OBJECT (REMOVE, this);
997 1030
998 if (more) 1031 if (more)
999 more->remove (); 1032 more->remove ();
1000 1033
1001 /* 1034 /*
1002 * In this case, the object to be removed is in someones 1035 * In this case, the object to be removed is in someones
1003 * inventory. 1036 * inventory.
1004 */ 1037 */
1005 if (env) 1038 if (env)
1006 { 1039 {
1040 adjust_weight (env, -total_weight ());
1041
1042 *(above ? &above->below : &env->inv) = below;
1043
1007 if (nrof) 1044 if (below)
1008 sub_weight (env, weight * nrof); 1045 below->above = above;
1009 else 1046
1010 sub_weight (env, weight + carrying); 1047 /* we set up values so that it could be inserted into
1048 * the map, but we don't actually do that - it is up
1049 * to the caller to decide what we want to do.
1050 */
1051 map = env->map;
1052 x = env->x;
1053 y = env->y;
1054 above = 0;
1055 below = 0;
1056 env = 0;
1011 1057
1012 /* NO_FIX_PLAYER is set when a great many changes are being 1058 /* NO_FIX_PLAYER is set when a great many changes are being
1013 * made to players inventory. If set, avoiding the call 1059 * made to players inventory. If set, avoiding the call
1014 * to save cpu time. 1060 * to save cpu time.
1015 */ 1061 */
1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 fix_player (otmp); 1063 otmp->update_stats ();
1018
1019 if (above != NULL)
1020 above->below = below;
1021 else
1022 env->inv = below;
1023
1024 if (below != NULL)
1025 below->above = above;
1026
1027 /* we set up values so that it could be inserted into
1028 * the map, but we don't actually do that - it is up
1029 * to the caller to decide what we want to do.
1030 */
1031 x = env->x, y = env->y;
1032 map = env->map;
1033 above = 0, below = 0;
1034 env = 0;
1035 } 1064 }
1036 else if (map) 1065 else if (map)
1037 { 1066 {
1038 /* Re did the following section of code - it looks like it had 1067 if (type == PLAYER)
1039 * lots of logic for things we no longer care about
1040 */ 1068 {
1069 // leaving a spot always closes any open container on the ground
1070 if (container && !container->env)
1071 // this causes spurious floorbox updates, but it ensures
1072 // that the CLOSE event is being sent.
1073 close_container ();
1074
1075 --map->players;
1076 map->touch ();
1077 }
1078
1079 map->dirty = true;
1080 mapspace &ms = this->ms ();
1041 1081
1042 /* link the object above us */ 1082 /* link the object above us */
1043 if (above) 1083 if (above)
1044 above->below = below; 1084 above->below = below;
1045 else 1085 else
1046 map->at (x, y).top = below; /* we were top, set new top */ 1086 ms.top = below; /* we were top, set new top */
1047 1087
1048 /* Relink the object below us, if there is one */ 1088 /* Relink the object below us, if there is one */
1049 if (below) 1089 if (below)
1050 below->above = above; 1090 below->above = above;
1051 else 1091 else
1053 /* Nothing below, which means we need to relink map object for this space 1093 /* Nothing below, which means we need to relink map object for this space
1054 * use translated coordinates in case some oddness with map tiling is 1094 * use translated coordinates in case some oddness with map tiling is
1055 * evident 1095 * evident
1056 */ 1096 */
1057 if (GET_MAP_OB (map, x, y) != this) 1097 if (GET_MAP_OB (map, x, y) != this)
1058 {
1059 char *dump = dump_object (this);
1060 LOG (llevError,
1061 "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); 1098 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 ());
1062 free (dump);
1063 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump);
1065 free (dump);
1066 }
1067 1099
1068 map->at (x, y).bottom = above; /* goes on above it. */ 1100 ms.bot = above; /* goes on above it. */
1069 } 1101 }
1070 1102
1071 above = 0; 1103 above = 0;
1072 below = 0; 1104 below = 0;
1073 1105
1074 if (map->in_memory == MAP_SAVING) 1106 if (map->in_memory == MAP_SAVING)
1075 return; 1107 return;
1076 1108
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1109 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 1110
1111 if (object *pl = ms.player ())
1112 {
1113 if (pl->container == this)
1114 /* If a container that the player is currently using somehow gets
1115 * removed (most likely destroyed), update the player view
1116 * appropriately.
1117 */
1118 pl->close_container ();
1119
1120 pl->contr->ns->floorbox_update ();
1121 }
1122
1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1123 for (tmp = ms.bot; tmp; tmp = tmp->above)
1080 { 1124 {
1081 /* No point updating the players look faces if he is the object 1125 /* No point updating the players look faces if he is the object
1082 * being removed. 1126 * being removed.
1083 */ 1127 */
1084 1128
1085 if (tmp->type == PLAYER && tmp != this)
1086 {
1087 /* If a container that the player is currently using somehow gets
1088 * removed (most likely destroyed), update the player view
1089 * appropriately.
1090 */
1091 if (tmp->container == this)
1092 {
1093 CLEAR_FLAG (this, FLAG_APPLIED);
1094 tmp->container = 0;
1095 }
1096
1097 tmp->contr->socket->floorbox_update ();
1098 }
1099
1100 /* See if player moving off should effect something */ 1129 /* See if object moving off should effect something */
1101 if (check_walk_off 1130 if (check_walk_off
1102 && ((move_type & tmp->move_off) 1131 && ((move_type & tmp->move_off)
1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 { 1133 {
1105 move_apply (tmp, this, 0); 1134 move_apply (tmp, this, 0);
1106 1135
1107 if (destroyed ()) 1136 if (destroyed ())
1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1109 } 1138 }
1110 1139
1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1112
1113 if (tmp->above == tmp)
1114 tmp->above = 0;
1115
1116 last = tmp; 1140 last = tmp;
1117 } 1141 }
1118 1142
1119 /* last == NULL of there are no objects on this space */ 1143 /* last == NULL if there are no objects on this space */
1144 //TODO: this makes little sense, why only update the topmost object?
1120 if (!last) 1145 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE; 1146 map->at (x, y).flags_ = 0;
1122 else 1147 else
1123 update_object (last, UP_OBJ_REMOVE); 1148 update_object (last, UP_OBJ_REMOVE);
1124 1149
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1150 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1151 update_all_los (map, x, y);
1127 } 1152 }
1128} 1153}
1129 1154
1130/* 1155/*
1139merge_ob (object *op, object *top) 1164merge_ob (object *op, object *top)
1140{ 1165{
1141 if (!op->nrof) 1166 if (!op->nrof)
1142 return 0; 1167 return 0;
1143 1168
1144 if (top == NULL) 1169 if (!top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1170 for (top = op; top && top->above; top = top->above)
1171 ;
1146 1172
1147 for (; top != NULL; top = top->below) 1173 for (; top; top = top->below)
1148 { 1174 {
1149 if (top == op) 1175 if (top == op)
1150 continue; 1176 continue;
1151 1177
1152 if (object::can_merge (op, top)) 1178 if (object::can_merge (op, top))
1161 } 1187 }
1162 1188
1163 return 0; 1189 return 0;
1164} 1190}
1165 1191
1192void
1193object::expand_tail ()
1194{
1195 if (more)
1196 return;
1197
1198 object *prev = this;
1199
1200 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1201 {
1202 object *op = arch_to_object (at);
1203
1204 op->name = name;
1205 op->name_pl = name_pl;
1206 op->title = title;
1207
1208 op->head = this;
1209 prev->more = op;
1210
1211 prev = op;
1212 }
1213}
1214
1166/* 1215/*
1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1216 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1168 * job preparing multi-part monsters 1217 * job preparing multi-part monsters.
