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Comparing deliantra/server/common/object.C (file contents):
Revision 1.78 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.221 by root, Thu Apr 24 12:06:01 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);
82
83 seq_next_save = 0;
84 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// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
317/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
318 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
321 */ 408 */
322long 409void
323sum_weight (object *op) 410object::update_weight ()
324{ 411{
325 long sum; 412 sint32 sum = 0;
326 object *inv;
327 413
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 414 for (object *op = inv; op; op = op->below)
329 { 415 {
330 if (inv->inv) 416 if (op->inv)
331 sum_weight (inv); 417 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 418
419 sum += op->total_weight ();
420 }
421
422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
333 } 425 {
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; 426 carrying = sum;
340 427
341 return sum; 428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
342} 432}
343 433
344/** 434/*
345 * Return the outermost environment object for a given object. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 436 */
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 * 437char *
363dump_object (object *op) 438dump_object (object *op)
364{ 439{
365 if (!op) 440 if (!op)
366 return strdup ("[NULLOBJ]"); 441 return strdup ("[NULLOBJ]");
367 442
368 object_freezer freezer; 443 object_freezer freezer;
369 save_object (freezer, op, 3); 444 op->write (freezer);
370 return freezer.as_string (); 445 return freezer.as_string ();
371} 446}
372 447
373/* 448/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
377 */ 452 */
378
379object * 453object *
380get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
381{ 455{
382 object *tmp, *closest; 456 object *tmp, *closest;
383 int last_dist, i; 457 int last_dist, i;
384 458
385 if (op->more == NULL) 459 if (!op->more)
386 return op; 460 return op;
461
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
390 return closest; 468 return closest;
391} 469}
392 470
393/* 471/*
394 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
395 */ 474 */
396
397object * 475object *
398find_object (tag_t i) 476find_object (tag_t i)
399{ 477{
400 for (object *op = object::first; op; op = op->next) 478 for_all_objects (op)
401 if (op->count == i) 479 if (op->count == i)
402 return op; 480 return op;
403 481
404 return 0; 482 return 0;
405} 483}
406 484
407/* 485/*
408 * Returns the first object which has a name equal to the argument. 486 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 487 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 488 * Enables features like "patch <name-of-other-player> food 999"
411 */ 489 */
412
413object * 490object *
414find_object_name (const char *str) 491find_object_name (const char *str)
415{ 492{
416 shstr_cmp str_ (str); 493 shstr_cmp str_ (str);
417 object *op; 494 object *op;
418 495
419 for (op = object::first; op != NULL; op = op->next) 496 for_all_objects (op)
420 if (op->name == str_) 497 if (op->name == str_)
421 break; 498 break;
422 499
423 return op; 500 return op;
424} 501}
425 502
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 503/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
435 */ 507 */
436void 508void
437object::set_owner (object *owner) 509object::set_owner (object *owner)
438{ 510{
511 // allow objects which own objects
439 if (!owner) 512 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) 513 while (owner->owner)
450 owner = owner->owner; 514 owner = owner->owner;
515
516 if (flag [FLAG_FREED])
517 {
518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
519 return;
520 }
451 521
452 this->owner = owner; 522 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
541
542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
453} 589}
454 590
455/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 592 * refcounts and freeing the links.
457 */ 593 */
458static void 594static void
459free_key_values (object *op) 595free_key_values (object *op)
460{ 596{
461 for (key_value *i = op->key_values; i != 0;) 597 for (key_value *i = op->key_values; i; )
462 { 598 {
463 key_value *next = i->next; 599 key_value *next = i->next;
464 delete i; 600 delete i;
465 601
466 i = next; 602 i = next;
467 } 603 }
468 604
469 op->key_values = 0; 605 op->key_values = 0;
470} 606}
471 607
472/* 608object &
473 * copy_to first frees everything allocated by the dst object, 609object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 610{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 611 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 612 bool is_removed = flag [FLAG_REMOVED];
485 613
486 *(object_copy *)dst = *this; 614 *(object_copy *)this = src;
487 *(object_pod *)dst = *this;
488 615
489 if (self || cb) 616 flag [FLAG_FREED] = is_freed;
490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 617 flag [FLAG_REMOVED] = is_removed;
491
492 if (is_freed)
493 SET_FLAG (dst, FLAG_FREED);
494
495 if (is_removed)
496 SET_FLAG (dst, FLAG_REMOVED);
497
498 if (speed < 0)
499 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
500 618
501 /* Copy over key_values, if any. */ 619 /* Copy over key_values, if any. */
502 if (key_values) 620 if (src.key_values)
503 { 621 {
504 key_value *tail = 0; 622 key_value *tail = 0;
505 key_value *i;
506
507 dst->key_values = 0; 623 key_values = 0;
508 624
509 for (i = key_values; i; i = i->next) 625 for (key_value *i = src.key_values; i; i = i->next)
510 { 626 {
511 key_value *new_link = new key_value; 627 key_value *new_link = new key_value;
512 628
513 new_link->next = 0; 629 new_link->next = 0;
514 new_link->key = i->key; 630 new_link->key = i->key;
515 new_link->value = i->value; 631 new_link->value = i->value;
516 632
517 /* Try and be clever here, too. */ 633 /* Try and be clever here, too. */
518 if (!dst->key_values) 634 if (!key_values)
519 { 635 {
520 dst->key_values = new_link; 636 key_values = new_link;
521 tail = new_link; 637 tail = new_link;
522 } 638 }
523 else 639 else
524 { 640 {
525 tail->next = new_link; 641 tail->next = new_link;
526 tail = new_link; 642 tail = new_link;
527 } 643 }
528 } 644 }
529 } 645 }
646}
530 647
531 update_ob_speed (dst); 648/*
649 * copy_to first frees everything allocated by the dst object,
650 * and then copies the contents of itself into the second
651 * object, allocating what needs to be allocated. Basically, any
652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
653 * if the first object is freed, the pointers in the new object
654 * will point at garbage.
655 */
656void
657object::copy_to (object *dst)
658{
659 *dst = *this;
660
661 if (speed < 0)
662 dst->speed_left -= rndm ();
663
664 dst->set_speed (dst->speed);
665}
666
667void
668object::instantiate ()
669{
670 if (!uuid.seq) // HACK
671 uuid = UUID::gen ();
672
673 speed_left = -0.1f;
674 /* copy the body_info to the body_used - this is only really
675 * need for monsters, but doesn't hurt to do it for everything.
676 * by doing so, when a monster is created, it has good starting
677 * values for the body_used info, so when items are created
678 * for it, they can be properly equipped.
679 */
680 for (int i = NUM_BODY_LOCATIONS; i--; )
681 slot[i].used = slot[i].info;
682
683 attachable::instantiate ();
532} 684}
533 685
534object * 686object *
535object::clone () 687object::clone ()
536{ 688{
542/* 694/*
543 * If an object with the IS_TURNABLE() flag needs to be turned due 695 * If an object with the IS_TURNABLE() flag needs to be turned due
544 * to the closest player being on the other side, this function can 696 * to the closest player being on the other side, this function can
545 * be called to update the face variable, _and_ how it looks on the map. 697 * be called to update the face variable, _and_ how it looks on the map.
546 */ 698 */
547
548void 699void
549update_turn_face (object *op) 700update_turn_face (object *op)
550{ 701{
551 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 702 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
552 return; 703 return;
704
553 SET_ANIMATION (op, op->direction); 705 SET_ANIMATION (op, op->direction);
554 update_object (op, UP_OBJ_FACE); 706 update_object (op, UP_OBJ_FACE);
555} 707}
556 708
557/* 709/*
558 * Updates the speed of an object. If the speed changes from 0 to another 710 * Updates the speed of an object. If the speed changes from 0 to another
559 * value, or vice versa, then add/remove the object from the active list. 711 * value, or vice versa, then add/remove the object from the active list.
560 * This function needs to be called whenever the speed of an object changes. 712 * This function needs to be called whenever the speed of an object changes.
561 */ 713 */
562void 714void
563update_ob_speed (object *op) 715object::set_speed (float speed)
564{ 716{
565 extern int arch_init; 717 if (flag [FLAG_FREED] && speed)
566
567 /* No reason putting the archetypes objects on the speed list,
568 * since they never really need to be updated.
569 */
570
571 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
572 { 718 {
573 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 719 LOG (llevError, "Object %s is freed but has speed.\n", &name);
574#ifdef MANY_CORES
575 abort ();
576#else
577 op->speed = 0; 720 speed = 0;
578#endif
579 }
580
581 if (arch_init)
582 return;
583
584 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
585 { 721 }
586 /* If already on active list, don't do anything */
587 if (op->active_next || op->active_prev || op == active_objects)
588 return;
589 722
590 /* process_events() expects us to insert the object at the beginning 723 this->speed = speed;
591 * of the list. */
592 op->active_next = active_objects;
593 724
594 if (op->active_next != NULL) 725 if (has_active_speed ())
595 op->active_next->active_prev = op; 726 activate ();
596
597 active_objects = op;
598 }
599 else 727 else
600 { 728 deactivate ();
601 /* If not on the active list, nothing needs to be done */
602 if (!op->active_next && !op->active_prev && op != active_objects)
603 return;
604
605 if (op->active_prev == NULL)
606 {
607 active_objects = op->active_next;
608
609 if (op->active_next != NULL)
610 op->active_next->active_prev = NULL;
611 }
612 else
613 {
614 op->active_prev->active_next = op->active_next;
615
616 if (op->active_next)
617 op->active_next->active_prev = op->active_prev;
618 }
619
620 op->active_next = NULL;
621 op->active_prev = NULL;
622 }
623}
624
625/* This function removes object 'op' from the list of active
626 * objects.
627 * This should only be used for style maps or other such
628 * reference maps where you don't want an object that isn't
629 * in play chewing up cpu time getting processed.
630 * The reverse of this is to call update_ob_speed, which
631 * will do the right thing based on the speed of the object.
632 */
633void
634remove_from_active_list (object *op)
635{
636 /* If not on the active list, nothing needs to be done */
637 if (!op->active_next && !op->active_prev && op != active_objects)
638 return;
639
640 if (op->active_prev == NULL)
641 {
642 active_objects = op->active_next;
643 if (op->active_next != NULL)
644 op->active_next->active_prev = NULL;
645 }
646 else
647 {
648 op->active_prev->active_next = op->active_next;
649 if (op->active_next)
650 op->active_next->active_prev = op->active_prev;
651 }
652 op->active_next = NULL;
653 op->active_prev = NULL;
654} 729}
655 730
656/* 731/*
657 * update_object() updates the the map. 732 * update_object() updates the the map.
658 * It takes into account invisible objects (and represent squares covered 733 * It takes into account invisible objects (and represent squares covered
671 * UP_OBJ_FACE: only the objects face has changed. 746 * UP_OBJ_FACE: only the objects face has changed.
