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Comparing deliantra/server/common/object.C (file contents):
Revision 1.44 by root, Thu Sep 14 17:29:27 2006 UTC vs.
Revision 1.214 by root, Tue Apr 22 07:01:46 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36int nrofallocobjects = 0; 32#include <bitset>
37static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
38const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
39 37
40object *objects; /* Pointer to the list of used objects */ 38objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 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;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field; 144 key_value *wants_field;
139 145
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
143 */ 149 */
144 150
145 /* For each field in wants, */ 151 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 153 {
148 key_value *has_field; 154 key_value *has_field;
149 155
150 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
152 158
153 if (has_field == NULL) 159 if (!has_field)
154 {
155 /* No field with that name. */ 160 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 161
159 /* Found the matching field. */ 162 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 165
166 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
167 } 167 }
168 168
169 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 170 return 1;
171} 171}
172 172
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 174static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 176{
177 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
179 */ 179 */
185 * 185 *
186 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
189 * 189 *
190 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
200 return 0; 203 return 0;
201 204
202 if (ob1->speed != ob2->speed) 205 /* Do not merge objects if nrof would overflow. First part checks
206 * for unsigned overflow (2c), second part checks whether the result
207 * would fit into a 32 bit signed int, which is often used to hold
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
203 return 0; 211 return 0;
204 212
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof).
208 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
214 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
215 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning. 217 * flags lose any meaning.
217 */ 218 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 221
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 224
224 225 if (ob1->arch->name != ob2->arch->name
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 226 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 227 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 228 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 229 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) || 230 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 231 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 232 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 233 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 234 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 235 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 236 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 237 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 238 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 239 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 240 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 241 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 242 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 243 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 244 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
255 return 0; 249 return 0;
256 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
257 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
258 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
259 */ 261 */
260 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
261 { 263 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0;
265
266 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!(ob1->inv && ob2->inv))
268 return 0; 265 return 0; /* inventories differ in length */
266
267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
270 if (!object::can_merge (ob1->inv, ob2->inv))
271 return 0; /* inventory objects differ */
269 272
270 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 274 * if it is valid.
272 */ 275 */
273 } 276 }
281 284
282 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
284 * check? 287 * check?
285 */ 288 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 290 return 0;
288 291
289 switch (ob1->type) 292 switch (ob1->type)
290 { 293 {
291 case SCROLL: 294 case SCROLL:
292 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
293 return 0; 296 return 0;
294 break; 297 break;
295 } 298 }
296 299
297 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
298 { 301 {
299 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
301 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 307 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0;
305 } 308 }
306 309
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
309 { 311 {
310 ob1->optimise (); 312 ob1->optimise ();
311 ob2->optimise (); 313 ob2->optimise ();
312 314
313 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
314 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
315 } 329 }
316 330
317 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
318 return 1; 332 return 1;
319} 333}
320 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (!flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 return pl;
364 }
365 }
366
367 return 0;
368}
369
370// adjust weight per container type ("of holding")
371static sint32
372weight_adjust (object *op, sint32 weight)
373{
374 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight;
377}
378
321/* 379/*
380 * adjust_weight(object, weight) adds the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying.
382 */
383static void
384adjust_weight (object *op, sint32 weight)
385{
386 while (op)
387 {
388 weight = weight_adjust (op, weight);
389
390 if (!weight)
391 return;
392
393 op->carrying += weight;
394
395 if (object *pl = op->visible_to ())
396 esrv_update_item (UPD_WEIGHT, pl, op);
397
398 op = op->env;
399 }
400}
401
402/*
322 * sum_weight() is a recursive function which calculates the weight 403 * this is a recursive function which calculates the weight
323 * an object is carrying. It goes through in figures out how much 404 * an object is carrying. It goes through op and figures out how much
324 * containers are carrying, and sums it up. 405 * containers are carrying, and sums it up.
325 */ 406 */
326long
327sum_weight (object *op)
328{
329 long sum;
330 object *inv;
331
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333 {
334 if (inv->inv)
335 sum_weight (inv);
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
337 }
338
339 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100;
341
342 if (op->carrying != sum)
343 op->carrying = sum;
344
345 return sum;
346}
347
348/**
349 * Return the outermost environment object for a given object.
350 */
351
352object *
353object_get_env_recursive (object *op)
354{
355 while (op->env != NULL)
356 op = op->env;
357 return op;
358}
359
360/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array.
379 */
380
381void 407void
382dump_object2 (object *op) 408object::update_weight ()
383{ 409{
384 errmsg[0] = 0; 410 sint32 sum = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389 411
390/* object *tmp;*/ 412 for (object *op = inv; op; op = op->below)
391
392 if (op->arch != NULL)
393 {
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 } 413 {
412 else 414 if (op->inv)
415 op->update_weight ();
416
417 sum += op->total_weight ();
413 { 418 }
414 strcat (errmsg, "Object "); 419
415 if (op->name == NULL) 420 sum = weight_adjust (this, sum);
416 strcat (errmsg, "(null)"); 421
417 else 422 if (sum != carrying)
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 } 423 {
428#endif 424 carrying = sum;
429}
430 425
431/* 426 if (object *pl = visible_to ())
432 * Dumps an object. Returns output in the static global errmsg array. 427 esrv_update_item (UPD_WEIGHT, pl, this);
433 */ 428 }
429}
434 430
435void 431/*
432 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
433 */
434char *
436dump_object (object *op) 435dump_object (object *op)
437{ 436{
438 if (op == NULL) 437 if (!op)
439 { 438 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 439
447void 440 object_freezer freezer;
448dump_all_objects (void) 441 op->write (freezer);
449{ 442 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 443}
458 444
459/* 445/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 446 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 447 * multi-object 1 which is closest to the second object.
462 * If it's not a multi-object, it is returned. 448 * If it's not a multi-object, it is returned.
463 */ 449 */
464
465object * 450object *
466get_nearest_part (object *op, const object *pl) 451get_nearest_part (object *op, const object *pl)
467{ 452{
468 object *tmp, *closest; 453 object *tmp, *closest;
469 int last_dist, i; 454 int last_dist, i;
470 455
471 if (op->more == NULL) 456 if (!op->more)
472 return op; 457 return op;
458
473 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 459 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
460 tmp;
461 tmp = tmp->more)
474 if ((i = distance (tmp, pl)) < last_dist) 462 if ((i = distance (tmp, pl)) < last_dist)
475 closest = tmp, last_dist = i; 463 closest = tmp, last_dist = i;
464
476 return closest; 465 return closest;
477} 466}
478 467
479/* 468/*
480 * Returns the object which has the count-variable equal to the argument. 469 * Returns the object which has the count-variable equal to the argument.
470 * VERRRY slow.
481 */ 471 */
482
483object * 472object *
484find_object (tag_t i) 473find_object (tag_t i)
485{ 474{
486 object *op; 475 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 476 if (op->count == i)
490 break;
491 return op; 477 return op;
478
479 return 0;
492} 480}
493 481
494/* 482/*
495 * Returns the first object which has a name equal to the argument. 483 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 484 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 485 * Enables features like "patch <name-of-other-player> food 999"
498 */ 486 */
499
500object * 487object *
501find_object_name (const char *str) 488find_object_name (const char *str)
502{ 489{
503 shstr_cmp str_ (str); 490 shstr_cmp str_ (str);
504 object *op; 491 object *op;
505 492
506 for (op = objects; op != NULL; op = op->next) 493 for_all_objects (op)
507 if (op->name == str_) 494 if (op->name == str_)
508 break; 495 break;
509 496
510 return op; 497 return op;
511} 498}
512 499
513void
514free_all_object_data ()
515{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/* 500/*
520 * Sets the owner and sets the skill and exp pointers to owner's current 501 * Sets the owner and sets the skill and exp pointers to owner's current
521 * skill and experience objects. 502 * skill and experience objects.
503 * ACTUALLY NO! investigate! TODO
522 */ 504 */
523void 505void
524object::set_owner (object *owner) 506object::set_owner (object *owner)
525{ 507{
508 // allow objects which own objects
526 if (!owner) 509 if (owner)
527 return;
528
529 /* next line added to allow objects which own objects */
530 /* Add a check for ownercounts in here, as I got into an endless loop
531 * with the fireball owning a poison cloud which then owned the
532 * fireball. I believe that was caused by one of the objects getting
533 * freed and then another object replacing it. Since the ownercounts
534 * didn't match, this check is valid and I believe that cause is valid.
535 */
536 while (owner->owner) 510 while (owner->owner)
537 owner = owner->owner; 511 owner = owner->owner;
512
513 if (flag [FLAG_FREED])
514 {
515 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
516 return;
517 }
538 518
539 this->owner = owner; 519 this->owner = owner;
520}
521
522int
523object::slottype () const
524{
525 if (type == SKILL)
526 {
527 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
528 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
529 }
530 else
531 {
532 if (slot [body_combat].info) return slot_combat;
533 if (slot [body_range ].info) return slot_ranged;
534 }
535
536 return slot_none;
537}
538
539bool
540object::change_weapon (object *ob)
541{
542 if (current_weapon == ob)
543 return true;
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = false;
547
548 current_weapon = ob;
549 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
550
551 if (chosen_skill)
552 chosen_skill->flag [FLAG_APPLIED] = true;
553
554 update_stats ();
555
556 if (ob)
557 {
558 // now check wether any body locations became invalid, in which case
559 // we cannot apply the weapon at the moment.
560 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
561 if (slot[i].used < 0)
562 {
563 current_weapon = chosen_skill = 0;
564 update_stats ();
565
566 new_draw_info_format (NDI_UNIQUE, 0, this,
567 "You try to balance all your items at once, "
568 "but the %s is just too much for your body. "
569 "[You need to unapply some items first.]", &ob->name);
570 return false;
571 }
572
573 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
574 }
575 else
576 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
577
578 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
579 {
580 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
581 &name, ob->debug_desc ());
582 return false;
583 }
584
585 return true;
540} 586}
541 587
542/* Zero the key_values on op, decrementing the shared-string 588/* Zero the key_values on op, decrementing the shared-string
543 * refcounts and freeing the links. 589 * refcounts and freeing the links.
544 */ 590 */
545static void 591static void
546free_key_values (object *op) 592free_key_values (object *op)
547{ 593{
548 for (key_value *i = op->key_values; i != 0;) 594 for (key_value *i = op->key_values; i; )
549 { 595 {
550 key_value *next = i->next; 596 key_value *next = i->next;
551 delete i; 597 delete i;
552 598
553 i = next; 599 i = next;
554 } 600 }
555 601
556 op->key_values = 0; 602 op->key_values = 0;
557} 603}
558 604
559void object::clear () 605object &
606object::operator =(const object &src)
560{ 607{
561 attachable_base::clear (); 608 bool is_freed = flag [FLAG_FREED];
609 bool is_removed = flag [FLAG_REMOVED];
562 610
563 free_key_values (this); 611 *(object_copy *)this = src;
564 612
565 owner = 0; 613 flag [FLAG_FREED] = is_freed;
566 name = 0; 614 flag [FLAG_REMOVED] = is_removed;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/*
611 * copy object first frees everything allocated by the second object,
612 * and then copies the contends of the first object into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619copy_object (object *op2, object *op)
620{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
623
624 op2->clone (op);
625
626 if (is_freed)
627 SET_FLAG (op, FLAG_FREED);
628 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED);
630
631 if (op2->speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
633 615
634 /* Copy over key_values, if any. */ 616 /* Copy over key_values, if any. */
635 if (op2->key_values) 617 if (src.key_values)
636 { 618 {
637 key_value *tail = 0; 619 key_value *tail = 0;
638 key_value *i;
639
640 op->key_values = 0; 620 key_values = 0;
641 621
642 for (i = op2->key_values; i; i = i->next) 622 for (key_value *i = src.key_values; i; i = i->next)
643 { 623 {
644 key_value *new_link = new key_value; 624 key_value *new_link = new key_value;
645 625
646 new_link->next = 0; 626 new_link->next = 0;
647 new_link->key = i->key; 627 new_link->key = i->key;
648 new_link->value = i->value; 628 new_link->value = i->value;
649 629
650 /* Try and be clever here, too. */ 630 /* Try and be clever here, too. */
651 if (!op->key_values) 631 if (!key_values)
652 { 632 {
653 op->key_values = new_link; 633 key_values = new_link;
654 tail = new_link; 634 tail = new_link;
655 } 635 }
656 else 636 else
657 { 637 {
658 tail->next = new_link; 638 tail->next = new_link;
659 tail = new_link; 639 tail = new_link;
660 } 640 }
661 } 641 }
662 } 642 }
643}
663 644
664 update_ob_speed (op); 645/*
646 * copy_to first frees everything allocated by the dst object,
647 * and then copies the contents of itself into the second
648 * object, allocating what needs to be allocated. Basically, any
649 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
650 * if the first object is freed, the pointers in the new object
651 * will point at garbage.
