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Comparing deliantra/server/common/object.C (file contents):
Revision 1.80 by root, Sat Dec 23 06:41:39 2006 UTC vs.
Revision 1.228 by root, Sat May 3 11:14:50 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;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
143 */ 147 */
144 148
145 /* For each field in wants, */ 149 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 151 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 152 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
181} 167}
182 168
183/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
190 * Check nrof variable *before* calling can_merge() 176 * Check nrof variable *before* calling can_merge()
191 * 177 *
192 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
193 * check weight 179 * check weight
194 */ 180 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
197{ 182{
198 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
199 if (ob1 == ob2 184 if (ob1 == ob2
200 || ob1->type != ob2->type 185 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 187 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
204 return 0; 189 return 0;
205 190
206 //TODO: this ain't working well, use nicer and correct overflow check 191 /* 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 192 * for unsigned overflow (2c), second part checks whether the result
208 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * would fit into a 32 bit signed int, which is often used to hold
209 * used to store nrof). 194 * nrof values.
210 */ 195 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 197 return 0;
213 198
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* 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 200 * 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 201 * 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 202 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 203 * flags lose any meaning.
219 */ 204 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 207
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 210
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 211 if (ob1->arch->name != ob2->arch->name
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 212 || ob1->name != ob2->name
229 || ob1->title != ob2->title 213 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 215 || 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 216 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 220 || ob1->value != ob2->value
245 || ob1->move_block != ob2->move_block 227 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 228 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 229 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 230 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 231 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 235 return 0;
252 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
253 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
255 */ 247 */
256 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
257 { 249 {
258 /* if one object has inventory but the other doesn't, not equiv */ 250 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 251 return 0; /* inventories differ in length */
260 return 0;
261 252
262 /* Now check to see if the two inventory objects could merge */ 253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
263 if (!object::can_merge (ob1->inv, ob2->inv)) 256 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 257 return 0; /* inventory objects differ */
265 258
266 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 260 * if it is valid.
268 */ 261 */
269 } 262 }
277 270
278 /* Note sure why the following is the case - either the object has to 271 /* 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 272 * be animated or have a very low speed. Is this an attempted monster
280 * check? 273 * check?
281 */ 274 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 276 return 0;
284 277
285 switch (ob1->type) 278 switch (ob1->type)
286 { 279 {
287 case SCROLL: 280 case SCROLL:
288 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
289 return 0; 282 return 0;
290 break; 283 break;
291 } 284 }
292 285
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
294 { 287 {
295 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 293 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 294 }
302 295
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
305 { 297 {
306 ob1->optimise (); 298 ob1->optimise ();
307 ob2->optimise (); 299 ob2->optimise ();
308 300
309 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
310 return 0; 307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
311 } 315 }
312 316
313 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
314 return 1; 318 return 1;
315} 319}
316 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
317/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 weight = weight_adjust (op, weight);
376
377 if (!weight)
378 return;
379
380 op->carrying += weight;
381
382 if (object *pl = op->visible_to ())
383 if (pl != op) // player is handled lazily
384 esrv_update_item (UPD_WEIGHT, pl, op);
385
386 op = op->env;
387 }
388}
389
390/*
318 * sum_weight() is a recursive function which calculates the weight 391 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 392 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 393 * containers are carrying, and sums it up.
321 */ 394 */
322long 395void
323sum_weight (object *op) 396object::update_weight ()
324{ 397{
325 long sum; 398 sint32 sum = 0;
326 object *inv;
327 399
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 400 for (object *op = inv; op; op = op->below)
329 { 401 {
330 if (inv->inv) 402 if (op->inv)
331 sum_weight (inv); 403 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 404
405 sum += op->total_weight ();
406 }
407
408 sum = weight_adjust (this, sum);
409
410 if (sum != carrying)
333 } 411 {
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; 412 carrying = sum;
340 413
341 return sum; 414 if (object *pl = visible_to ())
415 if (pl != this) // player is handled lazily
416 esrv_update_item (UPD_WEIGHT, pl, this);
417 }
342} 418}
343 419
344/** 420/*
345 * Return the outermost environment object for a given object. 421 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 422 */
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 * 423char *
363dump_object (object *op) 424dump_object (object *op)
364{ 425{
365 if (!op) 426 if (!op)
366 return strdup ("[NULLOBJ]"); 427 return strdup ("[NULLOBJ]");
367 428
368 object_freezer freezer; 429 object_freezer freezer;
369 save_object (freezer, op, 3); 430 op->write (freezer);
370 return freezer.as_string (); 431 return freezer.as_string ();
371} 432}
372 433
373/* 434/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 435 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 436 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 437 * If it's not a multi-object, it is returned.
377 */ 438 */
378
379object * 439object *
380get_nearest_part (object *op, const object *pl) 440get_nearest_part (object *op, const object *pl)
381{ 441{
382 object *tmp, *closest; 442 object *tmp, *closest;
383 int last_dist, i; 443 int last_dist, i;
384 444
385 if (op->more == NULL) 445 if (!op->more)
386 return op; 446 return op;
447
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 448 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449 tmp;
450 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 451 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 452 closest = tmp, last_dist = i;
453
390 return closest; 454 return closest;
391} 455}
392 456
393/* 457/*
394 * Returns the object which has the count-variable equal to the argument. 458 * Returns the object which has the count-variable equal to the argument.
459 * VERRRY slow.
395 */ 460 */
396
397object * 461object *
398find_object (tag_t i) 462find_object (tag_t i)
399{ 463{
400 for (object *op = object::first; op; op = op->next) 464 for_all_objects (op)
401 if (op->count == i) 465 if (op->count == i)
402 return op; 466 return op;
403 467
404 return 0; 468 return 0;
405} 469}
406 470
407/* 471/*
408 * Returns the first object which has a name equal to the argument. 472 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 473 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 474 * Enables features like "patch <name-of-other-player> food 999"
411 */ 475 */
412
413object * 476object *
414find_object_name (const char *str) 477find_object_name (const char *str)
415{ 478{
416 shstr_cmp str_ (str); 479 shstr_cmp str_ (str);
417 object *op; 480 object *op;
418 481
419 for (op = object::first; op != NULL; op = op->next) 482 for_all_objects (op)
420 if (op->name == str_) 483 if (op->name == str_)
421 break; 484 break;
422 485
423 return op; 486 return op;
424} 487}
425 488
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 489/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 490 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 491 * skill and experience objects.
492 * ACTUALLY NO! investigate! TODO
435 */ 493 */
436void 494void
437object::set_owner (object *owner) 495object::set_owner (object *owner)
438{ 496{
497 // allow objects which own objects
439 if (!owner) 498 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) 499 while (owner->owner)
450 owner = owner->owner; 500 owner = owner->owner;
501
502 if (flag [FLAG_FREED])
503 {
504 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
505 return;
506 }
451 507
452 this->owner = owner; 508 this->owner = owner;
509}
510
511int
512object::slottype () const
513{
514 if (type == SKILL)
515 {
516 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
517 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
518 }
519 else
520 {
521 if (slot [body_combat].info) return slot_combat;
522 if (slot [body_range ].info) return slot_ranged;
523 }
524
525 return slot_none;
526}
527
528bool
529object::change_weapon (object *ob)
530{
531 if (current_weapon == ob)
532 return true;
533
534 if (chosen_skill)
535 chosen_skill->flag [FLAG_APPLIED] = false;
536
537 current_weapon = ob;
538 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
539
540 if (chosen_skill)
541 chosen_skill->flag [FLAG_APPLIED] = true;
542
543 update_stats ();
544
545 if (ob)
546 {
547 // now check wether any body locations became invalid, in which case
548 // we cannot apply the weapon at the moment.
549 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
550 if (slot[i].used < 0)
551 {
552 current_weapon = chosen_skill = 0;
553 update_stats ();
554
555 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name);
559 return false;
560 }
561
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 }
564 else
565 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
566
567 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
568 {
569 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
570 &name, ob->debug_desc ());
571 return false;
572 }
573
574 return true;
453} 575}
454 576
455/* Zero the key_values on op, decrementing the shared-string 577/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 578 * refcounts and freeing the links.
457 */ 579 */
458static void 580static void
459free_key_values (object *op) 581free_key_values (object *op)
460{ 582{
461 for (key_value *i = op->key_values; i != 0;) 583 for (key_value *i = op->key_values; i; )
462 { 584 {
463 key_value *next = i->next; 585 key_value *next = i->next;
464 delete i; 586 delete i;
465 587
466 i = next; 588 i = next;
478 * will point at garbage. 600 * will point at garbage.
479 */ 601 */
480void 602void
481object::copy_to (object *dst) 603object::copy_to (object *dst)
482{ 604{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 605 dst->remove ();
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485
486 *(object_copy *)dst = *this; 606 *(object_copy *)dst = *this;
487 607 dst->flag [FLAG_REMOVED] = true;
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
497 if (speed < 0)
498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
499 608
500 /* Copy over key_values, if any. */ 609 /* Copy over key_values, if any. */
501 if (key_values) 610 if (key_values)
502 { 611 {
503 key_value *tail = 0; 612 key_value *tail = 0;
504 key_value *i;
505
506 dst->key_values = 0; 613 dst->key_values = 0;
507 614
508 for (i = key_values; i; i = i->next) 615 for (key_value *i = key_values; i; i = i->next)
509 { 616 {
510 key_value *new_link = new key_value; 617 key_value *new_link = new key_value;
511 618
512 new_link->next = 0; 619 new_link->next = 0;
513 new_link->key = i->key; 620 new_link->key = i->key;
514 new_link->value = i->value; 621 new_link->value = i->value;
515 622
516 /* Try and be clever here, too. */ 623 /* Try and be clever here, too. */
517 if (!dst->key_values) 624 if (!dst->key_values)
518 { 625 {
525 tail = new_link; 632 tail = new_link;
526 } 633 }
527 } 634 }
528 } 635 }
529 636
530 update_ob_speed (dst); 637 if (speed < 0)
638 dst->speed_left -= rndm ();
639
640 dst->set_speed (dst->speed);
641}
642
643void
644object::instantiate ()
645{
646 if (!uuid.seq) // HACK
647 uuid = UUID::gen ();
648
649 speed_left = -0.1f;
650 /* copy the body_info to the body_used - this is only really
651 * need for monsters, but doesn't hurt to do it for everything.