672 */ 747 */
673void 748void
674update_object (object *op, int action) 749update_object (object *op, int action)
675{ 750{
676 MoveType move_on, move_off, move_block, move_slow;
677
678 if (op == NULL) 751 if (op == NULL)
679 { 752 {
680 /* this should never happen */ 753 /* this should never happen */
681 LOG (llevDebug, "update_object() called for NULL object.\n"); 754 LOG (llevDebug, "update_object() called for NULL object.\n");
682 return; 755 return;
695 */ 768 */
696 if (!op->map || op->map->in_memory == MAP_SAVING) 769 if (!op->map || op->map->in_memory == MAP_SAVING)
697 return; 770 return;
698 771
699 /* make sure the object is within map boundaries */ 772 /* make sure the object is within map boundaries */
700 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 773 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
701 { 774 {
702 LOG (llevError, "update_object() called for object out of map!\n"); 775 LOG (llevError, "update_object() called for object out of map!\n");
703#ifdef MANY_CORES 776#ifdef MANY_CORES
704 abort (); 777 abort ();
705#endif 778#endif
706 return; 779 return;
707 } 780 }
708 781
709 mapspace &m = op->ms (); 782 mapspace &m = op->ms ();
710 783
711 if (m.flags_ & P_NEED_UPDATE) 784 if (!(m.flags_ & P_UPTODATE))
712 /* nop */; 785 /* nop */;
713 else if (action == UP_OBJ_INSERT) 786 else if (action == UP_OBJ_INSERT)
714 { 787 {
715 // this is likely overkill, TODO: revisit (schmorp) 788 // this is likely overkill, TODO: revisit (schmorp)
716 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 789 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
725 /* This isn't perfect, but I don't expect a lot of objects to 798 /* This isn't perfect, but I don't expect a lot of objects to
726 * to have move_allow right now. 799 * to have move_allow right now.
727 */ 800 */
728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 802 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
730 m.flags_ = P_NEED_UPDATE; 803 m.flags_ = 0;
731 } 804 }
732 /* if the object is being removed, we can't make intelligent 805 /* if the object is being removed, we can't make intelligent
733 * decisions, because remove_ob can't really pass the object 806 * decisions, because remove_ob can't really pass the object
734 * that is being removed. 807 * that is being removed.
735 */ 808 */
736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 809 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
737 m.flags_ = P_NEED_UPDATE; 810 m.flags_ = 0;
738 else if (action == UP_OBJ_FACE) 811 else if (action == UP_OBJ_FACE)
739 /* Nothing to do for that case */ ; 812 /* Nothing to do for that case */ ;
740 else 813 else
741 LOG (llevError, "update_object called with invalid action: %d\n", action); 814 LOG (llevError, "update_object called with invalid action: %d\n", action);
742 815
743 if (op->more) 816 if (op->more)
744 update_object (op->more, action); 817 update_object (op->more, action);
745} 818}
746 819
747object::vector object::mortals;
748object::vector object::objects; // not yet used
749object *object::first;
750
751void object::free_mortals ()
752{
753 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
754 if ((*i)->refcnt)
755 ++i; // further delay freeing
756 else
757 {
758 delete *i;
759 mortals.erase (i);
760 }
761}
762
763object::object () 820object::object ()
764{ 821{
765 SET_FLAG (this, FLAG_REMOVED); 822 SET_FLAG (this, FLAG_REMOVED);
766 823
767 expmul = 1.0; 824 expmul = 1.0;
768 face = blank_face; 825 face = blank_face;
769} 826}
770 827
771object::~object () 828object::~object ()
772{ 829{
830 unlink ();
831
773 free_key_values (this); 832 free_key_values (this);
774} 833}
775 834
835static int object_count;
836
776void object::link () 837void object::link ()
777{ 838{
839 assert (!index);//D
840 uuid = UUID::gen ();
778 count = ++ob_count; 841 count = ++object_count;
779 uuid = gen_uuid ();
780 842
781 prev = 0; 843 refcnt_inc ();
782 next = object::first; 844 objects.insert (this);
783
784 if (object::first)
785 object::first->prev = this;
786
787 object::first = this;
788} 845}
789 846
790void object::unlink () 847void object::unlink ()
791{ 848{
792 if (this == object::first) 849 if (!index)
793 object::first = next; 850 return;
794 851
795 /* Remove this object from the list of used objects */ 852 objects.erase (this);
796 if (prev) prev->next = next; 853 refcnt_dec ();
797 if (next) next->prev = prev; 854}
798 855
799 prev = 0; 856void
800 next = 0; 857object::activate ()
858{
859 /* If already on active list, don't do anything */
860 if (active)
861 return;
862
863 if (has_active_speed ())
864 actives.insert (this);
865}
866
867void
868object::activate_recursive ()
869{
870 activate ();
871
872 for (object *op = inv; op; op = op->below)
873 op->activate_recursive ();
874}
875
876/* This function removes object 'op' from the list of active
877 * objects.
878 * This should only be used for style maps or other such
879 * reference maps where you don't want an object that isn't
880 * in play chewing up cpu time getting processed.
881 * The reverse of this is to call update_ob_speed, which
882 * will do the right thing based on the speed of the object.
883 */
884void
885object::deactivate ()
886{
887 /* If not on the active list, nothing needs to be done */
888 if (!active)
889 return;
890
891 actives.erase (this);
892}
893
894void
895object::deactivate_recursive ()
896{
897 for (object *op = inv; op; op = op->below)
898 op->deactivate_recursive ();
899
900 deactivate ();
901}
902
903void
904object::set_flag_inv (int flag, int value)
905{
906 for (object *op = inv; op; op = op->below)
907 {
908 op->flag [flag] = value;
909 op->set_flag_inv (flag, value);
910 }
911}
912
913/*
914 * Remove and free all objects in the inventory of the given object.
915 * object.c ?
916 */
917void
918object::destroy_inv (bool drop_to_ground)
919{
920 // need to check first, because the checks below might segfault
921 // as we might be on an invalid mapspace and crossfire code
922 // is too buggy to ensure that the inventory is empty.
923 // corollary: if you create arrows etc. with stuff in its inventory,
924 // cf will crash below with off-map x and y
925 if (!inv)
926 return;
927
928 /* Only if the space blocks everything do we not process -
929 * if some form of movement is allowed, let objects
930 * drop on that space.
931 */
932 if (!drop_to_ground
933 || !map
934 || map->in_memory != MAP_ACTIVE
935 || map->nodrop
936 || ms ().move_block == MOVE_ALL)
937 {
938 while (inv)
939 {
940 inv->destroy_inv (false);
941 inv->destroy ();
942 }
943 }
944 else
945 { /* Put objects in inventory onto this space */
946 while (inv)
947 {
948 object *op = inv;
949
950 if (op->flag [FLAG_STARTEQUIP]
951 || op->flag [FLAG_NO_DROP]
952 || op->type == RUNE
953 || op->type == TRAP
954 || op->flag [FLAG_IS_A_TEMPLATE]
955 || op->flag [FLAG_DESTROY_ON_DEATH])
956 op->destroy (true);
957 else
958 map->insert (op, x, y);
959 }
960 }
801} 961}
802 962
803object *object::create () 963object *object::create ()
804{ 964{
805 object *op = new object; 965 object *op = new object;
806 op->link (); 966 op->link ();
807 return op; 967 return op;
808} 968}
809 969
810/* 970void
811 * free_object() frees everything allocated by an object, removes 971object::do_destroy ()
812 * it from the list of used objects, and puts it on the list of
813 * free objects. The IS_FREED() flag is set in the object.
814 * The object must have been removed by remove_ob() first for
815 * this function to succeed.
816 *
817 * If destroy_inventory is set, free inventory as well. Else drop items in
818 * inventory to the ground.
819 */
820void object::destroy (bool destroy_inventory)
821{ 972{
822 if (QUERY_FLAG (this, FLAG_FREED)) 973 if (flag [FLAG_IS_LINKED])
823 return; 974 remove_button_link (this);
824 975
825 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 976 if (flag [FLAG_FRIENDLY])
826 remove_friendly_object (this); 977 remove_friendly_object (this);
827 978
828 if (!QUERY_FLAG (this, FLAG_REMOVED))
829 remove (); 979 remove ();
830 980
831 SET_FLAG (this, FLAG_FREED); 981 attachable::do_destroy ();
832 982
833 if (more) 983 deactivate ();
834 { 984 unlink ();
835 more->destroy (destroy_inventory);
836 more = 0;
837 }
838 985
839 if (inv) 986 flag [FLAG_FREED] = 1;
840 {
841 /* Only if the space blocks everything do we not process -
842 * if some form of movement is allowed, let objects
843 * drop on that space.
844 */
845 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
846 {
847 object *op = inv;
848
849 while (op)
850 {
851 object *tmp = op->below;
852 op->destroy (destroy_inventory);
853 op = tmp;
854 }
855 }
856 else
857 { /* Put objects in inventory onto this space */
858 object *op = inv;
859
860 while (op)
861 {
862 object *tmp = op->below;
863
864 op->remove ();
865
866 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
867 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
868 op->destroy ();
869 else
870 {
871 op->x = x;
872 op->y = y;
873 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
874 }
875
876 op = tmp;
877 }
878 }
879 }
880 987
881 // hack to ensure that freed objects still have a valid map 988 // hack to ensure that freed objects still have a valid map
882 { 989 {
883 static maptile *freed_map; // freed objects are moved here to avoid crashes 990 static maptile *freed_map; // freed objects are moved here to avoid crashes
884 991
885 if (!freed_map) 992 if (!freed_map)
886 { 993 {
887 freed_map = new maptile; 994 freed_map = new maptile;
888 995
996 freed_map->path = "<freed objects map>";
889 freed_map->name = "/internal/freed_objects_map"; 997 freed_map->name = "/internal/freed_objects_map";
890 freed_map->width = 3; 998 freed_map->width = 3;
891 freed_map->height = 3; 999 freed_map->height = 3;
1000 freed_map->nodrop = 1;
892 1001
893 freed_map->allocate (); 1002 freed_map->alloc ();
1003 freed_map->in_memory = MAP_ACTIVE;
894 } 1004 }
895 1005
896 map = freed_map; 1006 map = freed_map;
897 x = 1; 1007 x = 1;
898 y = 1; 1008 y = 1;
899 } 1009 }
900 1010
1011 if (more)
1012 {
1013 more->destroy ();
1014 more = 0;
1015 }
1016
1017 head = 0;
1018
901 // clear those pointers that likely might have circular references to us 1019 // clear those pointers that likely might cause circular references
902 owner = 0; 1020 owner = 0;
903 enemy = 0; 1021 enemy = 0;
904 attacked_by = 0; 1022 attacked_by = 0;
905 1023 current_weapon = 0;
906 // only relevant for players(?), but make sure of it anyways
907 contr = 0;
908
909 /* Remove object from the active list */
910 speed = 0;
911 update_ob_speed (this);
912
913 unlink ();
914
915 mortals.push_back (this);
916} 1024}
917 1025
918/*
919 * sub_weight() recursively (outwards) subtracts a number from the
920 * weight of an object (and what is carried by it's environment(s)).