652 */
653void
654object::copy_to (object *dst)
655{
656 *dst = *this;
657
658 if (speed < 0)
659 dst->speed_left -= rndm ();
660
661 dst->set_speed (dst->speed);
662}
663
664void
665object::instantiate ()
666{
667 if (!uuid.seq) // HACK
668 uuid = UUID::gen ();
669
670 speed_left = -0.1f;
671 /* copy the body_info to the body_used - this is only really
672 * need for monsters, but doesn't hurt to do it for everything.
673 * by doing so, when a monster is created, it has good starting
674 * values for the body_used info, so when items are created
675 * for it, they can be properly equipped.
676 */
677 for (int i = NUM_BODY_LOCATIONS; i--; )
678 slot[i].used = slot[i].info;
679
680 attachable::instantiate ();
681}
682
683object *
684object::clone ()
685{
686 object *neu = create ();
687 copy_to (neu);
688 return neu;
665} 689}
666 690
667/* 691/*
668 * If an object with the IS_TURNABLE() flag needs to be turned due 692 * If an object with the IS_TURNABLE() flag needs to be turned due
669 * to the closest player being on the other side, this function can 693 * to the closest player being on the other side, this function can
670 * be called to update the face variable, _and_ how it looks on the map. 694 * be called to update the face variable, _and_ how it looks on the map.
671 */ 695 */
672
673void 696void
674update_turn_face (object *op) 697update_turn_face (object *op)
675{ 698{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 699 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 700 return;
701
678 SET_ANIMATION (op, op->direction); 702 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 703 update_object (op, UP_OBJ_FACE);
680} 704}
681 705
682/* 706/*
683 * Updates the speed of an object. If the speed changes from 0 to another 707 * Updates the speed of an object. If the speed changes from 0 to another
684 * value, or vice versa, then add/remove the object from the active list. 708 * value, or vice versa, then add/remove the object from the active list.
685 * This function needs to be called whenever the speed of an object changes. 709 * This function needs to be called whenever the speed of an object changes.
686 */ 710 */
687void 711void
688update_ob_speed (object *op) 712object::set_speed (float speed)
689{ 713{
690 extern int arch_init; 714 if (flag [FLAG_FREED] && speed)
691
692 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated.
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 715 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 716 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 717 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 718 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 719
715 /* process_events() expects us to insert the object at the beginning 720 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 721
719 if (op->active_next != NULL) 722 if (has_active_speed ())
720 op->active_next->active_prev = op; 723 activate ();
721
722 active_objects = op;
723 }
724 else 724 else
725 { 725 deactivate ();
726 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects)
728 return;
729
730 if (op->active_prev == NULL)
731 {
732 active_objects = op->active_next;
733
734 if (op->active_next != NULL)
735 op->active_next->active_prev = NULL;
736 }
737 else
738 {
739 op->active_prev->active_next = op->active_next;
740
741 if (op->active_next)
742 op->active_next->active_prev = op->active_prev;
743 }
744
745 op->active_next = NULL;
746 op->active_prev = NULL;
747 }
748} 726}
749 727
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759remove_from_active_list (object *op)
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 {
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779}
780
781/* 728/*
782 * update_object() updates the array which represents the map. 729 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 730 * It takes into account invisible objects (and represent squares covered
784 * by invisible objects by whatever is below them (unless it's another 731 * by invisible objects by whatever is below them (unless it's another
785 * invisible object, etc...) 732 * invisible object, etc...)
786 * If the object being updated is beneath a player, the look-window 733 * If the object being updated is beneath a player, the look-window
787 * of that player is updated (this might be a suboptimal way of 734 * of that player is updated (this might be a suboptimal way of
788 * updating that window, though, since update_object() is called _often_) 735 * updating that window, though, since update_object() is called _often_)
789 * 736 *
790 * action is a hint of what the caller believes need to be done. 737 * action is a hint of what the caller believes need to be done.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 738 * current action are:
796 * UP_OBJ_INSERT: op was inserted 739 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 740 * UP_OBJ_REMOVE: op was removed
798 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 741 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
799 * as that is easier than trying to look at what may have changed. 742 * as that is easier than trying to look at what may have changed.
800 * UP_OBJ_FACE: only the objects face has changed. 743 * UP_OBJ_FACE: only the objects face has changed.
801 */ 744 */
802
803void 745void
804update_object (object *op, int action) 746update_object (object *op, int action)
805{ 747{
806 int update_now = 0, flags;
807 MoveType move_on, move_off, move_block, move_slow;
808
809 if (op == NULL) 748 if (op == NULL)
810 { 749 {
811 /* this should never happen */ 750 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 751 LOG (llevDebug, "update_object() called for NULL object.\n");
813 return; 752 return;
814 } 753 }
815 754
816 if (op->env != NULL) 755 if (op->env)
817 { 756 {
818 /* Animation is currently handled by client, so nothing 757 /* Animation is currently handled by client, so nothing
819 * to do in this case. 758 * to do in this case.
820 */ 759 */
821 return; 760 return;
826 */ 765 */
827 if (!op->map || op->map->in_memory == MAP_SAVING) 766 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return; 767 return;
829 768
830 /* make sure the object is within map boundaries */ 769 /* make sure the object is within map boundaries */
831 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 770 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 771 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 772 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 773#ifdef MANY_CORES
835 abort (); 774 abort ();
836#endif 775#endif
837 return; 776 return;
838 } 777 }
839 778
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 779 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 780
781 if (!(m.flags_ & P_UPTODATE))
782 /* nop */;
847 if (action == UP_OBJ_INSERT) 783 else if (action == UP_OBJ_INSERT)
848 { 784 {
785 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 786 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 787 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 788 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 789 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
790 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 791 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 792 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 793 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 794 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* This isn't perfect, but I don't expect a lot of objects to 795 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 796 * to have move_allow right now.
872 */ 797 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 798 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 799 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 800 m.flags_ = 0;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 801 }
879 /* if the object is being removed, we can't make intelligent 802 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 803 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 804 * that is being removed.
882 */ 805 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 806 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 807 m.flags_ = 0;
885 else if (action == UP_OBJ_FACE) 808 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 809 /* Nothing to do for that case */ ;
887 else 810 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 811 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 812
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 813 if (op->more)
897 update_object (op->more, action); 814 update_object (op->more, action);
898}
899
900static unordered_vector<object *> mortals;
901
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920} 815}
921 816
922object::object () 817object::object ()
923{ 818{
924 SET_FLAG (this, FLAG_REMOVED); 819 SET_FLAG (this, FLAG_REMOVED);
927 face = blank_face; 822 face = blank_face;
928} 823}
929 824
930object::~object () 825object::~object ()
931{ 826{
827 unlink ();
828
932 free_key_values (this); 829 free_key_values (this);
933} 830}
934 831
832static int object_count;
833
935void object::link () 834void object::link ()
936{ 835{
836 assert (!index);//D
837 uuid = UUID::gen ();
937 count = ++ob_count; 838 count = ++object_count;
938 uuid = gen_uuid ();
939 839
940 prev = 0; 840 refcnt_inc ();
941 next = objects; 841 objects.insert (this);
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 842}
948 843
949void object::unlink () 844void object::unlink ()
950{ 845{
951 //count = 0;//D 846 if (!index)
952 if (!prev && !next) return;//D 847 return;
953 848
954 if (this == objects) 849 objects.erase (this);
955 objects = next; 850 refcnt_dec ();
851}
956 852
957 /* Remove this object from the list of used objects */ 853void
958 if (prev) prev->next = next; 854object::activate ()
959 if (next) next->prev = prev; 855{
856 /* If already on active list, don't do anything */
857 if (active)
858 return;
960 859
961 prev = 0; 860 if (has_active_speed ())
962 next = 0; 861 actives.insert (this);
862}
863
864void
865object::activate_recursive ()
866{
867 activate ();
868
869 for (object *op = inv; op; op = op->below)
870 op->activate_recursive ();
871}
872
873/* This function removes object 'op' from the list of active
874 * objects.
875 * This should only be used for style maps or other such
876 * reference maps where you don't want an object that isn't
877 * in play chewing up cpu time getting processed.
878 * The reverse of this is to call update_ob_speed, which
879 * will do the right thing based on the speed of the object.
880 */
881void
882object::deactivate ()
883{
884 /* If not on the active list, nothing needs to be done */
885 if (!active)
886 return;
887
888 actives.erase (this);
889}
890
891void
892object::deactivate_recursive ()
893{
894 for (object *op = inv; op; op = op->below)
895 op->deactivate_recursive ();
896
897 deactivate ();
898}
899
900void
901object::set_flag_inv (int flag, int value)
902{
903 for (object *op = inv; op; op = op->below)
904 {
905 op->flag [flag] = value;
906 op->set_flag_inv (flag, value);
907 }
908}
909
910/*
911 * Remove and free all objects in the inventory of the given object.
912 * object.c ?
913 */
914void
915object::destroy_inv (bool drop_to_ground)
916{
917 // need to check first, because the checks below might segfault
918 // as we might be on an invalid mapspace and crossfire code
919 // is too buggy to ensure that the inventory is empty.
920 // corollary: if you create arrows etc. with stuff in tis inventory,
921 // cf will crash below with off-map x and y
922 if (!inv)
923 return;
924
925 /* Only if the space blocks everything do we not process -
926 * if some form of movement is allowed, let objects
927 * drop on that space.
928 */
929 if (!drop_to_ground
930 || !map
931 || map->in_memory != MAP_ACTIVE
932 || map->nodrop
933 || ms ().move_block == MOVE_ALL)
934 {
935 while (inv)
936 {
937 inv->destroy_inv (drop_to_ground);
938 inv->destroy ();
939 }
940 }
941 else
942 { /* Put objects in inventory onto this space */
943 while (inv)
944 {
945 object *op = inv;
946
947 if (op->flag [FLAG_STARTEQUIP]
948 || op->flag [FLAG_NO_DROP]
949 || op->type == RUNE
950 || op->type == TRAP
951 || op->flag [FLAG_IS_A_TEMPLATE]
952 || op->flag [FLAG_DESTROY_ON_DEATH])
953 op->destroy ();
954 else
955 map->insert (op, x, y);
956 }
957 }
963} 958}
964 959
965object *object::create () 960object *object::create ()
966{ 961{
967 object *op = new object; 962 object *op = new object;
968 op->link (); 963 op->link ();
969 return op; 964 return op;
970} 965}
971 966
972/* 967void
973 * free_object() frees everything allocated by an object, removes 968object::do_destroy ()
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 969{
984 if (QUERY_FLAG (this, FLAG_FREED)) 970 if (flag [FLAG_IS_LINKED])
971 remove_button_link (this);
972
973 if (flag [FLAG_FRIENDLY])
974 remove_friendly_object (this);
975
976 remove ();
977
978 attachable::do_destroy ();
979
980 destroy_inv (true);
981
982 deactivate ();
983 unlink ();
984
985 flag [FLAG_FREED] = 1;
986
987 // hack to ensure that freed objects still have a valid map
988 {
989 static maptile *freed_map; // freed objects are moved here to avoid crashes
990
991 if (!freed_map)
992 {
993 freed_map = new maptile;
994
995 freed_map->path = "<freed objects map>";
996 freed_map->name = "/internal/freed_objects_map";
997 freed_map->width = 3;
998 freed_map->height = 3;
999 freed_map->nodrop = 1;
1000
1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
1003 }
1004
1005 map = freed_map;
1006 x = 1;
1007 y = 1;
1008 }
1009
1010 if (more)
1011 {
1012 more->destroy ();
1013 more = 0;
1014 }
1015
1016 head = 0;
1017
1018 // clear those pointers that likely might cause circular references
1019 owner = 0;
1020 enemy = 0;
1021 attacked_by = 0;
1022 current_weapon = 0;
1023}
1024
1025void
1026object::destroy (bool destroy_inventory)
1027{
1028 if (destroyed ())
985 return; 1029 return;
986 1030
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1031 if (destroy_inventory)
988 remove_friendly_object (this); 1032 destroy_inv (false);
989 1033
990 if (!QUERY_FLAG (this, FLAG_REMOVED)) 1034 if (is_head ())
991 remove_ob (this); 1035 if (sound_destroy)
1036 play_sound (sound_destroy);
1037 else if (flag [FLAG_MONSTER])
1038 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
992 1039
993 SET_FLAG (this, FLAG_FREED); 1040 attachable::destroy ();
994
995 if (more)
996 {
997 more->free (free_inventory);
998 more = 0;
999 }
1000
1001 if (inv)
1002 {
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010
1011 while (op)
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021
1022 while (op)
1023 {
1024 object *tmp = op->below;
1025
1026 remove_ob (op);
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 }
1042
1043 // clear those pointers that likely might have circular references to us
1044 owner = 0;
1045 enemy = 0;
1046 attacked_by = 0;
1047
1048 /* Remove object from the active list */
1049 speed = 0;
1050 update_ob_speed (this);
1051
1052 unlink ();
1053
1054 mortals.push_back (this);
1055} 1041}
1056 1042
1057/* 1043/* op->remove ():
1058 * sub_weight() recursively (outwards) subtracts a number from the
1059 * weight of an object (and what is carried by it's environment(s)).