1169 */ 1218 */
1170object * 1219object *
1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1220insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{ 1221{
1173 object *tmp;
1174
1175 if (op->head)
1176 op = op->head;
1177
1178 for (tmp = op; tmp; tmp = tmp->more) 1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1179 { 1223 {
1180 tmp->x = x + tmp->arch->clone.x; 1224 tmp->x = x + tmp->arch->x;
1181 tmp->y = y + tmp->arch->clone.y; 1225 tmp->y = y + tmp->arch->y;
1182 } 1226 }
1183 1227
1184 return insert_ob_in_map (op, m, originator, flag); 1228 return insert_ob_in_map (op, m, originator, flag);
1185} 1229}
1186 1230
1202 * Return value: 1246 * Return value:
1203 * new object if 'op' was merged with other object 1247 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1248 * NULL if 'op' was destroyed
1205 * just 'op' otherwise 1249 * just 'op' otherwise
1206 */ 1250 */
1207
1208object * 1251object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1253{
1254 assert (!op->flag [FLAG_FREED]);
1255
1211 object *tmp, *top, *floor = NULL; 1256 object *top, *floor = NULL;
1212 sint16 x, y;
1213 1257
1214 if (QUERY_FLAG (op, FLAG_FREED)) 1258 op->remove ();
1215 {
1216 LOG (llevError, "Trying to insert freed object!\n");
1217 return NULL;
1218 }
1219
1220 if (m == NULL)
1221 {
1222 char *dump = dump_object (op);
1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1224 free (dump);
1225 return op;
1226 }
1227
1228 if (out_of_map (m, op->x, op->y))
1229 {
1230 char *dump = dump_object (op);
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1232#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238#endif
1239 free (dump);
1240 return op;
1241 }
1242
1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1244 {
1245 char *dump = dump_object (op);
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump);
1248 return op;
1249 }
1250
1251 if (op->more != NULL)
1252 {
1253 /* The part may be on a different map. */
1254
1255 object *more = op->more;
1256
1257 /* We really need the caller to normalize coordinates - if
1258 * we set the map, that doesn't work if the location is within
1259 * a map and this is straddling an edge. So only if coordinate
1260 * is clear wrong do we normalize it.
1261 */
1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1264 else if (!more->map)
1265 {
1266 /* For backwards compatibility - when not dealing with tiled maps,
1267 * more->map should always point to the parent.
1268 */
1269 more->map = m;
1270 }
1271
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 {
1274 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276
1277 return NULL;
1278 }
1279 }
1280
1281 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1259
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1260 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1261 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1262 * need extra work
1286 */ 1263 */
1287 op->map = get_map_from_coord (m, &op->x, &op->y); 1264 if (!xy_normalise (m, op->x, op->y))
1288 x = op->x; 1265 {
1289 y = op->y; 1266 op->destroy ();
1267 return 0;
1268 }
1269
1270 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag))
1272 return 0;
1273
1274 CLEAR_FLAG (op, FLAG_REMOVED);
1275
1276 op->map = m;
1277 mapspace &ms = op->ms ();
1290 1278
1291 /* this has to be done after we translate the coordinates. 1279 /* this has to be done after we translate the coordinates.
1292 */ 1280 */
1293 if (op->nrof && !(flag & INS_NO_MERGE)) 1281 if (op->nrof && !(flag & INS_NO_MERGE))
1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1295 if (object::can_merge (op, tmp)) 1283 if (object::can_merge (op, tmp))
1296 { 1284 {
1297 op->nrof += tmp->nrof; 1285 op->nrof += tmp->nrof;
1298 tmp->destroy (); 1286 tmp->destroy (1);
1299 } 1287 }
1300 1288
1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1302 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1290 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1303 1291
1316 op->below = originator->below; 1304 op->below = originator->below;
1317 1305
1318 if (op->below) 1306 if (op->below)
1319 op->below->above = op; 1307 op->below->above = op;
1320 else 1308 else
1321 op->map->at (op->x, op->y).bottom = op; 1309 ms.bot = op;
1322 1310
1323 /* since *below* originator, no need to update top */ 1311 /* since *below* originator, no need to update top */
1324 originator->below = op; 1312 originator->below = op;
1325 } 1313 }
1326 else 1314 else
1327 { 1315 {
1316 top = ms.bot;
1317
1328 /* If there are other objects, then */ 1318 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1319 if (top)
1330 { 1320 {
1331 object *last = NULL; 1321 object *last = 0;
1332 1322
1333 /* 1323 /*
1334 * If there are multiple objects on this space, we do some trickier handling. 1324 * If there are multiple objects on this space, we do some trickier handling.
1335 * We've already dealt with merging if appropriate. 1325 * We've already dealt with merging if appropriate.
1336 * Generally, we want to put the new object on top. But if 1326 * Generally, we want to put the new object on top. But if
1340 * once we get to them. This reduces the need to traverse over all of 1330 * once we get to them. This reduces the need to traverse over all of
1341 * them when adding another one - this saves quite a bit of cpu time 1331 * them when adding another one - this saves quite a bit of cpu time
1342 * when lots of spells are cast in one area. Currently, it is presumed 1332 * when lots of spells are cast in one area. Currently, it is presumed
1343 * that flying non pickable objects are spell objects. 1333 * that flying non pickable objects are spell objects.
1344 */ 1334 */
1345 1335 for (top = ms.bot; top; top = top->above)
1346 while (top != NULL)
1347 { 1336 {
1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1349 floor = top; 1338 floor = top;
1350 1339
1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1354 top = top->below; 1343 top = top->below;
1355 break; 1344 break;
1356 } 1345 }
1357 1346
1358 last = top; 1347 last = top;
1359 top = top->above;
1360 } 1348 }
1361 1349
1362 /* Don't want top to be NULL, so set it to the last valid object */ 1350 /* Don't want top to be NULL, so set it to the last valid object */
1363 top = last; 1351 top = last;
1364 1352
1366 * looks like instead of lots of conditions here. 1354 * looks like instead of lots of conditions here.
1367 * makes things faster, and effectively the same result. 1355 * makes things faster, and effectively the same result.
1368 */ 1356 */
1369 1357
1370 /* Have object 'fall below' other objects that block view. 1358 /* Have object 'fall below' other objects that block view.
1371 * Unless those objects are exits, type 66 1359 * Unless those objects are exits.
1372 * If INS_ON_TOP is used, don't do this processing 1360 * If INS_ON_TOP is used, don't do this processing
1373 * Need to find the object that in fact blocks view, otherwise 1361 * Need to find the object that in fact blocks view, otherwise
1374 * stacking is a bit odd. 1362 * stacking is a bit odd.
