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Comparing deliantra/server/common/object.C (file contents):
Revision 1.81 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.215 by root, Tue Apr 22 07:28:05 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35#include <bitset> 32#include <bitset>
36 33
37int nrofallocobjects = 0; 34UUID UUID::cur;
38static UUID uuid; 35static uint64_t seq_next_save;
39const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
40 37
41object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
42 40
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 46};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 52};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
110 write_uuid (); 112
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field; 144 key_value *wants_field;
139 145
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
143 */ 149 */
144 150
145 /* For each field in wants, */ 151 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 153 {
148 key_value *has_field; 154 key_value *has_field;
149 155
150 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
152 158
153 if (has_field == NULL) 159 if (!has_field)
154 {
155 /* No field with that name. */ 160 return 0; /* No field with that name. */
156 return FALSE;
157 }
158 161
159 /* Found the matching field. */ 162 /* Found the matching field. */
160 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165 165
166 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
167 } 167 }
168 168
169 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 170 return 1;
171} 171}
172 172
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 174static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 176{
177 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
179 */ 179 */
190 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if (ob1 == ob2 198 if (ob1 == ob2
200 || ob1->type != ob2->type 199 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 201 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
204 return 0; 203 return 0;
205 204
206 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
208 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
209 * used to store nrof). 208 * nrof values.
210 */ 209 */
211 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 211 return 0;
213 212
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning. 217 * flags lose any meaning.
219 */ 218 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 221
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 224
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 226 || ob1->name != ob2->name
229 || ob1->title != ob2->title 227 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 229 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype 230 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value 234 || ob1->value != ob2->value
245 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
251 return 0; 249 return 0;
252 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
253 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
254 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
255 */ 261 */
256 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
257 { 263 {
258 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
260 return 0;
261 266
262 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
263 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0; 271 return 0; /* inventory objects differ */
265 272
266 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
267 * if it is valid. 274 * if it is valid.
268 */ 275 */
269 } 276 }
277 284
278 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
280 * check? 287 * check?
281 */ 288 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 290 return 0;
284 291
285 switch (ob1->type) 292 switch (ob1->type)
286 { 293 {
287 case SCROLL: 294 case SCROLL:
288 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
289 return 0; 296 return 0;
290 break; 297 break;
291 } 298 }
292 299
293 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
294 { 301 {
295 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
297 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
298 return 0; 307 return 0;
299 else if (!compare_ob_value_lists (ob1, ob2))
300 return 0;
301 } 308 }
302 309
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
305 { 311 {
306 ob1->optimise (); 312 ob1->optimise ();
307 ob2->optimise (); 313 ob2->optimise ();
308 314
309 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
310 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
311 } 329 }
312 330
313 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
314 return 1; 332 return 1;
315} 333}
316 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (!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
317/* 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 if (pl != op) // player is handled lazily
397 esrv_update_item (UPD_WEIGHT, pl, op);
398
399 op = op->env;
400 }
401}
402
403/*
318 * sum_weight() is a recursive function which calculates the weight 404 * this is a recursive function which calculates the weight
319 * an object is carrying. It goes through in figures out how much 405 * an object is carrying. It goes through op and figures out how much
320 * containers are carrying, and sums it up. 406 * containers are carrying, and sums it up.
321 */ 407 */
322long 408void
323sum_weight (object *op) 409object::update_weight ()
324{ 410{
325 long sum; 411 sint32 sum = 0;
326 object *inv;
327 412
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 413 for (object *op = inv; op; op = op->below)
329 { 414 {
330 if (inv->inv) 415 if (op->inv)
331 sum_weight (inv); 416 op->update_weight ();
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 417
418 sum += op->total_weight ();
419 }
420
421 sum = weight_adjust (this, sum);
422
423 if (sum != carrying)
333 } 424 {
334
335 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100;
337
338 if (op->carrying != sum)
339 op->carrying = sum; 425 carrying = sum;
340 426
341 return sum; 427 if (object *pl = visible_to ())
428 if (pl != this) // player is handled lazily
429 esrv_update_item (UPD_WEIGHT, pl, this);
430 }
342} 431}
343 432
344/** 433/*
345 * Return the outermost environment object for a given object. 434 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
346 */ 435 */
347
348object *
349object_get_env_recursive (object *op)
350{
351 while (op->env != NULL)
352 op = op->env;
353 return op;
354}
355
356/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages.
359 * The result of the dump is stored in the static global errmsg array.
360 */
361
362char * 436char *
363dump_object (object *op) 437dump_object (object *op)
364{ 438{
365 if (!op) 439 if (!op)
366 return strdup ("[NULLOBJ]"); 440 return strdup ("[NULLOBJ]");
367 441
368 object_freezer freezer; 442 object_freezer freezer;
369 save_object (freezer, op, 3); 443 op->write (freezer);
370 return freezer.as_string (); 444 return freezer.as_string ();
371} 445}
372 446
373/* 447/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 448 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 449 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 450 * If it's not a multi-object, it is returned.
377 */ 451 */
378
379object * 452object *
380get_nearest_part (object *op, const object *pl) 453get_nearest_part (object *op, const object *pl)
381{ 454{
382 object *tmp, *closest; 455 object *tmp, *closest;
383 int last_dist, i; 456 int last_dist, i;
384 457
385 if (op->more == NULL) 458 if (!op->more)
386 return op; 459 return op;
460
387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 461 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462 tmp;
463 tmp = tmp->more)
388 if ((i = distance (tmp, pl)) < last_dist) 464 if ((i = distance (tmp, pl)) < last_dist)
389 closest = tmp, last_dist = i; 465 closest = tmp, last_dist = i;
466
390 return closest; 467 return closest;
391} 468}
392 469
393/* 470/*
394 * Returns the object which has the count-variable equal to the argument. 471 * Returns the object which has the count-variable equal to the argument.
472 * VERRRY slow.
395 */ 473 */
396
397object * 474object *
398find_object (tag_t i) 475find_object (tag_t i)
399{ 476{
400 for (object *op = object::first; op; op = op->next) 477 for_all_objects (op)
401 if (op->count == i) 478 if (op->count == i)
402 return op; 479 return op;
403 480
404 return 0; 481 return 0;
405} 482}
406 483
407/* 484/*
408 * Returns the first object which has a name equal to the argument. 485 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 486 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 487 * Enables features like "patch <name-of-other-player> food 999"
411 */ 488 */
412
413object * 489object *
414find_object_name (const char *str) 490find_object_name (const char *str)
415{ 491{
416 shstr_cmp str_ (str); 492 shstr_cmp str_ (str);
417 object *op; 493 object *op;
418 494
419 for (op = object::first; op != NULL; op = op->next) 495 for_all_objects (op)
420 if (op->name == str_) 496 if (op->name == str_)
421 break; 497 break;
422 498
423 return op; 499 return op;
424} 500}
425 501
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 502/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 503 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 504 * skill and experience objects.
505 * ACTUALLY NO! investigate! TODO
435 */ 506 */
436void 507void
437object::set_owner (object *owner) 508object::set_owner (object *owner)
438{ 509{
510 // allow objects which own objects
439 if (!owner) 511 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 512 while (owner->owner)
450 owner = owner->owner; 513 owner = owner->owner;
514
515 if (flag [FLAG_FREED])
516 {
517 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
518 return;
519 }
451 520
452 this->owner = owner; 521 this->owner = owner;
522}
523
524int
525object::slottype () const
526{
527 if (type == SKILL)
528 {
529 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
530 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
531 }
532 else
533 {
534 if (slot [body_combat].info) return slot_combat;
535 if (slot [body_range ].info) return slot_ranged;
536 }
537
538 return slot_none;
539}
540
541bool
542object::change_weapon (object *ob)
543{
544 if (current_weapon == ob)
545 return true;
546
547 if (chosen_skill)
548 chosen_skill->flag [FLAG_APPLIED] = false;
549
550 current_weapon = ob;
551 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
552
553 if (chosen_skill)
554 chosen_skill->flag [FLAG_APPLIED] = true;
555
556 update_stats ();
557
558 if (ob)
559 {
560 // now check wether any body locations became invalid, in which case
561 // we cannot apply the weapon at the moment.
562 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
563 if (slot[i].used < 0)
564 {
565 current_weapon = chosen_skill = 0;
566 update_stats ();
567
568 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
453} 588}
454 589
455/* Zero the key_values on op, decrementing the shared-string 590/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 591 * refcounts and freeing the links.