1060 */
1061
1062void
1063sub_weight (object *op, signed long weight)
1064{
1065 while (op != NULL)
1066 {
1067 if (op->type == CONTAINER)
1068 {
1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070 }
1071 op->carrying -= weight;
1072 op = op->env;
1073 }
1074}
1075
1076/* remove_ob(op):
1077 * This function removes the object op from the linked list of objects 1044 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 1045 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 1046 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 1047 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 1048 * the previous environment.
1082 * Beware: This function is called from the editor as well!
1083 */ 1049 */
1084
1085void 1050void
1086remove_ob (object *op) 1051object::do_remove ()
1087{ 1052{
1053 object *tmp, *last = 0;
1088 object * 1054 object *otmp;
1089 tmp, *
1090 last = NULL;
1091 object *
1092 otmp;
1093 1055
1094 tag_t 1056 if (flag [FLAG_REMOVED])
1095 tag;
1096 int
1097 check_walk_off;
1098 mapstruct *
1099 m;
1100
1101 sint16
1102 x,
1103 y;
1104
1105 if (QUERY_FLAG (op, FLAG_REMOVED))
1106 return; 1057 return;
1107 1058
1108 SET_FLAG (op, FLAG_REMOVED); 1059 INVOKE_OBJECT (REMOVE, this);
1109 1060
1110 if (op->more != NULL) 1061 if (object *pl = visible_to ())
1111 remove_ob (op->more); 1062 esrv_del_item (pl->contr, count);
1063
1064 flag [FLAG_REMOVED] = true;
1065
1066 if (more)
1067 more->remove ();
1112 1068
1113 /* 1069 /*
1114 * In this case, the object to be removed is in someones 1070 * In this case, the object to be removed is in someones
1115 * inventory. 1071 * inventory.
1116 */ 1072 */
1117 if (op->env != NULL) 1073 if (env)
1118 { 1074 {
1119 if (op->nrof) 1075 adjust_weight (env, -total_weight ());
1120 sub_weight (op->env, op->weight * op->nrof); 1076
1121 else 1077 *(above ? &above->below : &env->inv) = below;
1122 sub_weight (op->env, op->weight + op->carrying); 1078
1079 if (below)
1080 below->above = above;
1081
1082 /* we set up values so that it could be inserted into
1083 * the map, but we don't actually do that - it is up
1084 * to the caller to decide what we want to do.
1085 */
1086 map = env->map;
1087 x = env->x;
1088 y = env->y;
1089 above = 0;
1090 below = 0;
1091 env = 0;
1123 1092
1124 /* NO_FIX_PLAYER is set when a great many changes are being 1093 /* NO_FIX_PLAYER is set when a great many changes are being
1125 * made to players inventory. If set, avoiding the call 1094 * made to players inventory. If set, avoiding the call
1126 * to save cpu time. 1095 * to save cpu time.
1127 */ 1096 */
1128 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1097 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1129 fix_player (otmp); 1098 otmp->update_stats ();
1099 }
1100 else if (map)
1101 {
1102 if (type == PLAYER)
1103 {
1104 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent.
1108 close_container ();
1130 1109
1131 if (op->above != NULL) 1110 --map->players;
1111 map->touch ();
1112 }
1113
1114 map->dirty = true;
1115 mapspace &ms = this->ms ();
1116
1117 /* link the object above us */
1118 if (above)
1132 op->above->below = op->below; 1119 above->below = below;
1133 else 1120 else
1134 op->env->inv = op->below;
1135
1136 if (op->below != NULL)
1137 op->below->above = op->above;
1138
1139 /* we set up values so that it could be inserted into
1140 * the map, but we don't actually do that - it is up
1141 * to the caller to decide what we want to do.
1142 */
1143 op->x = op->env->x, op->y = op->env->y;
1144 op->map = op->env->map;
1145 op->above = NULL, op->below = NULL;
1146 op->env = NULL;
1147 }
1148 else if (op->map)
1149 {
1150 x = op->x;
1151 y = op->y;
1152 m = get_map_from_coord (op->map, &x, &y);
1153
1154 if (!m)
1155 {
1156 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1157 op->map->path, op->x, op->y);
1158 /* in old days, we used to set x and y to 0 and continue.
1159 * it seems if we get into this case, something is probablye
1160 * screwed up and should be fixed.
1161 */
1162 abort ();
1163 }
1164
1165 if (op->map != m)
1166 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1167 op->map->path, m->path, op->x, op->y, x, y);
1168
1169 /* Re did the following section of code - it looks like it had
1170 * lots of logic for things we no longer care about
1171 */
1172
1173 /* link the object above us */
1174 if (op->above)
1175 op->above->below = op->below;
1176 else
1177 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1121 ms.top = below; /* we were top, set new top */
1178 1122
1179 /* Relink the object below us, if there is one */ 1123 /* Relink the object below us, if there is one */
1180 if (op->below) 1124 if (below)
1181 op->below->above = op->above; 1125 below->above = above;
1182 else 1126 else
1183 { 1127 {
1184 /* Nothing below, which means we need to relink map object for this space 1128 /* Nothing below, which means we need to relink map object for this space
1185 * use translated coordinates in case some oddness with map tiling is 1129 * use translated coordinates in case some oddness with map tiling is
1186 * evident 1130 * evident
1187 */ 1131 */
1188 if (GET_MAP_OB (m, x, y) != op) 1132 if (GET_MAP_OB (map, x, y) != this)
1189 {
1190 dump_object (op);
1191 LOG (llevError,
1192 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1133 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 ());
1193 dump_object (GET_MAP_OB (m, x, y));
1194 LOG (llevError, "%s\n", errmsg);
1195 }
1196 1134
1197 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1135 ms.bot = above; /* goes on above it. */
1198 } 1136 }
1199 1137
1200 op->above = 0; 1138 above = 0;
1201 op->below = 0; 1139 below = 0;
1202 1140
1203 if (op->map->in_memory == MAP_SAVING) 1141 if (map->in_memory == MAP_SAVING)
1204 return; 1142 return;
1205 1143
1206 tag = op->count; 1144 int check_walk_off = !flag [FLAG_NO_APPLY];
1207 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1208 1145
1209 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1146 if (object *pl = ms.player ())
1147 {
1148 if (pl->container == this)
1149 /* If a container that the player is currently using somehow gets
1150 * removed (most likely destroyed), update the player view
1151 * appropriately.
1152 */
1153 pl->close_container ();
1154
1155 pl->contr->ns->floorbox_update ();
1156 }
1157
1158 for (tmp = ms.bot; tmp; tmp = tmp->above)
1210 { 1159 {
1211 /* No point updating the players look faces if he is the object 1160 /* No point updating the players look faces if he is the object
1212 * being removed. 1161 * being removed.
1213 */ 1162 */
1214 1163
1215 if (tmp->type == PLAYER && tmp != op) 1164 /* See if object moving off should effect something */
1165 if (check_walk_off
1166 && ((move_type & tmp->move_off)
1167 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1216 { 1168 {
1217 /* If a container that the player is currently using somehow gets 1169 move_apply (tmp, this, 0);
1218 * removed (most likely destroyed), update the player view
1219 * appropriately.
1220 */
1221 if (tmp->container == op)
1222 {
1223 CLEAR_FLAG (op, FLAG_APPLIED);
1224 tmp->container = NULL;
1225 }
1226 1170
1227 tmp->contr->socket.update_look = 1; 1171 if (destroyed ())
1172 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1228 } 1173 }
1229
1230 /* See if player moving off should effect something */
1231 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1232 {
1233 move_apply (tmp, op, NULL);
1234
1235 if (was_destroyed (op, tag))
1236 {
1237 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1238 }
1239 }
1240
1241 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1242
1243 if (tmp->above == tmp)
1244 tmp->above = NULL;
1245 1174
1246 last = tmp; 1175 last = tmp;
1247 } 1176 }
1248 1177
1249 /* last == NULL of there are no objects on this space */ 1178 /* last == NULL if there are no objects on this space */
1179 //TODO: this makes little sense, why only update the topmost object?
1250 if (last == NULL) 1180 if (!last)
1251 { 1181 map->at (x, y).flags_ = 0;
1252 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1253 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1254 * those out anyways, and if there are any flags set right now, they won't
1255 * be correct anyways.
1256 */
1257 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1258 update_position (op->map, op->x, op->y);
1259 }
1260 else 1182 else
1261 update_object (last, UP_OBJ_REMOVE); 1183 update_object (last, UP_OBJ_REMOVE);
1262 1184
1263 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1185 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1264 update_all_los (op->map, op->x, op->y); 1186 update_all_los (map, x, y);
1265 } 1187 }
1266} 1188}
1267 1189
1268/* 1190/*
1269 * merge_ob(op,top): 1191 * merge_ob(op,top):
1277merge_ob (object *op, object *top) 1199merge_ob (object *op, object *top)
1278{ 1200{
1279 if (!op->nrof) 1201 if (!op->nrof)
1280 return 0; 1202 return 0;
1281 1203
1282 if (top == NULL) 1204 if (!top)
1283 for (top = op; top != NULL && top->above != NULL; top = top->above); 1205 for (top = op; top && top->above; top = top->above)
1206 ;
1284 1207
1285 for (; top != NULL; top = top->below) 1208 for (; top; top = top->below)
1286 { 1209 if (object::can_merge (op, top))
1287 if (top == op)
1288 continue;
1289 if (CAN_MERGE (op, top))
1290 { 1210 {
1291 top->nrof += op->nrof; 1211 top->nrof += op->nrof;
1292 1212
1293/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1213 if (object *pl = top->visible_to ())
1294 op->weight = 0; /* Don't want any adjustements now */ 1214 esrv_update_item (UPD_NROF, pl, top);
1295 remove_ob (op); 1215
1296 free_object (op); 1216 op->weight = 0; // cancel the addition above
1217 op->carrying = 0; // must be 0 already
1218
1219 op->destroy (1);
1220
1297 return top; 1221 return top;
1298 } 1222 }
1299 }
1300 1223
1301 return NULL; 1224 return 0;
1302} 1225}
1303 1226
1227void
1228object::expand_tail ()
1229{
1230 if (more)
1231 return;
1232
1233 object *prev = this;
1234
1235 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1236 {
1237 object *op = arch_to_object (at);
1238
1239 op->name = name;
1240 op->name_pl = name_pl;
1241 op->title = title;
1242
1243 op->head = this;
1244 prev->more = op;
1245
1246 prev = op;
1247 }
1248}
1249
1304/* 1250/*
1305 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1251 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1306 * job preparing multi-part monsters 1252 * job preparing multi-part monsters.