921 */
922void 1026void
923sub_weight (object *op, signed long weight) 1027object::destroy (bool destroy_inventory)
924{ 1028{
925 while (op != NULL) 1029 if (destroyed ())
926 { 1030 return;
927 if (op->type == CONTAINER)
928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
929 1031
930 op->carrying -= weight; 1032 if (!is_head () && !head->destroyed ())
931 op = op->env;
932 } 1033 {
1034 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1035 head->destroy (destroy_inventory);
1036 }
1037
1038 destroy_inv (!destroy_inventory);
1039
1040 if (is_head ())
1041 if (sound_destroy)
1042 play_sound (sound_destroy);
1043 else if (flag [FLAG_MONSTER])
1044 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1045
1046 attachable::destroy ();
933} 1047}
934 1048
935/* op->remove (): 1049/* op->remove ():
936 * This function removes the object op from the linked list of objects 1050 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 1051 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 1052 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 1053 * environment, the x and y coordinates will be updated to
940 * the previous environment. 1054 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 1055 */
943void 1056void
944object::remove () 1057object::do_remove ()
945{ 1058{
946 object *tmp, *last = 0; 1059 object *tmp, *last = 0;
947 object *otmp; 1060 object *otmp;
948 1061
949 int check_walk_off; 1062 if (flag [FLAG_REMOVED])
950
951 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 1063 return;
953 1064
954 SET_FLAG (this, FLAG_REMOVED); 1065 INVOKE_OBJECT (REMOVE, this);
1066
1067 flag [FLAG_REMOVED] = true;
955 1068
956 if (more) 1069 if (more)
957 more->remove (); 1070 more->remove ();
958 1071
959 /* 1072 /*
960 * In this case, the object to be removed is in someones 1073 * In this case, the object to be removed is in someones
961 * inventory. 1074 * inventory.
962 */ 1075 */
963 if (env) 1076 if (env)
964 { 1077 {
1078 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1079 if (object *pl = visible_to ())
1080 esrv_del_item (pl->contr, count);
1081 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1082
1083 adjust_weight (env, -total_weight ());
1084
1085 *(above ? &above->below : &env->inv) = below;
1086
965 if (nrof) 1087 if (below)
966 sub_weight (env, weight * nrof); 1088 below->above = above;
967 else 1089
968 sub_weight (env, weight + carrying); 1090 /* we set up values so that it could be inserted into
1091 * the map, but we don't actually do that - it is up
1092 * to the caller to decide what we want to do.
1093 */
1094 map = env->map;
1095 x = env->x;
1096 y = env->y;
1097 above = 0;
1098 below = 0;
1099 env = 0;
969 1100
970 /* NO_FIX_PLAYER is set when a great many changes are being 1101 /* NO_FIX_PLAYER is set when a great many changes are being
971 * made to players inventory. If set, avoiding the call 1102 * made to players inventory. If set, avoiding the call
972 * to save cpu time. 1103 * to save cpu time.
973 */ 1104 */
974 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1105 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
975 otmp->update_stats (); 1106 otmp->update_stats ();
976
977 if (above != NULL)
978 above->below = below;
979 else
980 env->inv = below;
981
982 if (below != NULL)
983 below->above = above;
984
985 /* we set up values so that it could be inserted into
986 * the map, but we don't actually do that - it is up
987 * to the caller to decide what we want to do.
988 */
989 x = env->x, y = env->y;
990 map = env->map;
991 above = 0, below = 0;
992 env = 0;
993 } 1107 }
994 else if (map) 1108 else if (map)
995 { 1109 {
996 /* Re did the following section of code - it looks like it had 1110 map->dirty = true;
997 * lots of logic for things we no longer care about 1111 mapspace &ms = this->ms ();
1112
1113 if (object *pl = ms.player ())
998 */ 1114 {
1115 if (type == PLAYER) // this == pl(!)
1116 {
1117 // leaving a spot always closes any open container on the ground
1118 if (container && !container->env)
1119 // this causes spurious floorbox updates, but it ensures
1120 // that the CLOSE event is being sent.
1121 close_container ();
1122
1123 --map->players;
1124 map->touch ();
1125 }
1126 else if (pl->container == this)
1127 {
1128 // removing a container should close it
1129 close_container ();
1130 }
1131
1132 esrv_del_item (pl->contr, count);
1133 }
999 1134
1000 /* link the object above us */ 1135 /* link the object above us */
1001 if (above) 1136 if (above)
1002 above->below = below; 1137 above->below = below;
1003 else 1138 else
1004 map->at (x, y).top = below; /* we were top, set new top */ 1139 ms.top = below; /* we were top, set new top */
1005 1140
1006 /* Relink the object below us, if there is one */ 1141 /* Relink the object below us, if there is one */
1007 if (below) 1142 if (below)
1008 below->above = above; 1143 below->above = above;
1009 else 1144 else
1011 /* Nothing below, which means we need to relink map object for this space 1146 /* Nothing below, which means we need to relink map object for this space
1012 * use translated coordinates in case some oddness with map tiling is 1147 * use translated coordinates in case some oddness with map tiling is
1013 * evident 1148 * evident
1014 */ 1149 */
1015 if (GET_MAP_OB (map, x, y) != this) 1150 if (GET_MAP_OB (map, x, y) != this)
1016 {
1017 char *dump = dump_object (this);
1018 LOG (llevError,
1019 "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); 1151 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 ());
1020 free (dump);
1021 dump = dump_object (GET_MAP_OB (map, x, y));
1022 LOG (llevError, "%s\n", dump);
1023 free (dump);
1024 }
1025 1152
1026 map->at (x, y).bottom = above; /* goes on above it. */ 1153 ms.bot = above; /* goes on above it. */
1027 } 1154 }
1028 1155
1029 above = 0; 1156 above = 0;
1030 below = 0; 1157 below = 0;
1031 1158
1032 if (map->in_memory == MAP_SAVING) 1159 if (map->in_memory == MAP_SAVING)
1033 return; 1160 return;
1034 1161
1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1162 int check_walk_off = !flag [FLAG_NO_APPLY];
1036 1163
1164 if (object *pl = ms.player ())
1165 {
1166 if (pl->container == this)
1167 /* If a container that the player is currently using somehow gets
1168 * removed (most likely destroyed), update the player view
1169 * appropriately.
1170 */
1171 pl->close_container ();
1172
1173 //TODO: the floorbox prev/next might need updating
1174 esrv_del_item (pl->contr, count);
1175 }
1176
1037 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1177 for (tmp = ms.bot; tmp; tmp = tmp->above)
1038 { 1178 {
1039 /* No point updating the players look faces if he is the object 1179 /* No point updating the players look faces if he is the object
1040 * being removed. 1180 * being removed.
1041 */ 1181 */
1042 1182
1043 if (tmp->type == PLAYER && tmp != this)
1044 {
1045 /* If a container that the player is currently using somehow gets
1046 * removed (most likely destroyed), update the player view
1047 * appropriately.
1048 */
1049 if (tmp->container == this)
1050 {
1051 CLEAR_FLAG (this, FLAG_APPLIED);
1052 tmp->container = 0;
1053 }
1054
1055 tmp->contr->ns->floorbox_update ();
1056 }
1057
1058 /* See if player moving off should effect something */ 1183 /* See if object moving off should effect something */
1059 if (check_walk_off 1184 if (check_walk_off
1060 && ((move_type & tmp->move_off) 1185 && ((move_type & tmp->move_off)
1061 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1186 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1062 { 1187 {
1063 move_apply (tmp, this, 0); 1188 move_apply (tmp, this, 0);
1064 1189
1065 if (destroyed ()) 1190 if (destroyed ())
1066 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1191 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1067 } 1192 }
1068 1193
1069 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1070
1071 if (tmp->above == tmp)
1072 tmp->above = 0;
1073
1074 last = tmp; 1194 last = tmp;
1075 } 1195 }
1076 1196
1077 /* last == NULL of there are no objects on this space */ 1197 /* last == NULL if there are no objects on this space */
1198 //TODO: this makes little sense, why only update the topmost object?
1078 if (!last) 1199 if (!last)
1079 map->at (x, y).flags_ = P_NEED_UPDATE; 1200 map->at (x, y).flags_ = 0;
1080 else 1201 else
1081 update_object (last, UP_OBJ_REMOVE); 1202 update_object (last, UP_OBJ_REMOVE);
1082 1203
1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1204 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1084 update_all_los (map, x, y); 1205 update_all_los (map, x, y);
1085 } 1206 }
1086} 1207}
1087 1208
1088/* 1209/*
1097merge_ob (object *op, object *top) 1218merge_ob (object *op, object *top)
1098{ 1219{
1099 if (!op->nrof) 1220 if (!op->nrof)
1100 return 0; 1221 return 0;
1101 1222
1102 if (top == NULL) 1223 if (!top)
1103 for (top = op; top != NULL && top->above != NULL; top = top->above); 1224 for (top = op; top && top->above; top = top->above)
1225 ;
1104 1226
1105 for (; top != NULL; top = top->below) 1227 for (; top; top = top->below)
1106 {
1107 if (top == op)
1108 continue;
1109
1110 if (object::can_merge (op, top)) 1228 if (object::can_merge (op, top))
1111 { 1229 {
1112 top->nrof += op->nrof; 1230 top->nrof += op->nrof;
1113 1231
1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1232 if (object *pl = top->visible_to ())
1115 op->weight = 0; /* Don't want any adjustements now */ 1233 esrv_update_item (UPD_NROF, pl, top);
1234
1235 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already
1237
1116 op->destroy (); 1238 op->destroy (1);
1239
1117 return top; 1240 return top;
1118 } 1241 }
1119 }
1120 1242
1121 return 0; 1243 return 0;
1122} 1244}
1123 1245
1246void
1247object::expand_tail ()
1248{
1249 if (more)
1250 return;
1251
1252 object *prev = this;
1253
1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1255 {
1256 object *op = arch_to_object (at);
1257
1258 op->name = name;
1259 op->name_pl = name_pl;
1260 op->title = title;
1261
1262 op->head = this;
1263 prev->more = op;
1264
1265 prev = op;
1266 }
1267}
1268
1124/* 1269/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1270 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1271 * job preparing multi-part monsters.
1127 */ 1272 */
1128object * 1273object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1275{
1131 object *tmp;
1132
1133 if (op->head)
1134 op = op->head;
1135
1136 for (tmp = op; tmp; tmp = tmp->more) 1276 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1137 { 1277 {
1138 tmp->x = x + tmp->arch->clone.x; 1278 tmp->x = x + tmp->arch->x;
1139 tmp->y = y + tmp->arch->clone.y; 1279 tmp->y = y + tmp->arch->y;
1140 } 1280 }
1141 1281
1142 return insert_ob_in_map (op, m, originator, flag); 1282 return insert_ob_in_map (op, m, originator, flag);
1143} 1283}
1144 1284
1160 * Return value: 1300 * Return value:
1161 * new object if 'op' was merged with other object 1301 * new object if 'op' was merged with other object
1162 * NULL if 'op' was destroyed 1302 * NULL if 'op' was destroyed
1163 * just 'op' otherwise 1303 * just 'op' otherwise
1164 */ 1304 */
1165
1166object * 1305object *
1167insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1306insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1168{ 1307{
1169 object *tmp, *top, *floor = NULL; 1308 assert (!op->flag [FLAG_FREED]);
1170 sint16 x, y;
1171 1309
1172 if (QUERY_FLAG (op, FLAG_FREED)) 1310 op->remove ();
1173 {
1174 LOG (llevError, "Trying to insert freed object!\n");
1175 return NULL;
1176 }
1177
1178 if (m == NULL)
1179 {
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1182 free (dump);
1183 return op;
1184 }
1185
1186 if (out_of_map (m, op->x, op->y))
1187 {
1188 char *dump = dump_object (op);
1189 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1190#ifdef MANY_CORES
1191 /* Better to catch this here, as otherwise the next use of this object
1192 * is likely to cause a crash. Better to find out where it is getting
1193 * improperly inserted.