1375 */ 1363 */
1376 if (!(flag & INS_ON_TOP) && 1364 if (!(flag & INS_ON_TOP)
1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1365 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility))
1378 { 1367 {
1379 for (last = top; last != floor; last = last->below) 1368 for (last = top; last != floor; last = last->below)
1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break; 1370 break;
1371
1382 /* Check to see if we found the object that blocks view, 1372 /* Check to see if we found the object that blocks view,
1383 * and make sure we have a below pointer for it so that 1373 * and make sure we have a below pointer for it so that
1384 * we can get inserted below this one, which requires we 1374 * we can get inserted below this one, which requires we
1385 * set top to the object below us. 1375 * set top to the object below us.
1386 */ 1376 */
1387 if (last && last->below && last != floor) 1377 if (last && last->below && last != floor)
1388 top = last->below; 1378 top = last->below;
1389 } 1379 }
1390 } /* If objects on this space */ 1380 } /* If objects on this space */
1391 1381
1392 if (flag & INS_MAP_LOAD)
1393 top = GET_MAP_TOP (op->map, op->x, op->y);
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1382 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1383 top = floor;
1397 1384
1398 /* Top is the object that our object (op) is going to get inserted above. 1385 /* Top is the object that our object (op) is going to get inserted above.
1399 */ 1386 */
1400 1387
1401 /* First object on this space */ 1388 /* First object on this space */
1402 if (!top) 1389 if (!top)
1403 { 1390 {
1404 op->above = GET_MAP_OB (op->map, op->x, op->y); 1391 op->above = ms.bot;
1405 1392
1406 if (op->above) 1393 if (op->above)
1407 op->above->below = op; 1394 op->above->below = op;
1408 1395
1409 op->below = NULL; 1396 op->below = 0;
1410 op->map->at (op->x, op->y).bottom = op; 1397 ms.bot = op;
1411 } 1398 }
1412 else 1399 else
1413 { /* get inserted into the stack above top */ 1400 { /* get inserted into the stack above top */
1414 op->above = top->above; 1401 op->above = top->above;
1415 1402
1418 1405
1419 op->below = top; 1406 op->below = top;
1420 top->above = op; 1407 top->above = op;
1421 } 1408 }
1422 1409
1423 if (op->above == NULL) 1410 if (!op->above)
1424 op->map->at (op->x, op->y).top = op; 1411 ms.top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1412 } /* else not INS_BELOW_ORIGINATOR */
1426 1413
1427 if (op->type == PLAYER) 1414 if (op->type == PLAYER)
1415 {
1428 op->contr->do_los = 1; 1416 op->contr->do_los = 1;
1417 ++op->map->players;
1418 op->map->touch ();
1419 }
1429 1420
1430 /* If we have a floor, we know the player, if any, will be above 1421 op->map->dirty = true;
1431 * it, so save a few ticks and start from there. 1422
1432 */ 1423 if (object *pl = ms.player ())
1433 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->map->at (op->x, op->y).player ())
1435 pl->contr->socket->floorbox_update (); 1424 pl->contr->ns->floorbox_update ();
1436 1425
1437 /* If this object glows, it may affect lighting conditions that are 1426 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1427 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1428 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1429 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1430 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1431 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1432 * or just updating the P_UPTODATE for spaces within this area
1444 * of effect may be sufficient. 1433 * of effect may be sufficient.
1445 */ 1434 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1435 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y); 1436 update_all_los (op->map, op->x, op->y);
1448 1437
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1438 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1439 update_object (op, UP_OBJ_INSERT);
1440
1441 INVOKE_OBJECT (INSERT, op);
1451 1442
1452 /* Don't know if moving this to the end will break anything. However, 1443 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this. 1444 * we want to have floorbox_update called before calling this.
1454 * 1445 *
1455 * check_move_on() must be after this because code called from 1446 * check_move_on() must be after this because code called from
1457 * blocked() and wall() work properly), and these flags are updated by 1448 * blocked() and wall() work properly), and these flags are updated by
1458 * update_object(). 1449 * update_object().
1459 */ 1450 */
1460 1451
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1452 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) 1453 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1463 { 1454 {
1464 if (check_move_on (op, originator)) 1455 if (check_move_on (op, originator))
1465 return NULL; 1456 return 0;
1466 1457
1467 /* If we are a multi part object, lets work our way through the check 1458 /* If we are a multi part object, lets work our way through the check
1468 * walk on's. 1459 * walk on's.
1469 */ 1460 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1461 for (object *tmp = op->more; tmp; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1462 if (check_move_on (tmp, originator))
1472 return NULL; 1463 return 0;
1473 } 1464 }
1474 1465
1475 return op; 1466 return op;
1476} 1467}
1477 1468
1480 * op is the object to insert it under: supplies x and the map. 1471 * op is the object to insert it under: supplies x and the map.
1481 */ 1472 */
1482void 1473void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1474replace_insert_ob_in_map (const char *arch_string, object *op)
1484{ 1475{
1485 object *tmp, *tmp1;
1486
1487 /* first search for itself and remove any old instances */ 1476 /* first search for itself and remove any old instances */
1488 1477
1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1478 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1479 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1491 tmp->destroy (); 1480 tmp->destroy (1);
1492 1481
1493 tmp1 = arch_to_object (archetype::find (arch_string)); 1482 object *tmp = arch_to_object (archetype::find (arch_string));
1494 1483
1495 tmp1->x = op->x; 1484 tmp->x = op->x;
1496 tmp1->y = op->y; 1485 tmp->y = op->y;
1486
1497 insert_ob_in_map (tmp1, op->map, op, 0); 1487 insert_ob_in_map (tmp, op->map, op, 0);
1498} 1488}
1499
1500/*
1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1502 * is returned contains nr objects, and the remaining parts contains
1503 * the rest (or is removed and freed if that number is 0).
1504 * On failure, NULL is returned, and the reason put into the
1505 * global static errmsg array.
1506 */
1507 1489
1508object * 1490object *
1509get_split_ob (object *orig_ob, uint32 nr) 1491object::insert_at (object *where, object *originator, int flags)
1510{ 1492{
1511 object *newob; 1493 if (where->env)
1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1494 return where->env->insert (this);
1495 else
1496 return where->map->insert (this, where->x, where->y, originator, flags);
1497}
1513 1498
1514 if (orig_ob->nrof < nr) 1499// find player who can see this object
1515 { 1500object *
1516 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1501object::visible_to () const
1517 return NULL; 1502{
1503 if (!flag [FLAG_REMOVED])
1518 } 1504 {
1519 1505 // see if we are in a container of sorts
1520 newob = object_create_clone (orig_ob); 1506 if (env)
1521
1522 if ((orig_ob->nrof -= nr) < 1)
1523 orig_ob->destroy (1);
1524 else if (!is_removed)
1525 {
1526 if (orig_ob->env != NULL)
1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1528 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1529 {
1530 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1531 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1532 return NULL;
1533 } 1507 {
1534 } 1508 // the player inventory itself is always visible
1509 if (env->type == PLAYER)
1510 return env;
1535 1511
1536 newob->nrof = nr; 1512 // else a player could have our env open
1513 object *envest = env->outer_env ();
1537 1514
1515 // the player itself is always on a map, so we will find him here
1516 // even if our inv is in a player.