457 */ 592 */
458static void 593static void
459free_key_values (object *op) 594free_key_values (object *op)
460{ 595{
461 for (key_value *i = op->key_values; i != 0;) 596 for (key_value *i = op->key_values; i; )
462 { 597 {
463 key_value *next = i->next; 598 key_value *next = i->next;
464 delete i; 599 delete i;
465 600
466 i = next; 601 i = next;
467 } 602 }
468 603
469 op->key_values = 0; 604 op->key_values = 0;
470} 605}
471 606
472/* 607object &
473 * copy_to first frees everything allocated by the dst object, 608object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 609{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 610 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 611 bool is_removed = flag [FLAG_REMOVED];
485 612
486 *(object_copy *)dst = *this; 613 *(object_copy *)this = src;
487 614
488 if (self || cb) 615 flag [FLAG_FREED] = is_freed;
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 616 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED);
493
494 if (is_removed)
495 SET_FLAG (dst, FLAG_REMOVED);
496
497 if (speed < 0)
498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
499 617
500 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
501 if (key_values) 619 if (src.key_values)
502 { 620 {
503 key_value *tail = 0; 621 key_value *tail = 0;
504 key_value *i;
505
506 dst->key_values = 0; 622 key_values = 0;
507 623
508 for (i = key_values; i; i = i->next) 624 for (key_value *i = src.key_values; i; i = i->next)
509 { 625 {
510 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
511 627
512 new_link->next = 0; 628 new_link->next = 0;
513 new_link->key = i->key; 629 new_link->key = i->key;
514 new_link->value = i->value; 630 new_link->value = i->value;
515 631
516 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
517 if (!dst->key_values) 633 if (!key_values)
518 { 634 {
519 dst->key_values = new_link; 635 key_values = new_link;
520 tail = new_link; 636 tail = new_link;
521 } 637 }
522 else 638 else
523 { 639 {
524 tail->next = new_link; 640 tail->next = new_link;
525 tail = new_link; 641 tail = new_link;
526 } 642 }
527 } 643 }
528 } 644 }
645}
529 646
530 update_ob_speed (dst); 647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659
660 if (speed < 0)
661 dst->speed_left -= rndm ();
662
663 dst->set_speed (dst->speed);
664}
665
666void
667object::instantiate ()
668{
669 if (!uuid.seq) // HACK
670 uuid = UUID::gen ();
671
672 speed_left = -0.1f;
673 /* copy the body_info to the body_used - this is only really
674 * need for monsters, but doesn't hurt to do it for everything.
675 * by doing so, when a monster is created, it has good starting
676 * values for the body_used info, so when items are created
677 * for it, they can be properly equipped.
678 */
679 for (int i = NUM_BODY_LOCATIONS; i--; )
680 slot[i].used = slot[i].info;
681
682 attachable::instantiate ();
531} 683}
532 684
533object * 685object *
534object::clone () 686object::clone ()
535{ 687{
541/* 693/*
542 * If an object with the IS_TURNABLE() flag needs to be turned due 694 * If an object with the IS_TURNABLE() flag needs to be turned due
543 * to the closest player being on the other side, this function can 695 * to the closest player being on the other side, this function can
544 * be called to update the face variable, _and_ how it looks on the map. 696 * be called to update the face variable, _and_ how it looks on the map.
545 */ 697 */
546
547void 698void
548update_turn_face (object *op) 699update_turn_face (object *op)
549{ 700{
550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
551 return; 702 return;
703
552 SET_ANIMATION (op, op->direction); 704 SET_ANIMATION (op, op->direction);
553 update_object (op, UP_OBJ_FACE); 705 update_object (op, UP_OBJ_FACE);
554} 706}
555 707
556/* 708/*
557 * Updates the speed of an object. If the speed changes from 0 to another 709 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 710 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 711 * This function needs to be called whenever the speed of an object changes.
560 */ 712 */
561void 713void
562update_ob_speed (object *op) 714object::set_speed (float speed)
563{ 715{
564 extern int arch_init; 716 if (flag [FLAG_FREED] && speed)
565
566 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated.
568 */
569
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 717 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 719 speed = 0;
577#endif
578 }
579
580 if (arch_init)
581 return;
582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 { 720 }
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588 721
589 /* process_events() expects us to insert the object at the beginning 722 this->speed = speed;
590 * of the list. */
591 op->active_next = active_objects;
592 723
593 if (op->active_next != NULL) 724 if (has_active_speed ())
594 op->active_next->active_prev = op; 725 activate ();
595
596 active_objects = op;
597 }
598 else 726 else
599 { 727 deactivate ();
600 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects)
602 return;
603
604 if (op->active_prev == NULL)
605 {
606 active_objects = op->active_next;
607
608 if (op->active_next != NULL)
609 op->active_next->active_prev = NULL;
610 }
611 else
612 {
613 op->active_prev->active_next = op->active_next;
614
615 if (op->active_next)
616 op->active_next->active_prev = op->active_prev;
617 }
618
619 op->active_next = NULL;
620 op->active_prev = NULL;
621 }
622}
623
624/* This function removes object 'op' from the list of active
625 * objects.
626 * This should only be used for style maps or other such
627 * reference maps where you don't want an object that isn't
628 * in play chewing up cpu time getting processed.
629 * The reverse of this is to call update_ob_speed, which
630 * will do the right thing based on the speed of the object.
631 */
632void
633remove_from_active_list (object *op)
634{
635 /* If not on the active list, nothing needs to be done */
636 if (!op->active_next && !op->active_prev && op != active_objects)
637 return;
638
639 if (op->active_prev == NULL)
640 {
641 active_objects = op->active_next;
642 if (op->active_next != NULL)
643 op->active_next->active_prev = NULL;
644 }
645 else
646 {
647 op->active_prev->active_next = op->active_next;
648 if (op->active_next)
649 op->active_next->active_prev = op->active_prev;
650 }
651 op->active_next = NULL;
652 op->active_prev = NULL;
653} 728}
654 729
655/* 730/*
656 * update_object() updates the the map. 731 * update_object() updates the the map.
657 * It takes into account invisible objects (and represent squares covered 732 * It takes into account invisible objects (and represent squares covered
670 * UP_OBJ_FACE: only the objects face has changed. 745 * UP_OBJ_FACE: only the objects face has changed.
671 */ 746 */
672void 747void
673update_object (object *op, int action) 748update_object (object *op, int action)
674{ 749{
675 MoveType move_on, move_off, move_block, move_slow;
676
677 if (op == NULL) 750 if (op == NULL)
678 { 751 {
679 /* this should never happen */ 752 /* this should never happen */
680 LOG (llevDebug, "update_object() called for NULL object.\n"); 753 LOG (llevDebug, "update_object() called for NULL object.\n");
681 return; 754 return;
694 */ 767 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 768 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 769 return;
697 770
698 /* make sure the object is within map boundaries */ 771 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 773 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 774 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 775#ifdef MANY_CORES
703 abort (); 776 abort ();
704#endif 777#endif
705 return; 778 return;
706 } 779 }
707 780
708 mapspace &m = op->ms (); 781 mapspace &m = op->ms ();
709 782
710 if (m.flags_ & P_NEED_UPDATE) 783 if (!(m.flags_ & P_UPTODATE))
711 /* nop */; 784 /* nop */;
712 else if (action == UP_OBJ_INSERT) 785 else if (action == UP_OBJ_INSERT)
713 { 786 {
714 // this is likely overkill, TODO: revisit (schmorp) 787 // this is likely overkill, TODO: revisit (schmorp)
715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
724 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
725 * to have move_allow right now. 798 * to have move_allow right now.
726 */ 799 */
727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 801 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
729 m.flags_ = P_NEED_UPDATE; 802 m.flags_ = 0;
730 } 803 }
731 /* if the object is being removed, we can't make intelligent 804 /* if the object is being removed, we can't make intelligent
732 * decisions, because remove_ob can't really pass the object 805 * decisions, because remove_ob can't really pass the object
733 * that is being removed. 806 * that is being removed.
734 */ 807 */
735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
736 m.flags_ = P_NEED_UPDATE; 809 m.flags_ = 0;
737 else if (action == UP_OBJ_FACE) 810 else if (action == UP_OBJ_FACE)
738 /* Nothing to do for that case */ ; 811 /* Nothing to do for that case */ ;
739 else 812 else
740 LOG (llevError, "update_object called with invalid action: %d\n", action); 813 LOG (llevError, "update_object called with invalid action: %d\n", action);
741 814
742 if (op->more) 815 if (op->more)
743 update_object (op->more, action); 816 update_object (op->more, action);
744} 817}
745 818
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object () 819object::object ()
763{ 820{
764 SET_FLAG (this, FLAG_REMOVED); 821 SET_FLAG (this, FLAG_REMOVED);
765 822
766 expmul = 1.0; 823 expmul = 1.0;
767 face = blank_face; 824 face = blank_face;
768} 825}
769 826
770object::~object () 827object::~object ()
771{ 828{
829 unlink ();
830
772 free_key_values (this); 831 free_key_values (this);
773} 832}
774 833
834static int object_count;
835
775void object::link () 836void object::link ()
776{ 837{
838 assert (!index);//D
839 uuid = UUID::gen ();
777 count = ++ob_count; 840 count = ++object_count;
778 uuid = gen_uuid ();
779 841
780 prev = 0; 842 refcnt_inc ();
781 next = object::first; 843 objects.insert (this);
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787} 844}
788 845
789void object::unlink () 846void object::unlink ()
790{ 847{
791 if (this == object::first) 848 if (!index)
792 object::first = next; 849 return;
793 850
794 /* Remove this object from the list of used objects */ 851 objects.erase (this);
795 if (prev) prev->next = next; 852 refcnt_dec ();
796 if (next) next->prev = prev; 853}
797 854
798 prev = 0; 855void
799 next = 0; 856object::activate ()
857{
858 /* If already on active list, don't do anything */
859 if (active)
860 return;
861
862 if (has_active_speed ())
863 actives.insert (this);
864}
865
866void
867object::activate_recursive ()
868{
869 activate ();
870
871 for (object *op = inv; op; op = op->below)
872 op->activate_recursive ();
873}
874
875/* This function removes object 'op' from the list of active
876 * objects.