1194 */
1195 abort ();
1196#endif
1197 free (dump);
1198 return op;
1199 }
1200
1201 if (!QUERY_FLAG (op, FLAG_REMOVED))
1202 {
1203 char *dump = dump_object (op);
1204 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1205 free (dump);
1206 return op;
1207 }
1208
1209 if (op->more != NULL)
1210 {
1211 /* The part may be on a different map. */
1212
1213 object *more = op->more;
1214
1215 /* We really need the caller to normalize coordinates - if
1216 * we set the map, that doesn't work if the location is within
1217 * a map and this is straddling an edge. So only if coordinate
1218 * is clear wrong do we normalize it.
1219 */
1220 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1221 more->map = get_map_from_coord (m, &more->x, &more->y);
1222 else if (!more->map)
1223 {
1224 /* For backwards compatibility - when not dealing with tiled maps,
1225 * more->map should always point to the parent.
1226 */
1227 more->map = m;
1228 }
1229
1230 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1231 {
1232 if (!op->head)
1233 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1234
1235 return NULL;
1236 }
1237 }
1238
1239 CLEAR_FLAG (op, FLAG_REMOVED);
1240 1311
1241 /* Ideally, the caller figures this out. However, it complicates a lot 1312 /* Ideally, the caller figures this out. However, it complicates a lot
1242 * of areas of callers (eg, anything that uses find_free_spot would now 1313 * of areas of callers (eg, anything that uses find_free_spot would now
1243 * need extra work 1314 * need extra work
1244 */ 1315 */
1245 op->map = get_map_from_coord (m, &op->x, &op->y); 1316 if (!xy_normalise (m, op->x, op->y))
1246 x = op->x; 1317 {
1247 y = op->y; 1318 op->destroy (1);
1319 return 0;
1320 }
1321
1322 if (object *more = op->more)
1323 if (!insert_ob_in_map (more, m, originator, flag))
1324 return 0;
1325
1326 CLEAR_FLAG (op, FLAG_REMOVED);
1327
1328 op->map = m;
1329 mapspace &ms = op->ms ();
1248 1330
1249 /* this has to be done after we translate the coordinates. 1331 /* this has to be done after we translate the coordinates.
1250 */ 1332 */
1251 if (op->nrof && !(flag & INS_NO_MERGE)) 1333 if (op->nrof && !(flag & INS_NO_MERGE))
1252 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1334 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1253 if (object::can_merge (op, tmp)) 1335 if (object::can_merge (op, tmp))
1254 { 1336 {
1337 // TODO: we atcually want to update tmp, not op,
1338 // but some caller surely breaks when we return tmp
1339 // from here :/
1255 op->nrof += tmp->nrof; 1340 op->nrof += tmp->nrof;
1256 tmp->destroy (); 1341 tmp->destroy (1);
1257 } 1342 }
1258 1343
1259 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1344 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1260 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1345 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1261 1346
1274 op->below = originator->below; 1359 op->below = originator->below;
1275 1360
1276 if (op->below) 1361 if (op->below)
1277 op->below->above = op; 1362 op->below->above = op;
1278 else 1363 else
1279 op->ms ().bottom = op; 1364 ms.bot = op;
1280 1365
1281 /* since *below* originator, no need to update top */ 1366 /* since *below* originator, no need to update top */
1282 originator->below = op; 1367 originator->below = op;
1283 } 1368 }
1284 else 1369 else
1285 { 1370 {
1371 object *top, *floor = NULL;
1372
1373 top = ms.bot;
1374
1286 /* If there are other objects, then */ 1375 /* If there are other objects, then */
1287 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1376 if (top)
1288 { 1377 {
1289 object *last = NULL; 1378 object *last = 0;
1290 1379
1291 /* 1380 /*
1292 * If there are multiple objects on this space, we do some trickier handling. 1381 * If there are multiple objects on this space, we do some trickier handling.
1293 * We've already dealt with merging if appropriate. 1382 * We've already dealt with merging if appropriate.
1294 * Generally, we want to put the new object on top. But if 1383 * Generally, we want to put the new object on top. But if
1298 * once we get to them. This reduces the need to traverse over all of 1387 * once we get to them. This reduces the need to traverse over all of
1299 * them when adding another one - this saves quite a bit of cpu time 1388 * them when adding another one - this saves quite a bit of cpu time
1300 * when lots of spells are cast in one area. Currently, it is presumed 1389 * when lots of spells are cast in one area. Currently, it is presumed
1301 * that flying non pickable objects are spell objects. 1390 * that flying non pickable objects are spell objects.
1302 */ 1391 */
1303 1392 for (top = ms.bot; top; top = top->above)
1304 while (top != NULL)
1305 { 1393 {
1306 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1394 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1307 floor = top; 1395 floor = top;
1308 1396
1309 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1397 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1312 top = top->below; 1400 top = top->below;
1313 break; 1401 break;
1314 } 1402 }
1315 1403
1316 last = top; 1404 last = top;
1317 top = top->above;
1318 } 1405 }
1319 1406
1320 /* Don't want top to be NULL, so set it to the last valid object */ 1407 /* Don't want top to be NULL, so set it to the last valid object */
1321 top = last; 1408 top = last;
1322 1409
1324 * looks like instead of lots of conditions here. 1411 * looks like instead of lots of conditions here.
1325 * makes things faster, and effectively the same result. 1412 * makes things faster, and effectively the same result.
1326 */ 1413 */
1327 1414
1328 /* Have object 'fall below' other objects that block view. 1415 /* Have object 'fall below' other objects that block view.
1329 * Unless those objects are exits, type 66 1416 * Unless those objects are exits.
1330 * If INS_ON_TOP is used, don't do this processing 1417 * If INS_ON_TOP is used, don't do this processing
1331 * Need to find the object that in fact blocks view, otherwise 1418 * Need to find the object that in fact blocks view, otherwise
1332 * stacking is a bit odd. 1419 * stacking is a bit odd.
1333 */ 1420 */
1334 if (!(flag & INS_ON_TOP) && 1421 if (!(flag & INS_ON_TOP)
1335 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1422 && ms.flags () & P_BLOCKSVIEW
1423 && (op->face && !faces [op->face].visibility))
1336 { 1424 {
1337 for (last = top; last != floor; last = last->below) 1425 for (last = top; last != floor; last = last->below)
1338 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1426 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1339 break; 1427 break;
1428
1340 /* Check to see if we found the object that blocks view, 1429 /* Check to see if we found the object that blocks view,
1341 * and make sure we have a below pointer for it so that 1430 * and make sure we have a below pointer for it so that
1342 * we can get inserted below this one, which requires we 1431 * we can get inserted below this one, which requires we
1343 * set top to the object below us. 1432 * set top to the object below us.
1344 */ 1433 */
1345 if (last && last->below && last != floor) 1434 if (last && last->below && last != floor)
1346 top = last->below; 1435 top = last->below;
1347 } 1436 }
1348 } /* If objects on this space */ 1437 } /* If objects on this space */
1349 1438
1350 if (flag & INS_MAP_LOAD)
1351 top = GET_MAP_TOP (op->map, op->x, op->y);
1352
1353 if (flag & INS_ABOVE_FLOOR_ONLY) 1439 if (flag & INS_ABOVE_FLOOR_ONLY)
1354 top = floor; 1440 top = floor;
1355 1441
1356 /* Top is the object that our object (op) is going to get inserted above. 1442 /* Top is the object that our object (op) is going to get inserted above.
1357 */ 1443 */
1358 1444
1359 /* First object on this space */ 1445 /* First object on this space */
1360 if (!top) 1446 if (!top)
1361 { 1447 {
1362 op->above = GET_MAP_OB (op->map, op->x, op->y); 1448 op->above = ms.bot;
1363 1449
1364 if (op->above) 1450 if (op->above)
1365 op->above->below = op; 1451 op->above->below = op;
1366 1452
1367 op->below = NULL; 1453 op->below = 0;
1368 op->ms ().bottom = op; 1454 ms.bot = op;
1369 } 1455 }
1370 else 1456 else
1371 { /* get inserted into the stack above top */ 1457 { /* get inserted into the stack above top */
1372 op->above = top->above; 1458 op->above = top->above;
1373 1459
1376 1462
1377 op->below = top; 1463 op->below = top;
1378 top->above = op; 1464 top->above = op;
1379 } 1465 }
1380 1466
1381 if (op->above == NULL) 1467 if (!op->above)
1382 op->ms ().top = op; 1468 ms.top = op;
1383 } /* else not INS_BELOW_ORIGINATOR */ 1469 } /* else not INS_BELOW_ORIGINATOR */
1384 1470
1385 if (op->type == PLAYER) 1471 if (op->type == PLAYER)
1472 {
1386 op->contr->do_los = 1; 1473 op->contr->do_los = 1;
1474 ++op->map->players;
1475 op->map->touch ();
1476 }
1387 1477
1388 /* If we have a floor, we know the player, if any, will be above 1478 op->map->dirty = true;
1389 * it, so save a few ticks and start from there. 1479
1390 */
1391 if (!(flag & INS_MAP_LOAD))
1392 if (object *pl = op->ms ().player ()) 1480 if (object *pl = ms.player ())
1393 pl->contr->ns->floorbox_update (); 1481 //TODO: the floorbox prev/next might need updating
1482 esrv_send_item (pl, op);
1394 1483
1395 /* If this object glows, it may affect lighting conditions that are 1484 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1485 * visible to others on this map. But update_all_los is really
1397 * an inefficient way to do this, as it means los for all players 1486 * an inefficient way to do this, as it means los for all players
1398 * on the map will get recalculated. The players could very well 1487 * on the map will get recalculated. The players could very well
1399 * be far away from this change and not affected in any way - 1488 * be far away from this change and not affected in any way -
1400 * this should get redone to only look for players within range, 1489 * this should get redone to only look for players within range,
1401 * or just updating the P_NEED_UPDATE for spaces within this area 1490 * or just updating the P_UPTODATE for spaces within this area
1402 * of effect may be sufficient. 1491 * of effect may be sufficient.
1403 */ 1492 */
1404 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1493 if (op->map->darkness && (op->glow_radius != 0))
1405 update_all_los (op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1406 1495
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1496 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1497 update_object (op, UP_OBJ_INSERT);
1498
1499 INVOKE_OBJECT (INSERT, op);
1409 1500
1410 /* Don't know if moving this to the end will break anything. However, 1501 /* Don't know if moving this to the end will break anything. However,
1411 * we want to have floorbox_update called before calling this. 1502 * we want to have floorbox_update called before calling this.
1412 * 1503 *
1413 * check_move_on() must be after this because code called from 1504 * check_move_on() must be after this because code called from
1415 * blocked() and wall() work properly), and these flags are updated by 1506 * blocked() and wall() work properly), and these flags are updated by
1416 * update_object(). 1507 * update_object().
1417 */ 1508 */
1418 1509
1419 /* if this is not the head or flag has been passed, don't check walk on status */ 1510 /* if this is not the head or flag has been passed, don't check walk on status */
1420 if (!(flag & INS_NO_WALK_ON) && !op->head) 1511 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1421 { 1512 {
1422 if (check_move_on (op, originator)) 1513 if (check_move_on (op, originator))
1423 return NULL; 1514 return 0;
1424 1515
1425 /* If we are a multi part object, lets work our way through the check 1516 /* If we are a multi part object, lets work our way through the check
1426 * walk on's. 1517 * walk on's.