1307 */ 1253 */
1308object * 1254object *
1309insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1255insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1310{ 1256{
1311 object *tmp;
1312
1313 if (op->head)
1314 op = op->head;
1315
1316 for (tmp = op; tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1317 { 1258 {
1318 tmp->x = x + tmp->arch->clone.x; 1259 tmp->x = x + tmp->arch->x;
1319 tmp->y = y + tmp->arch->clone.y; 1260 tmp->y = y + tmp->arch->y;
1320 } 1261 }
1321 1262
1322 return insert_ob_in_map (op, m, originator, flag); 1263 return insert_ob_in_map (op, m, originator, flag);
1323} 1264}
1324 1265
1340 * Return value: 1281 * Return value:
1341 * new object if 'op' was merged with other object 1282 * new object if 'op' was merged with other object
1342 * NULL if 'op' was destroyed 1283 * NULL if 'op' was destroyed
1343 * just 'op' otherwise 1284 * just 'op' otherwise
1344 */ 1285 */
1345
1346object * 1286object *
1347insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1348{ 1288{
1289 assert (!op->flag [FLAG_FREED]);
1290
1349 object *tmp, *top, *floor = NULL; 1291 object *top, *floor = NULL;
1350 sint16 x, y;
1351 1292
1352 if (QUERY_FLAG (op, FLAG_FREED)) 1293 op->remove ();
1353 {
1354 LOG (llevError, "Trying to insert freed object!\n");
1355 return NULL;
1356 }
1357
1358 if (m == NULL)
1359 {
1360 dump_object (op);
1361 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1362 return op;
1363 }
1364
1365 if (out_of_map (m, op->x, op->y))
1366 {
1367 dump_object (op);
1368 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1369#ifdef MANY_CORES
1370 /* Better to catch this here, as otherwise the next use of this object
1371 * is likely to cause a crash. Better to find out where it is getting
1372 * improperly inserted.
1373 */
1374 abort ();
1375#endif
1376 return op;
1377 }
1378
1379 if (!QUERY_FLAG (op, FLAG_REMOVED))
1380 {
1381 dump_object (op);
1382 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1383 return op;
1384 }
1385
1386 if (op->more != NULL)
1387 {
1388 /* The part may be on a different map. */
1389
1390 object *more = op->more;
1391
1392 /* We really need the caller to normalize coordinates - if
1393 * we set the map, that doesn't work if the location is within
1394 * a map and this is straddling an edge. So only if coordinate
1395 * is clear wrong do we normalize it.
1396 */
1397 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1398 more->map = get_map_from_coord (m, &more->x, &more->y);
1399 else if (!more->map)
1400 {
1401 /* For backwards compatibility - when not dealing with tiled maps,
1402 * more->map should always point to the parent.
1403 */
1404 more->map = m;
1405 }
1406
1407 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1408 {
1409 if (!op->head)
1410 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1411
1412 return NULL;
1413 }
1414 }
1415
1416 CLEAR_FLAG (op, FLAG_REMOVED);
1417 1294
1418 /* Ideally, the caller figures this out. However, it complicates a lot 1295 /* Ideally, the caller figures this out. However, it complicates a lot
1419 * of areas of callers (eg, anything that uses find_free_spot would now 1296 * of areas of callers (eg, anything that uses find_free_spot would now
1420 * need extra work 1297 * need extra work
1421 */ 1298 */
1422 op->map = get_map_from_coord (m, &op->x, &op->y); 1299 if (!xy_normalise (m, op->x, op->y))
1423 x = op->x; 1300 {
1424 y = op->y; 1301 op->destroy ();
1302 return 0;
1303 }
1304
1305 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag))
1307 return 0;
1308
1309 CLEAR_FLAG (op, FLAG_REMOVED);
1310
1311 op->map = m;
1312 mapspace &ms = op->ms ();
1425 1313
1426 /* this has to be done after we translate the coordinates. 1314 /* this has to be done after we translate the coordinates.
1427 */ 1315 */
1428 if (op->nrof && !(flag & INS_NO_MERGE)) 1316 if (op->nrof && !(flag & INS_NO_MERGE))
1429 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1317 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1430 if (CAN_MERGE (op, tmp)) 1318 if (object::can_merge (op, tmp))
1431 { 1319 {
1432 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1433 remove_ob (tmp); 1321 tmp->destroy (1);
1434 free_object (tmp);
1435 } 1322 }
1436 1323
1437 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1438 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1325 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1439 1326
1452 op->below = originator->below; 1339 op->below = originator->below;
1453 1340
1454 if (op->below) 1341 if (op->below)
1455 op->below->above = op; 1342 op->below->above = op;
1456 else 1343 else
1457 SET_MAP_OB (op->map, op->x, op->y, op); 1344 ms.bot = op;
1458 1345
1459 /* since *below* originator, no need to update top */ 1346 /* since *below* originator, no need to update top */
1460 originator->below = op; 1347 originator->below = op;
1461 } 1348 }
1462 else 1349 else
1463 { 1350 {
1351 top = ms.bot;
1352
1464 /* If there are other objects, then */ 1353 /* If there are other objects, then */
1465 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1354 if (top)
1466 { 1355 {
1467 object *last = NULL; 1356 object *last = 0;
1468 1357
1469 /* 1358 /*
1470 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1471 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1472 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1476 * once we get to them. This reduces the need to traverse over all of 1365 * once we get to them. This reduces the need to traverse over all of
1477 * them when adding another one - this saves quite a bit of cpu time 1366 * them when adding another one - this saves quite a bit of cpu time
1478 * when lots of spells are cast in one area. Currently, it is presumed 1367 * when lots of spells are cast in one area. Currently, it is presumed
1479 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1480 */ 1369 */
1481 1370 for (top = ms.bot; top; top = top->above)
1482 while (top != NULL)
1483 { 1371 {
1484 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1485 floor = top; 1373 floor = top;
1486 1374
1487 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1490 top = top->below; 1378 top = top->below;
1491 break; 1379 break;
1492 } 1380 }
1493 1381
1494 last = top; 1382 last = top;
1495 top = top->above;
1496 } 1383 }
1497 1384
1498 /* Don't want top to be NULL, so set it to the last valid object */ 1385 /* Don't want top to be NULL, so set it to the last valid object */
1499 top = last; 1386 top = last;
1500 1387
1502 * looks like instead of lots of conditions here. 1389 * looks like instead of lots of conditions here.
1503 * makes things faster, and effectively the same result. 1390 * makes things faster, and effectively the same result.
1504 */ 1391 */
1505 1392
1506 /* Have object 'fall below' other objects that block view. 1393 /* Have object 'fall below' other objects that block view.
1507 * Unless those objects are exits, type 66 1394 * Unless those objects are exits.
1508 * If INS_ON_TOP is used, don't do this processing 1395 * If INS_ON_TOP is used, don't do this processing
1509 * Need to find the object that in fact blocks view, otherwise 1396 * Need to find the object that in fact blocks view, otherwise
1510 * stacking is a bit odd. 1397 * stacking is a bit odd.
1511 */ 1398 */
1512 if (!(flag & INS_ON_TOP) && 1399 if (!(flag & INS_ON_TOP)
1513 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1400 && ms.flags () & P_BLOCKSVIEW
1401 && (op->face && !faces [op->face].visibility))
1514 { 1402 {
1515 for (last = top; last != floor; last = last->below) 1403 for (last = top; last != floor; last = last->below)
1516 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1517 break; 1405 break;
1406
1518 /* Check to see if we found the object that blocks view, 1407 /* Check to see if we found the object that blocks view,
1519 * and make sure we have a below pointer for it so that 1408 * and make sure we have a below pointer for it so that
1520 * we can get inserted below this one, which requires we 1409 * we can get inserted below this one, which requires we
1521 * set top to the object below us. 1410 * set top to the object below us.
1522 */ 1411 */
1523 if (last && last->below && last != floor) 1412 if (last && last->below && last != floor)
1524 top = last->below; 1413 top = last->below;
1525 } 1414 }
1526 } /* If objects on this space */ 1415 } /* If objects on this space */
1527 1416
1528 if (flag & INS_MAP_LOAD)
1529 top = GET_MAP_TOP (op->map, op->x, op->y);
1530
1531 if (flag & INS_ABOVE_FLOOR_ONLY) 1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1532 top = floor; 1418 top = floor;
1533 1419
1534 /* Top is the object that our object (op) is going to get inserted above. 1420 /* Top is the object that our object (op) is going to get inserted above.
1535 */ 1421 */
1536 1422
1537 /* First object on this space */ 1423 /* First object on this space */
1538 if (!top) 1424 if (!top)
1539 { 1425 {
1540 op->above = GET_MAP_OB (op->map, op->x, op->y); 1426 op->above = ms.bot;
1541 1427
1542 if (op->above) 1428 if (op->above)
1543 op->above->below = op; 1429 op->above->below = op;
1544 1430
1545 op->below = NULL; 1431 op->below = 0;
1546 SET_MAP_OB (op->map, op->x, op->y, op); 1432 ms.bot = op;
1547 } 1433 }
1548 else 1434 else
1549 { /* get inserted into the stack above top */ 1435 { /* get inserted into the stack above top */
1550 op->above = top->above; 1436 op->above = top->above;
1551 1437
1554 1440
1555 op->below = top; 1441 op->below = top;
1556 top->above = op; 1442 top->above = op;
1557 } 1443 }
1558 1444
1559 if (op->above == NULL) 1445 if (!op->above)
1560 SET_MAP_TOP (op->map, op->x, op->y, op); 1446 ms.top = op;
1561 } /* else not INS_BELOW_ORIGINATOR */ 1447 } /* else not INS_BELOW_ORIGINATOR */
1562 1448
1563 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1450 {
1564 op->contr->do_los = 1; 1451 op->contr->do_los = 1;
1452 ++op->map->players;
1453 op->map->touch ();
1454 }
1565 1455
1566 /* If we have a floor, we know the player, if any, will be above 1456 op->map->dirty = true;
1567 * it, so save a few ticks and start from there. 1457
1568 */ 1458 if (object *pl = ms.player ())
1569 if (!(flag & INS_MAP_LOAD)) 1459 pl->contr->ns->floorbox_update ();
1570 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1571 if (tmp->type == PLAYER)
1572 tmp->contr->socket.update_look = 1;
1573 1460
1574 /* If this object glows, it may affect lighting conditions that are 1461 /* If this object glows, it may affect lighting conditions that are
1575 * visible to others on this map. But update_all_los is really 1462 * visible to others on this map. But update_all_los is really
1576 * an inefficient way to do this, as it means los for all players 1463 * an inefficient way to do this, as it means los for all players
1577 * on the map will get recalculated. The players could very well 1464 * on the map will get recalculated. The players could very well
1578 * be far away from this change and not affected in any way - 1465 * be far away from this change and not affected in any way -
1579 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1580 * or just updating the P_NEED_UPDATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1581 * of effect may be sufficient. 1468 * of effect may be sufficient.
1582 */ 1469 */
1583 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1470 if (op->map->darkness && (op->glow_radius != 0))
1584 update_all_los (op->map, op->x, op->y); 1471 update_all_los (op->map, op->x, op->y);
1585 1472
1586 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1473 /* updates flags (blocked, alive, no magic, etc) for this map space */
1587 update_object (op, UP_OBJ_INSERT); 1474 update_object (op, UP_OBJ_INSERT);
1588 1475
1476 INVOKE_OBJECT (INSERT, op);
1477
1589 /* Don't know if moving this to the end will break anything. However, 1478 /* Don't know if moving this to the end will break anything. However,
1590 * we want to have update_look set above before calling this. 1479 * we want to have floorbox_update called before calling this.
1591 * 1480 *
1592 * check_move_on() must be after this because code called from 1481 * check_move_on() must be after this because code called from
1593 * check_move_on() depends on correct map flags (so functions like 1482 * check_move_on() depends on correct map flags (so functions like
1594 * blocked() and wall() work properly), and these flags are updated by 1483 * blocked() and wall() work properly), and these flags are updated by
1595 * update_object(). 1484 * update_object().
1596 */ 1485 */
1597 1486
1598 /* if this is not the head or flag has been passed, don't check walk on status */ 1487 /* if this is not the head or flag has been passed, don't check walk on status */
1599 if (!(flag & INS_NO_WALK_ON) && !op->head) 1488 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1600 { 1489 {
1601 if (check_move_on (op, originator)) 1490 if (check_move_on (op, originator))
1602 return NULL; 1491 return 0;
1603 1492
1604 /* If we are a multi part object, lets work our way through the check 1493 /* If we are a multi part object, lets work our way through the check
1605 * walk on's. 1494 * walk on's.