877 * This should only be used for style maps or other such
878 * reference maps where you don't want an object that isn't
879 * in play chewing up cpu time getting processed.
880 * The reverse of this is to call update_ob_speed, which
881 * will do the right thing based on the speed of the object.
882 */
883void
884object::deactivate ()
885{
886 /* If not on the active list, nothing needs to be done */
887 if (!active)
888 return;
889
890 actives.erase (this);
891}
892
893void
894object::deactivate_recursive ()
895{
896 for (object *op = inv; op; op = op->below)
897 op->deactivate_recursive ();
898
899 deactivate ();
900}
901
902void
903object::set_flag_inv (int flag, int value)
904{
905 for (object *op = inv; op; op = op->below)
906 {
907 op->flag [flag] = value;
908 op->set_flag_inv (flag, value);
909 }
910}
911
912/*
913 * Remove and free all objects in the inventory of the given object.
914 * object.c ?
915 */
916void
917object::destroy_inv (bool drop_to_ground)
918{
919 // need to check first, because the checks below might segfault
920 // as we might be on an invalid mapspace and crossfire code
921 // is too buggy to ensure that the inventory is empty.
922 // corollary: if you create arrows etc. with stuff in tis inventory,
923 // cf will crash below with off-map x and y
924 if (!inv)
925 return;
926
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (!drop_to_ground
932 || !map
933 || map->in_memory != MAP_ACTIVE
934 || map->nodrop
935 || ms ().move_block == MOVE_ALL)
936 {
937 while (inv)
938 {
939 inv->destroy_inv (drop_to_ground);
940 inv->destroy ();
941 }
942 }
943 else
944 { /* Put objects in inventory onto this space */
945 while (inv)
946 {
947 object *op = inv;
948
949 if (op->flag [FLAG_STARTEQUIP]
950 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE
952 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy ();
956 else
957 map->insert (op, x, y);
958 }
959 }
800} 960}
801 961
802object *object::create () 962object *object::create ()
803{ 963{
804 object *op = new object; 964 object *op = new object;
805 op->link (); 965 op->link ();
806 return op; 966 return op;
807} 967}
808 968
809/* 969void
810 * free_object() frees everything allocated by an object, removes 970object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 971{
821 if (QUERY_FLAG (this, FLAG_FREED)) 972 if (flag [FLAG_IS_LINKED])
822 return; 973 remove_button_link (this);
823 974
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 975 if (flag [FLAG_FRIENDLY])
825 remove_friendly_object (this); 976 remove_friendly_object (this);
826 977
827 if (!QUERY_FLAG (this, FLAG_REMOVED))
828 remove (); 978 remove ();
829 979
830 SET_FLAG (this, FLAG_FREED); 980 attachable::do_destroy ();
831 981
832 if (more) 982 destroy_inv (true);
833 {
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837 983
838 if (inv) 984 deactivate ();
839 { 985 unlink ();
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847 986
848 while (op) 987 flag [FLAG_FREED] = 1;
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 988
880 // hack to ensure that freed objects still have a valid map 989 // hack to ensure that freed objects still have a valid map
881 { 990 {
882 static maptile *freed_map; // freed objects are moved here to avoid crashes 991 static maptile *freed_map; // freed objects are moved here to avoid crashes
883 992
884 if (!freed_map) 993 if (!freed_map)
885 { 994 {
886 freed_map = new maptile; 995 freed_map = new maptile;
887 996
997 freed_map->path = "<freed objects map>";
888 freed_map->name = "/internal/freed_objects_map"; 998 freed_map->name = "/internal/freed_objects_map";
889 freed_map->width = 3; 999 freed_map->width = 3;
890 freed_map->height = 3; 1000 freed_map->height = 3;
1001 freed_map->nodrop = 1;
891 1002
892 freed_map->allocate (); 1003 freed_map->alloc ();
1004 freed_map->in_memory = MAP_ACTIVE;
893 } 1005 }
894 1006
895 map = freed_map; 1007 map = freed_map;
896 x = 1; 1008 x = 1;
897 y = 1; 1009 y = 1;
898 } 1010 }
899 1011
1012 if (more)
1013 {
1014 more->destroy ();
1015 more = 0;
1016 }
1017
1018 head = 0;
1019
900 // clear those pointers that likely might have circular references to us 1020 // clear those pointers that likely might cause circular references
901 owner = 0; 1021 owner = 0;
902 enemy = 0; 1022 enemy = 0;
903 attacked_by = 0; 1023 attacked_by = 0;
904 1024 current_weapon = 0;
905 // only relevant for players(?), but make sure of it anyways
906 contr = 0;
907
908 /* Remove object from the active list */
909 speed = 0;
910 update_ob_speed (this);
911
912 unlink ();
913
914 mortals.push_back (this);
915} 1025}
916 1026
917/*
918 * sub_weight() recursively (outwards) subtracts a number from the
919 * weight of an object (and what is carried by it's environment(s)).
920 */
921void 1027void
922sub_weight (object *op, signed long weight) 1028object::destroy (bool destroy_inventory)
923{ 1029{
924 while (op != NULL) 1030 if (destroyed ())
925 { 1031 return;
926 if (op->type == CONTAINER)
927 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
928 1032
929 op->carrying -= weight; 1033 if (destroy_inventory)
930 op = op->env; 1034 destroy_inv (false);
931 } 1035
1036 if (is_head ())
1037 if (sound_destroy)
1038 play_sound (sound_destroy);
1039 else if (flag [FLAG_MONSTER])
1040 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1041
1042 attachable::destroy ();
932} 1043}
933 1044
934/* op->remove (): 1045/* op->remove ():
935 * This function removes the object op from the linked list of objects 1046 * This function removes the object op from the linked list of objects
936 * which it is currently tied to. When this function is done, the 1047 * which it is currently tied to. When this function is done, the
937 * object will have no environment. If the object previously had an 1048 * object will have no environment. If the object previously had an
938 * environment, the x and y coordinates will be updated to 1049 * environment, the x and y coordinates will be updated to
939 * the previous environment. 1050 * the previous environment.
940 * Beware: This function is called from the editor as well!
941 */ 1051 */
942void 1052void
943object::remove () 1053object::do_remove ()
944{ 1054{
945 object *tmp, *last = 0; 1055 object *tmp, *last = 0;
946 object *otmp; 1056 object *otmp;
947 1057
948 int check_walk_off; 1058 if (flag [FLAG_REMOVED])
949
950 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 1059 return;
952 1060
953 SET_FLAG (this, FLAG_REMOVED); 1061 INVOKE_OBJECT (REMOVE, this);
1062
1063 if (object *pl = visible_to ())
1064 esrv_del_item (pl->contr, count);
1065
1066 flag [FLAG_REMOVED] = true;
954 1067
955 if (more) 1068 if (more)
956 more->remove (); 1069 more->remove ();
957 1070
958 /* 1071 /*
959 * In this case, the object to be removed is in someones 1072 * In this case, the object to be removed is in someones
960 * inventory. 1073 * inventory.
961 */ 1074 */
962 if (env) 1075 if (env)
963 { 1076 {
1077 adjust_weight (env, -total_weight ());
1078
1079 *(above ? &above->below : &env->inv) = below;
1080
964 if (nrof) 1081 if (below)
965 sub_weight (env, weight * nrof); 1082 below->above = above;
966 else 1083
967 sub_weight (env, weight + carrying); 1084 /* we set up values so that it could be inserted into
1085 * the map, but we don't actually do that - it is up
1086 * to the caller to decide what we want to do.
1087 */
1088 map = env->map;
1089 x = env->x;
1090 y = env->y;
1091 above = 0;
1092 below = 0;
1093 env = 0;
968 1094
969 /* NO_FIX_PLAYER is set when a great many changes are being 1095 /* NO_FIX_PLAYER is set when a great many changes are being
970 * made to players inventory. If set, avoiding the call 1096 * made to players inventory. If set, avoiding the call
971 * to save cpu time. 1097 * to save cpu time.
972 */ 1098 */
973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1099 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
974 otmp->update_stats (); 1100 otmp->update_stats ();
975
976 if (above != NULL)
977 above->below = below;
978 else
979 env->inv = below;
980
981 if (below != NULL)
982 below->above = above;
983
984 /* we set up values so that it could be inserted into
985 * the map, but we don't actually do that - it is up
986 * to the caller to decide what we want to do.