1427 */ 1518 */
1428 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1519 for (object *tmp = op->more; tmp; tmp = tmp->more)
1429 if (check_move_on (tmp, originator)) 1520 if (check_move_on (tmp, originator))
1430 return NULL; 1521 return 0;
1431 } 1522 }
1432 1523
1433 return op; 1524 return op;
1434} 1525}
1435 1526
1438 * op is the object to insert it under: supplies x and the map. 1529 * op is the object to insert it under: supplies x and the map.
1439 */ 1530 */
1440void 1531void
1441replace_insert_ob_in_map (const char *arch_string, object *op) 1532replace_insert_ob_in_map (const char *arch_string, object *op)
1442{ 1533{
1443 object *tmp, *tmp1;
1444
1445 /* first search for itself and remove any old instances */ 1534 /* first search for itself and remove any old instances */
1446 1535
1447 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1536 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1537 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1449 tmp->destroy (); 1538 tmp->destroy (1);
1450 1539
1451 tmp1 = arch_to_object (archetype::find (arch_string)); 1540 object *tmp = arch_to_object (archetype::find (arch_string));
1452 1541
1453 tmp1->x = op->x; 1542 tmp->x = op->x;
1454 tmp1->y = op->y; 1543 tmp->y = op->y;
1544
1455 insert_ob_in_map (tmp1, op->map, op, 0); 1545 insert_ob_in_map (tmp, op->map, op, 0);
1456} 1546}
1457
1458/*
1459 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1460 * is returned contains nr objects, and the remaining parts contains
1461 * the rest (or is removed and freed if that number is 0).
1462 * On failure, NULL is returned, and the reason put into the
1463 * global static errmsg array.
1464 */
1465 1547
1466object * 1548object *
1467get_split_ob (object *orig_ob, uint32 nr) 1549object::insert_at (object *where, object *originator, int flags)
1468{ 1550{
1469 object *newob; 1551 if (where->env)
1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1552 return where->env->insert (this);
1471 1553 else
1472 if (orig_ob->nrof < nr) 1554 return where->map->insert (this, where->x, where->y, originator, flags);
1473 {
1474 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1475 return NULL;
1476 }
1477
1478 newob = object_create_clone (orig_ob);
1479
1480 if ((orig_ob->nrof -= nr) < 1)
1481 orig_ob->destroy (1);
1482 else if (!is_removed)
1483 {
1484 if (orig_ob->env != NULL)
1485 sub_weight (orig_ob->env, orig_ob->weight * nr);
1486 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1487 {
1488 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1489 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1490 return NULL;
1491 }
1492 }
1493
1494 newob->nrof = nr;
1495
1496 return newob;
1497} 1555}
1498 1556
1499/* 1557/*
1500 * decrease_ob_nr(object, number) decreases a specified number from 1558 * decrease(object, number) decreases a specified number from
1501 * the amount of an object. If the amount reaches 0, the object 1559 * the amount of an object. If the amount reaches 0, the object
1502 * is subsequently removed and freed. 1560 * is subsequently removed and freed.
1503 * 1561 *
1504 * Return value: 'op' if something is left, NULL if the amount reached 0 1562 * Return value: 'op' if something is left, NULL if the amount reached 0
1505 */ 1563 */
1564bool
1565object::decrease (sint32 nr)
1566{
1567 if (!nr)
1568 return true;
1506 1569
1570 nr = min (nr, nrof);
1571
1572 nrof -= nr;
1573
1574 if (nrof)
1575 {
1576 adjust_weight (env, -weight * nr); // carrying == 0
1577
1578 if (object *pl = visible_to ())
1579 esrv_update_item (UPD_NROF, pl, this);
1580
1581 return true;
1582 }
1583 else
1584 {
1585 destroy (1);
1586 return false;
1587 }
1588}
1589
1590/*
1591 * split(ob,nr) splits up ob into two parts. The part which
1592 * is returned contains nr objects, and the remaining parts contains
1593 * the rest (or is removed and returned if that number is 0).
1594 * On failure, NULL is returned.
1595 */
1507object * 1596object *
1508decrease_ob_nr (object *op, uint32 i) 1597object::split (sint32 nr)
1509{ 1598{
1510 object *tmp; 1599 int have = number_of ();
1511 player *pl;
1512 1600
1513 if (i == 0) /* objects with op->nrof require this check */ 1601 if (have < nr)
1514 return op; 1602 return 0;
1515 1603 else if (have == nr)
1516 if (i > op->nrof)
1517 i = op->nrof;
1518
1519 if (QUERY_FLAG (op, FLAG_REMOVED))
1520 op->nrof -= i;
1521 else if (op->env)
1522 { 1604 {
1523 /* is this object in the players inventory, or sub container
1524 * therein?
1525 */
1526 tmp = op->in_player ();
1527 /* nope. Is this a container the player has opened?
1528 * If so, set tmp to that player.
1529 * IMO, searching through all the players will mostly
1530 * likely be quicker than following op->env to the map,
1531 * and then searching the map for a player.
1532 */
1533 if (!tmp)
1534 {
1535 for (pl = first_player; pl; pl = pl->next)
1536 if (pl->ob->container == op->env)
1537 {
1538 tmp = pl->ob;
1539 break;
1540 }
1541 }
1542
1543 if (i < op->nrof)
1544 {
1545 sub_weight (op->env, op->weight * i);
1546 op->nrof -= i;
1547 if (tmp)
1548 esrv_send_item (tmp, op);
1549 }
1550 else
1551 {
1552 op->remove (); 1605 remove ();
1553 op->nrof = 0; 1606 return this;
1554 if (tmp)
1555 esrv_del_item (tmp->contr, op->count);
1556 }
1557 } 1607 }
1558 else 1608 else
1559 { 1609 {
1560 object *above = op->above; 1610 decrease (nr);
1561 1611
1562 if (i < op->nrof) 1612 object *op = object_create_clone (this);
1563 op->nrof -= i; 1613 op->nrof = nr;
1564 else
1565 {
1566 op->remove ();
1567 op->nrof = 0;
1568 }
1569
1570 /* Since we just removed op, op->above is null */
1571 for (tmp = above; tmp; tmp = tmp->above)
1572 if (tmp->type == PLAYER)
1573 {
1574 if (op->nrof)
1575 esrv_send_item (tmp, op);
1576 else
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1579 }
1580
1581 if (op->nrof)
1582 return op; 1614 return op;
1583 else
1584 {
1585 op->destroy ();
1586 return 0;
1587 }
1588}
1589
1590/*
1591 * add_weight(object, weight) adds the specified weight to an object,
1592 * and also updates how much the environment(s) is/are carrying.
1593 */
1594
1595void
1596add_weight (object *op, signed long weight)
1597{
1598 while (op != NULL)
1599 {
1600 if (op->type == CONTAINER)
1601 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1602
1603 op->carrying += weight;
1604 op = op->env;
1605 } 1615 }
1606} 1616}
1607 1617
1608object * 1618object *
1609insert_ob_in_ob (object *op, object *where) 1619insert_ob_in_ob (object *op, object *where)
1614 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1624 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1615 free (dump); 1625 free (dump);
1616 return op; 1626 return op;
1617 } 1627 }
1618 1628
1619 if (where->head) 1629 if (where->head_ () != where)
1620 { 1630 {
1621 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1631 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1622 where = where->head; 1632 where = where->head;
1623 } 1633 }
1624 1634
1625 return where->insert (op); 1635 return where->insert (op);
1626} 1636}
1631 * inside the object environment. 1641 * inside the object environment.
1632 * 1642 *
1633 * The function returns now pointer to inserted item, and return value can 1643 * The function returns now pointer to inserted item, and return value can
1634 * be != op, if items are merged. -Tero 1644 * be != op, if items are merged. -Tero
1635 */ 1645 */
1636
1637object * 1646object *
1638object::insert (object *op) 1647object::insert (object *op)
1639{ 1648{
1640 object *tmp, *otmp;
1641
1642 if (!QUERY_FLAG (op, FLAG_REMOVED))
1643 op->remove ();
1644
1645 if (op->more) 1649 if (op->more)
1646 { 1650 {
1647 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1651 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1648 return op; 1652 return op;
1649 } 1653 }
1650 1654
1651 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1655 op->remove ();
1652 CLEAR_FLAG (op, FLAG_REMOVED); 1656
1657 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1658
1653 if (op->nrof) 1659 if (op->nrof)
1654 {
1655 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1660 for (object *tmp = inv; tmp; tmp = tmp->below)
1656 if (object::can_merge (tmp, op)) 1661 if (object::can_merge (tmp, op))
1657 { 1662 {
1658 /* return the original object and remove inserted object 1663 /* return the original object and remove inserted object
1659 (client needs the original object) */ 1664 (client needs the original object) */
1660 tmp->nrof += op->nrof; 1665 tmp->nrof += op->nrof;
1661 /* Weight handling gets pretty funky. Since we are adding to 1666
1662 * tmp->nrof, we need to increase the weight. 1667 if (object *pl = tmp->visible_to ())
1663 */ 1668 esrv_update_item (UPD_NROF, pl, tmp);
1669
1664 add_weight (this, op->weight * op->nrof); 1670 adjust_weight (this, op->total_weight ());
1665 SET_FLAG (op, FLAG_REMOVED); 1671
1666 op->destroy (); /* free the inserted object */ 1672 op->destroy (1);
1667 op = tmp; 1673 op = tmp;
1668 op->remove (); /* and fix old object's links */ 1674 goto inserted;
1669 CLEAR_FLAG (op, FLAG_REMOVED);
1670 break;
1671 } 1675 }
1672 1676
1673 /* I assume combined objects have no inventory 1677 op->owner = 0; // it's his/hers now. period.
1674 * We add the weight - this object could have just been removed
1675 * (if it was possible to merge). calling remove_ob will subtract
1676 * the weight, so we need to add it in again, since we actually do
1677 * the linking below
1678 */
1679 add_weight (this, op->weight * op->nrof);
1680 }
1681 else
1682 add_weight (this, (op->weight + op->carrying));
1683
1684 otmp = this->in_player ();
1685 if (otmp && otmp->contr)
1686 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1687 otmp->update_stats ();
1688
1689 op->map = 0; 1678 op->map = 0;
1690 op->env = this; 1679 op->x = 0;
1680 op->y = 0;
1681
1691 op->above = 0; 1682 op->above = 0;
1692 op->below = 0; 1683 op->below = inv;
1693 op->x = 0, op->y = 0; 1684 op->env = this;
1694 1685
1686 if (inv)
1687 inv->above = op;
1688
1689 inv = op;
1690
1691 op->flag [FLAG_REMOVED] = 0;
1692
1693 if (object *pl = op->visible_to ())
1694 esrv_send_item (pl, op);
1695
1696 adjust_weight (this, op->total_weight ());
1697
1698inserted:
1695 /* reset the light list and los of the players on the map */ 1699 /* reset the light list and los of the players on the map */
1696 if ((op->glow_radius != 0) && map) 1700 if (op->glow_radius && map && map->darkness)
1697 {
1698#ifdef DEBUG_LIGHTS
1699 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1700#endif /* DEBUG_LIGHTS */
1701 if (MAP_DARKNESS (map))
1702 update_all_los (map, x, y); 1701 update_all_los (map, x, y);
1703 }
1704 1702
1705 /* Client has no idea of ordering so lets not bother ordering it here. 1703 // if this is a player's inventory, update stats
1706 * It sure simplifies this function... 1704 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1707 */ 1705 update_stats ();
1708 if (!inv) 1706
1709 inv = op; 1707 INVOKE_OBJECT (INSERT, this);
1710 else
1711 {
1712 op->below = inv;
1713 op->below->above = op;
1714 inv = op;
1715 }
1716 1708
1717 return op; 1709 return op;
1718} 1710}
1719 1711
1720/* 1712/*
1735 * 1727 *
1736 * MSW 2001-07-08: Check all objects on space, not just those below 1728 * MSW 2001-07-08: Check all objects on space, not just those below
1737 * object being inserted. insert_ob_in_map may not put new objects 1729 * object being inserted. insert_ob_in_map may not put new objects
1738 * on top. 1730 * on top.