1606 */ 1495 */
1607 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1496 for (object *tmp = op->more; tmp; tmp = tmp->more)
1608 if (check_move_on (tmp, originator)) 1497 if (check_move_on (tmp, originator))
1609 return NULL; 1498 return 0;
1610 } 1499 }
1611 1500
1612 return op; 1501 return op;
1613} 1502}
1614 1503
1615/* this function inserts an object in the map, but if it 1504/* this function inserts an object in the map, but if it
1616 * finds an object of its own type, it'll remove that one first. 1505 * finds an object of its own type, it'll remove that one first.
1617 * op is the object to insert it under: supplies x and the map. 1506 * op is the object to insert it under: supplies x and the map.
1618 */ 1507 */
1619void 1508void
1620replace_insert_ob_in_map (const char *arch_string, object *op) 1509replace_insert_ob_in_map (const char *arch_string, object *op)
1621{ 1510{
1622 object *
1623 tmp;
1624 object *
1625 tmp1;
1626
1627 /* first search for itself and remove any old instances */ 1511 /* first search for itself and remove any old instances */
1628 1512
1629 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1513 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1630 {
1631 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1514 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1632 { 1515 tmp->destroy (1);
1633 remove_ob (tmp);
1634 free_object (tmp);
1635 }
1636 }
1637 1516
1638 tmp1 = arch_to_object (find_archetype (arch_string)); 1517 object *tmp = arch_to_object (archetype::find (arch_string));
1639 1518
1640 tmp1->x = op->x; 1519 tmp->x = op->x;
1641 tmp1->y = op->y; 1520 tmp->y = op->y;
1521
1642 insert_ob_in_map (tmp1, op->map, op, 0); 1522 insert_ob_in_map (tmp, op->map, op, 0);
1643} 1523}
1644
1645/*
1646 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1647 * is returned contains nr objects, and the remaining parts contains
1648 * the rest (or is removed and freed if that number is 0).
1649 * On failure, NULL is returned, and the reason put into the
1650 * global static errmsg array.
1651 */
1652 1524
1653object * 1525object *
1654get_split_ob (object *orig_ob, uint32 nr) 1526object::insert_at (object *where, object *originator, int flags)
1655{ 1527{
1656 object * 1528 if (where->env)
1657 newob; 1529 return where->env->insert (this);
1658 int 1530 else
1659 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1531 return where->map->insert (this, where->x, where->y, originator, flags);
1660
1661 if (orig_ob->nrof < nr)
1662 {
1663 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1664 return NULL;
1665 }
1666
1667 newob = object_create_clone (orig_ob);
1668
1669 if ((orig_ob->nrof -= nr) < 1)
1670 {
1671 if (!is_removed)
1672 remove_ob (orig_ob);
1673 free_object2 (orig_ob, 1);
1674 }
1675 else if (!is_removed)
1676 {
1677 if (orig_ob->env != NULL)
1678 sub_weight (orig_ob->env, orig_ob->weight * nr);
1679 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1680 {
1681 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1682 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1683 return NULL;
1684 }
1685 }
1686
1687 newob->nrof = nr;
1688
1689 return newob;
1690} 1532}
1691 1533
1692/* 1534/*
1693 * decrease_ob_nr(object, number) decreases a specified number from 1535 * decrease(object, number) decreases a specified number from
1694 * the amount of an object. If the amount reaches 0, the object 1536 * the amount of an object. If the amount reaches 0, the object
1695 * is subsequently removed and freed. 1537 * is subsequently removed and freed.
1696 * 1538 *
1697 * Return value: 'op' if something is left, NULL if the amount reached 0 1539 * Return value: 'op' if something is left, NULL if the amount reached 0
1698 */ 1540 */
1541bool
1542object::decrease (sint32 nr)
1543{
1544 if (!nr)
1545 return true;
1699 1546
1547 nr = min (nr, nrof);
1548
1549 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0
1554
1555 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this);
1557
1558 return true;
1559 }
1560 else
1561 {
1562 destroy (1);
1563 return false;
1564 }
1565}
1566
1567/*
1568 * split(ob,nr) splits up ob into two parts. The part which
1569 * is returned contains nr objects, and the remaining parts contains
1570 * the rest (or is removed and returned if that number is 0).
1571 * On failure, NULL is returned.
1572 */
1700object * 1573object *
1701decrease_ob_nr (object *op, uint32 i) 1574object::split (sint32 nr)
1702{ 1575{
1703 object *tmp; 1576 int have = number_of ();
1704 player *pl;
1705 1577
1706 if (i == 0) /* objects with op->nrof require this check */ 1578 if (have < nr)
1707 return op; 1579 return 0;
1708 1580 else if (have == nr)
1709 if (i > op->nrof)
1710 i = op->nrof;
1711
1712 if (QUERY_FLAG (op, FLAG_REMOVED))
1713 op->nrof -= i;
1714 else if (op->env != NULL)
1715 { 1581 {
1716 /* is this object in the players inventory, or sub container
1717 * therein?
1718 */
1719 tmp = is_player_inv (op->env);
1720 /* nope. Is this a container the player has opened?
1721 * If so, set tmp to that player.
1722 * IMO, searching through all the players will mostly
1723 * likely be quicker than following op->env to the map,
1724 * and then searching the map for a player.
1725 */
1726 if (!tmp)
1727 {
1728 for (pl = first_player; pl; pl = pl->next)
1729 if (pl->ob->container == op->env)
1730 break;
1731 if (pl)
1732 tmp = pl->ob;
1733 else
1734 tmp = NULL;
1735 }
1736
1737 if (i < op->nrof)
1738 {
1739 sub_weight (op->env, op->weight * i);
1740 op->nrof -= i;
1741 if (tmp)
1742 {
1743 esrv_send_item (tmp, op);
1744 }
1745 }
1746 else
1747 {
1748 remove_ob (op); 1582 remove ();
1749 op->nrof = 0; 1583 return this;
1750 if (tmp)
1751 {
1752 esrv_del_item (tmp->contr, op->count);
1753 }
1754 }
1755 } 1584 }
1756 else 1585 else
1757 { 1586 {
1758 object *above = op->above; 1587 decrease (nr);
1759 1588
1760 if (i < op->nrof) 1589 object *op = object_create_clone (this);
1761 op->nrof -= i; 1590 op->nrof = nr;
1762 else
1763 {
1764 remove_ob (op);
1765 op->nrof = 0;
1766 }
1767
1768 /* Since we just removed op, op->above is null */
1769 for (tmp = above; tmp != NULL; tmp = tmp->above)
1770 if (tmp->type == PLAYER)
1771 {
1772 if (op->nrof)
1773 esrv_send_item (tmp, op);
1774 else
1775 esrv_del_item (tmp->contr, op->count);
1776 }
1777 }
1778
1779 if (op->nrof)
1780 return op; 1591 return op;
1781 else
1782 { 1592 }
1783 free_object (op); 1593}
1594
1595object *
1596insert_ob_in_ob (object *op, object *where)
1597{
1598 if (!where)
1599 {
1600 char *dump = dump_object (op);
1601 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1602 free (dump);
1784 return NULL; 1603 return op;
1785 }
1786}
1787
1788/*
1789 * add_weight(object, weight) adds the specified weight to an object,
1790 * and also updates how much the environment(s) is/are carrying.
1791 */
1792
1793void
1794add_weight (object *op, signed long weight)
1795{
1796 while (op != NULL)
1797 { 1604 }
1798 if (op->type == CONTAINER)
1799 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1800 1605
1801 op->carrying += weight; 1606 if (where->head_ () != where)
1802 op = op->env;
1803 } 1607 {
1804} 1608 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1609 where = where->head;
1610 }
1805 1611
1612 return where->insert (op);
1613}
1614
1806/* 1615/*
1807 * insert_ob_in_ob(op,environment): 1616 * env->insert (op)
1808 * This function inserts the object op in the linked list 1617 * This function inserts the object op in the linked list
1809 * inside the object environment. 1618 * inside the object environment.
1810 * 1619 *
1811 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1812 * the inventory at the last position or next to other objects of the same
1813 * type.
1814 * Frank: Now sorted by type, archetype and magic!
1815 *
1816 * The function returns now pointer to inserted item, and return value can 1620 * The function returns now pointer to inserted item, and return value can
1817 * be != op, if items are merged. -Tero 1621 * be != op, if items are merged. -Tero
1818 */ 1622 */
1819
1820object * 1623object *
1821insert_ob_in_ob (object *op, object *where) 1624object::insert (object *op)
1822{ 1625{
1823 object *
1824 tmp, *
1825 otmp;
1826
1827 if (!QUERY_FLAG (op, FLAG_REMOVED))
1828 {
1829 dump_object (op);
1830 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1831 return op;
1832 }
1833
1834 if (where == NULL)
1835 {
1836 dump_object (op);
1837 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1838 return op;
1839 }
1840
1841 if (where->head)
1842 {
1843 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1844 where = where->head;
1845 }
1846
1847 if (op->more) 1626 if (op->more)
1848 { 1627 {
1849 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1628 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1850 return op; 1629 return op;
1851 } 1630 }
1852 1631
1853 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1632 op->remove ();
1854 CLEAR_FLAG (op, FLAG_REMOVED); 1633
1634 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1635
1855 if (op->nrof) 1636 if (op->nrof)
1856 {
1857 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1637 for (object *tmp = inv; tmp; tmp = tmp->below)
1858 if (CAN_MERGE (tmp, op)) 1638 if (object::can_merge (tmp, op))
1859 { 1639 {
1860 /* return the original object and remove inserted object 1640 /* return the original object and remove inserted object
1861 (client needs the original object) */ 1641 (client needs the original object) */
1862 tmp->nrof += op->nrof; 1642 tmp->nrof += op->nrof;
1863 /* Weight handling gets pretty funky. Since we are adding to 1643
1864 * tmp->nrof, we need to increase the weight. 1644 if (object *pl = tmp->visible_to ())
1865 */ 1645 esrv_update_item (UPD_NROF, pl, tmp);
1866 add_weight (where, op->weight * op->nrof); 1646
1867 SET_FLAG (op, FLAG_REMOVED); 1647 adjust_weight (this, op->total_weight ());
1868 free_object (op); /* free the inserted object */ 1648
1649 op->destroy (1);
1869 op = tmp; 1650 op = tmp;
1870 remove_ob (op); /* and fix old object's links */ 1651 goto inserted;
1871 CLEAR_FLAG (op, FLAG_REMOVED);
1872 break;
1873 } 1652 }
1874 1653
1875 /* I assume combined objects have no inventory 1654 op->owner = 0; // it's his/hers now. period.
1876 * We add the weight - this object could have just been removed
1877 * (if it was possible to merge). calling remove_ob will subtract
1878 * the weight, so we need to add it in again, since we actually do
1879 * the linking below
1880 */
1881 add_weight (where, op->weight * op->nrof);
1882 }
1883 else
1884 add_weight (where, (op->weight + op->carrying));
1885
1886 otmp = is_player_inv (where);
1887 if (otmp && otmp->contr != NULL)
1888 {
1889 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1890 fix_player (otmp);
1891 }
1892
1893 op->map = NULL; 1655 op->map = 0;
1894 op->env = where; 1656 op->x = 0;
1657 op->y = 0;
1658
1895 op->above = NULL; 1659 op->above = 0;
1896 op->below = NULL; 1660 op->below = inv;
1897 op->x = 0, op->y = 0; 1661 op->env = this;
1898 1662
1663 if (inv)
1664 inv->above = op;
1665
1666 inv = op;
1667
1668 op->flag [FLAG_REMOVED] = 0;
1669
1670 if (object *pl = op->visible_to ())
1671 esrv_send_item (pl, op);
1672
1673 adjust_weight (this, op->total_weight ());
1674
1675inserted:
1899 /* reset the light list and los of the players on the map */ 1676 /* reset the light list and los of the players on the map */
1900 if ((op->glow_radius != 0) && where->map) 1677 if (op->glow_radius && map && map->darkness)
1901 { 1678 update_all_los (map, x, y);
1902#ifdef DEBUG_LIGHTS
1903 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1904#endif /* DEBUG_LIGHTS */
1905 if (MAP_DARKNESS (where->map))
1906 update_all_los (where->map, where->x, where->y);
1907 }
1908 1679
1909 /* Client has no idea of ordering so lets not bother ordering it here. 1680 // if this is a player's inventory, update stats
1910 * It sure simplifies this function... 1681 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1911 */ 1682 update_stats ();
1912 if (where->inv == NULL) 1683
1913 where->inv = op; 1684 INVOKE_OBJECT (INSERT, this);
1914 else 1685
1915 {
1916 op->below = where->inv;
1917 op->below->above = op;
1918 where->inv = op;
1919 }
1920 return op; 1686 return op;
1921} 1687}
1922 1688
1923/* 1689/*
1924 * Checks if any objects has a move_type that matches objects 1690 * Checks if any objects has a move_type that matches objects
1938 * 1704 *
1939 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * MSW 2001-07-08: Check all objects on space, not just those below
1940 * object being inserted. insert_ob_in_map may not put new objects 1706 * object being inserted. insert_ob_in_map may not put new objects
1941 * on top. 1707 * on top.