1517 if (envest->is_on_map ())
1518 if (object *pl = envest->ms ().player ())
1519 if (pl->container == env)
1520 return pl;
1521 }
1522 else
1523 {
1524 // maybe there is a player standing on the same mapspace
1525 // this will catch the case where "this" is a player
1526 if (object *pl = ms ().player ())
1527 return pl;
1528 }
1529 }
1530
1538 return newob; 1531 return 0;
1539} 1532}
1540 1533
1541/* 1534/*
1542 * decrease_ob_nr(object, number) decreases a specified number from 1535 * decrease(object, number) decreases a specified number from
1543 * the amount of an object. If the amount reaches 0, the object 1536 * the amount of an object. If the amount reaches 0, the object
1544 * is subsequently removed and freed. 1537 * is subsequently removed and freed.
1545 * 1538 *
1546 * Return value: 'op' if something is left, NULL if the amount reached 0 1539 * Return value: 'op' if something is left, NULL if the amount reached 0
1547 */ 1540 */
1541bool
1542object::decrease (sint32 nr)
1543{
1544 if (!nr)
1545 return true;
1548 1546
1547 nr = min (nr, nrof);
1548
1549 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0
1554
1555 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this);
1557
1558 return true;
1559 }
1560 else
1561 {
1562 destroy (1);
1563 return false;
1564 }
1565}
1566
1567/*
1568 * split(ob,nr) splits up ob into two parts. The part which
1569 * is returned contains nr objects, and the remaining parts contains
1570 * the rest (or is removed and returned if that number is 0).
1571 * On failure, NULL is returned.
1572 */
1549object * 1573object *
1550decrease_ob_nr (object *op, uint32 i) 1574object::split (sint32 nr)
1551{ 1575{
1552 object *tmp; 1576 int have = number_of ();
1553 player *pl;
1554 1577
1555 if (i == 0) /* objects with op->nrof require this check */ 1578 if (have < nr)
1556 return op; 1579 return 0;
1557 1580 else if (have == nr)
1558 if (i > op->nrof)
1559 i = op->nrof;
1560
1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1562 op->nrof -= i;
1563 else if (op->env)
1564 { 1581 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = op->in_player ();
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp)
1576 {
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583 }
1584
1585 if (i < op->nrof)
1586 {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp)
1590 esrv_send_item (tmp, op);
1591 }
1592 else
1593 {
1594 op->remove (); 1582 remove ();
1595 op->nrof = 0; 1583 return this;
1596 if (tmp)
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1599 } 1584 }
1600 else 1585 else
1601 { 1586 {
1602 object *above = op->above; 1587 decrease (nr);
1603 1588
1604 if (i < op->nrof) 1589 object *op = object_create_clone (this);
1605 op->nrof -= i; 1590 op->nrof = nr;
1606 else
1607 {
1608 op->remove ();
1609 op->nrof = 0;
1610 }
1611
1612 /* Since we just removed op, op->above is null */
1613 for (tmp = above; tmp; tmp = tmp->above)
1614 if (tmp->type == PLAYER)
1615 {
1616 if (op->nrof)
1617 esrv_send_item (tmp, op);
1618 else
1619 esrv_del_item (tmp->contr, op->count);
1620 }
1621 }
1622
1623 if (op->nrof)
1624 return op; 1591 return op;
1625 else
1626 {
1627 op->destroy ();
1628 return 0;
1629 }
1630}
1631
1632/*
1633 * add_weight(object, weight) adds the specified weight to an object,
1634 * and also updates how much the environment(s) is/are carrying.
1635 */
1636
1637void
1638add_weight (object *op, signed long weight)
1639{
1640 while (op != NULL)
1641 {
1642 if (op->type == CONTAINER)
1643 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1644
1645 op->carrying += weight;
1646 op = op->env;
1647 } 1592 }
1648} 1593}
1649 1594
1650object * 1595object *
1651insert_ob_in_ob (object *op, object *where) 1596insert_ob_in_ob (object *op, object *where)
1656 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1601 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 free (dump); 1602 free (dump);
1658 return op; 1603 return op;
1659 } 1604 }
1660 1605
1661 if (where->head) 1606 if (where->head_ () != where)
1662 { 1607 {
1663 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1608 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1664 where = where->head; 1609 where = where->head;
1665 } 1610 }
1666 1611
1667 return where->insert (op); 1612 return where->insert (op);
1668} 1613}
1673 * inside the object environment. 1618 * inside the object environment.
1674 * 1619 *
1675 * The function returns now pointer to inserted item, and return value can 1620 * The function returns now pointer to inserted item, and return value can
1676 * be != op, if items are merged. -Tero 1621 * be != op, if items are merged. -Tero
1677 */ 1622 */
1678
1679object * 1623object *
1680object::insert (object *op) 1624object::insert (object *op)
1681{ 1625{
1682 object *tmp, *otmp;
1683
1684 if (!QUERY_FLAG (op, FLAG_REMOVED))
1685 op->remove ();
1686
1687 if (op->more) 1626 if (op->more)
1688 { 1627 {
1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1628 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1690 return op; 1629 return op;
1691 } 1630 }
1692 1631
1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1632 op->remove ();
1694 CLEAR_FLAG (op, FLAG_REMOVED); 1633
1634 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1635
1695 if (op->nrof) 1636 if (op->nrof)
1696 {
1697 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1637 for (object *tmp = inv; tmp; tmp = tmp->below)
1698 if (object::can_merge (tmp, op)) 1638 if (object::can_merge (tmp, op))
1699 { 1639 {
1700 /* return the original object and remove inserted object 1640 /* return the original object and remove inserted object
1701 (client needs the original object) */ 1641 (client needs the original object) */
1702 tmp->nrof += op->nrof; 1642 tmp->nrof += op->nrof;
1703 /* Weight handling gets pretty funky. Since we are adding to
1704 * tmp->nrof, we need to increase the weight.
1705 */
1706 add_weight (this, op->weight * op->nrof); 1643 adjust_weight (this, op->total_weight ());
1707 SET_FLAG (op, FLAG_REMOVED); 1644
1708 op->destroy (); /* free the inserted object */ 1645 op->destroy (1);
1709 op = tmp; 1646 op = tmp;
1710 op->remove (); /* and fix old object's links */ 1647 goto inserted;
1711 CLEAR_FLAG (op, FLAG_REMOVED);
1712 break;
1713 } 1648 }
1714 1649
1715 /* I assume combined objects have no inventory 1650 op->owner = 0; // it's his/hers now. period.