987 */
988 x = env->x, y = env->y;
989 map = env->map;
990 above = 0, below = 0;
991 env = 0;
992 } 1101 }
993 else if (map) 1102 else if (map)
994 { 1103 {
995 /* Re did the following section of code - it looks like it had 1104 if (type == PLAYER)
996 * lots of logic for things we no longer care about
997 */ 1105 {
1106 // leaving a spot always closes any open container on the ground
1107 if (container && !container->env)
1108 // this causes spurious floorbox updates, but it ensures
1109 // that the CLOSE event is being sent.
1110 close_container ();
1111
1112 --map->players;
1113 map->touch ();
1114 }
1115
1116 map->dirty = true;
1117 mapspace &ms = this->ms ();
998 1118
999 /* link the object above us */ 1119 /* link the object above us */
1000 if (above) 1120 if (above)
1001 above->below = below; 1121 above->below = below;
1002 else 1122 else
1003 map->at (x, y).top = below; /* we were top, set new top */ 1123 ms.top = below; /* we were top, set new top */
1004 1124
1005 /* Relink the object below us, if there is one */ 1125 /* Relink the object below us, if there is one */
1006 if (below) 1126 if (below)
1007 below->above = above; 1127 below->above = above;
1008 else 1128 else
1010 /* Nothing below, which means we need to relink map object for this space 1130 /* Nothing below, which means we need to relink map object for this space
1011 * use translated coordinates in case some oddness with map tiling is 1131 * use translated coordinates in case some oddness with map tiling is
1012 * evident 1132 * evident
1013 */ 1133 */
1014 if (GET_MAP_OB (map, x, y) != this) 1134 if (GET_MAP_OB (map, x, y) != this)
1015 {
1016 char *dump = dump_object (this);
1017 LOG (llevError,
1018 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1135 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1019 free (dump);
1020 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump);
1022 free (dump);
1023 }
1024 1136
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1137 ms.bot = above; /* goes on above it. */
1026 } 1138 }
1027 1139
1028 above = 0; 1140 above = 0;
1029 below = 0; 1141 below = 0;
1030 1142
1031 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1032 return; 1144 return;
1033 1145
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1147
1148 if (object *pl = ms.player ())
1149 {
1150 if (pl->container == this)
1151 /* If a container that the player is currently using somehow gets
1152 * removed (most likely destroyed), update the player view
1153 * appropriately.
1154 */
1155 pl->close_container ();
1156
1157 pl->contr->ns->floorbox_update ();
1158 }
1159
1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1160 for (tmp = ms.bot; tmp; tmp = tmp->above)
1037 { 1161 {
1038 /* No point updating the players look faces if he is the object 1162 /* No point updating the players look faces if he is the object
1039 * being removed. 1163 * being removed.
1040 */ 1164 */
1041 1165
1042 if (tmp->type == PLAYER && tmp != this)
1043 {
1044 /* If a container that the player is currently using somehow gets
1045 * removed (most likely destroyed), update the player view
1046 * appropriately.
1047 */
1048 if (tmp->container == this)
1049 {
1050 CLEAR_FLAG (this, FLAG_APPLIED);
1051 tmp->container = 0;
1052 }
1053
1054 tmp->contr->ns->floorbox_update ();
1055 }
1056
1057 /* See if player moving off should effect something */ 1166 /* See if object moving off should effect something */
1058 if (check_walk_off 1167 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1168 && ((move_type & tmp->move_off)
1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1169 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 { 1170 {
1062 move_apply (tmp, this, 0); 1171 move_apply (tmp, this, 0);
1063 1172
1064 if (destroyed ()) 1173 if (destroyed ())
1065 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1174 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1066 } 1175 }
1067 1176
1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1069
1070 if (tmp->above == tmp)
1071 tmp->above = 0;
1072
1073 last = tmp; 1177 last = tmp;
1074 } 1178 }
1075 1179
1076 /* last == NULL of there are no objects on this space */ 1180 /* last == NULL if there are no objects on this space */
1181 //TODO: this makes little sense, why only update the topmost object?
1077 if (!last) 1182 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1183 map->at (x, y).flags_ = 0;
1079 else 1184 else
1080 update_object (last, UP_OBJ_REMOVE); 1185 update_object (last, UP_OBJ_REMOVE);
1081 1186
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1187 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1188 update_all_los (map, x, y);
1084 } 1189 }
1085} 1190}
1086 1191
1087/* 1192/*
1096merge_ob (object *op, object *top) 1201merge_ob (object *op, object *top)
1097{ 1202{
1098 if (!op->nrof) 1203 if (!op->nrof)
1099 return 0; 1204 return 0;
1100 1205
1101 if (top == NULL) 1206 if (!top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1207 for (top = op; top && top->above; top = top->above)
1208 ;
1103 1209
1104 for (; top != NULL; top = top->below) 1210 for (; top; top = top->below)
1105 {
1106 if (top == op)
1107 continue;
1108
1109 if (object::can_merge (op, top)) 1211 if (object::can_merge (op, top))
1110 { 1212 {
1111 top->nrof += op->nrof; 1213 top->nrof += op->nrof;
1112 1214
1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1215 if (object *pl = top->visible_to ())
1114 op->weight = 0; /* Don't want any adjustements now */ 1216 esrv_update_item (UPD_NROF, pl, top);
1217
1218 op->weight = 0; // cancel the addition above
1219 op->carrying = 0; // must be 0 already
1220
1115 op->destroy (); 1221 op->destroy (1);
1222
1116 return top; 1223 return top;
1117 } 1224 }
1118 }
1119 1225
1120 return 0; 1226 return 0;
1121} 1227}
1122 1228
1229void
1230object::expand_tail ()
1231{
1232 if (more)
1233 return;
1234
1235 object *prev = this;
1236
1237 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1238 {
1239 object *op = arch_to_object (at);
1240
1241 op->name = name;
1242 op->name_pl = name_pl;
1243 op->title = title;
1244
1245 op->head = this;
1246 prev->more = op;
1247
1248 prev = op;
1249 }
1250}
1251
1123/* 1252/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1253 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1254 * job preparing multi-part monsters.
1126 */ 1255 */
1127object * 1256object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1257insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1258{
1130 object *tmp;
1131
1132 if (op->head)
1133 op = op->head;
1134
1135 for (tmp = op; tmp; tmp = tmp->more) 1259 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1136 { 1260 {
1137 tmp->x = x + tmp->arch->clone.x; 1261 tmp->x = x + tmp->arch->x;
1138 tmp->y = y + tmp->arch->clone.y; 1262 tmp->y = y + tmp->arch->y;
1139 } 1263 }
1140 1264
1141 return insert_ob_in_map (op, m, originator, flag); 1265 return insert_ob_in_map (op, m, originator, flag);
1142} 1266}
1143 1267
1159 * Return value: 1283 * Return value:
1160 * new object if 'op' was merged with other object 1284 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1285 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1286 * just 'op' otherwise
1163 */ 1287 */
1164
1165object * 1288object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1289insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1290{
1291 assert (!op->flag [FLAG_FREED]);
1292
1168 object *tmp, *top, *floor = NULL; 1293 object *top, *floor = NULL;
1169 sint16 x, y;
1170 1294
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1295 op->remove ();
1172 {
1173 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL;
1175 }
1176
1177 if (m == NULL)
1178 {
1179 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1181 free (dump);
1182 return op;
1183 }
1184
1185 if (out_of_map (m, op->x, op->y))
1186 {
1187 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1189#ifdef MANY_CORES
1190 /* Better to catch this here, as otherwise the next use of this object
1191 * is likely to cause a crash. Better to find out where it is getting
1192 * improperly inserted.
1193 */
1194 abort ();
1195#endif
1196 free (dump);
1197 return op;
1198 }
1199
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more != NULL)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more;
1213
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1231 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1234 return NULL;
1235 }
1236 }
1237
1238 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1296
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1297 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1298 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1299 * need extra work
1243 */ 1300 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1301 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1302 {
1246 y = op->y; 1303 op->destroy ();
1304 return 0;
1305 }
1306
1307 if (object *more = op->more)
1308 if (!insert_ob_in_map (more, m, originator, flag))
1309 return 0;
1310
1311 CLEAR_FLAG (op, FLAG_REMOVED);
1312
1313 op->map = m;
1314 mapspace &ms = op->ms ();
1247 1315
1248 /* this has to be done after we translate the coordinates. 1316 /* this has to be done after we translate the coordinates.