1942 */ 1708 */
1943
1944int 1709int
1945check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1946{ 1711{
1947 object * 1712 object *tmp;
1948 tmp; 1713 maptile *m = op->map;
1949 tag_t
1950 tag;
1951 mapstruct *
1952 m = op->map;
1953 int
1954 x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1955 1715
1956 MoveType 1716 MoveType move_on, move_slow, move_block;
1957 move_on,
1958 move_slow,
1959 move_block;
1960 1717
1961 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1962 return 0; 1719 return 0;
1963
1964 tag = op->count;
1965 1720
1966 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1721 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1967 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1722 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1968 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1723 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1969 1724
1985 1740
1986 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1987 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1988 */ 1743 */
1989 1744
1990 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1991 { 1746 {
1992 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
1993 * this helps performance so that if a space has 50 spell objects, 1748 * this helps performance so that if a space has 50 spell objects,
1994 * we don't need to check all of them. 1749 * we don't need to check all of them.
1995 */ 1750 */
2013 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2014 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2015 { 1770 {
2016 1771
2017 float 1772 float
2018 diff = tmp->move_slow_penalty * FABS (op->speed); 1773 diff = tmp->move_slow_penalty * fabs (op->speed);
2019 1774
2020 if (op->type == PLAYER) 1775 if (op->type == PLAYER)
2021 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1776 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2022 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2023 diff /= 4.0; 1778 diff /= 4.0;
2030 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1785 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2031 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1786 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2032 { 1787 {
2033 move_apply (tmp, op, originator); 1788 move_apply (tmp, op, originator);
2034 1789
2035 if (was_destroyed (op, tag)) 1790 if (op->destroyed ())
2036 return 1; 1791 return 1;
2037 1792
2038 /* what the person/creature stepped onto has moved the object 1793 /* what the person/creature stepped onto has moved the object
2039 * someplace new. Don't process any further - if we did, 1794 * someplace new. Don't process any further - if we did,
2040 * have a feeling strange problems would result. 1795 * have a feeling strange problems would result.
2050/* 1805/*
2051 * present_arch(arch, map, x, y) searches for any objects with 1806 * present_arch(arch, map, x, y) searches for any objects with
2052 * a matching archetype at the given map and coordinates. 1807 * a matching archetype at the given map and coordinates.
2053 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
2054 */ 1809 */
2055
2056object * 1810object *
2057present_arch (const archetype *at, mapstruct *m, int x, int y) 1811present_arch (const archetype *at, maptile *m, int x, int y)
2058{ 1812{
2059 object *
2060 tmp;
2061
2062 if (m == NULL || out_of_map (m, x, y)) 1813 if (!m || out_of_map (m, x, y))
2063 { 1814 {
2064 LOG (llevError, "Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
2065 return NULL; 1816 return NULL;
2066 } 1817 }
2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2068 if (tmp->arch == at) 1820 if (tmp->arch == at)
2069 return tmp; 1821 return tmp;
1822
2070 return NULL; 1823 return NULL;
2071} 1824}
2072 1825
2073/* 1826/*
2074 * present(type, map, x, y) searches for any objects with 1827 * present(type, map, x, y) searches for any objects with
2075 * a matching type variable at the given map and coordinates. 1828 * a matching type variable at the given map and coordinates.
2076 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
2077 */ 1830 */
2078
2079object * 1831object *
2080present (unsigned char type, mapstruct *m, int x, int y) 1832present (unsigned char type, maptile *m, int x, int y)
2081{ 1833{
2082 object *
2083 tmp;
2084
2085 if (out_of_map (m, x, y)) 1834 if (out_of_map (m, x, y))
2086 { 1835 {
2087 LOG (llevError, "Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
2088 return NULL; 1837 return NULL;
2089 } 1838 }
2090 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2091 if (tmp->type == type) 1841 if (tmp->type == type)
2092 return tmp; 1842 return tmp;
1843
2093 return NULL; 1844 return NULL;
2094} 1845}
2095 1846
2096/* 1847/*
2097 * present_in_ob(type, object) searches for any objects with 1848 * present_in_ob(type, object) searches for any objects with
2098 * a matching type variable in the inventory of the given object. 1849 * a matching type variable in the inventory of the given object.
2099 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
2100 */ 1851 */
2101
2102object * 1852object *
2103present_in_ob (unsigned char type, const object *op) 1853present_in_ob (unsigned char type, const object *op)
2104{ 1854{
2105 object *
2106 tmp;
2107
2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1855 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2109 if (tmp->type == type) 1856 if (tmp->type == type)
2110 return tmp; 1857 return tmp;
1858
2111 return NULL; 1859 return NULL;
2112} 1860}
2113 1861
2114/* 1862/*
2115 * present_in_ob (type, str, object) searches for any objects with 1863 * present_in_ob (type, str, object) searches for any objects with
2123 * str is the string to match against. Note that we match against 1871 * str is the string to match against. Note that we match against
2124 * the object name, not the archetype name. this is so that the 1872 * the object name, not the archetype name. this is so that the
2125 * spell code can use one object type (force), but change it's name 1873 * spell code can use one object type (force), but change it's name
2126 * to be unique. 1874 * to be unique.
2127 */ 1875 */
2128
2129object * 1876object *
2130present_in_ob_by_name (int type, const char *str, const object *op) 1877present_in_ob_by_name (int type, const char *str, const object *op)
2131{ 1878{
2132 object *
2133 tmp;
2134
2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2136 {
2137 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1880 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2138 return tmp; 1881 return tmp;
2139 } 1882
2140 return NULL; 1883 return 0;
2141} 1884}
2142 1885
2143/* 1886/*
2144 * present_arch_in_ob(archetype, object) searches for any objects with 1887 * present_arch_in_ob(archetype, object) searches for any objects with
2145 * a matching archetype in the inventory of the given object. 1888 * a matching archetype in the inventory of the given object.
2146 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2147 */ 1890 */
2148
2149object * 1891object *
2150present_arch_in_ob (const archetype *at, const object *op) 1892present_arch_in_ob (const archetype *at, const object *op)
2151{ 1893{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2156 if (tmp->arch == at) 1895 if (tmp->arch == at)
2157 return tmp; 1896 return tmp;
1897
2158 return NULL; 1898 return NULL;
2159} 1899}
2160 1900
2161/* 1901/*
2162 * activate recursively a flag on an object inventory 1902 * activate recursively a flag on an object inventory
2163 */ 1903 */
2164void 1904void
2165flag_inv (object *op, int flag) 1905flag_inv (object *op, int flag)
2166{ 1906{
2167 object *
2168 tmp;
2169
2170 if (op->inv)
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2172 { 1908 {
2173 SET_FLAG (tmp, flag); 1909 SET_FLAG (tmp, flag);
2174 flag_inv (tmp, flag); 1910 flag_inv (tmp, flag);
2175 } 1911 }
2176} /* 1912}
1913
1914/*
2177 * desactivate recursively a flag on an object inventory 1915 * deactivate recursively a flag on an object inventory
2178 */ 1916 */
2179void 1917void
2180unflag_inv (object *op, int flag) 1918unflag_inv (object *op, int flag)
2181{ 1919{
2182 object *
2183 tmp;
2184
2185 if (op->inv)
2186 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2187 { 1921 {
2188 CLEAR_FLAG (tmp, flag); 1922 CLEAR_FLAG (tmp, flag);
2189 unflag_inv (tmp, flag); 1923 unflag_inv (tmp, flag);
2190 } 1924 }
2191}
2192
2193/*
2194 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2195 * all it's inventory (recursively).
2196 * If checksums are used, a player will get set_cheat called for
2197 * him/her-self and all object carried by a call to this function.
2198 */
2199
2200void
2201set_cheat (object *op)
2202{
2203 SET_FLAG (op, FLAG_WAS_WIZ);
2204 flag_inv (op, FLAG_WAS_WIZ);
2205} 1925}
2206 1926
2207/* 1927/*
2208 * find_free_spot(object, map, x, y, start, stop) will search for 1928 * find_free_spot(object, map, x, y, start, stop) will search for
2209 * a spot at the given map and coordinates which will be able to contain 1929 * a spot at the given map and coordinates which will be able to contain
2211 * to search (see the freearr_x/y[] definition). 1931 * to search (see the freearr_x/y[] definition).
2212 * It returns a random choice among the alternatives found. 1932 * It returns a random choice among the alternatives found.
2213 * start and stop are where to start relative to the free_arr array (1,9 1933 * start and stop are where to start relative to the free_arr array (1,9
2214 * does all 4 immediate directions). This returns the index into the 1934 * does all 4 immediate directions). This returns the index into the
2215 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1935 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2216 * Note - this only checks to see if there is space for the head of the
2217 * object - if it is a multispace object, this should be called for all
2218 * pieces.
2219 * Note2: This function does correctly handle tiled maps, but does not 1936 * Note: This function does correctly handle tiled maps, but does not
2220 * inform the caller. However, insert_ob_in_map will update as 1937 * inform the caller. However, insert_ob_in_map will update as
2221 * necessary, so the caller shouldn't need to do any special work. 1938 * necessary, so the caller shouldn't need to do any special work.
2222 * Note - updated to take an object instead of archetype - this is necessary 1939 * Note - updated to take an object instead of archetype - this is necessary
2223 * because arch_blocked (now ob_blocked) needs to know the movement type 1940 * because arch_blocked (now ob_blocked) needs to know the movement type
2224 * to know if the space in question will block the object. We can't use 1941 * to know if the space in question will block the object. We can't use
2225 * the archetype because that isn't correct if the monster has been 1942 * the archetype because that isn't correct if the monster has been
2226 * customized, changed states, etc. 1943 * customized, changed states, etc.
2227 */ 1944 */
2228
2229int 1945int
2230find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1946find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2231{ 1947{
2232 int
2233 i,
2234 index = 0, flag;
2235 static int
2236 altern[SIZEOFFREE]; 1948 int altern[SIZEOFFREE];
1949 int index = 0, flag;
2237 1950
2238 for (i = start; i < stop; i++) 1951 for (int i = start; i < stop; i++)
2239 { 1952 {
2240 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1953 mapxy pos (m, x, y); pos.move (i);
2241 if (!flag) 1954
1955 if (!pos.normalise ())
1956 continue;
1957
1958 mapspace &ms = *pos;
1959
1960 if (ms.flags () & P_IS_ALIVE)
1961 continue;
1962
1963 /* However, often
1964 * ob doesn't have any move type (when used to place exits)
1965 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1966 */
1967 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1968 {
2242 altern[index++] = i; 1969 altern [index++] = i;
1970 continue;
1971 }
2243 1972
2244 /* Basically, if we find a wall on a space, we cut down the search size. 1973 /* Basically, if we find a wall on a space, we cut down the search size.
2245 * In this way, we won't return spaces that are on another side of a wall. 1974 * In this way, we won't return spaces that are on another side of a wall.
2246 * This mostly work, but it cuts down the search size in all directions - 1975 * This mostly work, but it cuts down the search size in all directions -
2247 * if the space being examined only has a wall to the north and empty 1976 * if the space being examined only has a wall to the north and empty
2248 * spaces in all the other directions, this will reduce the search space 1977 * spaces in all the other directions, this will reduce the search space
2249 * to only the spaces immediately surrounding the target area, and 1978 * to only the spaces immediately surrounding the target area, and
2250 * won't look 2 spaces south of the target space. 1979 * won't look 2 spaces south of the target space.
2251 */ 1980 */
2252 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1981 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1982 {
2253 stop = maxfree[i]; 1983 stop = maxfree[i];
1984 continue;
1985 }
1986
1987 /* Note it is intentional that we check ob - the movement type of the
1988 * head of the object should correspond for the entire object.