1716 * We add the weight - this object could have just been removed
1717 * (if it was possible to merge). calling remove_ob will subtract
1718 * the weight, so we need to add it in again, since we actually do
1719 * the linking below
1720 */
1721 add_weight (this, op->weight * op->nrof);
1722 }
1723 else
1724 add_weight (this, (op->weight + op->carrying));
1725
1726 otmp = this->in_player ();
1727 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp);
1730
1731 op->map = 0; 1651 op->map = 0;
1732 op->env = this; 1652 op->x = 0;
1653 op->y = 0;
1654
1733 op->above = 0; 1655 op->above = 0;
1734 op->below = 0; 1656 op->below = inv;
1735 op->x = 0, op->y = 0; 1657 op->env = this;
1736 1658
1659 if (inv)
1660 inv->above = op;
1661
1662 inv = op;
1663
1664 op->flag [FLAG_REMOVED] = 0;
1665
1666 adjust_weight (this, op->total_weight ());
1667
1668inserted:
1737 /* reset the light list and los of the players on the map */ 1669 /* reset the light list and los of the players on the map */
1738 if ((op->glow_radius != 0) && map) 1670 if (op->glow_radius && map && map->darkness)
1739 {
1740#ifdef DEBUG_LIGHTS
1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1742#endif /* DEBUG_LIGHTS */
1743 if (MAP_DARKNESS (map))
1744 update_all_los (map, x, y); 1671 update_all_los (map, x, y);
1745 }
1746 1672
1747 /* Client has no idea of ordering so lets not bother ordering it here. 1673 if (object *otmp = in_player ())
1748 * It sure simplifies this function... 1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1749 */ 1675 otmp->update_stats ();
1750 if (!inv) 1676
1751 inv = op; 1677 INVOKE_OBJECT (INSERT, this);
1752 else
1753 {
1754 op->below = inv;
1755 op->below->above = op;
1756 inv = op;
1757 }
1758 1678
1759 return op; 1679 return op;
1760} 1680}
1761 1681
1762/* 1682/*
1777 * 1697 *
1778 * MSW 2001-07-08: Check all objects on space, not just those below 1698 * MSW 2001-07-08: Check all objects on space, not just those below
1779 * object being inserted. insert_ob_in_map may not put new objects 1699 * object being inserted. insert_ob_in_map may not put new objects
1780 * on top. 1700 * on top.
1781 */ 1701 */
1782
1783int 1702int
1784check_move_on (object *op, object *originator) 1703check_move_on (object *op, object *originator)
1785{ 1704{
1786 object *tmp; 1705 object *tmp;
1787 maptile *m = op->map; 1706 maptile *m = op->map;
1814 1733
1815 /* The objects have to be checked from top to bottom. 1734 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top: 1735 * Hence, we first go to the top:
1817 */ 1736 */
1818 1737
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1738 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1820 { 1739 {
1821 /* Trim the search when we find the first other spell effect 1740 /* Trim the search when we find the first other spell effect
1822 * this helps performance so that if a space has 50 spell objects, 1741 * this helps performance so that if a space has 50 spell objects,
1823 * we don't need to check all of them. 1742 * we don't need to check all of them.
1824 */ 1743 */
1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1843 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 { 1763 {
1845 1764
1846 float 1765 float
1847 diff = tmp->move_slow_penalty * FABS (op->speed); 1766 diff = tmp->move_slow_penalty * fabs (op->speed);
1848 1767
1849 if (op->type == PLAYER) 1768 if (op->type == PLAYER)
1850 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1851 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1770 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1852 diff /= 4.0; 1771 diff /= 4.0;
1879/* 1798/*
1880 * present_arch(arch, map, x, y) searches for any objects with 1799 * present_arch(arch, map, x, y) searches for any objects with
1881 * a matching archetype at the given map and coordinates. 1800 * a matching archetype at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none. 1801 * The first matching object is returned, or NULL if none.
1883 */ 1802 */
1884
1885object * 1803object *
1886present_arch (const archetype *at, maptile *m, int x, int y) 1804present_arch (const archetype *at, maptile *m, int x, int y)
1887{ 1805{
1888 object *
1889 tmp;
1890
1891 if (m == NULL || out_of_map (m, x, y)) 1806 if (!m || out_of_map (m, x, y))
1892 { 1807 {
1893 LOG (llevError, "Present_arch called outside map.\n"); 1808 LOG (llevError, "Present_arch called outside map.\n");
1894 return NULL; 1809 return NULL;
1895 } 1810 }
1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1811
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1897 if (tmp->arch == at) 1813 if (tmp->arch == at)
1898 return tmp; 1814 return tmp;
1815
1899 return NULL; 1816 return NULL;
1900} 1817}
1901 1818
1902/* 1819/*
1903 * present(type, map, x, y) searches for any objects with 1820 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates. 1821 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none. 1822 * The first matching object is returned, or NULL if none.
1906 */ 1823 */
1907
1908object * 1824object *
1909present (unsigned char type, maptile *m, int x, int y) 1825present (unsigned char type, maptile *m, int x, int y)
1910{ 1826{
1911 object *
1912 tmp;
1913
1914 if (out_of_map (m, x, y)) 1827 if (out_of_map (m, x, y))
1915 { 1828 {
1916 LOG (llevError, "Present called outside map.\n"); 1829 LOG (llevError, "Present called outside map.\n");
1917 return NULL; 1830 return NULL;
1918 } 1831 }
1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1832
1833 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1920 if (tmp->type == type) 1834 if (tmp->type == type)
1921 return tmp; 1835 return tmp;
1836
1922 return NULL; 1837 return NULL;
1923} 1838}
1924 1839
1925/* 1840/*
1926 * present_in_ob(type, object) searches for any objects with 1841 * present_in_ob(type, object) searches for any objects with
1927 * a matching type variable in the inventory of the given object. 1842 * a matching type variable in the inventory of the given object.
1928 * The first matching object is returned, or NULL if none. 1843 * The first matching object is returned, or NULL if none.
1929 */ 1844 */
1930
1931object * 1845object *
1932present_in_ob (unsigned char type, const object *op) 1846present_in_ob (unsigned char type, const object *op)
1933{ 1847{
1934 object *
1935 tmp;
1936
1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1848 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->type == type) 1849 if (tmp->type == type)
1939 return tmp; 1850 return tmp;
1851
1940 return NULL; 1852 return NULL;
1941} 1853}
1942 1854
1943/* 1855/*
1944 * present_in_ob (type, str, object) searches for any objects with 1856 * present_in_ob (type, str, object) searches for any objects with
1952 * str is the string to match against. Note that we match against 1864 * str is the string to match against. Note that we match against
1953 * the object name, not the archetype name. this is so that the 1865 * the object name, not the archetype name. this is so that the
1954 * spell code can use one object type (force), but change it's name 1866 * spell code can use one object type (force), but change it's name
1955 * to be unique. 1867 * to be unique.
1956 */ 1868 */
1957
1958object * 1869object *
1959present_in_ob_by_name (int type, const char *str, const object *op) 1870present_in_ob_by_name (int type, const char *str, const object *op)
1960{ 1871{
1961 object *
1962 tmp;
1963
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1872 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1873 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1874 return tmp;
1968 } 1875
1969 return NULL; 1876 return 0;
1970} 1877}
1971 1878
1972/* 1879/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1880 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1881 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1976 */ 1883 */
1977
1978object * 1884object *
1979present_arch_in_ob (const archetype *at, const object *op) 1885present_arch_in_ob (const archetype *at, const object *op)
1980{ 1886{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1887 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 if (tmp->arch == at) 1888 if (tmp->arch == at)
1986 return tmp; 1889 return tmp;
1890
1987 return NULL; 1891 return NULL;
1988} 1892}
1989 1893
1990/* 1894/*
1991 * activate recursively a flag on an object inventory 1895 * activate recursively a flag on an object inventory
1992 */ 1896 */
1993void 1897void
1994flag_inv (object *op, int flag) 1898flag_inv (object *op, int flag)
1995{ 1899{
1996 object *
1997 tmp;
1998
1999 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2001 { 1901 {
2002 SET_FLAG (tmp, flag); 1902 SET_FLAG (tmp, flag);
2003 flag_inv (tmp, flag); 1903 flag_inv (tmp, flag);
2004 } 1904 }
2005} /* 1905}
1906
1907/*
2006 * desactivate recursively a flag on an object inventory 1908 * deactivate recursively a flag on an object inventory
2007 */ 1909 */
2008void 1910void
2009unflag_inv (object *op, int flag) 1911unflag_inv (object *op, int flag)
2010{ 1912{
2011 object *
2012 tmp;
2013
2014 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2016 { 1914 {
2017 CLEAR_FLAG (tmp, flag); 1915 CLEAR_FLAG (tmp, flag);
2018 unflag_inv (tmp, flag); 1916 unflag_inv (tmp, flag);
2019 } 1917 }
2020}
2021
2022/*
2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2024 * all it's inventory (recursively).