652 * by doing so, when a monster is created, it has good starting
653 * values for the body_used info, so when items are created
654 * for it, they can be properly equipped.
655 */
656 for (int i = NUM_BODY_LOCATIONS; i--; )
657 slot[i].used = slot[i].info;
658
659 attachable::instantiate ();
531} 660}
532 661
533object * 662object *
534object::clone () 663object::clone ()
535{ 664{
536 object *neu = create (); 665 object *neu = create ();
537 copy_to (neu); 666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
538 return neu; 668 return neu;
539} 669}
540 670
541/* 671/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 672 * If an object with the IS_TURNABLE() flag needs to be turned due
543 * to the closest player being on the other side, this function can 673 * to the closest player being on the other side, this function can
544 * be called to update the face variable, _and_ how it looks on the map. 674 * be called to update the face variable, _and_ how it looks on the map.
545 */ 675 */
546
547void 676void
548update_turn_face (object *op) 677update_turn_face (object *op)
549{ 678{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 679 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 680 return;
681
552 SET_ANIMATION (op, op->direction); 682 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 683 update_object (op, UP_OBJ_FACE);
554} 684}
555 685
556/* 686/*
557 * Updates the speed of an object. If the speed changes from 0 to another 687 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 688 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 689 * This function needs to be called whenever the speed of an object changes.
560 */ 690 */
561void 691void
562update_ob_speed (object *op) 692object::set_speed (float speed)
563{ 693{
564 extern int arch_init; 694 if (flag [FLAG_FREED] && speed)
565
566 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated.
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 695 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 696 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 697 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 698 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 699
589 /* process_events() expects us to insert the object at the beginning 700 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 701
593 if (op->active_next != NULL) 702 if (has_active_speed ())
594 op->active_next->active_prev = op; 703 activate ();
595
596 active_objects = op;
597 }
598 else 704 else
599 { 705 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 706}
654 707
655/* 708/*
656 * update_object() updates the the map. 709 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 710 * It takes into account invisible objects (and represent squares covered
670 * UP_OBJ_FACE: only the objects face has changed. 723 * UP_OBJ_FACE: only the objects face has changed.
671 */ 724 */
672void 725void
673update_object (object *op, int action) 726update_object (object *op, int action)
674{ 727{
675 MoveType move_on, move_off, move_block, move_slow; 728 if (!op)
676
677 if (op == NULL)
678 { 729 {
679 /* this should never happen */ 730 /* this should never happen */
680 LOG (llevDebug, "update_object() called for NULL object.\n"); 731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
681 return; 732 return;
682 } 733 }
683 734
684 if (op->env) 735 if (!op->is_on_map ())
685 { 736 {
686 /* Animation is currently handled by client, so nothing 737 /* Animation is currently handled by client, so nothing
687 * to do in this case. 738 * to do in this case.
688 */ 739 */
689 return; 740 return;
690 } 741 }
691 742
692 /* If the map is saving, don't do anything as everything is
693 * going to get freed anyways.
694 */
695 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return;
697
698 /* make sure the object is within map boundaries */ 743 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 744 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 745 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 746 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 747#ifdef MANY_CORES
703 abort (); 748 abort ();
704#endif 749#endif
705 return; 750 return;
706 } 751 }
707 752
708 mapspace &m = op->ms (); 753 mapspace &m = op->ms ();
709 754
710 if (m.flags_ & P_NEED_UPDATE) 755 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 756 /* nop */;
712 else if (action == UP_OBJ_INSERT) 757 else if (action == UP_OBJ_INSERT)
713 { 758 {
714 // this is likely overkill, TODO: revisit (schmorp) 759 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 /* This isn't perfect, but I don't expect a lot of objects to 769 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 770 * to have move_allow right now.
726 */ 771 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 774 m.flags_ = 0;
730 } 775 }
731 /* if the object is being removed, we can't make intelligent 776 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 777 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 778 * that is being removed.
734 */ 779 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 781 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 782 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 783 /* Nothing to do for that case */ ;
739 else 784 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 785 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 786
742 if (op->more) 787 if (op->more)
743 update_object (op->more, action); 788 update_object (op->more, action);
744} 789}
745 790
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object () 791object::object ()
763{ 792{
764 SET_FLAG (this, FLAG_REMOVED); 793 SET_FLAG (this, FLAG_REMOVED);
765 794
766 expmul = 1.0; 795 expmul = 1.0;
767 face = blank_face; 796 face = blank_face;
768} 797}
769 798
770object::~object () 799object::~object ()
771{ 800{
801 unlink ();
802
772 free_key_values (this); 803 free_key_values (this);
773} 804}
774 805
806static int object_count;
807
775void object::link () 808void object::link ()
776{ 809{
810 assert (!index);//D
811 uuid = UUID::gen ();
777 count = ++ob_count; 812 count = ++object_count;
778 uuid = gen_uuid ();
779 813
780 prev = 0; 814 refcnt_inc ();
781 next = object::first; 815 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 816}
788 817
789void object::unlink () 818void object::unlink ()
790{ 819{
791 if (this == object::first) 820 if (!index)
792 object::first = next; 821 return;
793 822
794 /* Remove this object from the list of used objects */ 823 objects.erase (this);
795 if (prev) prev->next = next; 824 refcnt_dec ();
796 if (next) next->prev = prev; 825}
797 826
798 prev = 0; 827void
799 next = 0; 828object::activate ()
829{
830 /* If already on active list, don't do anything */
831 if (active)
832 return;
833
834 if (has_active_speed ())
835 actives.insert (this);
836}
837
838void
839object::activate_recursive ()
840{
841 activate ();
842
843 for (object *op = inv; op; op = op->below)
844 op->activate_recursive ();
845}
846
847/* This function removes object 'op' from the list of active
848 * objects.
849 * This should only be used for style maps or other such
850 * reference maps where you don't want an object that isn't
851 * in play chewing up cpu time getting processed.
852 * The reverse of this is to call update_ob_speed, which
853 * will do the right thing based on the speed of the object.
854 */
855void
856object::deactivate ()
857{
858 /* If not on the active list, nothing needs to be done */
859 if (!active)
860 return;
861
862 actives.erase (this);
863}
864
865void
866object::deactivate_recursive ()
867{
868 for (object *op = inv; op; op = op->below)
869 op->deactivate_recursive ();
870
871 deactivate ();
872}
873
874void
875object::set_flag_inv (int flag, int value)
876{
877 for (object *op = inv; op; op = op->below)
878 {
879 op->flag [flag] = value;
880 op->set_flag_inv (flag, value);
881 }
882}
883
884/*
885 * Remove and free all objects in the inventory of the given object.
886 * object.c ?
887 */
888void
889object::destroy_inv (bool drop_to_ground)
890{
891 // need to check first, because the checks below might segfault
892 // as we might be on an invalid mapspace and crossfire code
893 // is too buggy to ensure that the inventory is empty.
894 // corollary: if you create arrows etc. with stuff in its inventory,
895 // cf will crash below with off-map x and y
896 if (!inv)
897 return;
898
899 /* Only if the space blocks everything do we not process -
900 * if some form of movement is allowed, let objects
901 * drop on that space.
902 */
903 if (!drop_to_ground
904 || !map
905 || map->in_memory != MAP_ACTIVE
906 || map->nodrop
907 || ms ().move_block == MOVE_ALL)
908 {
909 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy ();
913 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 while (inv)
918 {
919 object *op = inv;
920
921 if (op->flag [FLAG_STARTEQUIP]
922 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE
924 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true);
928 else
929 map->insert (op, x, y);
930 }
931 }
800} 932}
801 933
802object *object::create () 934object *object::create ()
803{ 935{
804 object *op = new object; 936 object *op = new object;
805 op->link (); 937 op->link ();
806 return op; 938 return op;
807} 939}
808 940
809/* 941static struct freed_map : maptile
810 * free_object() frees everything allocated by an object, removes 942{
811 * it from the list of used objects, and puts it on the list of 943 freed_map ()
812 * free objects. The IS_FREED() flag is set in the object. 944 {
813 * The object must have been removed by remove_ob() first for 945 path = "<freed objects map>";
814 * this function to succeed. 946 name = "/internal/freed_objects_map";
815 * 947 width = 3;
816 * If destroy_inventory is set, free inventory as well. Else drop items in 948 height = 3;
817 * inventory to the ground. 949 nodrop = 1;
818 */ 950
951 alloc ();
952 in_memory = MAP_ACTIVE;
953 }
954} freed_map; // freed objects are moved here to avoid crashes
955
956void
957object::do_destroy ()
958{
959 if (flag [FLAG_IS_LINKED])
960 remove_button_link (this);
961
962 if (flag [FLAG_FRIENDLY])
963 remove_friendly_object (this);
964
965 remove ();
966
967 attachable::do_destroy ();
968
969 deactivate ();
970 unlink ();
971
972 flag [FLAG_FREED] = 1;
973
974 // hack to ensure that freed objects still have a valid map
975 map = &freed_map;
976 x = 1;
977 y = 1;
978
979 if (more)
980 {
981 more->destroy ();
982 more = 0;
983 }
984
985 head = 0;
986
987 // clear those pointers that likely might cause circular references
988 owner = 0;
989 enemy = 0;
990 attacked_by = 0;
991 current_weapon = 0;
992}
993
994void
819void object::destroy (bool destroy_inventory) 995object::destroy (bool destroy_inventory)
820{ 996{
821 if (QUERY_FLAG (this, FLAG_FREED)) 997 if (destroyed ())
822 return; 998 return;
823 999
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1000 if (!is_head () && !head->destroyed ())
825 remove_friendly_object (this);
826
827 if (!QUERY_FLAG (this, FLAG_REMOVED))
828 remove ();
829
830 SET_FLAG (this, FLAG_FREED);
831
832 if (more)
833 { 1001 {
1002 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
834 more->destroy (destroy_inventory); 1003 head->destroy (destroy_inventory);
835 more = 0; 1004 return;
836 }
837
838 if (inv)
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879
880 // hack to ensure that freed objects still have a valid map
881 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes
883
884 if (!freed_map)
885 {
886 freed_map = new maptile;
887
888 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3;
890 freed_map->height = 3;
891
892 freed_map->allocate ();
893 } 1005 }
894 1006
895 map = freed_map; 1007 destroy_inv (!destroy_inventory);
896 x = 1;
897 y = 1;
898 }
899 1008
900 // clear those pointers that likely might have circular references to us 1009 if (is_head ())
901 owner = 0; 1010 if (sound_destroy)
902 enemy = 0; 1011 play_sound (sound_destroy);
903 attacked_by = 0; 1012 else if (flag [FLAG_MONSTER])
1013 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
904 1014
905 // only relevant for players(?), but make sure of it anyways 1015 attachable::destroy ();
906 contr = 0;
907
908 /* Remove object from the active list */
909 speed = 0;
910 update_ob_speed (this);
911
912 unlink ();
913
914 mortals.push_back (this);
915}
916
917/*
918 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)).