1249 */ 1317 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1318 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1319 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1320 if (object::can_merge (op, tmp))
1253 { 1321 {
1254 op->nrof += tmp->nrof; 1322 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1323 tmp->destroy (1);
1256 } 1324 }
1257 1325
1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1259 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1327 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260 1328
1273 op->below = originator->below; 1341 op->below = originator->below;
1274 1342
1275 if (op->below) 1343 if (op->below)
1276 op->below->above = op; 1344 op->below->above = op;
1277 else 1345 else
1278 op->ms ().bottom = op; 1346 ms.bot = op;
1279 1347
1280 /* since *below* originator, no need to update top */ 1348 /* since *below* originator, no need to update top */
1281 originator->below = op; 1349 originator->below = op;
1282 } 1350 }
1283 else 1351 else
1284 { 1352 {
1353 top = ms.bot;
1354
1285 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1356 if (top)
1287 { 1357 {
1288 object *last = NULL; 1358 object *last = 0;
1289 1359
1290 /* 1360 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1361 * If there are multiple objects on this space, we do some trickier handling.
1292 * We've already dealt with merging if appropriate. 1362 * We've already dealt with merging if appropriate.
1293 * Generally, we want to put the new object on top. But if 1363 * Generally, we want to put the new object on top. But if
1297 * once we get to them. This reduces the need to traverse over all of 1367 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1368 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1369 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1370 * that flying non pickable objects are spell objects.
1301 */ 1371 */
1302 1372 for (top = ms.bot; top; top = top->above)
1303 while (top != NULL)
1304 { 1373 {
1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1374 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1306 floor = top; 1375 floor = top;
1307 1376
1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1377 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1311 top = top->below; 1380 top = top->below;
1312 break; 1381 break;
1313 } 1382 }
1314 1383
1315 last = top; 1384 last = top;
1316 top = top->above;
1317 } 1385 }
1318 1386
1319 /* Don't want top to be NULL, so set it to the last valid object */ 1387 /* Don't want top to be NULL, so set it to the last valid object */
1320 top = last; 1388 top = last;
1321 1389
1323 * looks like instead of lots of conditions here. 1391 * looks like instead of lots of conditions here.
1324 * makes things faster, and effectively the same result. 1392 * makes things faster, and effectively the same result.
1325 */ 1393 */
1326 1394
1327 /* Have object 'fall below' other objects that block view. 1395 /* Have object 'fall below' other objects that block view.
1328 * Unless those objects are exits, type 66 1396 * Unless those objects are exits.
1329 * If INS_ON_TOP is used, don't do this processing 1397 * If INS_ON_TOP is used, don't do this processing
1330 * Need to find the object that in fact blocks view, otherwise 1398 * Need to find the object that in fact blocks view, otherwise
1331 * stacking is a bit odd. 1399 * stacking is a bit odd.
1332 */ 1400 */
1333 if (!(flag & INS_ON_TOP) && 1401 if (!(flag & INS_ON_TOP)
1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1402 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility))
1335 { 1404 {
1336 for (last = top; last != floor; last = last->below) 1405 for (last = top; last != floor; last = last->below)
1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break; 1407 break;
1408
1339 /* Check to see if we found the object that blocks view, 1409 /* Check to see if we found the object that blocks view,
1340 * and make sure we have a below pointer for it so that 1410 * and make sure we have a below pointer for it so that
1341 * we can get inserted below this one, which requires we 1411 * we can get inserted below this one, which requires we
1342 * set top to the object below us. 1412 * set top to the object below us.
1343 */ 1413 */
1344 if (last && last->below && last != floor) 1414 if (last && last->below && last != floor)
1345 top = last->below; 1415 top = last->below;
1346 } 1416 }
1347 } /* If objects on this space */ 1417 } /* If objects on this space */
1348 1418
1349 if (flag & INS_MAP_LOAD)
1350 top = GET_MAP_TOP (op->map, op->x, op->y);
1351
1352 if (flag & INS_ABOVE_FLOOR_ONLY) 1419 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor; 1420 top = floor;
1354 1421
1355 /* Top is the object that our object (op) is going to get inserted above. 1422 /* Top is the object that our object (op) is going to get inserted above.
1356 */ 1423 */
1357 1424
1358 /* First object on this space */ 1425 /* First object on this space */
1359 if (!top) 1426 if (!top)
1360 { 1427 {
1361 op->above = GET_MAP_OB (op->map, op->x, op->y); 1428 op->above = ms.bot;
1362 1429
1363 if (op->above) 1430 if (op->above)
1364 op->above->below = op; 1431 op->above->below = op;
1365 1432
1366 op->below = NULL; 1433 op->below = 0;
1367 op->ms ().bottom = op; 1434 ms.bot = op;
1368 } 1435 }
1369 else 1436 else
1370 { /* get inserted into the stack above top */ 1437 { /* get inserted into the stack above top */
1371 op->above = top->above; 1438 op->above = top->above;
1372 1439
1375 1442
1376 op->below = top; 1443 op->below = top;
1377 top->above = op; 1444 top->above = op;
1378 } 1445 }
1379 1446
1380 if (op->above == NULL) 1447 if (!op->above)
1381 op->ms ().top = op; 1448 ms.top = op;
1382 } /* else not INS_BELOW_ORIGINATOR */ 1449 } /* else not INS_BELOW_ORIGINATOR */
1383 1450
1384 if (op->type == PLAYER) 1451 if (op->type == PLAYER)
1452 {
1385 op->contr->do_los = 1; 1453 op->contr->do_los = 1;
1454 ++op->map->players;
1455 op->map->touch ();
1456 }
1386 1457
1387 /* If we have a floor, we know the player, if any, will be above 1458 op->map->dirty = true;
1388 * it, so save a few ticks and start from there. 1459
1389 */
1390 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1460 if (object *pl = ms.player ())
1392 pl->contr->ns->floorbox_update (); 1461 pl->contr->ns->floorbox_update ();
1393 1462
1394 /* If this object glows, it may affect lighting conditions that are 1463 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1464 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1465 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1466 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1467 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1468 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1469 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1470 * of effect may be sufficient.
1402 */ 1471 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1472 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1473 update_all_los (op->map, op->x, op->y);
1405 1474
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1475 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1476 update_object (op, UP_OBJ_INSERT);
1477
1478 INVOKE_OBJECT (INSERT, op);
1408 1479
1409 /* Don't know if moving this to the end will break anything. However, 1480 /* Don't know if moving this to the end will break anything. However,
1410 * we want to have floorbox_update called before calling this. 1481 * we want to have floorbox_update called before calling this.
1411 * 1482 *
1412 * check_move_on() must be after this because code called from 1483 * check_move_on() must be after this because code called from
1414 * blocked() and wall() work properly), and these flags are updated by 1485 * blocked() and wall() work properly), and these flags are updated by
1415 * update_object(). 1486 * update_object().
1416 */ 1487 */
1417 1488
1418 /* if this is not the head or flag has been passed, don't check walk on status */ 1489 /* if this is not the head or flag has been passed, don't check walk on status */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1490 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1420 { 1491 {
1421 if (check_move_on (op, originator)) 1492 if (check_move_on (op, originator))
1422 return NULL; 1493 return 0;
1423 1494
1424 /* If we are a multi part object, lets work our way through the check 1495 /* If we are a multi part object, lets work our way through the check
1425 * walk on's. 1496 * walk on's.
1426 */ 1497 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1498 for (object *tmp = op->more; tmp; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1499 if (check_move_on (tmp, originator))
1429 return NULL; 1500 return 0;
1430 } 1501 }
1431 1502
1432 return op; 1503 return op;
1433} 1504}
1434 1505
1437 * op is the object to insert it under: supplies x and the map. 1508 * op is the object to insert it under: supplies x and the map.
1438 */ 1509 */
1439void 1510void
1440replace_insert_ob_in_map (const char *arch_string, object *op) 1511replace_insert_ob_in_map (const char *arch_string, object *op)
1441{ 1512{
1442 object *tmp, *tmp1;
1443
1444 /* first search for itself and remove any old instances */ 1513 /* first search for itself and remove any old instances */
1445 1514
1446 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1515 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1516 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1448 tmp->destroy (); 1517 tmp->destroy (1);
1449 1518
1450 tmp1 = arch_to_object (archetype::find (arch_string)); 1519 object *tmp = arch_to_object (archetype::find (arch_string));
1451 1520
1452 tmp1->x = op->x; 1521 tmp->x = op->x;
1453 tmp1->y = op->y; 1522 tmp->y = op->y;
1523
1454 insert_ob_in_map (tmp1, op->map, op, 0); 1524 insert_ob_in_map (tmp, op->map, op, 0);
1455} 1525}
1456
1457/*
1458 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1459 * is returned contains nr objects, and the remaining parts contains
1460 * the rest (or is removed and freed if that number is 0).
1461 * On failure, NULL is returned, and the reason put into the
1462 * global static errmsg array.