1989 */
1990 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1991 continue;
1992
1993 if (ob->blocked (m, pos.x, pos.y))
1994 continue;
1995
1996 altern [index++] = i;
2254 } 1997 }
1998
2255 if (!index) 1999 if (!index)
2256 return -1; 2000 return -1;
2001
2257 return altern[RANDOM () % index]; 2002 return altern [rndm (index)];
2258} 2003}
2259 2004
2260/* 2005/*
2261 * find_first_free_spot(archetype, mapstruct, x, y) works like 2006 * find_first_free_spot(archetype, maptile, x, y) works like
2262 * find_free_spot(), but it will search max number of squares. 2007 * find_free_spot(), but it will search max number of squares.
2263 * But it will return the first available spot, not a random choice. 2008 * But it will return the first available spot, not a random choice.
2264 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2009 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2265 */ 2010 */
2266
2267int 2011int
2268find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2012find_first_free_spot (const object *ob, maptile *m, int x, int y)
2269{ 2013{
2270 int
2271 i;
2272
2273 for (i = 0; i < SIZEOFFREE; i++) 2014 for (int i = 0; i < SIZEOFFREE; i++)
2274 {
2275 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2015 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2276 return i; 2016 return i;
2277 } 2017
2278 return -1; 2018 return -1;
2279} 2019}
2280 2020
2281/* 2021/*
2282 * The function permute(arr, begin, end) randomly reorders the array 2022 * The function permute(arr, begin, end) randomly reorders the array
2283 * arr[begin..end-1]. 2023 * arr[begin..end-1].
2024 * now uses a fisher-yates shuffle, old permute was broken
2284 */ 2025 */
2285static void 2026static void
2286permute (int *arr, int begin, int end) 2027permute (int *arr, int begin, int end)
2287{ 2028{
2288 int 2029 arr += begin;
2289 i,
2290 j,
2291 tmp,
2292 len;
2293
2294 len = end - begin; 2030 end -= begin;
2295 for (i = begin; i < end; i++)
2296 {
2297 j = begin + RANDOM () % len;
2298 2031
2299 tmp = arr[i]; 2032 while (--end)
2300 arr[i] = arr[j]; 2033 swap (arr [end], arr [rndm (end + 1)]);
2301 arr[j] = tmp;
2302 }
2303} 2034}
2304 2035
2305/* new function to make monster searching more efficient, and effective! 2036/* new function to make monster searching more efficient, and effective!
2306 * This basically returns a randomized array (in the passed pointer) of 2037 * This basically returns a randomized array (in the passed pointer) of
2307 * the spaces to find monsters. In this way, it won't always look for 2038 * the spaces to find monsters. In this way, it won't always look for
2310 * the 3x3 area will be searched, just not in a predictable order. 2041 * the 3x3 area will be searched, just not in a predictable order.
2311 */ 2042 */
2312void 2043void
2313get_search_arr (int *search_arr) 2044get_search_arr (int *search_arr)
2314{ 2045{
2315 int 2046 int i;
2316 i;
2317 2047
2318 for (i = 0; i < SIZEOFFREE; i++) 2048 for (i = 0; i < SIZEOFFREE; i++)
2319 {
2320 search_arr[i] = i; 2049 search_arr[i] = i;
2321 }
2322 2050
2323 permute (search_arr, 1, SIZEOFFREE1 + 1); 2051 permute (search_arr, 1, SIZEOFFREE1 + 1);
2324 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2052 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2325 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2053 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2326} 2054}
2335 * Perhaps incorrectly, but I'm making the assumption that exclude 2063 * Perhaps incorrectly, but I'm making the assumption that exclude
2336 * is actually want is going to try and move there. We need this info 2064 * is actually want is going to try and move there. We need this info
2337 * because we have to know what movement the thing looking to move 2065 * because we have to know what movement the thing looking to move
2338 * there is capable of. 2066 * there is capable of.
2339 */ 2067 */
2340
2341int 2068int
2342find_dir (mapstruct *m, int x, int y, object *exclude) 2069find_dir (maptile *m, int x, int y, object *exclude)
2343{ 2070{
2344 int
2345 i,
2346 max = SIZEOFFREE, mflags; 2071 int i, max = SIZEOFFREE, mflags;
2347 2072
2348 sint16 nx, ny; 2073 sint16 nx, ny;
2349 object * 2074 object *tmp;
2350 tmp; 2075 maptile *mp;
2351 mapstruct *
2352 mp;
2353 2076
2354 MoveType blocked, move_type; 2077 MoveType blocked, move_type;
2355 2078
2356 if (exclude && exclude->head) 2079 if (exclude && exclude->head_ () != exclude)
2357 { 2080 {
2358 exclude = exclude->head; 2081 exclude = exclude->head;
2359 move_type = exclude->move_type; 2082 move_type = exclude->move_type;
2360 } 2083 }
2361 else 2084 else
2369 mp = m; 2092 mp = m;
2370 nx = x + freearr_x[i]; 2093 nx = x + freearr_x[i];
2371 ny = y + freearr_y[i]; 2094 ny = y + freearr_y[i];
2372 2095
2373 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2096 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2097
2374 if (mflags & P_OUT_OF_MAP) 2098 if (mflags & P_OUT_OF_MAP)
2375 {
2376 max = maxfree[i]; 2099 max = maxfree[i];
2377 }
2378 else 2100 else
2379 { 2101 {
2380 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2102 mapspace &ms = mp->at (nx, ny);
2103
2104 blocked = ms.move_block;
2381 2105
2382 if ((move_type & blocked) == move_type) 2106 if ((move_type & blocked) == move_type)
2383 {
2384 max = maxfree[i]; 2107 max = maxfree[i];
2385 }
2386 else if (mflags & P_IS_ALIVE) 2108 else if (mflags & P_IS_ALIVE)
2387 { 2109 {
2388 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2110 for (tmp = ms.bot; tmp; tmp = tmp->above)
2389 { 2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2390 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2112 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2391 {
2392 break; 2113 break;
2393 } 2114
2394 }
2395 if (tmp) 2115 if (tmp)
2396 {
2397 return freedir[i]; 2116 return freedir[i];
2398 }
2399 } 2117 }
2400 } 2118 }
2401 } 2119 }
2120
2402 return 0; 2121 return 0;
2403} 2122}
2404 2123
2405/* 2124/*
2406 * distance(object 1, object 2) will return the square of the 2125 * distance(object 1, object 2) will return the square of the
2407 * distance between the two given objects. 2126 * distance between the two given objects.
2408 */ 2127 */
2409
2410int 2128int
2411distance (const object *ob1, const object *ob2) 2129distance (const object *ob1, const object *ob2)
2412{ 2130{
2413 int
2414 i;
2415
2416 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2131 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2417 return i;
2418} 2132}
2419 2133
2420/* 2134/*
2421 * find_dir_2(delta-x,delta-y) will return a direction in which 2135 * find_dir_2(delta-x,delta-y) will return a direction in which
2422 * an object which has subtracted the x and y coordinates of another 2136 * an object which has subtracted the x and y coordinates of another
2423 * object, needs to travel toward it. 2137 * object, needs to travel toward it.
2424 */ 2138 */
2425
2426int 2139int
2427find_dir_2 (int x, int y) 2140find_dir_2 (int x, int y)
2428{ 2141{
2429 int 2142 int q;
2430 q;
2431 2143
2432 if (y) 2144 if (y)
2433 q = x * 100 / y; 2145 q = x * 100 / y;
2434 else if (x) 2146 else if (x)
2435 q = -300 * x; 2147 q = -300 * x;
2460 2172
2461 return 3; 2173 return 3;
2462} 2174}
2463 2175
2464/* 2176/*
2465 * absdir(int): Returns a number between 1 and 8, which represent
2466 * the "absolute" direction of a number (it actually takes care of
2467 * "overflow" in previous calculations of a direction).
2468 */
2469
2470int
2471absdir (int d)
2472{
2473 while (d < 1)
2474 d += 8;
2475 while (d > 8)
2476 d -= 8;
2477 return d;
2478}
2479
2480/*
2481 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2177 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2482 * between two directions (which are expected to be absolute (see absdir()) 2178 * between two directions (which are expected to be absolute (see absdir())
2483 */ 2179 */
2484
2485int 2180int
2486dirdiff (int dir1, int dir2) 2181dirdiff (int dir1, int dir2)
2487{ 2182{
2488 int 2183 int d;
2489 d;
2490 2184
2491 d = abs (dir1 - dir2); 2185 d = abs (dir1 - dir2);
2492 if (d > 4) 2186 if (d > 4)
2493 d = 8 - d; 2187 d = 8 - d;
2188
2494 return d; 2189 return d;
2495} 2190}
2496 2191
2497/* peterm: 2192/* peterm:
2498 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2193 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2501 * This basically means that if direction is 15, then it could either go 2196 * This basically means that if direction is 15, then it could either go
2502 * direction 4, 14, or 16 to get back to where we are. 2197 * direction 4, 14, or 16 to get back to where we are.
2503 * Moved from spell_util.c to object.c with the other related direction 2198 * Moved from spell_util.c to object.c with the other related direction
2504 * functions. 2199 * functions.
2505 */ 2200 */
2506
2507int
2508 reduction_dir[SIZEOFFREE][3] = { 2201int reduction_dir[SIZEOFFREE][3] = {
2509 {0, 0, 0}, /* 0 */ 2202 {0, 0, 0}, /* 0 */
2510 {0, 0, 0}, /* 1 */ 2203 {0, 0, 0}, /* 1 */
2511 {0, 0, 0}, /* 2 */ 2204 {0, 0, 0}, /* 2 */
2512 {0, 0, 0}, /* 3 */ 2205 {0, 0, 0}, /* 3 */
2513 {0, 0, 0}, /* 4 */ 2206 {0, 0, 0}, /* 4 */
2561 * find a path to that monster that we found. If not, 2254 * find a path to that monster that we found. If not,
2562 * we don't bother going toward it. Returns 1 if we 2255 * we don't bother going toward it. Returns 1 if we
2563 * can see a direct way to get it 2256 * can see a direct way to get it
2564 * Modified to be map tile aware -.MSW 2257 * Modified to be map tile aware -.MSW
2565 */ 2258 */
2566
2567
2568int 2259int
2569can_see_monsterP (mapstruct *m, int x, int y, int dir) 2260can_see_monsterP (maptile *m, int x, int y, int dir)
2570{ 2261{
2571 sint16 dx, dy; 2262 sint16 dx, dy;
2572 int
2573 mflags; 2263 int mflags;
2574 2264
2575 if (dir < 0) 2265 if (dir < 0)
2576 return 0; /* exit condition: invalid direction */ 2266 return 0; /* exit condition: invalid direction */
2577 2267
2578 dx = x + freearr_x[dir]; 2268 dx = x + freearr_x[dir];
2591 return 0; 2281 return 0;
2592 2282
2593 /* yes, can see. */ 2283 /* yes, can see. */
2594 if (dir < 9) 2284 if (dir < 9)
2595 return 1; 2285 return 1;
2286
2596 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2287 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2597 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2288 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2289 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2598} 2290}
2599
2600
2601 2291
2602/* 2292/*
2603 * can_pick(picker, item): finds out if an object is possible to be 2293 * can_pick(picker, item): finds out if an object is possible to be
2604 * picked up by the picker. Returnes 1 if it can be 2294 * picked up by the picker. Returnes 1 if it can be
2605 * picked up, otherwise 0. 2295 * picked up, otherwise 0.
2607 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2297 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2608 * core dumps if they do. 2298 * core dumps if they do.