920 */
921void
922sub_weight (object *op, signed long weight)
923{
924 while (op != NULL)
925 {
926 if (op->type == CONTAINER)
927 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
928
929 op->carrying -= weight;
930 op = op->env;
931 }
932} 1016}
933 1017
934/* op->remove (): 1018/* op->remove ():
935 * This function removes the object op from the linked list of objects 1019 * This function removes the object op from the linked list of objects
936 * which it is currently tied to. When this function is done, the 1020 * which it is currently tied to. When this function is done, the
937 * object will have no environment. If the object previously had an 1021 * object will have no environment. If the object previously had an
938 * environment, the x and y coordinates will be updated to 1022 * environment, the x and y coordinates will be updated to
939 * the previous environment. 1023 * the previous environment.
940 * Beware: This function is called from the editor as well!
941 */ 1024 */
942void 1025void
943object::remove () 1026object::do_remove ()
944{ 1027{
945 object *tmp, *last = 0; 1028 object *tmp, *last = 0;
946 object *otmp; 1029 object *otmp;
947 1030
948 int check_walk_off; 1031 if (flag [FLAG_REMOVED])
949
950 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 1032 return;
952 1033
953 SET_FLAG (this, FLAG_REMOVED); 1034 INVOKE_OBJECT (REMOVE, this);
1035
1036 flag [FLAG_REMOVED] = true;
954 1037
955 if (more) 1038 if (more)
956 more->remove (); 1039 more->remove ();
957 1040
958 /* 1041 /*
959 * In this case, the object to be removed is in someones 1042 * In this case, the object to be removed is in someones
960 * inventory. 1043 * inventory.
961 */ 1044 */
962 if (env) 1045 if (env)
963 { 1046 {
1047 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1048 if (object *pl = visible_to ())
1049 esrv_del_item (pl->contr, count);
1050 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1051
1052 adjust_weight (env, -total_weight ());
1053
1054 *(above ? &above->below : &env->inv) = below;
1055
964 if (nrof) 1056 if (below)
965 sub_weight (env, weight * nrof); 1057 below->above = above;
966 else 1058
967 sub_weight (env, weight + carrying); 1059 /* we set up values so that it could be inserted into
1060 * the map, but we don't actually do that - it is up
1061 * to the caller to decide what we want to do.
1062 */
1063 map = env->map;
1064 x = env->x;
1065 y = env->y;
1066 above = 0;
1067 below = 0;
1068 env = 0;
968 1069
969 /* NO_FIX_PLAYER is set when a great many changes are being 1070 /* NO_FIX_PLAYER is set when a great many changes are being
970 * made to players inventory. If set, avoiding the call 1071 * made to players inventory. If set, avoiding the call
971 * to save cpu time. 1072 * to save cpu time.
972 */ 1073 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1074 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 1075 otmp->update_stats ();
975
976 if (above != NULL)
977 above->below = below;
978 else
979 env->inv = below;
980
981 if (below != NULL)
982 below->above = above;
983
984 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do.
987 */
988 x = env->x, y = env->y;
989 map = env->map;
990 above = 0, below = 0;
991 env = 0;
992 } 1076 }
993 else if (map) 1077 else if (map)
994 { 1078 {
995 /* Re did the following section of code - it looks like it had 1079 map->dirty = true;
996 * lots of logic for things we no longer care about 1080 mapspace &ms = this->ms ();
1081
1082 if (object *pl = ms.player ())
997 */ 1083 {
1084 if (type == PLAYER) // this == pl(!)
1085 {
1086 // leaving a spot always closes any open container on the ground
1087 if (container && !container->env)
1088 // this causes spurious floorbox updates, but it ensures
1089 // that the CLOSE event is being sent.
1090 close_container ();
1091
1092 --map->players;
1093 map->touch ();
1094 }
1095 else if (pl->container == this)
1096 {
1097 // removing a container should close it
1098 close_container ();
1099 }
1100
1101 esrv_del_item (pl->contr, count);
1102 }
998 1103
999 /* link the object above us */ 1104 /* link the object above us */
1000 if (above) 1105 if (above)
1001 above->below = below; 1106 above->below = below;
1002 else 1107 else
1003 map->at (x, y).top = below; /* we were top, set new top */ 1108 ms.top = below; /* we were top, set new top */
1004 1109
1005 /* Relink the object below us, if there is one */ 1110 /* Relink the object below us, if there is one */
1006 if (below) 1111 if (below)
1007 below->above = above; 1112 below->above = above;
1008 else 1113 else
1010 /* Nothing below, which means we need to relink map object for this space 1115 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is 1116 * use translated coordinates in case some oddness with map tiling is
1012 * evident 1117 * evident
1013 */ 1118 */
1014 if (GET_MAP_OB (map, x, y) != this) 1119 if (GET_MAP_OB (map, x, y) != this)
1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1018 "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); 1120 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 ());
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024 1121
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1122 ms.bot = above; /* goes on above it. */
1026 } 1123 }
1027 1124
1028 above = 0; 1125 above = 0;
1029 below = 0; 1126 below = 0;
1030 1127
1031 if (map->in_memory == MAP_SAVING) 1128 if (map->in_memory == MAP_SAVING)
1032 return; 1129 return;
1033 1130
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1131 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1132
1133 if (object *pl = ms.player ())
1134 {
1135 if (pl->container == this)
1136 /* If a container that the player is currently using somehow gets
1137 * removed (most likely destroyed), update the player view
1138 * appropriately.
1139 */
1140 pl->close_container ();
1141
1142 //TODO: the floorbox prev/next might need updating
1143 //esrv_del_item (pl->contr, count);
1144 //TODO: update floorbox to preserve ordering
1145 if (pl->contr->ns)
1146 pl->contr->ns->floorbox_update ();
1147 }
1148
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1149 for (tmp = ms.bot; tmp; tmp = tmp->above)
1037 { 1150 {
1038 /* No point updating the players look faces if he is the object 1151 /* No point updating the players look faces if he is the object
1039 * being removed. 1152 * being removed.
1040 */ 1153 */
1041 1154
1042 if (tmp->type == PLAYER && tmp != this)
1043 {
1044 /* If a container that the player is currently using somehow gets
1045 * removed (most likely destroyed), update the player view
1046 * appropriately.
1047 */
1048 if (tmp->container == this)
1049 {
1050 CLEAR_FLAG (this, FLAG_APPLIED);
1051 tmp->container = 0;
1052 }
1053
1054 tmp->contr->ns->floorbox_update ();
1055 }
1056
1057 /* See if player moving off should effect something */ 1155 /* See if object moving off should effect something */
1058 if (check_walk_off 1156 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1157 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1158 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1159 {
1062 move_apply (tmp, this, 0); 1160 move_apply (tmp, this, 0);
1063 1161
1064 if (destroyed ()) 1162 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1164 }
1067 1165
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069
1070 if (tmp->above == tmp)
1071 tmp->above = 0;
1072
1073 last = tmp; 1166 last = tmp;
1074 } 1167 }
1075 1168
1076 /* last == NULL of there are no objects on this space */ 1169 /* last == NULL if there are no objects on this space */
1170 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1171 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1172 map->at (x, y).flags_ = 0;
1079 else 1173 else
1080 update_object (last, UP_OBJ_REMOVE); 1174 update_object (last, UP_OBJ_REMOVE);
1081 1175
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1176 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1084 } 1178 }
1085} 1179}
1086 1180
1087/* 1181/*
1096merge_ob (object *op, object *top) 1190merge_ob (object *op, object *top)
1097{ 1191{
1098 if (!op->nrof) 1192 if (!op->nrof)
1099 return 0; 1193 return 0;
1100 1194
1101 if (top == NULL) 1195 if (!top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1196 for (top = op; top && top->above; top = top->above)
1197 ;
1103 1198
1104 for (; top != NULL; top = top->below) 1199 for (; top; top = top->below)
1105 {
1106 if (top == op)
1107 continue;
1108
1109 if (object::can_merge (op, top)) 1200 if (object::can_merge (op, top))
1110 { 1201 {
1111 top->nrof += op->nrof; 1202 top->nrof += op->nrof;
1112 1203
1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1204 if (object *pl = top->visible_to ())
1114 op->weight = 0; /* Don't want any adjustements now */ 1205 esrv_update_item (UPD_NROF, pl, top);
1206
1207 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already
1209
1115 op->destroy (); 1210 op->destroy (1);
1211
1116 return top; 1212 return top;
1117 } 1213 }
1118 }
1119 1214
1120 return 0; 1215 return 0;
1121} 1216}
1122 1217
1218void
1219object::expand_tail ()
1220{
1221 if (more)
1222 return;
1223
1224 object *prev = this;
1225
1226 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1227 {
1228 object *op = arch_to_object (at);
1229
1230 op->name = name;
1231 op->name_pl = name_pl;
1232 op->title = title;
1233
1234 op->head = this;
1235 prev->more = op;
1236
1237 prev = op;
1238 }
1239}
1240
1123/* 1241/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1242 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1243 * job preparing multi-part monsters.