2025 * If checksums are used, a player will get set_cheat called for
2026 * him/her-self and all object carried by a call to this function.
2027 */
2028
2029void
2030set_cheat (object *op)
2031{
2032 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ);
2034} 1918}
2035 1919
2036/* 1920/*
2037 * find_free_spot(object, map, x, y, start, stop) will search for 1921 * find_free_spot(object, map, x, y, start, stop) will search for
2038 * a spot at the given map and coordinates which will be able to contain 1922 * a spot at the given map and coordinates which will be able to contain
2040 * to search (see the freearr_x/y[] definition). 1924 * to search (see the freearr_x/y[] definition).
2041 * It returns a random choice among the alternatives found. 1925 * It returns a random choice among the alternatives found.
2042 * start and stop are where to start relative to the free_arr array (1,9 1926 * start and stop are where to start relative to the free_arr array (1,9
2043 * does all 4 immediate directions). This returns the index into the 1927 * does all 4 immediate directions). This returns the index into the
2044 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1928 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2045 * Note - this only checks to see if there is space for the head of the
2046 * object - if it is a multispace object, this should be called for all
2047 * pieces.
2048 * Note2: This function does correctly handle tiled maps, but does not 1929 * Note: This function does correctly handle tiled maps, but does not
2049 * inform the caller. However, insert_ob_in_map will update as 1930 * inform the caller. However, insert_ob_in_map will update as
2050 * necessary, so the caller shouldn't need to do any special work. 1931 * necessary, so the caller shouldn't need to do any special work.
2051 * Note - updated to take an object instead of archetype - this is necessary 1932 * Note - updated to take an object instead of archetype - this is necessary
2052 * because arch_blocked (now ob_blocked) needs to know the movement type 1933 * because arch_blocked (now ob_blocked) needs to know the movement type
2053 * to know if the space in question will block the object. We can't use 1934 * to know if the space in question will block the object. We can't use
2054 * the archetype because that isn't correct if the monster has been 1935 * the archetype because that isn't correct if the monster has been
2055 * customized, changed states, etc. 1936 * customized, changed states, etc.
2056 */ 1937 */
2057
2058int 1938int
2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1939find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{ 1940{
2061 int
2062 i,
2063 index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 1941 int altern[SIZEOFFREE];
1942 int index = 0, flag;
2066 1943
2067 for (i = start; i < stop; i++) 1944 for (int i = start; i < stop; i++)
2068 { 1945 {
2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1946 mapxy pos (m, x, y); pos.move (i);
2070 if (!flag) 1947
1948 if (!pos.normalise ())
1949 continue;
1950
1951 mapspace &ms = *pos;
1952
1953 if (ms.flags () & P_IS_ALIVE)
1954 continue;
1955
1956 /* However, often
1957 * ob doesn't have any move type (when used to place exits)
1958 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1959 */
1960 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1961 {
2071 altern[index++] = i; 1962 altern [index++] = i;
1963 continue;
1964 }
2072 1965
2073 /* Basically, if we find a wall on a space, we cut down the search size. 1966 /* Basically, if we find a wall on a space, we cut down the search size.
2074 * In this way, we won't return spaces that are on another side of a wall. 1967 * In this way, we won't return spaces that are on another side of a wall.
2075 * This mostly work, but it cuts down the search size in all directions - 1968 * This mostly work, but it cuts down the search size in all directions -
2076 * if the space being examined only has a wall to the north and empty 1969 * if the space being examined only has a wall to the north and empty
2077 * spaces in all the other directions, this will reduce the search space 1970 * spaces in all the other directions, this will reduce the search space
2078 * to only the spaces immediately surrounding the target area, and 1971 * to only the spaces immediately surrounding the target area, and
2079 * won't look 2 spaces south of the target space. 1972 * won't look 2 spaces south of the target space.
2080 */ 1973 */
2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1974 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1975 {
2082 stop = maxfree[i]; 1976 stop = maxfree[i];
1977 continue;
1978 }
1979
1980 /* Note it is intentional that we check ob - the movement type of the
1981 * head of the object should correspond for the entire object.
1982 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue;
1985
1986 if (ob->blocked (m, pos.x, pos.y))
1987 continue;
1988
1989 altern [index++] = i;
2083 } 1990 }
2084 1991
2085 if (!index) 1992 if (!index)
2086 return -1; 1993 return -1;
2087 1994
2088 return altern[RANDOM () % index]; 1995 return altern [rndm (index)];
2089} 1996}
2090 1997
2091/* 1998/*
2092 * find_first_free_spot(archetype, maptile, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2094 * But it will return the first available spot, not a random choice. 2001 * But it will return the first available spot, not a random choice.
2095 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096 */ 2003 */
2097
2098int 2004int
2099find_first_free_spot (const object *ob, maptile *m, int x, int y) 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{ 2006{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 2007 for (int i = 0; i < SIZEOFFREE; i++)
2105 {
2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2008 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2107 return i; 2009 return i;
2108 } 2010
2109 return -1; 2011 return -1;
2110} 2012}
2111 2013
2112/* 2014/*
2113 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 2018 */
2116static void 2019static void
2117permute (int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2118{ 2021{
2119 int 2022 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 2023 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2024
2130 tmp = arr[i]; 2025 while (--end)
2131 arr[i] = arr[j]; 2026 swap (arr [end], arr [rndm (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2027}
2135 2028
2136/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2030 * This basically returns a randomized array (in the passed pointer) of
2138 * the spaces to find monsters. In this way, it won't always look for 2031 * the spaces to find monsters. In this way, it won't always look for
2141 * the 3x3 area will be searched, just not in a predictable order. 2034 * the 3x3 area will be searched, just not in a predictable order.
2142 */ 2035 */
2143void 2036void
2144get_search_arr (int *search_arr) 2037get_search_arr (int *search_arr)
2145{ 2038{
2146 int 2039 int i;
2147 i;
2148 2040
2149 for (i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2042 search_arr[i] = i;
2152 }
2153 2043
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2047}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * Perhaps incorrectly, but I'm making the assumption that exclude
2167 * is actually want is going to try and move there. We need this info 2057 * is actually want is going to try and move there. We need this info
2168 * because we have to know what movement the thing looking to move 2058 * because we have to know what movement the thing looking to move
2169 * there is capable of. 2059 * there is capable of.