2609 * 2299 *
2610 * Add a check so we can't pick up invisible objects (0.93.8) 2300 * Add a check so we can't pick up invisible objects (0.93.8)
2611 */ 2301 */
2612
2613int 2302int
2614can_pick (const object *who, const object *item) 2303can_pick (const object *who, const object *item)
2615{ 2304{
2616 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2305 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2617 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2306 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2618 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2307 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2619} 2308}
2620 2309
2621
2622/* 2310/*
2623 * create clone from object to another 2311 * create clone from object to another
2624 */ 2312 */
2625object * 2313object *
2626object_create_clone (object *asrc) 2314object_create_clone (object *asrc)
2627{ 2315{
2628 object *
2629 dst = NULL, *tmp, *src, *part, *prev, *item; 2316 object *dst = 0, *tmp, *src, *prev, *item;
2630 2317
2631 if (!asrc) 2318 if (!asrc)
2632 return NULL; 2319 return 0;
2633 src = asrc; 2320
2634 if (src->head)
2635 src = src->head; 2321 src = asrc->head_ ();
2636 2322
2637 prev = NULL; 2323 prev = 0;
2638 for (part = src; part; part = part->more) 2324 for (object *part = src; part; part = part->more)
2639 { 2325 {
2640 tmp = get_object (); 2326 tmp = part->clone ();
2641 copy_object (part, tmp);
2642 tmp->x -= src->x; 2327 tmp->x -= src->x;
2643 tmp->y -= src->y; 2328 tmp->y -= src->y;
2329
2644 if (!part->head) 2330 if (!part->head)
2645 { 2331 {
2646 dst = tmp; 2332 dst = tmp;
2647 tmp->head = NULL; 2333 tmp->head = 0;
2648 } 2334 }
2649 else 2335 else
2650 {
2651 tmp->head = dst; 2336 tmp->head = dst;
2652 } 2337
2653 tmp->more = NULL; 2338 tmp->more = 0;
2339
2654 if (prev) 2340 if (prev)
2655 prev->more = tmp; 2341 prev->more = tmp;
2342
2656 prev = tmp; 2343 prev = tmp;
2657 } 2344 }
2658 2345
2659 /*** copy inventory ***/
2660 for (item = src->inv; item; item = item->below) 2346 for (item = src->inv; item; item = item->below)
2661 {
2662 (void) insert_ob_in_ob (object_create_clone (item), dst); 2347 insert_ob_in_ob (object_create_clone (item), dst);
2663 }
2664 2348
2665 return dst; 2349 return dst;
2666}
2667
2668/* return true if the object was destroyed, 0 otherwise */
2669int
2670was_destroyed (const object *op, tag_t old_tag)
2671{
2672 /* checking for FLAG_FREED isn't necessary, but makes this function more
2673 * robust */
2674 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2675}
2676
2677/* GROS - Creates an object using a string representing its content. */
2678
2679/* Basically, we save the content of the string to a temp file, then call */
2680
2681/* load_object on it. I admit it is a highly inefficient way to make things, */
2682
2683/* but it was simple to make and allows reusing the load_object function. */
2684
2685/* Remember not to use load_object_str in a time-critical situation. */
2686
2687/* Also remember that multiparts objects are not supported for now. */
2688
2689object *
2690load_object_str (const char *obstr)
2691{
2692 object *
2693 op;
2694 char
2695 filename[MAX_BUF];
2696
2697 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2698
2699 FILE *
2700 tempfile = fopen (filename, "w");
2701
2702 if (tempfile == NULL)
2703 {
2704 LOG (llevError, "Error - Unable to access load object temp file\n");
2705 return NULL;
2706 }
2707
2708 fprintf (tempfile, obstr);
2709 fclose (tempfile);
2710
2711 op = get_object ();
2712
2713 object_thawer thawer (filename);
2714
2715 if (thawer)
2716 load_object (thawer, op, 0);
2717
2718 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2719 CLEAR_FLAG (op, FLAG_REMOVED);
2720
2721 return op;
2722} 2350}
2723 2351
2724/* This returns the first object in who's inventory that 2352/* This returns the first object in who's inventory that
2725 * has the same type and subtype match. 2353 * has the same type and subtype match.
2726 * returns NULL if no match. 2354 * returns NULL if no match.
2727 */ 2355 */
2728object * 2356object *
2729find_obj_by_type_subtype (const object *who, int type, int subtype) 2357find_obj_by_type_subtype (const object *who, int type, int subtype)
2730{ 2358{
2731 object *
2732 tmp;
2733
2734 for (tmp = who->inv; tmp; tmp = tmp->below) 2359 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2735 if (tmp->type == type && tmp->subtype == subtype) 2360 if (tmp->type == type && tmp->subtype == subtype)
2736 return tmp; 2361 return tmp;
2737 2362
2738 return NULL; 2363 return 0;
2739} 2364}
2740 2365
2741/* If ob has a field named key, return the link from the list, 2366/* If ob has a field named key, return the link from the list,
2742 * otherwise return NULL. 2367 * otherwise return NULL.
2743 * 2368 *
2745 * do the desired thing. 2370 * do the desired thing.
2746 */ 2371 */
2747key_value * 2372key_value *
2748get_ob_key_link (const object *ob, const char *key) 2373get_ob_key_link (const object *ob, const char *key)
2749{ 2374{
2750 key_value *
2751 link;
2752
2753 for (link = ob->key_values; link != NULL; link = link->next) 2375 for (key_value *link = ob->key_values; link; link = link->next)
2754 {
2755 if (link->key == key) 2376 if (link->key == key)
2756 {
2757 return link; 2377 return link;
2758 }
2759 }
2760 2378
2761 return NULL; 2379 return 0;
2762} 2380}
2763 2381
2764/* 2382/*
2765 * Returns the value of op has an extra_field for key, or NULL. 2383 * Returns the value of op has an extra_field for key, or NULL.
2766 * 2384 *
2791 if (link->key == canonical_key) 2409 if (link->key == canonical_key)
2792 return link->value; 2410 return link->value;
2793 2411
2794 return 0; 2412 return 0;
2795} 2413}
2796
2797 2414
2798/* 2415/*
2799 * Updates the canonical_key in op to value. 2416 * Updates the canonical_key in op to value.
2800 * 2417 *
2801 * canonical_key is a shared string (value doesn't have to be). 2418 * canonical_key is a shared string (value doesn't have to be).
2806 * Returns TRUE on success. 2423 * Returns TRUE on success.
2807 */ 2424 */
2808int 2425int
2809set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2426set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2810{ 2427{
2811 key_value *
2812 field = NULL, *last = NULL; 2428 key_value *field = NULL, *last = NULL;
2813 2429
2814 for (field = op->key_values; field != NULL; field = field->next) 2430 for (field = op->key_values; field != NULL; field = field->next)
2815 { 2431 {
2816 if (field->key != canonical_key) 2432 if (field->key != canonical_key)
2817 { 2433 {
2826 /* Basically, if the archetype has this key set, 2442 /* Basically, if the archetype has this key set,
2827 * we need to store the null value so when we save 2443 * we need to store the null value so when we save
2828 * it, we save the empty value so that when we load, 2444 * it, we save the empty value so that when we load,
2829 * we get this value back again. 2445 * we get this value back again.
2830 */ 2446 */
2831 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2447 if (get_ob_key_link (op->arch, canonical_key))
2832 field->value = 0; 2448 field->value = 0;
2833 else 2449 else
2834 { 2450 {
2835 if (last) 2451 if (last)
2836 last->next = field->next; 2452 last->next = field->next;
2845 /* IF we get here, key doesn't exist */ 2461 /* IF we get here, key doesn't exist */
2846 2462
2847 /* No field, we'll have to add it. */ 2463 /* No field, we'll have to add it. */
2848 2464
2849 if (!add_key) 2465 if (!add_key)
2850 {
2851 return FALSE; 2466 return FALSE;
2852 } 2467
2853 /* There isn't any good reason to store a null 2468 /* There isn't any good reason to store a null
2854 * value in the key/value list. If the archetype has 2469 * value in the key/value list. If the archetype has
2855 * this key, then we should also have it, so shouldn't 2470 * this key, then we should also have it, so shouldn't
2856 * be here. If user wants to store empty strings, 2471 * be here. If user wants to store empty strings,
2857 * should pass in "" 2472 * should pass in ""
2906 } 2521 }
2907 else 2522 else
2908 item = item->env; 2523 item = item->env;
2909} 2524}
2910 2525
2526const char *
2527object::flag_desc (char *desc, int len) const
2528{
2529 char *p = desc;
2530 bool first = true;
2531
2532 *p = 0;
2533
2534 for (int i = 0; i < NUM_FLAGS; i++)
2535 {
2536 if (len <= 10) // magic constant!
2537 {
2538 snprintf (p, len, ",...");
2539 break;
2540 }
2541
2542 if (flag [i])
2543 {
2544 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2545 len -= cnt;
2546 p += cnt;
2547 first = false;
2548 }
2549 }
2550
2551 return desc;
2552}
2553
2911// return a suitable string describing an objetc in enough detail to find it 2554// return a suitable string describing an object in enough detail to find it
2912const char * 2555const char *
2913object::debug_desc (char *info) const 2556object::debug_desc (char *info) const
2914{ 2557{
2558 char flagdesc[512];
2915 char info2[256 * 3]; 2559 char info2[256 * 4];
2916 char *p = info; 2560 char *p = info;
2917 2561
2918 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2562 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2919 count, 2563 count,
2564 uuid.c_str (),
2920 &name, 2565 &name,
2921 title ? " " : "", 2566 title ? "\",title:\"" : "",
2922 title ? (const char *)title : ""); 2567 title ? (const char *)title : "",
2568 flag_desc (flagdesc, 512), type);
2923 2569
2924 if (env) 2570 if (!this->flag[FLAG_REMOVED] && env)
2925 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2571 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2926 2572
2927 if (map) 2573 if (map)
2928 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2574 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2929 2575
2930 return info; 2576 return info;
2931} 2577}
2932 2578
2933const char * 2579const char *
2934object::debug_desc () const 2580object::debug_desc () const
2935{ 2581{
2936 static char info[256 * 3]; 2582 static char info[3][256 * 4];
2583 static int info_idx;
2584
2937 return debug_desc (info); 2585 return debug_desc (info [++info_idx % 3]);
2938} 2586}
2939 2587
2588struct region *
2589object::region () const
2590{
2591 return map ? map->region (x, y)
2592 : region::default_region ();
2593}
2594
2595const materialtype_t *
2596object::dominant_material () const
2597{
2598 if (materialtype_t *mt = name_to_material (materialname))
2599 return mt;
2600
2601 return name_to_material (shstr_unknown);
2602}
2603
2604void
2605object::open_container (object *new_container)
2606{
2607 if (container == new_container)
2608 return;
2609
2610 if (object *old_container = container)
2611 {
2612 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2613 return;
2614
2615#if 0
2616 // remove the "Close old_container" object.
2617 if (object *closer = old_container->inv)
2618 if (closer->type == CLOSE_CON)
2619 closer->destroy ();
2620#endif
2621
2622 old_container->flag [FLAG_APPLIED] = 0;
2623 container = 0;
2624
2625 esrv_update_item (UPD_FLAGS, this, old_container);
2626 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2627 play_sound (sound_find ("chest_close"));
2628 }
2629
2630 if (new_container)
2631 {
2632 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2633 return;
2634
2635 // TODO: this does not seem to serve any purpose anymore?
2636#if 0
2637 // insert the "Close Container" object.
2638 if (archetype *closer = new_container->other_arch)
2639 {
2640 object *closer = arch_to_object (new_container->other_arch);
2641 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2642 new_container->insert (closer);
2643 }
2644#endif
2645
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2647
2648 new_container->flag [FLAG_APPLIED] = 1;
2649 container = new_container;
2650
2651 esrv_update_item (UPD_FLAGS, this, new_container);
2652 esrv_send_inventory (this, new_container);
2653 play_sound (sound_find ("chest_open"));
2654 }
2655}
2656
2657object *
2658object::force_find (const shstr name)
2659{
2660 /* cycle through his inventory to look for the MARK we want to
2661 * place
2662 */
2663 for (object *tmp = inv; tmp; tmp = tmp->below)
2664 if (tmp->type == FORCE && tmp->slaying == name)
2665 return splay (tmp);
2666
2667 return 0;
2668}
2669
2670void
2671object::force_add (const shstr name, int duration)
2672{
2673 if (object *force = force_find (name))
2674 force->destroy ();
2675
2676 object *force = get_archetype (FORCE_NAME);
2677
2678 force->slaying = name;
2679 force->stats.food = 1;
2680 force->speed_left = -1.f;
2681
2682 force->set_speed (duration ? 1.f / duration : 0.f);
2683 force->flag [FLAG_IS_USED_UP] = true;
2684 force->flag [FLAG_APPLIED] = true;
2685
2686 insert (force);
2687}
2688
2689void
2690object::play_sound (faceidx sound)
2691{
2692 if (!sound)
2693 return;
2694
2695 if (flag [FLAG_REMOVED])
2696 return;
2697
2698 if (env)
2699 {
2700 if (object *pl = in_player ())
2701 pl->contr->play_sound (sound);
2702 }
2703 else
2704 map->play_sound (sound, x, y);
2705}
2706

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