1126 */ 1244 */
1127object * 1245object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1247{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1249 {
1137 tmp->x = x + tmp->arch->clone.x; 1250 tmp->x = x + tmp->arch->x;
1138 tmp->y = y + tmp->arch->clone.y; 1251 tmp->y = y + tmp->arch->y;
1139 } 1252 }
1140 1253
1141 return insert_ob_in_map (op, m, originator, flag); 1254 return insert_ob_in_map (op, m, originator, flag);
1142} 1255}
1143 1256
1159 * Return value: 1272 * Return value:
1160 * new object if 'op' was merged with other object 1273 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1274 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1275 * just 'op' otherwise
1163 */ 1276 */
1164
1165object * 1277object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1279{
1168 object *tmp, *top, *floor = NULL; 1280 assert (!op->flag [FLAG_FREED]);
1169 sint16 x, y;
1170 1281
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1282 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176
1177 if (m == NULL)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return NULL;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1283
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1284 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1285 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1286 * need extra work
1243 */ 1287 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1288 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1289 {
1246 y = op->y; 1290 op->destroy (1);
1291 return 0;
1292 }
1293
1294 if (object *more = op->more)
1295 if (!insert_ob_in_map (more, m, originator, flag))
1296 return 0;
1297
1298 CLEAR_FLAG (op, FLAG_REMOVED);
1299
1300 op->map = m;
1301 mapspace &ms = op->ms ();
1247 1302
1248 /* this has to be done after we translate the coordinates. 1303 /* this has to be done after we translate the coordinates.
1249 */ 1304 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1305 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1306 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1307 if (object::can_merge (op, tmp))
1253 { 1308 {
1309 // TODO: we atcually want to update tmp, not op,
1310 // but some caller surely breaks when we return tmp
1311 // from here :/
1254 op->nrof += tmp->nrof; 1312 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1313 tmp->destroy (1);
1256 } 1314 }
1257 1315
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1316 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1317 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260 1318
1273 op->below = originator->below; 1331 op->below = originator->below;
1274 1332
1275 if (op->below) 1333 if (op->below)
1276 op->below->above = op; 1334 op->below->above = op;
1277 else 1335 else
1278 op->ms ().bottom = op; 1336 ms.bot = op;
1279 1337
1280 /* since *below* originator, no need to update top */ 1338 /* since *below* originator, no need to update top */
1281 originator->below = op; 1339 originator->below = op;
1282 } 1340 }
1283 else 1341 else
1284 { 1342 {
1343 object *top, *floor = NULL;
1344
1345 top = ms.bot;
1346
1285 /* If there are other objects, then */ 1347 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1348 if (top)
1287 { 1349 {
1288 object *last = NULL; 1350 object *last = 0;
1289 1351
1290 /* 1352 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1353 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1354 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1355 * Generally, we want to put the new object on top. But if
1297 * once we get to them. This reduces the need to traverse over all of 1359 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1360 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1361 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1362 * that flying non pickable objects are spell objects.
1301 */ 1363 */
1302 1364 for (top = ms.bot; top; top = top->above)
1303 while (top != NULL)
1304 { 1365 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1366 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1367 floor = top;
1307 1368
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1369 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1311 top = top->below; 1372 top = top->below;
1312 break; 1373 break;
1313 } 1374 }
1314 1375
1315 last = top; 1376 last = top;
1316 top = top->above;
1317 } 1377 }
1318 1378
1319 /* Don't want top to be NULL, so set it to the last valid object */ 1379 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last; 1380 top = last;
1321 1381
1323 * looks like instead of lots of conditions here. 1383 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result. 1384 * makes things faster, and effectively the same result.
1325 */ 1385 */
1326 1386
1327 /* Have object 'fall below' other objects that block view. 1387 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66 1388 * Unless those objects are exits.
1329 * If INS_ON_TOP is used, don't do this processing 1389 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1390 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1391 * stacking is a bit odd.
1332 */ 1392 */
1333 if (!(flag & INS_ON_TOP) && 1393 if (!(flag & INS_ON_TOP)
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1394 && ms.flags () & P_BLOCKSVIEW
1395 && (op->face && !faces [op->face].visibility))
1335 { 1396 {
1336 for (last = top; last != floor; last = last->below) 1397 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1398 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break; 1399 break;
1400
1339 /* Check to see if we found the object that blocks view, 1401 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1402 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1403 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1404 * set top to the object below us.
1343 */ 1405 */
1344 if (last && last->below && last != floor) 1406 if (last && last->below && last != floor)
1345 top = last->below; 1407 top = last->below;
1346 } 1408 }
1347 } /* If objects on this space */ 1409 } /* If objects on this space */
1348 1410
1349 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y);
1351
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1411 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1412 top = floor;
1354 1413
1355 /* Top is the object that our object (op) is going to get inserted above. 1414 /* Top is the object that our object (op) is going to get inserted above.
1356 */ 1415 */
1357 1416
1358 /* First object on this space */ 1417 /* First object on this space */
1359 if (!top) 1418 if (!top)
1360 { 1419 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1420 op->above = ms.bot;
1362 1421
1363 if (op->above) 1422 if (op->above)
1364 op->above->below = op; 1423 op->above->below = op;
1365 1424
1366 op->below = NULL; 1425 op->below = 0;
1367 op->ms ().bottom = op; 1426 ms.bot = op;
1368 } 1427 }
1369 else 1428 else
1370 { /* get inserted into the stack above top */ 1429 { /* get inserted into the stack above top */
1371 op->above = top->above; 1430 op->above = top->above;
1372 1431
1375 1434
1376 op->below = top; 1435 op->below = top;
1377 top->above = op; 1436 top->above = op;
1378 } 1437 }
1379 1438
1380 if (op->above == NULL) 1439 if (!op->above)
1381 op->ms ().top = op; 1440 ms.top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1441 } /* else not INS_BELOW_ORIGINATOR */
1383 1442
1384 if (op->type == PLAYER) 1443 if (op->type == PLAYER)
1444 {
1385 op->contr->do_los = 1; 1445 op->contr->do_los = 1;
1446 ++op->map->players;
1447 op->map->touch ();
1448 }
1386 1449
1387 /* If we have a floor, we know the player, if any, will be above 1450 op->map->dirty = true;
1388 * it, so save a few ticks and start from there. 1451
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1452 if (object *pl = ms.player ())
1453 //TODO: the floorbox prev/next might need updating
1454 //esrv_send_item (pl, op);
1455 //TODO: update floorbox to preserve ordering
1456 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1457 pl->contr->ns->floorbox_update ();
1393 1458
1394 /* If this object glows, it may affect lighting conditions that are 1459 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1460 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1461 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1462 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1463 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1464 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1465 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1466 * of effect may be sufficient.
1402 */ 1467 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1468 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1469 update_all_los (op->map, op->x, op->y);
1405 1470
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1471 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1472 update_object (op, UP_OBJ_INSERT);
1473
1474 INVOKE_OBJECT (INSERT, op);
1408 1475
1409 /* Don't know if moving this to the end will break anything. However, 1476 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1477 * we want to have floorbox_update called before calling this.
1411 * 1478 *
1412 * check_move_on() must be after this because code called from 1479 * check_move_on() must be after this because code called from
1414 * blocked() and wall() work properly), and these flags are updated by 1481 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object(). 1482 * update_object().
1416 */ 1483 */
1417 1484
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1485 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1486 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1420 { 1487 {
1421 if (check_move_on (op, originator)) 1488 if (check_move_on (op, originator))
1422 return NULL; 1489 return 0;
1423 1490
1424 /* If we are a multi part object, lets work our way through the check 1491 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1492 * walk on's.
1426 */ 1493 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1494 for (object *tmp = op->more; tmp; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1495 if (check_move_on (tmp, originator))
1429 return NULL; 1496 return 0;
1430 } 1497 }
1431 1498
1432 return op; 1499 return op;
1433} 1500}
1434 1501
1437 * op is the object to insert it under: supplies x and the map. 1504 * op is the object to insert it under: supplies x and the map.
1438 */ 1505 */
1439void 1506void
1440replace_insert_ob_in_map (const char *arch_string, object *op) 1507replace_insert_ob_in_map (const char *arch_string, object *op)
1441{ 1508{
1442 object *tmp, *tmp1;
1443
1444 /* first search for itself and remove any old instances */ 1509 /* first search for itself and remove any old instances */
1445 1510
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1512 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1448 tmp->destroy (); 1513 tmp->destroy (1);
1449 1514
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1515 object *tmp = arch_to_object (archetype::find (arch_string));
1451 1516
1452 tmp1->x = op->x; 1517 tmp->x = op->x;
1453 tmp1->y = op->y; 1518 tmp->y = op->y;
1519
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1520 insert_ob_in_map (tmp, op->map, op, 0);
1455} 1521}
1456
1457/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array.