1463 */
1464 1526
1465object * 1527object *
1466get_split_ob (object *orig_ob, uint32 nr) 1528object::insert_at (object *where, object *originator, int flags)
1467{ 1529{
1468 object *newob; 1530 if (where->env)
1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1531 return where->env->insert (this);
1470 1532 else
1471 if (orig_ob->nrof < nr) 1533 return where->map->insert (this, where->x, where->y, originator, flags);
1472 {
1473 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1474 return NULL;
1475 }
1476
1477 newob = object_create_clone (orig_ob);
1478
1479 if ((orig_ob->nrof -= nr) < 1)
1480 orig_ob->destroy (1);
1481 else if (!is_removed)
1482 {
1483 if (orig_ob->env != NULL)
1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1486 {
1487 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1488 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1489 return NULL;
1490 }
1491 }
1492
1493 newob->nrof = nr;
1494
1495 return newob;
1496} 1534}
1497 1535
1498/* 1536/*
1499 * decrease_ob_nr(object, number) decreases a specified number from 1537 * decrease(object, number) decreases a specified number from
1500 * the amount of an object. If the amount reaches 0, the object 1538 * the amount of an object. If the amount reaches 0, the object
1501 * is subsequently removed and freed. 1539 * is subsequently removed and freed.
1502 * 1540 *
1503 * Return value: 'op' if something is left, NULL if the amount reached 0 1541 * Return value: 'op' if something is left, NULL if the amount reached 0
1504 */ 1542 */
1543bool
1544object::decrease (sint32 nr)
1545{
1546 if (!nr)
1547 return true;
1505 1548
1549 nr = min (nr, nrof);
1550
1551 nrof -= nr;
1552
1553 if (nrof)
1554 {
1555 adjust_weight (env, -weight * nr); // carrying == 0
1556
1557 if (object *pl = visible_to ())
1558 esrv_update_item (UPD_NROF, pl, this);
1559
1560 return true;
1561 }
1562 else
1563 {
1564 destroy (1);
1565 return false;
1566 }
1567}
1568
1569/*
1570 * split(ob,nr) splits up ob into two parts. The part which
1571 * is returned contains nr objects, and the remaining parts contains
1572 * the rest (or is removed and returned if that number is 0).
1573 * On failure, NULL is returned.
1574 */
1506object * 1575object *
1507decrease_ob_nr (object *op, uint32 i) 1576object::split (sint32 nr)
1508{ 1577{
1509 object *tmp; 1578 int have = number_of ();
1510 1579
1511 if (i == 0) /* objects with op->nrof require this check */ 1580 if (have < nr)
1512 return op; 1581 return 0;
1513 1582 else if (have == nr)
1514 if (i > op->nrof)
1515 i = op->nrof;
1516
1517 if (QUERY_FLAG (op, FLAG_REMOVED))
1518 op->nrof -= i;
1519 else if (op->env)
1520 { 1583 {
1521 /* is this object in the players inventory, or sub container
1522 * therein?
1523 */
1524 tmp = op->in_player ();
1525 /* nope. Is this a container the player has opened?
1526 * If so, set tmp to that player.
1527 * IMO, searching through all the players will mostly
1528 * likely be quicker than following op->env to the map,
1529 * and then searching the map for a player.
1530 */
1531 if (!tmp)
1532 for_all_players (pl)
1533 if (pl->ob->container == op->env)
1534 {
1535 tmp = pl->ob;
1536 break;
1537 }
1538
1539 if (i < op->nrof)
1540 {
1541 sub_weight (op->env, op->weight * i);
1542 op->nrof -= i;
1543 if (tmp)
1544 esrv_send_item (tmp, op);
1545 }
1546 else
1547 {
1548 op->remove (); 1584 remove ();
1549 op->nrof = 0; 1585 return this;
1550 if (tmp)
1551 esrv_del_item (tmp->contr, op->count);
1552 }
1553 } 1586 }
1554 else 1587 else
1555 { 1588 {
1556 object *above = op->above; 1589 decrease (nr);
1557 1590
1558 if (i < op->nrof) 1591 object *op = object_create_clone (this);
1559 op->nrof -= i; 1592 op->nrof = nr;
1560 else
1561 {
1562 op->remove ();
1563 op->nrof = 0;
1564 }
1565
1566 /* Since we just removed op, op->above is null */
1567 for (tmp = above; tmp; tmp = tmp->above)
1568 if (tmp->type == PLAYER)
1569 {
1570 if (op->nrof)
1571 esrv_send_item (tmp, op);
1572 else
1573 esrv_del_item (tmp->contr, op->count);
1574 }
1575 }
1576
1577 if (op->nrof)
1578 return op; 1593 return op;
1579 else
1580 {
1581 op->destroy ();
1582 return 0;
1583 }
1584}
1585
1586/*
1587 * add_weight(object, weight) adds the specified weight to an object,
1588 * and also updates how much the environment(s) is/are carrying.
1589 */
1590
1591void
1592add_weight (object *op, signed long weight)
1593{
1594 while (op != NULL)
1595 {
1596 if (op->type == CONTAINER)
1597 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1598
1599 op->carrying += weight;
1600 op = op->env;
1601 } 1594 }
1602} 1595}
1603 1596
1604object * 1597object *
1605insert_ob_in_ob (object *op, object *where) 1598insert_ob_in_ob (object *op, object *where)
1610 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1603 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1611 free (dump); 1604 free (dump);
1612 return op; 1605 return op;
1613 } 1606 }
1614 1607
1615 if (where->head) 1608 if (where->head_ () != where)
1616 { 1609 {
1617 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1610 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1618 where = where->head; 1611 where = where->head;
1619 } 1612 }
1620 1613
1621 return where->insert (op); 1614 return where->insert (op);
1622} 1615}
1627 * inside the object environment. 1620 * inside the object environment.
1628 * 1621 *
1629 * The function returns now pointer to inserted item, and return value can 1622 * The function returns now pointer to inserted item, and return value can
1630 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1631 */ 1624 */
1632
1633object * 1625object *
1634object::insert (object *op) 1626object::insert (object *op)
1635{ 1627{
1636 object *tmp, *otmp;
1637
1638 if (!QUERY_FLAG (op, FLAG_REMOVED))
1639 op->remove ();
1640
1641 if (op->more) 1628 if (op->more)
1642 { 1629 {
1643 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1644 return op; 1631 return op;
1645 } 1632 }
1646 1633
1647 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1634 op->remove ();
1648 CLEAR_FLAG (op, FLAG_REMOVED); 1635
1636 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1637
1649 if (op->nrof) 1638 if (op->nrof)
1650 {
1651 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1639 for (object *tmp = inv; tmp; tmp = tmp->below)
1652 if (object::can_merge (tmp, op)) 1640 if (object::can_merge (tmp, op))
1653 { 1641 {
1654 /* return the original object and remove inserted object 1642 /* return the original object and remove inserted object
1655 (client needs the original object) */ 1643 (client needs the original object) */
1656 tmp->nrof += op->nrof; 1644 tmp->nrof += op->nrof;
1657 /* Weight handling gets pretty funky. Since we are adding to 1645
1658 * tmp->nrof, we need to increase the weight. 1646 if (object *pl = tmp->visible_to ())
1659 */ 1647 esrv_update_item (UPD_NROF, pl, tmp);
1648
1660 add_weight (this, op->weight * op->nrof); 1649 adjust_weight (this, op->total_weight ());
1661 SET_FLAG (op, FLAG_REMOVED); 1650
1662 op->destroy (); /* free the inserted object */ 1651 op->destroy (1);
1663 op = tmp; 1652 op = tmp;
1664 op->remove (); /* and fix old object's links */ 1653 goto inserted;
1665 CLEAR_FLAG (op, FLAG_REMOVED);
1666 break;
1667 } 1654 }
1668 1655
1669 /* I assume combined objects have no inventory 1656 op->owner = 0; // it's his/hers now. period.
1670 * We add the weight - this object could have just been removed
1671 * (if it was possible to merge). calling remove_ob will subtract
1672 * the weight, so we need to add it in again, since we actually do
1673 * the linking below
1674 */
1675 add_weight (this, op->weight * op->nrof);
1676 }
1677 else
1678 add_weight (this, (op->weight + op->carrying));
1679
1680 otmp = this->in_player ();
1681 if (otmp && otmp->contr)
1682 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1683 otmp->update_stats ();
1684
1685 op->map = 0; 1657 op->map = 0;
1686 op->env = this; 1658 op->x = 0;
1659 op->y = 0;
1660
1687 op->above = 0; 1661 op->above = 0;
1688 op->below = 0; 1662 op->below = inv;
1689 op->x = 0, op->y = 0; 1663 op->env = this;
1690 1664
1665 if (inv)
1666 inv->above = op;
1667
1668 inv = op;
1669
1670 op->flag [FLAG_REMOVED] = 0;
1671
1672 if (object *pl = op->visible_to ())
1673 esrv_send_item (pl, op);
1674
1675 adjust_weight (this, op->total_weight ());
1676
1677inserted:
1691 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1692 if ((op->glow_radius != 0) && map) 1679 if (op->glow_radius && map && map->darkness)
1693 {
1694#ifdef DEBUG_LIGHTS
1695 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1696#endif /* DEBUG_LIGHTS */
1697 if (MAP_DARKNESS (map))
1698 update_all_los (map, x, y); 1680 update_all_los (map, x, y);
1699 }
1700 1681
1701 /* Client has no idea of ordering so lets not bother ordering it here. 1682 // if this is a player's inventory, update stats
1702 * It sure simplifies this function... 1683 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1703 */ 1684 update_stats ();
1704 if (!inv) 1685
1705 inv = op; 1686 INVOKE_OBJECT (INSERT, this);
1706 else
1707 {
1708 op->below = inv;
1709 op->below->above = op;
1710 inv = op;
1711 }
1712 1687
1713 return op; 1688 return op;
1714} 1689}
1715 1690
1716/* 1691/*
1731 * 1706 *
1732 * MSW 2001-07-08: Check all objects on space, not just those below 1707 * MSW 2001-07-08: Check all objects on space, not just those below
1733 * object being inserted. insert_ob_in_map may not put new objects 1708 * object being inserted. insert_ob_in_map may not put new objects
1734 * on top. 1709 * on top.