1739 */ 1731 */
1740
1741int 1732int
1742check_move_on (object *op, object *originator) 1733check_move_on (object *op, object *originator)
1743{ 1734{
1744 object *tmp; 1735 object *tmp;
1745 maptile *m = op->map; 1736 maptile *m = op->map;
1772 1763
1773 /* The objects have to be checked from top to bottom. 1764 /* The objects have to be checked from top to bottom.
1774 * Hence, we first go to the top: 1765 * Hence, we first go to the top:
1775 */ 1766 */
1776 1767
1777 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1768 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1778 { 1769 {
1779 /* Trim the search when we find the first other spell effect 1770 /* Trim the search when we find the first other spell effect
1780 * this helps performance so that if a space has 50 spell objects, 1771 * this helps performance so that if a space has 50 spell objects,
1781 * we don't need to check all of them. 1772 * we don't need to check all of them.
1782 */ 1773 */
1800 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1791 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1801 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1792 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1802 { 1793 {
1803 1794
1804 float 1795 float
1805 diff = tmp->move_slow_penalty * FABS (op->speed); 1796 diff = tmp->move_slow_penalty * fabs (op->speed);
1806 1797
1807 if (op->type == PLAYER) 1798 if (op->type == PLAYER)
1808 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1799 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1809 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1800 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1810 diff /= 4.0; 1801 diff /= 4.0;
1837/* 1828/*
1838 * present_arch(arch, map, x, y) searches for any objects with 1829 * present_arch(arch, map, x, y) searches for any objects with
1839 * a matching archetype at the given map and coordinates. 1830 * a matching archetype at the given map and coordinates.
1840 * The first matching object is returned, or NULL if none. 1831 * The first matching object is returned, or NULL if none.
1841 */ 1832 */
1842
1843object * 1833object *
1844present_arch (const archetype *at, maptile *m, int x, int y) 1834present_arch (const archetype *at, maptile *m, int x, int y)
1845{ 1835{
1846 object *
1847 tmp;
1848
1849 if (m == NULL || out_of_map (m, x, y)) 1836 if (!m || out_of_map (m, x, y))
1850 { 1837 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1838 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1839 return NULL;
1853 } 1840 }
1854 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1841
1842 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1855 if (tmp->arch == at) 1843 if (tmp->arch == at)
1856 return tmp; 1844 return tmp;
1845
1857 return NULL; 1846 return NULL;
1858} 1847}
1859 1848
1860/* 1849/*
1861 * present(type, map, x, y) searches for any objects with 1850 * present(type, map, x, y) searches for any objects with
1862 * a matching type variable at the given map and coordinates. 1851 * a matching type variable at the given map and coordinates.
1863 * The first matching object is returned, or NULL if none. 1852 * The first matching object is returned, or NULL if none.
1864 */ 1853 */
1865
1866object * 1854object *
1867present (unsigned char type, maptile *m, int x, int y) 1855present (unsigned char type, maptile *m, int x, int y)
1868{ 1856{
1869 object *
1870 tmp;
1871
1872 if (out_of_map (m, x, y)) 1857 if (out_of_map (m, x, y))
1873 { 1858 {
1874 LOG (llevError, "Present called outside map.\n"); 1859 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1860 return NULL;
1876 } 1861 }
1877 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1862
1863 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if (tmp->type == type) 1864 if (tmp->type == type)
1879 return tmp; 1865 return tmp;
1866
1880 return NULL; 1867 return NULL;
1881} 1868}
1882 1869
1883/* 1870/*
1884 * present_in_ob(type, object) searches for any objects with 1871 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1872 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1873 * The first matching object is returned, or NULL if none.
1887 */ 1874 */
1888
1889object * 1875object *
1890present_in_ob (unsigned char type, const object *op) 1876present_in_ob (unsigned char type, const object *op)
1891{ 1877{
1892 object *
1893 tmp;
1894
1895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1878 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if (tmp->type == type) 1879 if (tmp->type == type)
1897 return tmp; 1880 return tmp;
1881
1898 return NULL; 1882 return NULL;
1899} 1883}
1900 1884
1901/* 1885/*
1902 * present_in_ob (type, str, object) searches for any objects with 1886 * present_in_ob (type, str, object) searches for any objects with
1910 * str is the string to match against. Note that we match against 1894 * str is the string to match against. Note that we match against
1911 * the object name, not the archetype name. this is so that the 1895 * the object name, not the archetype name. this is so that the
1912 * spell code can use one object type (force), but change it's name 1896 * spell code can use one object type (force), but change it's name
1913 * to be unique. 1897 * to be unique.
1914 */ 1898 */
1915
1916object * 1899object *
1917present_in_ob_by_name (int type, const char *str, const object *op) 1900present_in_ob_by_name (int type, const char *str, const object *op)
1918{ 1901{
1919 object *
1920 tmp;
1921
1922 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 {
1924 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1903 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1925 return tmp; 1904 return tmp;
1926 } 1905
1927 return NULL; 1906 return 0;
1928} 1907}
1929 1908
1930/* 1909/*
1931 * present_arch_in_ob(archetype, object) searches for any objects with 1910 * present_arch_in_ob(archetype, object) searches for any objects with
1932 * a matching archetype in the inventory of the given object. 1911 * a matching archetype in the inventory of the given object.
1933 * The first matching object is returned, or NULL if none. 1912 * The first matching object is returned, or NULL if none.
1934 */ 1913 */
1935
1936object * 1914object *
1937present_arch_in_ob (const archetype *at, const object *op) 1915present_arch_in_ob (const archetype *at, const object *op)
1938{ 1916{
1939 object *
1940 tmp;
1941
1942 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1943 if (tmp->arch == at) 1918 if (tmp->arch == at)
1944 return tmp; 1919 return tmp;
1920
1945 return NULL; 1921 return NULL;
1946} 1922}
1947 1923
1948/* 1924/*
1949 * activate recursively a flag on an object inventory 1925 * activate recursively a flag on an object inventory
1950 */ 1926 */
1951void 1927void
1952flag_inv (object *op, int flag) 1928flag_inv (object *op, int flag)
1953{ 1929{
1954 object *
1955 tmp;
1956
1957 if (op->inv)
1958 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 { 1931 {
1960 SET_FLAG (tmp, flag); 1932 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1933 flag_inv (tmp, flag);
1962 } 1934 }
1963} /* 1935}
1936
1937/*
1964 * desactivate recursively a flag on an object inventory 1938 * deactivate recursively a flag on an object inventory
1965 */ 1939 */
1966void 1940void
1967unflag_inv (object *op, int flag) 1941unflag_inv (object *op, int flag)
1968{ 1942{
1969 object *
1970 tmp;
1971
1972 if (op->inv)
1973 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1974 { 1944 {
1975 CLEAR_FLAG (tmp, flag); 1945 CLEAR_FLAG (tmp, flag);
1976 unflag_inv (tmp, flag); 1946 unflag_inv (tmp, flag);
1977 } 1947 }
1978}
1979
1980/*
1981 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1982 * all it's inventory (recursively).
1983 * If checksums are used, a player will get set_cheat called for
1984 * him/her-self and all object carried by a call to this function.
1985 */
1986
1987void
1988set_cheat (object *op)
1989{
1990 SET_FLAG (op, FLAG_WAS_WIZ);
1991 flag_inv (op, FLAG_WAS_WIZ);
1992} 1948}
1993 1949
1994/* 1950/*
1995 * find_free_spot(object, map, x, y, start, stop) will search for 1951 * find_free_spot(object, map, x, y, start, stop) will search for
1996 * a spot at the given map and coordinates which will be able to contain 1952 * a spot at the given map and coordinates which will be able to contain
1998 * to search (see the freearr_x/y[] definition). 1954 * to search (see the freearr_x/y[] definition).
1999 * It returns a random choice among the alternatives found. 1955 * It returns a random choice among the alternatives found.
2000 * start and stop are where to start relative to the free_arr array (1,9 1956 * start and stop are where to start relative to the free_arr array (1,9
2001 * does all 4 immediate directions). This returns the index into the 1957 * does all 4 immediate directions). This returns the index into the
2002 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1958 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2003 * Note - this only checks to see if there is space for the head of the
2004 * object - if it is a multispace object, this should be called for all
2005 * pieces.
2006 * Note2: This function does correctly handle tiled maps, but does not 1959 * Note: This function does correctly handle tiled maps, but does not
2007 * inform the caller. However, insert_ob_in_map will update as 1960 * inform the caller. However, insert_ob_in_map will update as
2008 * necessary, so the caller shouldn't need to do any special work. 1961 * necessary, so the caller shouldn't need to do any special work.
2009 * Note - updated to take an object instead of archetype - this is necessary 1962 * Note - updated to take an object instead of archetype - this is necessary
2010 * because arch_blocked (now ob_blocked) needs to know the movement type 1963 * because arch_blocked (now ob_blocked) needs to know the movement type
2011 * to know if the space in question will block the object. We can't use 1964 * to know if the space in question will block the object. We can't use
2012 * the archetype because that isn't correct if the monster has been 1965 * the archetype because that isn't correct if the monster has been
2013 * customized, changed states, etc. 1966 * customized, changed states, etc.
2014 */ 1967 */
2015
2016int 1968int
2017find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2018{ 1970{
2019 int
2020 i,
2021 index = 0, flag;
2022 static int
2023 altern[SIZEOFFREE]; 1971 int altern[SIZEOFFREE];
1972 int index = 0, flag;
2024 1973
2025 for (i = start; i < stop; i++) 1974 for (int i = start; i < stop; i++)
2026 { 1975 {
2027 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1976 mapxy pos (m, x, y); pos.move (i);
2028 if (!flag) 1977
1978 if (!pos.normalise ())
1979 continue;
1980
1981 mapspace &ms = *pos;
1982
1983 if (ms.flags () & P_IS_ALIVE)
1984 continue;
1985
1986 /* However, often
1987 * ob doesn't have any move type (when used to place exits)
1988 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1989 */
1990 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1991 {
2029 altern[index++] = i; 1992 altern [index++] = i;
1993 continue;
1994 }
2030 1995
2031 /* Basically, if we find a wall on a space, we cut down the search size. 1996 /* Basically, if we find a wall on a space, we cut down the search size.