1463 */
1464 1522
1465object * 1523object *
1466get_split_ob (object *orig_ob, uint32 nr) 1524object::insert_at (object *where, object *originator, int flags)
1467{ 1525{
1468 object *newob; 1526 if (where->env)
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1527 return where->env->insert (this);
1470 1528 else
1471 if (orig_ob->nrof < nr) 1529 return where->map->insert (this, where->x, where->y, originator, flags);
1472 {
1473 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1474 return NULL;
1475 }
1476
1477 newob = object_create_clone (orig_ob);
1478
1479 if ((orig_ob->nrof -= nr) < 1)
1480 orig_ob->destroy (1);
1481 else if (!is_removed)
1482 {
1483 if (orig_ob->env != NULL)
1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1486 {
1487 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1488 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1489 return NULL;
1490 }
1491 }
1492
1493 newob->nrof = nr;
1494
1495 return newob;
1496} 1530}
1497 1531
1498/* 1532/*
1499 * decrease_ob_nr(object, number) decreases a specified number from 1533 * decrease(object, number) decreases a specified number from
1500 * the amount of an object. If the amount reaches 0, the object 1534 * the amount of an object. If the amount reaches 0, the object
1501 * is subsequently removed and freed. 1535 * is subsequently removed and freed.
1502 * 1536 *
1503 * Return value: 'op' if something is left, NULL if the amount reached 0 1537 * Return value: 'op' if something is left, NULL if the amount reached 0
1504 */ 1538 */
1539bool
1540object::decrease (sint32 nr)
1541{
1542 if (!nr)
1543 return true;
1505 1544
1545 nr = min (nr, nrof);
1546
1547 nrof -= nr;
1548
1549 if (nrof)
1550 {
1551 adjust_weight (env, -weight * nr); // carrying == 0
1552
1553 if (object *pl = visible_to ())
1554 esrv_update_item (UPD_NROF, pl, this);
1555
1556 return true;
1557 }
1558 else
1559 {
1560 destroy (1);
1561 return false;
1562 }
1563}
1564
1565/*
1566 * split(ob,nr) splits up ob into two parts. The part which
1567 * is returned contains nr objects, and the remaining parts contains
1568 * the rest (or is removed and returned if that number is 0).
1569 * On failure, NULL is returned.
1570 */
1506object * 1571object *
1507decrease_ob_nr (object *op, uint32 i) 1572object::split (sint32 nr)
1508{ 1573{
1509 object *tmp; 1574 int have = number_of ();
1510 player *pl;
1511 1575
1512 if (i == 0) /* objects with op->nrof require this check */ 1576 if (have < nr)
1513 return op; 1577 return 0;
1514 1578 else if (have == nr)
1515 if (i > op->nrof)
1516 i = op->nrof;
1517
1518 if (QUERY_FLAG (op, FLAG_REMOVED))
1519 op->nrof -= i;
1520 else if (op->env)
1521 { 1579 {
1522 /* is this object in the players inventory, or sub container
1523 * therein?
1524 */
1525 tmp = op->in_player ();
1526 /* nope. Is this a container the player has opened?
1527 * If so, set tmp to that player.
1528 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player.
1531 */
1532 if (!tmp)
1533 {
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env)
1536 {
1537 tmp = pl->ob;
1538 break;
1539 }
1540 }
1541
1542 if (i < op->nrof)
1543 {
1544 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i;
1546 if (tmp)
1547 esrv_send_item (tmp, op);
1548 }
1549 else
1550 {
1551 op->remove (); 1580 remove ();
1552 op->nrof = 0; 1581 return this;
1553 if (tmp)
1554 esrv_del_item (tmp->contr, op->count);
1555 }
1556 } 1582 }
1557 else 1583 else
1558 { 1584 {
1559 object *above = op->above; 1585 decrease (nr);
1560 1586
1561 if (i < op->nrof) 1587 object *op = object_create_clone (this);
1562 op->nrof -= i; 1588 op->nrof = nr;
1563 else
1564 {
1565 op->remove ();
1566 op->nrof = 0;
1567 }
1568
1569 /* Since we just removed op, op->above is null */
1570 for (tmp = above; tmp; tmp = tmp->above)
1571 if (tmp->type == PLAYER)
1572 {
1573 if (op->nrof)
1574 esrv_send_item (tmp, op);
1575 else
1576 esrv_del_item (tmp->contr, op->count);
1577 }
1578 }
1579
1580 if (op->nrof)
1581 return op; 1589 return op;
1582 else
1583 {
1584 op->destroy ();
1585 return 0;
1586 }
1587}
1588
1589/*
1590 * add_weight(object, weight) adds the specified weight to an object,
1591 * and also updates how much the environment(s) is/are carrying.
1592 */
1593
1594void
1595add_weight (object *op, signed long weight)
1596{
1597 while (op != NULL)
1598 {
1599 if (op->type == CONTAINER)
1600 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1601
1602 op->carrying += weight;
1603 op = op->env;
1604 } 1590 }
1605} 1591}
1606 1592
1607object * 1593object *
1608insert_ob_in_ob (object *op, object *where) 1594insert_ob_in_ob (object *op, object *where)
1613 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1614 free (dump); 1600 free (dump);
1615 return op; 1601 return op;
1616 } 1602 }
1617 1603
1618 if (where->head) 1604 if (where->head_ () != where)
1619 { 1605 {
1620 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1606 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1621 where = where->head; 1607 where = where->head;
1622 } 1608 }
1623 1609
1624 return where->insert (op); 1610 return where->insert (op);
1625} 1611}
1630 * inside the object environment. 1616 * inside the object environment.
1631 * 1617 *
1632 * The function returns now pointer to inserted item, and return value can 1618 * The function returns now pointer to inserted item, and return value can
1633 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1634 */ 1620 */
1635
1636object * 1621object *
1637object::insert (object *op) 1622object::insert (object *op)
1638{ 1623{
1639 object *tmp, *otmp;
1640
1641 if (!QUERY_FLAG (op, FLAG_REMOVED))
1642 op->remove ();
1643
1644 if (op->more) 1624 if (op->more)
1645 { 1625 {
1646 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1626 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1647 return op; 1627 return op;
1648 } 1628 }
1649 1629
1650 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1630 op->remove ();
1651 CLEAR_FLAG (op, FLAG_REMOVED); 1631
1632 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1633
1652 if (op->nrof) 1634 if (op->nrof)
1653 {
1654 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1635 for (object *tmp = inv; tmp; tmp = tmp->below)
1655 if (object::can_merge (tmp, op)) 1636 if (object::can_merge (tmp, op))
1656 { 1637 {
1657 /* return the original object and remove inserted object 1638 /* return the original object and remove inserted object
1658 (client needs the original object) */ 1639 (client needs the original object) */
1659 tmp->nrof += op->nrof; 1640 tmp->nrof += op->nrof;
1660 /* Weight handling gets pretty funky. Since we are adding to 1641
1661 * tmp->nrof, we need to increase the weight. 1642 if (object *pl = tmp->visible_to ())
1662 */ 1643 esrv_update_item (UPD_NROF, pl, tmp);
1644
1663 add_weight (this, op->weight * op->nrof); 1645 adjust_weight (this, op->total_weight ());
1664 SET_FLAG (op, FLAG_REMOVED); 1646
1665 op->destroy (); /* free the inserted object */ 1647 op->destroy (1);
1666 op = tmp; 1648 op = tmp;
1667 op->remove (); /* and fix old object's links */ 1649 goto inserted;
1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669 break;
1670 } 1650 }
1671 1651
1672 /* I assume combined objects have no inventory 1652 op->owner = 0; // it's his/hers now. period.
1673 * We add the weight - this object could have just been removed
1674 * (if it was possible to merge). calling remove_ob will subtract
1675 * the weight, so we need to add it in again, since we actually do
1676 * the linking below
1677 */
1678 add_weight (this, op->weight * op->nrof);
1679 }
1680 else
1681 add_weight (this, (op->weight + op->carrying));
1682
1683 otmp = this->in_player ();
1684 if (otmp && otmp->contr)
1685 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1686 otmp->update_stats ();
1687
1688 op->map = 0; 1653 op->map = 0;
1689 op->env = this; 1654 op->x = 0;
1655 op->y = 0;
1656
1690 op->above = 0; 1657 op->above = 0;
1691 op->below = 0; 1658 op->below = inv;
1692 op->x = 0, op->y = 0; 1659 op->env = this;
1693 1660
1661 if (inv)
1662 inv->above = op;
1663
1664 inv = op;
1665
1666 op->flag [FLAG_REMOVED] = 0;
1667
1668 if (object *pl = op->visible_to ())
1669 esrv_send_item (pl, op);
1670
1671 adjust_weight (this, op->total_weight ());
1672
1673inserted:
1694 /* reset the light list and los of the players on the map */ 1674 /* reset the light list and los of the players on the map */
1695 if ((op->glow_radius != 0) && map) 1675 if (op->glow_radius && map && map->darkness)
1696 {
1697#ifdef DEBUG_LIGHTS
1698 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1699#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map))
1701 update_all_los (map, x, y); 1676 update_all_los (map, x, y);
1702 }
1703 1677
1704 /* Client has no idea of ordering so lets not bother ordering it here. 1678 // if this is a player's inventory, update stats
1705 * It sure simplifies this function... 1679 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1706 */ 1680 update_stats ();
1707 if (!inv) 1681
1708 inv = op; 1682 INVOKE_OBJECT (INSERT, this);
1709 else
1710 {
1711 op->below = inv;
1712 op->below->above = op;
1713 inv = op;
1714 }
1715 1683
1716 return op; 1684 return op;
1717} 1685}
1718 1686
1719/* 1687/*
1734 * 1702 *
1735 * MSW 2001-07-08: Check all objects on space, not just those below 1703 * MSW 2001-07-08: Check all objects on space, not just those below
1736 * object being inserted. insert_ob_in_map may not put new objects 1704 * object being inserted. insert_ob_in_map may not put new objects
1737 * on top. 1705 * on top.