1735 */ 1710 */
1736
1737int 1711int
1738check_move_on (object *op, object *originator) 1712check_move_on (object *op, object *originator)
1739{ 1713{
1740 object *tmp; 1714 object *tmp;
1741 maptile *m = op->map; 1715 maptile *m = op->map;
1768 1742
1769 /* The objects have to be checked from top to bottom. 1743 /* The objects have to be checked from top to bottom.
1770 * Hence, we first go to the top: 1744 * Hence, we first go to the top:
1771 */ 1745 */
1772 1746
1773 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1747 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1774 { 1748 {
1775 /* Trim the search when we find the first other spell effect 1749 /* Trim the search when we find the first other spell effect
1776 * this helps performance so that if a space has 50 spell objects, 1750 * this helps performance so that if a space has 50 spell objects,
1777 * we don't need to check all of them. 1751 * we don't need to check all of them.
1778 */ 1752 */
1796 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1770 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1797 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1771 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1798 { 1772 {
1799 1773
1800 float 1774 float
1801 diff = tmp->move_slow_penalty * FABS (op->speed); 1775 diff = tmp->move_slow_penalty * fabs (op->speed);
1802 1776
1803 if (op->type == PLAYER) 1777 if (op->type == PLAYER)
1804 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1778 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1805 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1779 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1806 diff /= 4.0; 1780 diff /= 4.0;
1833/* 1807/*
1834 * present_arch(arch, map, x, y) searches for any objects with 1808 * present_arch(arch, map, x, y) searches for any objects with
1835 * a matching archetype at the given map and coordinates. 1809 * a matching archetype at the given map and coordinates.
1836 * The first matching object is returned, or NULL if none. 1810 * The first matching object is returned, or NULL if none.
1837 */ 1811 */
1838
1839object * 1812object *
1840present_arch (const archetype *at, maptile *m, int x, int y) 1813present_arch (const archetype *at, maptile *m, int x, int y)
1841{ 1814{
1842 object *
1843 tmp;
1844
1845 if (m == NULL || out_of_map (m, x, y)) 1815 if (!m || out_of_map (m, x, y))
1846 { 1816 {
1847 LOG (llevError, "Present_arch called outside map.\n"); 1817 LOG (llevError, "Present_arch called outside map.\n");
1848 return NULL; 1818 return NULL;
1849 } 1819 }
1850 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1820
1821 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1851 if (tmp->arch == at) 1822 if (tmp->arch == at)
1852 return tmp; 1823 return tmp;
1824
1853 return NULL; 1825 return NULL;
1854} 1826}
1855 1827
1856/* 1828/*
1857 * present(type, map, x, y) searches for any objects with 1829 * present(type, map, x, y) searches for any objects with
1858 * a matching type variable at the given map and coordinates. 1830 * a matching type variable at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1831 * The first matching object is returned, or NULL if none.
1860 */ 1832 */
1861
1862object * 1833object *
1863present (unsigned char type, maptile *m, int x, int y) 1834present (unsigned char type, maptile *m, int x, int y)
1864{ 1835{
1865 object *
1866 tmp;
1867
1868 if (out_of_map (m, x, y)) 1836 if (out_of_map (m, x, y))
1869 { 1837 {
1870 LOG (llevError, "Present called outside map.\n"); 1838 LOG (llevError, "Present called outside map.\n");
1871 return NULL; 1839 return NULL;
1872 } 1840 }
1873 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1841
1842 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1874 if (tmp->type == type) 1843 if (tmp->type == type)
1875 return tmp; 1844 return tmp;
1845
1876 return NULL; 1846 return NULL;
1877} 1847}
1878 1848
1879/* 1849/*
1880 * present_in_ob(type, object) searches for any objects with 1850 * present_in_ob(type, object) searches for any objects with
1881 * a matching type variable in the inventory of the given object. 1851 * a matching type variable in the inventory of the given object.
1882 * The first matching object is returned, or NULL if none. 1852 * The first matching object is returned, or NULL if none.
1883 */ 1853 */
1884
1885object * 1854object *
1886present_in_ob (unsigned char type, const object *op) 1855present_in_ob (unsigned char type, const object *op)
1887{ 1856{
1888 object *
1889 tmp;
1890
1891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1857 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if (tmp->type == type) 1858 if (tmp->type == type)
1893 return tmp; 1859 return tmp;
1860
1894 return NULL; 1861 return NULL;
1895} 1862}
1896 1863
1897/* 1864/*
1898 * present_in_ob (type, str, object) searches for any objects with 1865 * present_in_ob (type, str, object) searches for any objects with
1906 * str is the string to match against. Note that we match against 1873 * str is the string to match against. Note that we match against
1907 * the object name, not the archetype name. this is so that the 1874 * the object name, not the archetype name. this is so that the
1908 * spell code can use one object type (force), but change it's name 1875 * spell code can use one object type (force), but change it's name
1909 * to be unique. 1876 * to be unique.
1910 */ 1877 */
1911
1912object * 1878object *
1913present_in_ob_by_name (int type, const char *str, const object *op) 1879present_in_ob_by_name (int type, const char *str, const object *op)
1914{ 1880{
1915 object *
1916 tmp;
1917
1918 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1881 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 {
1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1882 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1883 return tmp;
1922 } 1884
1923 return NULL; 1885 return 0;
1924} 1886}
1925 1887
1926/* 1888/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1889 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1890 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
1930 */ 1892 */
1931
1932object * 1893object *
1933present_arch_in_ob (const archetype *at, const object *op) 1894present_arch_in_ob (const archetype *at, const object *op)
1934{ 1895{
1935 object *
1936 tmp;
1937
1938 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 if (tmp->arch == at) 1897 if (tmp->arch == at)
1940 return tmp; 1898 return tmp;
1899
1941 return NULL; 1900 return NULL;
1942} 1901}
1943 1902
1944/* 1903/*
1945 * activate recursively a flag on an object inventory 1904 * activate recursively a flag on an object inventory
1946 */ 1905 */
1947void 1906void
1948flag_inv (object *op, int flag) 1907flag_inv (object *op, int flag)
1949{ 1908{
1950 object *
1951 tmp;
1952
1953 if (op->inv)
1954 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1955 { 1910 {
1956 SET_FLAG (tmp, flag); 1911 SET_FLAG (tmp, flag);
1957 flag_inv (tmp, flag); 1912 flag_inv (tmp, flag);
1958 } 1913 }
1959} /* 1914}
1915
1916/*
1960 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
1961 */ 1918 */
1962void 1919void
1963unflag_inv (object *op, int flag) 1920unflag_inv (object *op, int flag)
1964{ 1921{
1965 object *
1966 tmp;
1967
1968 if (op->inv)
1969 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1970 { 1923 {
1971 CLEAR_FLAG (tmp, flag); 1924 CLEAR_FLAG (tmp, flag);
1972 unflag_inv (tmp, flag); 1925 unflag_inv (tmp, flag);
1973 } 1926 }
1974}
1975
1976/*
1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1978 * all it's inventory (recursively).
1979 * If checksums are used, a player will get set_cheat called for
1980 * him/her-self and all object carried by a call to this function.
1981 */
1982
1983void
1984set_cheat (object *op)
1985{
1986 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ);
1988} 1927}
1989 1928
1990/* 1929/*
1991 * find_free_spot(object, map, x, y, start, stop) will search for 1930 * find_free_spot(object, map, x, y, start, stop) will search for
1992 * a spot at the given map and coordinates which will be able to contain 1931 * a spot at the given map and coordinates which will be able to contain
1994 * to search (see the freearr_x/y[] definition). 1933 * to search (see the freearr_x/y[] definition).
1995 * It returns a random choice among the alternatives found. 1934 * It returns a random choice among the alternatives found.
1996 * start and stop are where to start relative to the free_arr array (1,9 1935 * start and stop are where to start relative to the free_arr array (1,9
1997 * does all 4 immediate directions). This returns the index into the 1936 * does all 4 immediate directions). This returns the index into the
1998 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1937 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1999 * Note - this only checks to see if there is space for the head of the
2000 * object - if it is a multispace object, this should be called for all
2001 * pieces.