2032 * In this way, we won't return spaces that are on another side of a wall. 1997 * In this way, we won't return spaces that are on another side of a wall.
2033 * This mostly work, but it cuts down the search size in all directions - 1998 * This mostly work, but it cuts down the search size in all directions -
2034 * if the space being examined only has a wall to the north and empty 1999 * if the space being examined only has a wall to the north and empty
2035 * spaces in all the other directions, this will reduce the search space 2000 * spaces in all the other directions, this will reduce the search space
2036 * to only the spaces immediately surrounding the target area, and 2001 * to only the spaces immediately surrounding the target area, and
2037 * won't look 2 spaces south of the target space. 2002 * won't look 2 spaces south of the target space.
2038 */ 2003 */
2039 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2004 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2005 {
2040 stop = maxfree[i]; 2006 stop = maxfree[i];
2007 continue;
2008 }
2009
2010 /* Note it is intentional that we check ob - the movement type of the
2011 * head of the object should correspond for the entire object.
2012 */
2013 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2014 continue;
2015
2016 if (ob->blocked (m, pos.x, pos.y))
2017 continue;
2018
2019 altern [index++] = i;
2041 } 2020 }
2042 2021
2043 if (!index) 2022 if (!index)
2044 return -1; 2023 return -1;
2045 2024
2046 return altern[RANDOM () % index]; 2025 return altern [rndm (index)];
2047} 2026}
2048 2027
2049/* 2028/*
2050 * find_first_free_spot(archetype, maptile, x, y) works like 2029 * find_first_free_spot(archetype, maptile, x, y) works like
2051 * find_free_spot(), but it will search max number of squares. 2030 * find_free_spot(), but it will search max number of squares.
2052 * But it will return the first available spot, not a random choice. 2031 * But it will return the first available spot, not a random choice.
2053 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2032 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2054 */ 2033 */
2055
2056int 2034int
2057find_first_free_spot (const object *ob, maptile *m, int x, int y) 2035find_first_free_spot (const object *ob, maptile *m, int x, int y)
2058{ 2036{
2059 int
2060 i;
2061
2062 for (i = 0; i < SIZEOFFREE; i++) 2037 for (int i = 0; i < SIZEOFFREE; i++)
2063 {
2064 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2038 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2065 return i; 2039 return i;
2066 } 2040
2067 return -1; 2041 return -1;
2068} 2042}
2069 2043
2070/* 2044/*
2071 * The function permute(arr, begin, end) randomly reorders the array 2045 * The function permute(arr, begin, end) randomly reorders the array
2072 * arr[begin..end-1]. 2046 * arr[begin..end-1].
2047 * now uses a fisher-yates shuffle, old permute was broken
2073 */ 2048 */
2074static void 2049static void
2075permute (int *arr, int begin, int end) 2050permute (int *arr, int begin, int end)
2076{ 2051{
2077 int 2052 arr += begin;
2078 i,
2079 j,
2080 tmp,
2081 len;
2082
2083 len = end - begin; 2053 end -= begin;
2084 for (i = begin; i < end; i++)
2085 {
2086 j = begin + RANDOM () % len;
2087 2054
2088 tmp = arr[i]; 2055 while (--end)
2089 arr[i] = arr[j]; 2056 swap (arr [end], arr [rndm (end + 1)]);
2090 arr[j] = tmp;
2091 }
2092} 2057}
2093 2058
2094/* new function to make monster searching more efficient, and effective! 2059/* new function to make monster searching more efficient, and effective!
2095 * This basically returns a randomized array (in the passed pointer) of 2060 * This basically returns a randomized array (in the passed pointer) of
2096 * the spaces to find monsters. In this way, it won't always look for 2061 * the spaces to find monsters. In this way, it won't always look for
2099 * the 3x3 area will be searched, just not in a predictable order. 2064 * the 3x3 area will be searched, just not in a predictable order.
2100 */ 2065 */
2101void 2066void
2102get_search_arr (int *search_arr) 2067get_search_arr (int *search_arr)
2103{ 2068{
2104 int 2069 int i;
2105 i;
2106 2070
2107 for (i = 0; i < SIZEOFFREE; i++) 2071 for (i = 0; i < SIZEOFFREE; i++)
2108 {
2109 search_arr[i] = i; 2072 search_arr[i] = i;
2110 }
2111 2073
2112 permute (search_arr, 1, SIZEOFFREE1 + 1); 2074 permute (search_arr, 1, SIZEOFFREE1 + 1);
2113 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2075 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2114 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2076 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2115} 2077}
2124 * Perhaps incorrectly, but I'm making the assumption that exclude 2086 * Perhaps incorrectly, but I'm making the assumption that exclude
2125 * is actually want is going to try and move there. We need this info 2087 * is actually want is going to try and move there. We need this info
2126 * because we have to know what movement the thing looking to move 2088 * because we have to know what movement the thing looking to move
2127 * there is capable of. 2089 * there is capable of.
2128 */ 2090 */
2129
2130int 2091int
2131find_dir (maptile *m, int x, int y, object *exclude) 2092find_dir (maptile *m, int x, int y, object *exclude)
2132{ 2093{
2133 int
2134 i,
2135 max = SIZEOFFREE, mflags; 2094 int i, max = SIZEOFFREE, mflags;
2136 2095
2137 sint16 nx, ny; 2096 sint16 nx, ny;
2138 object * 2097 object *tmp;
2139 tmp;
2140 maptile * 2098 maptile *mp;
2141 mp;
2142 2099
2143 MoveType blocked, move_type; 2100 MoveType blocked, move_type;
2144 2101
2145 if (exclude && exclude->head) 2102 if (exclude && exclude->head_ () != exclude)
2146 { 2103 {
2147 exclude = exclude->head; 2104 exclude = exclude->head;
2148 move_type = exclude->move_type; 2105 move_type = exclude->move_type;
2149 } 2106 }
2150 else 2107 else
2163 2120
2164 if (mflags & P_OUT_OF_MAP) 2121 if (mflags & P_OUT_OF_MAP)
2165 max = maxfree[i]; 2122 max = maxfree[i];
2166 else 2123 else
2167 { 2124 {
2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2125 mapspace &ms = mp->at (nx, ny);
2126
2127 blocked = ms.move_block;
2169 2128
2170 if ((move_type & blocked) == move_type) 2129 if ((move_type & blocked) == move_type)
2171 max = maxfree[i]; 2130 max = maxfree[i];
2172 else if (mflags & P_IS_ALIVE) 2131 else if (mflags & P_IS_ALIVE)
2173 { 2132 {
2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2133 for (tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2134 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2135 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2176 break; 2136 break;
2177 2137
2178 if (tmp) 2138 if (tmp)
2179 return freedir[i]; 2139 return freedir[i];
2180 } 2140 }
2186 2146
2187/* 2147/*
2188 * distance(object 1, object 2) will return the square of the 2148 * distance(object 1, object 2) will return the square of the
2189 * distance between the two given objects. 2149 * distance between the two given objects.
2190 */ 2150 */
2191
2192int 2151int
2193distance (const object *ob1, const object *ob2) 2152distance (const object *ob1, const object *ob2)
2194{ 2153{
2195 int i;
2196
2197 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2154 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2198 return i;
2199} 2155}
2200 2156
2201/* 2157/*
2202 * find_dir_2(delta-x,delta-y) will return a direction in which 2158 * find_dir_2(delta-x,delta-y) will return a direction in which
2203 * an object which has subtracted the x and y coordinates of another 2159 * an object which has subtracted the x and y coordinates of another
2204 * object, needs to travel toward it. 2160 * object, needs to travel toward it.
2205 */ 2161 */
2206
2207int 2162int
2208find_dir_2 (int x, int y) 2163find_dir_2 (int x, int y)
2209{ 2164{
2210 int q; 2165 int q;
2211 2166
2240 2195
2241 return 3; 2196 return 3;
2242} 2197}
2243 2198
2244/* 2199/*
2245 * absdir(int): Returns a number between 1 and 8, which represent
2246 * the "absolute" direction of a number (it actually takes care of
2247 * "overflow" in previous calculations of a direction).
2248 */
2249
2250int
2251absdir (int d)
2252{
2253 while (d < 1)
2254 d += 8;
2255 while (d > 8)
2256 d -= 8;
2257 return d;
2258}
2259
2260/*
2261 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262 * between two directions (which are expected to be absolute (see absdir()) 2201 * between two directions (which are expected to be absolute (see absdir())
2263 */ 2202 */
2264
2265int 2203int
2266dirdiff (int dir1, int dir2) 2204dirdiff (int dir1, int dir2)
2267{ 2205{
2268 int 2206 int d;
2269 d;
2270 2207
2271 d = abs (dir1 - dir2); 2208 d = abs (dir1 - dir2);
2272 if (d > 4) 2209 if (d > 4)
2273 d = 8 - d; 2210 d = 8 - d;
2211
2274 return d; 2212 return d;
2275} 2213}
2276 2214
2277/* peterm: 2215/* peterm:
2278 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2216 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2281 * This basically means that if direction is 15, then it could either go 2219 * This basically means that if direction is 15, then it could either go
2282 * direction 4, 14, or 16 to get back to where we are. 2220 * direction 4, 14, or 16 to get back to where we are.
2283 * Moved from spell_util.c to object.c with the other related direction 2221 * Moved from spell_util.c to object.c with the other related direction
2284 * functions. 2222 * functions.
2285 */ 2223 */
2286
2287int
2288 reduction_dir[SIZEOFFREE][3] = { 2224int reduction_dir[SIZEOFFREE][3] = {
2289 {0, 0, 0}, /* 0 */ 2225 {0, 0, 0}, /* 0 */
2290 {0, 0, 0}, /* 1 */ 2226 {0, 0, 0}, /* 1 */
2291 {0, 0, 0}, /* 2 */ 2227 {0, 0, 0}, /* 2 */
2292 {0, 0, 0}, /* 3 */ 2228 {0, 0, 0}, /* 3 */
2293 {0, 0, 0}, /* 4 */ 2229 {0, 0, 0}, /* 4 */
2384 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2320 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2385 * core dumps if they do. 2321 * core dumps if they do.