1738 */ 1706 */
1739
1740int 1707int
1741check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1742{ 1709{
1743 object *tmp; 1710 object *tmp;
1744 maptile *m = op->map; 1711 maptile *m = op->map;
1771 1738
1772 /* The objects have to be checked from top to bottom. 1739 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1740 * Hence, we first go to the top:
1774 */ 1741 */
1775 1742
1776 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1777 { 1744 {
1778 /* Trim the search when we find the first other spell effect 1745 /* Trim the search when we find the first other spell effect
1779 * this helps performance so that if a space has 50 spell objects, 1746 * this helps performance so that if a space has 50 spell objects,
1780 * we don't need to check all of them. 1747 * we don't need to check all of them.
1781 */ 1748 */
1799 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1800 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1801 { 1768 {
1802 1769
1803 float 1770 float
1804 diff = tmp->move_slow_penalty * FABS (op->speed); 1771 diff = tmp->move_slow_penalty * fabs (op->speed);
1805 1772
1806 if (op->type == PLAYER) 1773 if (op->type == PLAYER)
1807 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1774 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1808 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1775 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1809 diff /= 4.0; 1776 diff /= 4.0;
1836/* 1803/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1804 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1805 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1806 * The first matching object is returned, or NULL if none.
1840 */ 1807 */
1841
1842object * 1808object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1809present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1810{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1811 if (!m || out_of_map (m, x, y))
1849 { 1812 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1813 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1814 return NULL;
1852 } 1815 }
1853 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1816
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 if (tmp->arch == at) 1818 if (tmp->arch == at)
1855 return tmp; 1819 return tmp;
1820
1856 return NULL; 1821 return NULL;
1857} 1822}
1858 1823
1859/* 1824/*
1860 * present(type, map, x, y) searches for any objects with 1825 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1826 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
1863 */ 1828 */
1864
1865object * 1829object *
1866present (unsigned char type, maptile *m, int x, int y) 1830present (unsigned char type, maptile *m, int x, int y)
1867{ 1831{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1832 if (out_of_map (m, x, y))
1872 { 1833 {
1873 LOG (llevError, "Present called outside map.\n"); 1834 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1835 return NULL;
1875 } 1836 }
1876 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837
1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1839 if (tmp->type == type)
1878 return tmp; 1840 return tmp;
1841
1879 return NULL; 1842 return NULL;
1880} 1843}
1881 1844
1882/* 1845/*
1883 * present_in_ob(type, object) searches for any objects with 1846 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1847 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1886 */ 1849 */
1887
1888object * 1850object *
1889present_in_ob (unsigned char type, const object *op) 1851present_in_ob (unsigned char type, const object *op)
1890{ 1852{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1853 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1854 if (tmp->type == type)
1896 return tmp; 1855 return tmp;
1856
1897 return NULL; 1857 return NULL;
1898} 1858}
1899 1859
1900/* 1860/*
1901 * present_in_ob (type, str, object) searches for any objects with 1861 * present_in_ob (type, str, object) searches for any objects with
1909 * str is the string to match against. Note that we match against 1869 * str is the string to match against. Note that we match against
1910 * the object name, not the archetype name. this is so that the 1870 * the object name, not the archetype name. this is so that the
1911 * spell code can use one object type (force), but change it's name 1871 * spell code can use one object type (force), but change it's name
1912 * to be unique. 1872 * to be unique.
1913 */ 1873 */
1914
1915object * 1874object *
1916present_in_ob_by_name (int type, const char *str, const object *op) 1875present_in_ob_by_name (int type, const char *str, const object *op)
1917{ 1876{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1878 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1879 return tmp;
1925 } 1880
1926 return NULL; 1881 return 0;
1927} 1882}
1928 1883
1929/* 1884/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1885 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1886 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
1933 */ 1888 */
1934
1935object * 1889object *
1936present_arch_in_ob (const archetype *at, const object *op) 1890present_arch_in_ob (const archetype *at, const object *op)
1937{ 1891{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1893 if (tmp->arch == at)
1943 return tmp; 1894 return tmp;
1895
1944 return NULL; 1896 return NULL;
1945} 1897}
1946 1898
1947/* 1899/*
1948 * activate recursively a flag on an object inventory 1900 * activate recursively a flag on an object inventory
1949 */ 1901 */
1950void 1902void
1951flag_inv (object *op, int flag) 1903flag_inv (object *op, int flag)
1952{ 1904{
1953 object *
1954 tmp;
1955
1956 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1905 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1958 { 1906 {
1959 SET_FLAG (tmp, flag); 1907 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1908 flag_inv (tmp, flag);
1961 } 1909 }
1962} /* 1910}
1911
1912/*
1963 * desactivate recursively a flag on an object inventory 1913 * deactivate recursively a flag on an object inventory
1964 */ 1914 */
1965void 1915void
1966unflag_inv (object *op, int flag) 1916unflag_inv (object *op, int flag)
1967{ 1917{
1968 object *
1969 tmp;
1970
1971 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1918 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 { 1919 {
1974 CLEAR_FLAG (tmp, flag); 1920 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1921 unflag_inv (tmp, flag);
1976 } 1922 }
1977}
1978
1979/*
1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1981 * all it's inventory (recursively).
1982 * If checksums are used, a player will get set_cheat called for
1983 * him/her-self and all object carried by a call to this function.
1984 */
1985
1986void
1987set_cheat (object *op)
1988{
1989 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ);
1991} 1923}
1992 1924
1993/* 1925/*
1994 * find_free_spot(object, map, x, y, start, stop) will search for 1926 * find_free_spot(object, map, x, y, start, stop) will search for
1995 * a spot at the given map and coordinates which will be able to contain 1927 * a spot at the given map and coordinates which will be able to contain
1997 * to search (see the freearr_x/y[] definition). 1929 * to search (see the freearr_x/y[] definition).
1998 * It returns a random choice among the alternatives found. 1930 * It returns a random choice among the alternatives found.
1999 * start and stop are where to start relative to the free_arr array (1,9 1931 * start and stop are where to start relative to the free_arr array (1,9
2000 * does all 4 immediate directions). This returns the index into the 1932 * does all 4 immediate directions). This returns the index into the
2001 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1933 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2002 * Note - this only checks to see if there is space for the head of the
2003 * object - if it is a multispace object, this should be called for all
2004 * pieces.
2005 * Note2: This function does correctly handle tiled maps, but does not 1934 * Note: This function does correctly handle tiled maps, but does not
2006 * inform the caller. However, insert_ob_in_map will update as 1935 * inform the caller. However, insert_ob_in_map will update as
2007 * necessary, so the caller shouldn't need to do any special work. 1936 * necessary, so the caller shouldn't need to do any special work.
2008 * Note - updated to take an object instead of archetype - this is necessary 1937 * Note - updated to take an object instead of archetype - this is necessary
2009 * because arch_blocked (now ob_blocked) needs to know the movement type 1938 * because arch_blocked (now ob_blocked) needs to know the movement type
2010 * to know if the space in question will block the object. We can't use 1939 * to know if the space in question will block the object. We can't use
2011 * the archetype because that isn't correct if the monster has been 1940 * the archetype because that isn't correct if the monster has been
2012 * customized, changed states, etc. 1941 * customized, changed states, etc.
2013 */ 1942 */
2014
2015int 1943int
2016find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1944find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2017{ 1945{
2018 int
2019 i,
2020 index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 1946 int altern[SIZEOFFREE];
1947 int index = 0, flag;
2023 1948
2024 for (i = start; i < stop; i++) 1949 for (int i = start; i < stop; i++)
2025 { 1950 {
2026 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1951 mapxy pos (m, x, y); pos.move (i);
2027 if (!flag) 1952
1953 if (!pos.normalise ())
1954 continue;
1955
1956 mapspace &ms = *pos;
1957
1958 if (ms.flags () & P_IS_ALIVE)
1959 continue;
1960
1961 /* However, often
1962 * ob doesn't have any move type (when used to place exits)
1963 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1964 */
1965 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1966 {
2028 altern[index++] = i; 1967 altern [index++] = i;
1968 continue;
1969 }
2029 1970
2030 /* Basically, if we find a wall on a space, we cut down the search size. 1971 /* Basically, if we find a wall on a space, we cut down the search size.
2031 * In this way, we won't return spaces that are on another side of a wall. 1972 * In this way, we won't return spaces that are on another side of a wall.
2032 * This mostly work, but it cuts down the search size in all directions - 1973 * This mostly work, but it cuts down the search size in all directions -
2033 * if the space being examined only has a wall to the north and empty 1974 * if the space being examined only has a wall to the north and empty
2034 * spaces in all the other directions, this will reduce the search space 1975 * spaces in all the other directions, this will reduce the search space
2035 * to only the spaces immediately surrounding the target area, and 1976 * to only the spaces immediately surrounding the target area, and
2036 * won't look 2 spaces south of the target space. 1977 * won't look 2 spaces south of the target space.
2037 */ 1978 */
2038 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1979 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1980 {
2039 stop = maxfree[i]; 1981 stop = maxfree[i];
1982 continue;
1983 }
1984
1985 /* Note it is intentional that we check ob - the movement type of the
1986 * head of the object should correspond for the entire object.
1987 */
1988 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1989 continue;
1990
1991 if (ob->blocked (m, pos.x, pos.y))
1992 continue;
1993
1994 altern [index++] = i;
2040 } 1995 }
2041 1996
2042 if (!index) 1997 if (!index)
2043 return -1; 1998 return -1;
2044 1999
2045 return altern[RANDOM () % index]; 2000 return altern [rndm (index)];
2046} 2001}
2047 2002
2048/* 2003/*
2049 * find_first_free_spot(archetype, maptile, x, y) works like 2004 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 2005 * find_free_spot(), but it will search max number of squares.
2051 * But it will return the first available spot, not a random choice. 2006 * But it will return the first available spot, not a random choice.