2170 */ 2060 */
2171
2172int 2061int
2173find_dir (maptile *m, int x, int y, object *exclude) 2062find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2063{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2178 2065
2179 sint16 nx, ny; 2066 sint16 nx, ny;
2180 object * 2067 object *tmp;
2181 tmp;
2182 maptile * 2068 maptile *mp;
2183 mp;
2184 2069
2185 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2186 2071
2187 if (exclude && exclude->head) 2072 if (exclude && exclude->head_ () != exclude)
2188 { 2073 {
2189 exclude = exclude->head; 2074 exclude = exclude->head;
2190 move_type = exclude->move_type; 2075 move_type = exclude->move_type;
2191 } 2076 }
2192 else 2077 else
2205 2090
2206 if (mflags & P_OUT_OF_MAP) 2091 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2092 max = maxfree[i];
2208 else 2093 else
2209 { 2094 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2211 2098
2212 if ((move_type & blocked) == move_type) 2099 if ((move_type & blocked) == move_type)
2213 max = maxfree[i]; 2100 max = maxfree[i];
2214 else if (mflags & P_IS_ALIVE) 2101 else if (mflags & P_IS_ALIVE)
2215 { 2102 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2218 break; 2106 break;
2219 2107
2220 if (tmp) 2108 if (tmp)
2221 return freedir[i]; 2109 return freedir[i];
2222 } 2110 }
2228 2116
2229/* 2117/*
2230 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2119 * distance between the two given objects.
2232 */ 2120 */
2233
2234int 2121int
2235distance (const object *ob1, const object *ob2) 2122distance (const object *ob1, const object *ob2)
2236{ 2123{
2237 int i;
2238
2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2240 return i;
2241} 2125}
2242 2126
2243/* 2127/*
2244 * find_dir_2(delta-x,delta-y) will return a direction in which 2128 * find_dir_2(delta-x,delta-y) will return a direction in which
2245 * an object which has subtracted the x and y coordinates of another 2129 * an object which has subtracted the x and y coordinates of another
2246 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2247 */ 2131 */
2248
2249int 2132int
2250find_dir_2 (int x, int y) 2133find_dir_2 (int x, int y)
2251{ 2134{
2252 int q; 2135 int q;
2253 2136
2282 2165
2283 return 3; 2166 return 3;
2284} 2167}
2285 2168
2286/* 2169/*
2287 * absdir(int): Returns a number between 1 and 8, which represent
2288 * the "absolute" direction of a number (it actually takes care of
2289 * "overflow" in previous calculations of a direction).
2290 */
2291
2292int
2293absdir (int d)
2294{
2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2299 return d;
2300}
2301
2302/*
2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2170 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2304 * between two directions (which are expected to be absolute (see absdir()) 2171 * between two directions (which are expected to be absolute (see absdir())
2305 */ 2172 */
2306
2307int 2173int
2308dirdiff (int dir1, int dir2) 2174dirdiff (int dir1, int dir2)
2309{ 2175{
2310 int 2176 int d;
2311 d;
2312 2177
2313 d = abs (dir1 - dir2); 2178 d = abs (dir1 - dir2);
2314 if (d > 4) 2179 if (d > 4)
2315 d = 8 - d; 2180 d = 8 - d;
2181
2316 return d; 2182 return d;
2317} 2183}
2318 2184
2319/* peterm: 2185/* peterm:
2320 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2186 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2323 * This basically means that if direction is 15, then it could either go 2189 * This basically means that if direction is 15, then it could either go
2324 * direction 4, 14, or 16 to get back to where we are. 2190 * direction 4, 14, or 16 to get back to where we are.
2325 * Moved from spell_util.c to object.c with the other related direction 2191 * Moved from spell_util.c to object.c with the other related direction
2326 * functions. 2192 * functions.
2327 */ 2193 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2194int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2195 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2196 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2197 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2198 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2199 {0, 0, 0}, /* 4 */
2426 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2290 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2427 * core dumps if they do. 2291 * core dumps if they do.
2428 * 2292 *
2429 * Add a check so we can't pick up invisible objects (0.93.8) 2293 * Add a check so we can't pick up invisible objects (0.93.8)
2430 */ 2294 */
2431
2432int 2295int
2433can_pick (const object *who, const object *item) 2296can_pick (const object *who, const object *item)
2434{ 2297{
2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2441 * create clone from object to another 2304 * create clone from object to another
2442 */ 2305 */
2443object * 2306object *
2444object_create_clone (object *asrc) 2307object_create_clone (object *asrc)
2445{ 2308{
2446 object *dst = 0, *tmp, *src, *part, *prev, *item; 2309 object *dst = 0, *tmp, *src, *prev, *item;
2447 2310
2448 if (!asrc) 2311 if (!asrc)
2449 return 0; 2312 return 0;
2450 2313
2451 src = asrc;
2452 if (src->head)
2453 src = src->head; 2314 src = asrc->head_ ();
2454 2315
2455 prev = 0; 2316 prev = 0;
2456 for (part = src; part; part = part->more) 2317 for (object *part = src; part; part = part->more)
2457 { 2318 {
2458 tmp = part->clone (); 2319 tmp = part->clone ();
2459 tmp->x -= src->x; 2320 tmp->x -= src->x;
2460 tmp->y -= src->y; 2321 tmp->y -= src->y;
2461 2322
2479 insert_ob_in_ob (object_create_clone (item), dst); 2340 insert_ob_in_ob (object_create_clone (item), dst);
2480 2341
2481 return dst; 2342 return dst;
2482} 2343}
2483 2344
2484/* GROS - Creates an object using a string representing its content. */
2485/* Basically, we save the content of the string to a temp file, then call */
2486/* load_object on it. I admit it is a highly inefficient way to make things, */
2487/* but it was simple to make and allows reusing the load_object function. */
2488/* Remember not to use load_object_str in a time-critical situation. */
2489/* Also remember that multiparts objects are not supported for now. */
2490
2491object *
2492load_object_str (const char *obstr)
2493{
2494 object *op;
2495 char filename[MAX_BUF];
2496
2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2498
2499 FILE *tempfile = fopen (filename, "w");
2500
2501 if (tempfile == NULL)
2502 {
2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2504 return NULL;
2505 }
2506
2507 fprintf (tempfile, obstr);
2508 fclose (tempfile);
2509
2510 op = object::create ();
2511
2512 object_thawer thawer (filename);
2513
2514 if (thawer)
2515 load_object (thawer, op, 0);
2516
2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2518 CLEAR_FLAG (op, FLAG_REMOVED);
2519
2520 return op;
2521}
2522
2523/* This returns the first object in who's inventory that 2345/* This returns the first object in who's inventory that
2524 * has the same type and subtype match. 2346 * has the same type and subtype match.
2525 * returns NULL if no match. 2347 * returns NULL if no match.
2526 */ 2348 */
2527object * 2349object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2350find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2351{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2352 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2353 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2354 return tmp;
2535 2355
2536 return NULL; 2356 return 0;
2537} 2357}
2538 2358
2539/* If ob has a field named key, return the link from the list, 2359/* If ob has a field named key, return the link from the list,
2540 * otherwise return NULL. 2360 * otherwise return NULL.
2541 * 2361 *
2543 * do the desired thing. 2363 * do the desired thing.