2386 * 2322 *
2387 * Add a check so we can't pick up invisible objects (0.93.8) 2323 * Add a check so we can't pick up invisible objects (0.93.8)
2388 */ 2324 */
2389
2390int 2325int
2391can_pick (const object *who, const object *item) 2326can_pick (const object *who, const object *item)
2392{ 2327{
2393 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2328 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2394 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2329 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2399 * create clone from object to another 2334 * create clone from object to another
2400 */ 2335 */
2401object * 2336object *
2402object_create_clone (object *asrc) 2337object_create_clone (object *asrc)
2403{ 2338{
2404 object *dst = 0, *tmp, *src, *part, *prev, *item; 2339 object *dst = 0, *tmp, *src, *prev, *item;
2405 2340
2406 if (!asrc) 2341 if (!asrc)
2407 return 0; 2342 return 0;
2408 2343
2409 src = asrc;
2410 if (src->head)
2411 src = src->head; 2344 src = asrc->head_ ();
2412 2345
2413 prev = 0; 2346 prev = 0;
2414 for (part = src; part; part = part->more) 2347 for (object *part = src; part; part = part->more)
2415 { 2348 {
2416 tmp = part->clone (); 2349 tmp = part->clone ();
2417 tmp->x -= src->x; 2350 tmp->x -= src->x;
2418 tmp->y -= src->y; 2351 tmp->y -= src->y;
2419 2352
2437 insert_ob_in_ob (object_create_clone (item), dst); 2370 insert_ob_in_ob (object_create_clone (item), dst);
2438 2371
2439 return dst; 2372 return dst;
2440} 2373}
2441 2374
2442/* GROS - Creates an object using a string representing its content. */
2443/* Basically, we save the content of the string to a temp file, then call */
2444/* load_object on it. I admit it is a highly inefficient way to make things, */
2445/* but it was simple to make and allows reusing the load_object function. */
2446/* Remember not to use load_object_str in a time-critical situation. */
2447/* Also remember that multiparts objects are not supported for now. */
2448
2449object *
2450load_object_str (const char *obstr)
2451{
2452 object *op;
2453 char filename[MAX_BUF];
2454
2455 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2456
2457 FILE *tempfile = fopen (filename, "w");
2458
2459 if (tempfile == NULL)
2460 {
2461 LOG (llevError, "Error - Unable to access load object temp file\n");
2462 return NULL;
2463 }
2464
2465 fprintf (tempfile, obstr);
2466 fclose (tempfile);
2467
2468 op = object::create ();
2469
2470 object_thawer thawer (filename);
2471
2472 if (thawer)
2473 load_object (thawer, op, 0);
2474
2475 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2476 CLEAR_FLAG (op, FLAG_REMOVED);
2477
2478 return op;
2479}
2480
2481/* This returns the first object in who's inventory that 2375/* This returns the first object in who's inventory that
2482 * has the same type and subtype match. 2376 * has the same type and subtype match.
2483 * returns NULL if no match. 2377 * returns NULL if no match.
2484 */ 2378 */
2485object * 2379object *
2486find_obj_by_type_subtype (const object *who, int type, int subtype) 2380find_obj_by_type_subtype (const object *who, int type, int subtype)
2487{ 2381{
2488 object *tmp;
2489
2490 for (tmp = who->inv; tmp; tmp = tmp->below) 2382 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2491 if (tmp->type == type && tmp->subtype == subtype) 2383 if (tmp->type == type && tmp->subtype == subtype)
2492 return tmp; 2384 return tmp;
2493 2385
2494 return NULL; 2386 return 0;
2495} 2387}
2496 2388
2497/* If ob has a field named key, return the link from the list, 2389/* If ob has a field named key, return the link from the list,
2498 * otherwise return NULL. 2390 * otherwise return NULL.
2499 * 2391 *
2501 * do the desired thing. 2393 * do the desired thing.
2502 */ 2394 */
2503key_value * 2395key_value *
2504get_ob_key_link (const object *ob, const char *key) 2396get_ob_key_link (const object *ob, const char *key)
2505{ 2397{
2506 key_value *link;
2507
2508 for (link = ob->key_values; link != NULL; link = link->next) 2398 for (key_value *link = ob->key_values; link; link = link->next)
2509 if (link->key == key) 2399 if (link->key == key)
2510 return link; 2400 return link;
2511 2401
2512 return NULL; 2402 return 0;
2513} 2403}
2514 2404
2515/* 2405/*
2516 * Returns the value of op has an extra_field for key, or NULL. 2406 * Returns the value of op has an extra_field for key, or NULL.
2517 * 2407 *
2542 if (link->key == canonical_key) 2432 if (link->key == canonical_key)
2543 return link->value; 2433 return link->value;
2544 2434
2545 return 0; 2435 return 0;
2546} 2436}
2547
2548 2437
2549/* 2438/*
2550 * Updates the canonical_key in op to value. 2439 * Updates the canonical_key in op to value.
2551 * 2440 *
2552 * canonical_key is a shared string (value doesn't have to be). 2441 * canonical_key is a shared string (value doesn't have to be).
2557 * Returns TRUE on success. 2446 * Returns TRUE on success.
2558 */ 2447 */
2559int 2448int
2560set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2449set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2561{ 2450{
2562 key_value *
2563 field = NULL, *last = NULL; 2451 key_value *field = NULL, *last = NULL;
2564 2452
2565 for (field = op->key_values; field != NULL; field = field->next) 2453 for (field = op->key_values; field != NULL; field = field->next)
2566 { 2454 {
2567 if (field->key != canonical_key) 2455 if (field->key != canonical_key)
2568 { 2456 {
2577 /* Basically, if the archetype has this key set, 2465 /* Basically, if the archetype has this key set,
2578 * we need to store the null value so when we save 2466 * we need to store the null value so when we save
2579 * it, we save the empty value so that when we load, 2467 * it, we save the empty value so that when we load,
2580 * we get this value back again. 2468 * we get this value back again.
2581 */ 2469 */
2582 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2470 if (get_ob_key_link (op->arch, canonical_key))
2583 field->value = 0; 2471 field->value = 0;
2584 else 2472 else
2585 { 2473 {
2586 if (last) 2474 if (last)
2587 last->next = field->next; 2475 last->next = field->next;
2596 /* IF we get here, key doesn't exist */ 2484 /* IF we get here, key doesn't exist */
2597 2485
2598 /* No field, we'll have to add it. */ 2486 /* No field, we'll have to add it. */
2599 2487
2600 if (!add_key) 2488 if (!add_key)
2601 {
2602 return FALSE; 2489 return FALSE;
2603 } 2490
2604 /* There isn't any good reason to store a null 2491 /* There isn't any good reason to store a null
2605 * value in the key/value list. If the archetype has 2492 * value in the key/value list. If the archetype has
2606 * this key, then we should also have it, so shouldn't 2493 * this key, then we should also have it, so shouldn't
2607 * be here. If user wants to store empty strings, 2494 * be here. If user wants to store empty strings,
2608 * should pass in "" 2495 * should pass in ""
2657 } 2544 }
2658 else 2545 else
2659 item = item->env; 2546 item = item->env;
2660} 2547}
2661 2548
2549const char *
2550object::flag_desc (char *desc, int len) const
2551{
2552 char *p = desc;
2553 bool first = true;
2554
2555 *p = 0;
2556
2557 for (int i = 0; i < NUM_FLAGS; i++)
2558 {
2559 if (len <= 10) // magic constant!
2560 {
2561 snprintf (p, len, ",...");
2562 break;
2563 }
2564
2565 if (flag [i])
2566 {
2567 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2568 len -= cnt;
2569 p += cnt;
2570 first = false;
2571 }
2572 }
2573
2574 return desc;
2575}
2576
2662// return a suitable string describing an objetc in enough detail to find it 2577// return a suitable string describing an object in enough detail to find it
2663const char * 2578const char *
2664object::debug_desc (char *info) const 2579object::debug_desc (char *info) const
2665{ 2580{
2581 char flagdesc[512];
2666 char info2[256 * 3]; 2582 char info2[256 * 4];
2667 char *p = info; 2583 char *p = info;
2668 2584
2669 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2585 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2670 count, 2586 count,
2587 uuid.c_str (),
2671 &name, 2588 &name,
2672 title ? " " : "", 2589 title ? "\",title:\"" : "",
2673 title ? (const char *)title : ""); 2590 title ? (const char *)title : "",
2591 flag_desc (flagdesc, 512), type);
2674 2592
2675 if (env) 2593 if (!flag[FLAG_REMOVED] && env)
2676 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2594 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2677 2595
2678 if (map) 2596 if (map)
2679 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2597 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2680 2598
2681 return info; 2599 return info;
2682} 2600}
2683 2601
2684const char * 2602const char *
2685object::debug_desc () const 2603object::debug_desc () const
2686{ 2604{
2687 static char info[256 * 3]; 2605 static char info[3][256 * 4];
2606 static int info_idx;
2607
2688 return debug_desc (info); 2608 return debug_desc (info [++info_idx % 3]);
2689} 2609}
2690 2610
2611struct region *
2612object::region () const
2613{
2614 return map ? map->region (x, y)
2615 : region::default_region ();
2616}
2617
2618const materialtype_t *
2619object::dominant_material () const
2620{
2621 if (materialtype_t *mt = name_to_material (materialname))
2622 return mt;
2623
2624 return name_to_material (shstr_unknown);
2625}
2626
2627void
2628object::open_container (object *new_container)
2629{
2630 if (container == new_container)
2631 return;
2632
2633 object *old_container = container;
2634
2635 if (old_container)
2636 {
2637 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2638 return;
2639
2640#if 0
2641 // remove the "Close old_container" object.
2642 if (object *closer = old_container->inv)
2643 if (closer->type == CLOSE_CON)
2644 closer->destroy ();
2645#endif
2646
2647 // make sure the container is available
2648 esrv_send_item (this, old_container);
2649
2650 old_container->flag [FLAG_APPLIED] = false;
2651 container = 0;
2652
2653 // client needs item update to make it work, client bug requires this to be separate
2654 esrv_update_item (UPD_FLAGS, this, old_container);
2655
2656 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2657 play_sound (sound_find ("chest_close"));
2658 }
2659
2660 if (new_container)
2661 {
2662 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2663 return;
2664
2665 // TODO: this does not seem to serve any purpose anymore?
2666#if 0
2667 // insert the "Close Container" object.
2668 if (archetype *closer = new_container->other_arch)
2669 {
2670 object *closer = arch_to_object (new_container->other_arch);
2671 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2672 new_container->insert (closer);
2673 }
2674#endif
2675
2676 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2677
2678 // make sure the container is available, client bug requires this to be separate
2679 esrv_send_item (this, new_container);
2680
2681 new_container->flag [FLAG_APPLIED] = true;
2682 container = new_container;
2683
2684 // client needs flag change
2685 esrv_update_item (UPD_FLAGS, this, new_container);
2686 esrv_send_inventory (this, new_container);
2687 play_sound (sound_find ("chest_open"));
2688 }
2689// else if (!old_container->env && contr && contr->ns)
2690// contr->ns->floorbox_reset ();
2691}
2692
2693object *
2694object::force_find (const shstr name)
2695{
2696 /* cycle through his inventory to look for the MARK we want to
2697 * place
2698 */
2699 for (object *tmp = inv; tmp; tmp = tmp->below)
2700 if (tmp->type == FORCE && tmp->slaying == name)
2701 return splay (tmp);
2702
2703 return 0;
2704}
2705
2706void
2707object::force_add (const shstr name, int duration)
2708{
2709 if (object *force = force_find (name))
2710 force->destroy ();
2711
2712 object *force = get_archetype (FORCE_NAME);
2713
2714 force->slaying = name;
2715 force->stats.food = 1;
2716 force->speed_left = -1.f;
2717
2718 force->set_speed (duration ? 1.f / duration : 0.f);
2719 force->flag [FLAG_IS_USED_UP] = true;
2720 force->flag [FLAG_APPLIED] = true;
2721
2722 insert (force);
2723}
2724
2725void
2726object::play_sound (faceidx sound)
2727{
2728 if (!sound)
2729 return;
2730
2731 if (flag [FLAG_REMOVED])
2732 return;
2733
2734 if (env)
2735 {
2736 if (object *pl = in_player ())
2737 pl->contr->play_sound (sound);
2738 }
2739 else
2740 map->play_sound (sound, x, y);
2741}
2742

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