2052 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2007 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2053 */ 2008 */
2054
2055int 2009int
2056find_first_free_spot (const object *ob, maptile *m, int x, int y) 2010find_first_free_spot (const object *ob, maptile *m, int x, int y)
2057{ 2011{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2012 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2013 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2064 return i; 2014 return i;
2065 } 2015
2066 return -1; 2016 return -1;
2067} 2017}
2068 2018
2069/* 2019/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2020 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2021 * arr[begin..end-1].
2022 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2023 */
2073static void 2024static void
2074permute (int *arr, int begin, int end) 2025permute (int *arr, int begin, int end)
2075{ 2026{
2076 int 2027 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2028 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2029
2087 tmp = arr[i]; 2030 while (--end)
2088 arr[i] = arr[j]; 2031 swap (arr [end], arr [rndm (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2032}
2092 2033
2093/* new function to make monster searching more efficient, and effective! 2034/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2035 * This basically returns a randomized array (in the passed pointer) of
2095 * the spaces to find monsters. In this way, it won't always look for 2036 * the spaces to find monsters. In this way, it won't always look for
2098 * the 3x3 area will be searched, just not in a predictable order. 2039 * the 3x3 area will be searched, just not in a predictable order.
2099 */ 2040 */
2100void 2041void
2101get_search_arr (int *search_arr) 2042get_search_arr (int *search_arr)
2102{ 2043{
2103 int 2044 int i;
2104 i;
2105 2045
2106 for (i = 0; i < SIZEOFFREE; i++) 2046 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2047 search_arr[i] = i;
2109 }
2110 2048
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2049 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2050 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2051 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2052}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2061 * Perhaps incorrectly, but I'm making the assumption that exclude
2124 * is actually want is going to try and move there. We need this info 2062 * is actually want is going to try and move there. We need this info
2125 * because we have to know what movement the thing looking to move 2063 * because we have to know what movement the thing looking to move
2126 * there is capable of. 2064 * there is capable of.
2127 */ 2065 */
2128
2129int 2066int
2130find_dir (maptile *m, int x, int y, object *exclude) 2067find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2068{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2069 int i, max = SIZEOFFREE, mflags;
2135 2070
2136 sint16 nx, ny; 2071 sint16 nx, ny;
2137 object * 2072 object *tmp;
2138 tmp;
2139 maptile * 2073 maptile *mp;
2140 mp;
2141 2074
2142 MoveType blocked, move_type; 2075 MoveType blocked, move_type;
2143 2076
2144 if (exclude && exclude->head) 2077 if (exclude && exclude->head_ () != exclude)
2145 { 2078 {
2146 exclude = exclude->head; 2079 exclude = exclude->head;
2147 move_type = exclude->move_type; 2080 move_type = exclude->move_type;
2148 } 2081 }
2149 else 2082 else
2162 2095
2163 if (mflags & P_OUT_OF_MAP) 2096 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2097 max = maxfree[i];
2165 else 2098 else
2166 { 2099 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2100 mapspace &ms = mp->at (nx, ny);
2101
2102 blocked = ms.move_block;
2168 2103
2169 if ((move_type & blocked) == move_type) 2104 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2105 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2106 else if (mflags & P_IS_ALIVE)
2172 { 2107 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2108 for (tmp = ms.bot; tmp; tmp = tmp->above)
2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2109 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2110 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2175 break; 2111 break;
2176 2112
2177 if (tmp) 2113 if (tmp)
2178 return freedir[i]; 2114 return freedir[i];
2179 } 2115 }
2185 2121
2186/* 2122/*
2187 * distance(object 1, object 2) will return the square of the 2123 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2124 * distance between the two given objects.
2189 */ 2125 */
2190
2191int 2126int
2192distance (const object *ob1, const object *ob2) 2127distance (const object *ob1, const object *ob2)
2193{ 2128{
2194 int i;
2195
2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2129 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2197 return i;
2198} 2130}
2199 2131
2200/* 2132/*
2201 * find_dir_2(delta-x,delta-y) will return a direction in which 2133 * find_dir_2(delta-x,delta-y) will return a direction in which
2202 * an object which has subtracted the x and y coordinates of another 2134 * an object which has subtracted the x and y coordinates of another
2203 * object, needs to travel toward it. 2135 * object, needs to travel toward it.
2204 */ 2136 */
2205
2206int 2137int
2207find_dir_2 (int x, int y) 2138find_dir_2 (int x, int y)
2208{ 2139{
2209 int q; 2140 int q;
2210 2141
2239 2170
2240 return 3; 2171 return 3;
2241} 2172}
2242 2173
2243/* 2174/*
2244 * absdir(int): Returns a number between 1 and 8, which represent
2245 * the "absolute" direction of a number (it actually takes care of
2246 * "overflow" in previous calculations of a direction).
2247 */
2248
2249int
2250absdir (int d)
2251{
2252 while (d < 1)
2253 d += 8;
2254 while (d > 8)
2255 d -= 8;
2256 return d;
2257}
2258
2259/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2175 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2261 * between two directions (which are expected to be absolute (see absdir()) 2176 * between two directions (which are expected to be absolute (see absdir())
2262 */ 2177 */
2263
2264int 2178int
2265dirdiff (int dir1, int dir2) 2179dirdiff (int dir1, int dir2)
2266{ 2180{
2267 int 2181 int d;
2268 d;
2269 2182
2270 d = abs (dir1 - dir2); 2183 d = abs (dir1 - dir2);
2271 if (d > 4) 2184 if (d > 4)
2272 d = 8 - d; 2185 d = 8 - d;
2186
2273 return d; 2187 return d;
2274} 2188}
2275 2189
2276/* peterm: 2190/* peterm:
2277 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2191 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2280 * This basically means that if direction is 15, then it could either go 2194 * This basically means that if direction is 15, then it could either go
2281 * direction 4, 14, or 16 to get back to where we are. 2195 * direction 4, 14, or 16 to get back to where we are.
2282 * Moved from spell_util.c to object.c with the other related direction 2196 * Moved from spell_util.c to object.c with the other related direction
2283 * functions. 2197 * functions.
2284 */ 2198 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2199int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2200 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2201 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2202 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2203 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2204 {0, 0, 0}, /* 4 */
2383 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2295 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2384 * core dumps if they do. 2296 * core dumps if they do.
2385 * 2297 *
2386 * Add a check so we can't pick up invisible objects (0.93.8) 2298 * Add a check so we can't pick up invisible objects (0.93.8)
2387 */ 2299 */
2388
2389int 2300int
2390can_pick (const object *who, const object *item) 2301can_pick (const object *who, const object *item)
2391{ 2302{
2392 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2303 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2393 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2304 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2398 * create clone from object to another 2309 * create clone from object to another
2399 */ 2310 */
2400object * 2311object *
2401object_create_clone (object *asrc) 2312object_create_clone (object *asrc)
2402{ 2313{
2403 object *dst = 0, *tmp, *src, *part, *prev, *item; 2314 object *dst = 0;
2404 2315
2405 if (!asrc) 2316 if (!asrc)
2406 return 0; 2317 return 0;
2407 2318
2408 src = asrc; 2319 object *src = asrc->head_ ();
2409 if (src->head)
2410 src = src->head;
2411 2320
2412 prev = 0; 2321 object *prev = 0;
2413 for (part = src; part; part = part->more) 2322 for (object *part = src; part; part = part->more)
2414 { 2323 {
2415 tmp = part->clone (); 2324 object *tmp = part->clone ();
2325
2416 tmp->x -= src->x; 2326 tmp->x -= src->x;
2417 tmp->y -= src->y; 2327 tmp->y -= src->y;
2418 2328
2419 if (!part->head) 2329 if (!part->head)
2420 { 2330 {
2430 prev->more = tmp; 2340 prev->more = tmp;
2431 2341
2432 prev = tmp; 2342 prev = tmp;
2433 } 2343 }
2434 2344
2435 for (item = src->inv; item; item = item->below) 2345 for (object *item = src->inv; item; item = item->below)
2436 insert_ob_in_ob (object_create_clone (item), dst); 2346 insert_ob_in_ob (object_create_clone (item), dst);
2437 2347
2438 return dst; 2348 return dst;
2439}
2440
2441/* GROS - Creates an object using a string representing its content. */
2442/* Basically, we save the content of the string to a temp file, then call */
2443/* load_object on it. I admit it is a highly inefficient way to make things, */
2444/* but it was simple to make and allows reusing the load_object function. */
2445/* Remember not to use load_object_str in a time-critical situation. */
2446/* Also remember that multiparts objects are not supported for now. */
2447
2448object *
2449load_object_str (const char *obstr)
2450{
2451 object *op;
2452 char filename[MAX_BUF];
2453
2454 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2455
2456 FILE *tempfile = fopen (filename, "w");
2457
2458 if (tempfile == NULL)
2459 {
2460 LOG (llevError, "Error - Unable to access load object temp file\n");
2461 return NULL;
2462 }
2463
2464 fprintf (tempfile, obstr);
2465 fclose (tempfile);
2466
2467 op = object::create ();
2468
2469 object_thawer thawer (filename);
2470
2471 if (thawer)
2472 load_object (thawer, op, 0);
2473
2474 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2475 CLEAR_FLAG (op, FLAG_REMOVED);
2476
2477 return op;
2478} 2349}
2479 2350
2480/* This returns the first object in who's inventory that 2351/* This returns the first object in who's inventory that
2481 * has the same type and subtype match. 2352 * has the same type and subtype match.
2482 * returns NULL if no match. 2353 * returns NULL if no match.
2483 */ 2354 */
2484object * 2355object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2356find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2357{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2358 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2359 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2360 return tmp;
2492 2361
2493 return NULL;
2494}
2495
2496/* If ob has a field named key, return the link from the list,
2497 * otherwise return NULL.
2498 *
2499 * key must be a passed in shared string - otherwise, this won't
2500 * do the desired thing.