2544 */ 2364 */
2545key_value * 2365key_value *
2546get_ob_key_link (const object *ob, const char *key) 2366get_ob_key_link (const object *ob, const char *key)
2547{ 2367{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next) 2368 for (key_value *link = ob->key_values; link; link = link->next)
2551 if (link->key == key) 2369 if (link->key == key)
2552 return link; 2370 return link;
2553 2371
2554 return NULL; 2372 return 0;
2555} 2373}
2556 2374
2557/* 2375/*
2558 * Returns the value of op has an extra_field for key, or NULL. 2376 * Returns the value of op has an extra_field for key, or NULL.
2559 * 2377 *
2584 if (link->key == canonical_key) 2402 if (link->key == canonical_key)
2585 return link->value; 2403 return link->value;
2586 2404
2587 return 0; 2405 return 0;
2588} 2406}
2589
2590 2407
2591/* 2408/*
2592 * Updates the canonical_key in op to value. 2409 * Updates the canonical_key in op to value.
2593 * 2410 *
2594 * canonical_key is a shared string (value doesn't have to be). 2411 * canonical_key is a shared string (value doesn't have to be).
2599 * Returns TRUE on success. 2416 * Returns TRUE on success.
2600 */ 2417 */
2601int 2418int
2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2419set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{ 2420{
2604 key_value *
2605 field = NULL, *last = NULL; 2421 key_value *field = NULL, *last = NULL;
2606 2422
2607 for (field = op->key_values; field != NULL; field = field->next) 2423 for (field = op->key_values; field != NULL; field = field->next)
2608 { 2424 {
2609 if (field->key != canonical_key) 2425 if (field->key != canonical_key)
2610 { 2426 {
2619 /* Basically, if the archetype has this key set, 2435 /* Basically, if the archetype has this key set,
2620 * we need to store the null value so when we save 2436 * we need to store the null value so when we save
2621 * it, we save the empty value so that when we load, 2437 * it, we save the empty value so that when we load,
2622 * we get this value back again. 2438 * we get this value back again.
2623 */ 2439 */
2624 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2440 if (get_ob_key_link (op->arch, canonical_key))
2625 field->value = 0; 2441 field->value = 0;
2626 else 2442 else
2627 { 2443 {
2628 if (last) 2444 if (last)
2629 last->next = field->next; 2445 last->next = field->next;
2638 /* IF we get here, key doesn't exist */ 2454 /* IF we get here, key doesn't exist */
2639 2455
2640 /* No field, we'll have to add it. */ 2456 /* No field, we'll have to add it. */
2641 2457
2642 if (!add_key) 2458 if (!add_key)
2643 {
2644 return FALSE; 2459 return FALSE;
2645 } 2460
2646 /* There isn't any good reason to store a null 2461 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has 2462 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't 2463 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings, 2464 * be here. If user wants to store empty strings,
2650 * should pass in "" 2465 * should pass in ""
2699 } 2514 }
2700 else 2515 else
2701 item = item->env; 2516 item = item->env;
2702} 2517}
2703 2518
2519const char *
2520object::flag_desc (char *desc, int len) const
2521{
2522 char *p = desc;
2523 bool first = true;
2524
2525 *p = 0;
2526
2527 for (int i = 0; i < NUM_FLAGS; i++)
2528 {
2529 if (len <= 10) // magic constant!
2530 {
2531 snprintf (p, len, ",...");
2532 break;
2533 }
2534
2535 if (flag [i])
2536 {
2537 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2538 len -= cnt;
2539 p += cnt;
2540 first = false;
2541 }
2542 }
2543
2544 return desc;
2545}
2546
2704// return a suitable string describing an objetc in enough detail to find it 2547// return a suitable string describing an object in enough detail to find it
2705const char * 2548const char *
2706object::debug_desc (char *info) const 2549object::debug_desc (char *info) const
2707{ 2550{
2551 char flagdesc[512];
2708 char info2[256 * 3]; 2552 char info2[256 * 4];
2709 char *p = info; 2553 char *p = info;
2710 2554
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2712 count, 2556 count,
2557 uuid.c_str (),
2713 &name, 2558 &name,
2714 title ? " " : "", 2559 title ? "\",title:\"" : "",
2715 title ? (const char *)title : ""); 2560 title ? (const char *)title : "",
2561 flag_desc (flagdesc, 512), type);
2716 2562
2717 if (env) 2563 if (!this->flag[FLAG_REMOVED] && env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719 2565
2720 if (map) 2566 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2722 2568
2723 return info; 2569 return info;
2724} 2570}
2725 2571
2726const char * 2572const char *
2727object::debug_desc () const 2573object::debug_desc () const
2728{ 2574{
2729 static char info[256 * 3]; 2575 static char info[3][256 * 4];
2576 static int info_idx;
2577
2730 return debug_desc (info); 2578 return debug_desc (info [++info_idx % 3]);
2731} 2579}
2732 2580
2581struct region *
2582object::region () const
2583{
2584 return map ? map->region (x, y)
2585 : region::default_region ();
2586}
2587
2588const materialtype_t *
2589object::dominant_material () const
2590{
2591 if (materialtype_t *mt = name_to_material (materialname))
2592 return mt;
2593
2594 return name_to_material (shstr_unknown);
2595}
2596
2597void
2598object::open_container (object *new_container)
2599{
2600 if (container == new_container)
2601 return;
2602
2603 if (object *old_container = container)
2604 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return;
2607
2608#if 0
2609 // remove the "Close old_container" object.
2610 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON)
2612 closer->destroy ();
2613#endif
2614
2615 old_container->flag [FLAG_APPLIED] = 0;
2616 container = 0;
2617
2618 esrv_update_item (UPD_FLAGS, this, old_container);
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2620 play_sound (sound_find ("chest_close"));
2621 }
2622
2623 if (new_container)
2624 {
2625 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2626 return;
2627
2628 // TODO: this does not seem to serve any purpose anymore?
2629#if 0
2630 // insert the "Close Container" object.
2631 if (archetype *closer = new_container->other_arch)
2632 {
2633 object *closer = arch_to_object (new_container->other_arch);
2634 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2635 new_container->insert (closer);
2636 }
2637#endif
2638
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2640
2641 new_container->flag [FLAG_APPLIED] = 1;
2642 container = new_container;
2643
2644 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open"));
2647 }
2648}
2649
2650object *
2651object::force_find (const shstr name)
2652{
2653 /* cycle through his inventory to look for the MARK we want to
2654 * place
2655 */
2656 for (object *tmp = inv; tmp; tmp = tmp->below)
2657 if (tmp->type == FORCE && tmp->slaying == name)
2658 return splay (tmp);
2659
2660 return 0;
2661}
2662
2663void
2664object::force_add (const shstr name, int duration)
2665{
2666 if (object *force = force_find (name))
2667 force->destroy ();
2668
2669 object *force = get_archetype (FORCE_NAME);
2670
2671 force->slaying = name;
2672 force->stats.food = 1;
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (duration ? 1.f / duration : 0.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true;
2678
2679 insert (force);
2680}
2681
2682void
2683object::play_sound (faceidx sound)
2684{
2685 if (!sound)
2686 return;
2687
2688 if (flag [FLAG_REMOVED])
2689 return;
2690
2691 if (env)
2692 {
2693 if (object *pl = in_player ())
2694 pl->contr->play_sound (sound);
2695 }
2696 else
2697 map->play_sound (sound, x, y);
2698}
2699

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