2501 */
2502key_value *
2503get_ob_key_link (const object *ob, const char *key)
2504{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next)
2508 if (link->key == key)
2509 return link;
2510
2511 return NULL;
2512}
2513
2514/*
2515 * Returns the value of op has an extra_field for key, or NULL.
2516 *
2517 * The argument doesn't need to be a shared string.
2518 *
2519 * The returned string is shared.
2520 */
2521const char *
2522get_ob_key_value (const object *op, const char *const key)
2523{
2524 key_value *link;
2525 shstr_cmp canonical_key (key);
2526
2527 if (!canonical_key)
2528 {
2529 /* 1. There being a field named key on any object
2530 * implies there'd be a shared string to find.
2531 * 2. Since there isn't, no object has this field.
2532 * 3. Therefore, *this* object doesn't have this field.
2533 */
2534 return 0;
2535 }
2536
2537 /* This is copied from get_ob_key_link() above -
2538 * only 4 lines, and saves the function call overhead.
2539 */
2540 for (link = op->key_values; link; link = link->next)
2541 if (link->key == canonical_key)
2542 return link->value;
2543
2544 return 0; 2362 return 0;
2545} 2363}
2546 2364
2547 2365const shstr &
2548/* 2366object::kv_get (const shstr &key) const
2549 * Updates the canonical_key in op to value.
2550 *
2551 * canonical_key is a shared string (value doesn't have to be).
2552 *
2553 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2554 * keys.
2555 *
2556 * Returns TRUE on success.
2557 */
2558int
2559set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2560{ 2367{
2561 key_value * 2368 for (key_value *kv = key_values; kv; kv = kv->next)
2562 field = NULL, *last = NULL; 2369 if (kv->key == key)
2370 return kv->value;
2563 2371
2564 for (field = op->key_values; field != NULL; field = field->next) 2372 return shstr_null;
2565 { 2373}
2566 if (field->key != canonical_key) 2374
2375void
2376object::kv_set (const shstr &key, const shstr &value)
2377{
2378 for (key_value *kv = key_values; kv; kv = kv->next)
2379 if (kv->key == key)
2567 { 2380 {
2568 last = field; 2381 kv->value = value;
2569 continue; 2382 return;
2570 } 2383 }
2571 2384
2572 if (value) 2385 key_value *kv = new key_value;
2573 field->value = value; 2386
2574 else 2387 kv->next = key_values;
2388 kv->key = key;
2389 kv->value = value;
2390
2391 key_values = kv;
2392}
2393
2394void
2395object::kv_del (const shstr &key)
2396{
2397 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2398 if ((*kvp)->key == key)
2575 { 2399 {
2576 /* Basically, if the archetype has this key set, 2400 key_value *kv = *kvp;
2577 * we need to store the null value so when we save 2401 *kvp = (*kvp)->next;
2578 * it, we save the empty value so that when we load, 2402 delete kv;
2579 * we get this value back again. 2403 return;
2580 */
2581 if (get_ob_key_link (&op->arch->clone, canonical_key))
2582 field->value = 0;
2583 else
2584 {
2585 if (last)
2586 last->next = field->next;
2587 else
2588 op->key_values = field->next;
2589
2590 delete field;
2591 }
2592 } 2404 }
2593 return TRUE;
2594 }
2595 /* IF we get here, key doesn't exist */
2596
2597 /* No field, we'll have to add it. */
2598
2599 if (!add_key)
2600 {
2601 return FALSE;
2602 }
2603 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings,
2607 * should pass in ""
2608 */
2609 if (value == NULL)
2610 return TRUE;
2611
2612 field = new key_value;
2613
2614 field->key = canonical_key;
2615 field->value = value;
2616 /* Usual prepend-addition. */
2617 field->next = op->key_values;
2618 op->key_values = field;
2619
2620 return TRUE;
2621}
2622
2623/*
2624 * Updates the key in op to value.
2625 *
2626 * If add_key is FALSE, this will only update existing keys,
2627 * and not add new ones.
2628 * In general, should be little reason FALSE is ever passed in for add_key
2629 *
2630 * Returns TRUE on success.
2631 */
2632int
2633set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2634{
2635 shstr key_ (key);
2636
2637 return set_ob_key_value_s (op, key_, value, add_key);
2638} 2405}
2639 2406
2640object::depth_iterator::depth_iterator (object *container) 2407object::depth_iterator::depth_iterator (object *container)
2641: iterator_base (container) 2408: iterator_base (container)
2642{ 2409{
2656 } 2423 }
2657 else 2424 else
2658 item = item->env; 2425 item = item->env;
2659} 2426}
2660 2427
2428const char *
2429object::flag_desc (char *desc, int len) const
2430{
2431 char *p = desc;
2432 bool first = true;
2433
2434 *p = 0;
2435
2436 for (int i = 0; i < NUM_FLAGS; i++)
2437 {
2438 if (len <= 10) // magic constant!
2439 {
2440 snprintf (p, len, ",...");
2441 break;
2442 }
2443
2444 if (flag [i])
2445 {
2446 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2447 len -= cnt;
2448 p += cnt;
2449 first = false;
2450 }
2451 }
2452
2453 return desc;
2454}
2455
2661// return a suitable string describing an objetc in enough detail to find it 2456// return a suitable string describing an object in enough detail to find it
2662const char * 2457const char *
2663object::debug_desc (char *info) const 2458object::debug_desc (char *info) const
2664{ 2459{
2460 char flagdesc[512];
2665 char info2[256 * 3]; 2461 char info2[256 * 4];
2666 char *p = info; 2462 char *p = info;
2667 2463
2668 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2464 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2669 count, 2465 count,
2466 uuid.c_str (),
2670 &name, 2467 &name,
2671 title ? " " : "", 2468 title ? "\",title:\"" : "",
2672 title ? (const char *)title : ""); 2469 title ? (const char *)title : "",
2470 flag_desc (flagdesc, 512), type);
2673 2471
2674 if (env) 2472 if (!flag[FLAG_REMOVED] && env)
2675 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2473 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2676 2474
2677 if (map) 2475 if (map)
2678 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2476 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2679 2477
2680 return info; 2478 return info;
2681} 2479}
2682 2480
2683const char * 2481const char *
2684object::debug_desc () const 2482object::debug_desc () const
2685{ 2483{
2686 static char info[256 * 3]; 2484 static char info[3][256 * 4];
2485 static int info_idx;
2486
2687 return debug_desc (info); 2487 return debug_desc (info [++info_idx % 3]);
2688} 2488}
2689 2489
2490struct region *
2491object::region () const
2492{
2493 return map ? map->region (x, y)
2494 : region::default_region ();
2495}
2496
2497const materialtype_t *
2498object::dominant_material () const
2499{
2500 if (materialtype_t *mt = name_to_material (materialname))
2501 return mt;
2502
2503 return name_to_material (shstr_unknown);
2504}
2505
2506void
2507object::open_container (object *new_container)
2508{
2509 if (container == new_container)
2510 return;
2511
2512 object *old_container = container;
2513
2514 if (old_container)
2515 {
2516 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2517 return;
2518
2519#if 0
2520 // remove the "Close old_container" object.
2521 if (object *closer = old_container->inv)
2522 if (closer->type == CLOSE_CON)
2523 closer->destroy ();
2524#endif
2525
2526 // make sure the container is available
2527 esrv_send_item (this, old_container);
2528
2529 old_container->flag [FLAG_APPLIED] = false;
2530 container = 0;
2531
2532 // client needs item update to make it work, client bug requires this to be separate
2533 esrv_update_item (UPD_FLAGS, this, old_container);
2534
2535 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2536 play_sound (sound_find ("chest_close"));
2537 }
2538
2539 if (new_container)
2540 {
2541 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2542 return;
2543
2544 // TODO: this does not seem to serve any purpose anymore?
2545#if 0
2546 // insert the "Close Container" object.
2547 if (archetype *closer = new_container->other_arch)
2548 {
2549 object *closer = arch_to_object (new_container->other_arch);
2550 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2551 new_container->insert (closer);
2552 }
2553#endif
2554
2555 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2556
2557 // make sure the container is available, client bug requires this to be separate
2558 esrv_send_item (this, new_container);
2559
2560 new_container->flag [FLAG_APPLIED] = true;
2561 container = new_container;
2562
2563 // client needs flag change
2564 esrv_update_item (UPD_FLAGS, this, new_container);
2565 esrv_send_inventory (this, new_container);
2566 play_sound (sound_find ("chest_open"));
2567 }
2568// else if (!old_container->env && contr && contr->ns)
2569// contr->ns->floorbox_reset ();
2570}
2571
2572object *
2573object::force_find (const shstr name)
2574{
2575 /* cycle through his inventory to look for the MARK we want to
2576 * place
2577 */
2578 for (object *tmp = inv; tmp; tmp = tmp->below)
2579 if (tmp->type == FORCE && tmp->slaying == name)
2580 return splay (tmp);
2581
2582 return 0;
2583}
2584
2585void
2586object::force_add (const shstr name, int duration)
2587{
2588 if (object *force = force_find (name))
2589 force->destroy ();
2590
2591 object *force = get_archetype (FORCE_NAME);
2592
2593 force->slaying = name;
2594 force->stats.food = 1;
2595 force->speed_left = -1.f;
2596
2597 force->set_speed (duration ? 1.f / duration : 0.f);
2598 force->flag [FLAG_IS_USED_UP] = true;
2599 force->flag [FLAG_APPLIED] = true;
2600
2601 insert (force);
2602}
2603
2604void
2605object::play_sound (faceidx sound)
2606{
2607 if (!sound)
2608 return;
2609
2610 if (flag [FLAG_REMOVED])
2611 return;
2612
2613 if (env)
2614 {
2615 if (object *pl = in_player ())
2616 pl->contr->play_sound (sound);
2617 }
2618 else
2619 map->play_sound (sound, x, y);
2620}
2621

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