2002 * Note2: This function does correctly handle tiled maps, but does not 1938 * Note: This function does correctly handle tiled maps, but does not
2003 * inform the caller. However, insert_ob_in_map will update as 1939 * inform the caller. However, insert_ob_in_map will update as
2004 * necessary, so the caller shouldn't need to do any special work. 1940 * necessary, so the caller shouldn't need to do any special work.
2005 * Note - updated to take an object instead of archetype - this is necessary 1941 * Note - updated to take an object instead of archetype - this is necessary
2006 * because arch_blocked (now ob_blocked) needs to know the movement type 1942 * because arch_blocked (now ob_blocked) needs to know the movement type
2007 * to know if the space in question will block the object. We can't use 1943 * to know if the space in question will block the object. We can't use
2008 * the archetype because that isn't correct if the monster has been 1944 * the archetype because that isn't correct if the monster has been
2009 * customized, changed states, etc. 1945 * customized, changed states, etc.
2010 */ 1946 */
2011
2012int 1947int
2013find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1948find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2014{ 1949{
2015 int
2016 i,
2017 index = 0, flag;
2018 static int
2019 altern[SIZEOFFREE]; 1950 int altern[SIZEOFFREE];
1951 int index = 0, flag;
2020 1952
2021 for (i = start; i < stop; i++) 1953 for (int i = start; i < stop; i++)
2022 { 1954 {
2023 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1955 mapxy pos (m, x, y); pos.move (i);
2024 if (!flag) 1956
1957 if (!pos.normalise ())
1958 continue;
1959
1960 mapspace &ms = *pos;
1961
1962 if (ms.flags () & P_IS_ALIVE)
1963 continue;
1964
1965 /* However, often
1966 * ob doesn't have any move type (when used to place exits)
1967 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1968 */
1969 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1970 {
2025 altern[index++] = i; 1971 altern [index++] = i;
1972 continue;
1973 }
2026 1974
2027 /* Basically, if we find a wall on a space, we cut down the search size. 1975 /* Basically, if we find a wall on a space, we cut down the search size.
2028 * In this way, we won't return spaces that are on another side of a wall. 1976 * In this way, we won't return spaces that are on another side of a wall.
2029 * This mostly work, but it cuts down the search size in all directions - 1977 * This mostly work, but it cuts down the search size in all directions -
2030 * if the space being examined only has a wall to the north and empty 1978 * if the space being examined only has a wall to the north and empty
2031 * spaces in all the other directions, this will reduce the search space 1979 * spaces in all the other directions, this will reduce the search space
2032 * to only the spaces immediately surrounding the target area, and 1980 * to only the spaces immediately surrounding the target area, and
2033 * won't look 2 spaces south of the target space. 1981 * won't look 2 spaces south of the target space.
2034 */ 1982 */
2035 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1983 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1984 {
2036 stop = maxfree[i]; 1985 stop = maxfree[i];
1986 continue;
1987 }
1988
1989 /* Note it is intentional that we check ob - the movement type of the
1990 * head of the object should correspond for the entire object.
1991 */
1992 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1993 continue;
1994
1995 if (ob->blocked (m, pos.x, pos.y))
1996 continue;
1997
1998 altern [index++] = i;
2037 } 1999 }
2038 2000
2039 if (!index) 2001 if (!index)
2040 return -1; 2002 return -1;
2041 2003
2042 return altern[RANDOM () % index]; 2004 return altern [rndm (index)];
2043} 2005}
2044 2006
2045/* 2007/*
2046 * find_first_free_spot(archetype, maptile, x, y) works like 2008 * find_first_free_spot(archetype, maptile, x, y) works like
2047 * find_free_spot(), but it will search max number of squares. 2009 * find_free_spot(), but it will search max number of squares.
2048 * But it will return the first available spot, not a random choice. 2010 * But it will return the first available spot, not a random choice.
2049 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2011 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2050 */ 2012 */
2051
2052int 2013int
2053find_first_free_spot (const object *ob, maptile *m, int x, int y) 2014find_first_free_spot (const object *ob, maptile *m, int x, int y)
2054{ 2015{
2055 int
2056 i;
2057
2058 for (i = 0; i < SIZEOFFREE; i++) 2016 for (int i = 0; i < SIZEOFFREE; i++)
2059 {
2060 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2017 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2061 return i; 2018 return i;
2062 } 2019
2063 return -1; 2020 return -1;
2064} 2021}
2065 2022
2066/* 2023/*
2067 * The function permute(arr, begin, end) randomly reorders the array 2024 * The function permute(arr, begin, end) randomly reorders the array
2068 * arr[begin..end-1]. 2025 * arr[begin..end-1].
2026 * now uses a fisher-yates shuffle, old permute was broken
2069 */ 2027 */
2070static void 2028static void
2071permute (int *arr, int begin, int end) 2029permute (int *arr, int begin, int end)
2072{ 2030{
2073 int 2031 arr += begin;
2074 i,
2075 j,
2076 tmp,
2077 len;
2078
2079 len = end - begin; 2032 end -= begin;
2080 for (i = begin; i < end; i++)
2081 {
2082 j = begin + RANDOM () % len;
2083 2033
2084 tmp = arr[i]; 2034 while (--end)
2085 arr[i] = arr[j]; 2035 swap (arr [end], arr [rndm (end + 1)]);
2086 arr[j] = tmp;
2087 }
2088} 2036}
2089 2037
2090/* new function to make monster searching more efficient, and effective! 2038/* new function to make monster searching more efficient, and effective!
2091 * This basically returns a randomized array (in the passed pointer) of 2039 * This basically returns a randomized array (in the passed pointer) of
2092 * the spaces to find monsters. In this way, it won't always look for 2040 * the spaces to find monsters. In this way, it won't always look for
2095 * the 3x3 area will be searched, just not in a predictable order. 2043 * the 3x3 area will be searched, just not in a predictable order.
2096 */ 2044 */
2097void 2045void
2098get_search_arr (int *search_arr) 2046get_search_arr (int *search_arr)
2099{ 2047{
2100 int 2048 int i;
2101 i;
2102 2049
2103 for (i = 0; i < SIZEOFFREE; i++) 2050 for (i = 0; i < SIZEOFFREE; i++)
2104 {
2105 search_arr[i] = i; 2051 search_arr[i] = i;
2106 }
2107 2052
2108 permute (search_arr, 1, SIZEOFFREE1 + 1); 2053 permute (search_arr, 1, SIZEOFFREE1 + 1);
2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2054 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2055 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2111} 2056}
2120 * Perhaps incorrectly, but I'm making the assumption that exclude 2065 * Perhaps incorrectly, but I'm making the assumption that exclude
2121 * is actually want is going to try and move there. We need this info 2066 * is actually want is going to try and move there. We need this info
2122 * because we have to know what movement the thing looking to move 2067 * because we have to know what movement the thing looking to move
2123 * there is capable of. 2068 * there is capable of.
2124 */ 2069 */
2125
2126int 2070int
2127find_dir (maptile *m, int x, int y, object *exclude) 2071find_dir (maptile *m, int x, int y, object *exclude)
2128{ 2072{
2129 int
2130 i,
2131 max = SIZEOFFREE, mflags; 2073 int i, max = SIZEOFFREE, mflags;
2132 2074
2133 sint16 nx, ny; 2075 sint16 nx, ny;
2134 object * 2076 object *tmp;
2135 tmp;
2136 maptile * 2077 maptile *mp;
2137 mp;
2138 2078
2139 MoveType blocked, move_type; 2079 MoveType blocked, move_type;
2140 2080
2141 if (exclude && exclude->head) 2081 if (exclude && exclude->head_ () != exclude)
2142 { 2082 {
2143 exclude = exclude->head; 2083 exclude = exclude->head;
2144 move_type = exclude->move_type; 2084 move_type = exclude->move_type;
2145 } 2085 }
2146 else 2086 else
2159 2099
2160 if (mflags & P_OUT_OF_MAP) 2100 if (mflags & P_OUT_OF_MAP)
2161 max = maxfree[i]; 2101 max = maxfree[i];
2162 else 2102 else
2163 { 2103 {
2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2104 mapspace &ms = mp->at (nx, ny);
2105
2106 blocked = ms.move_block;
2165 2107
2166 if ((move_type & blocked) == move_type) 2108 if ((move_type & blocked) == move_type)
2167 max = maxfree[i]; 2109 max = maxfree[i];
2168 else if (mflags & P_IS_ALIVE) 2110 else if (mflags & P_IS_ALIVE)
2169 { 2111 {
2170 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2112 for (tmp = ms.bot; tmp; tmp = tmp->above)
2171 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2113 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2114 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2172 break; 2115 break;
2173 2116
2174 if (tmp) 2117 if (tmp)
2175 return freedir[i]; 2118 return freedir[i];
2176 } 2119 }
2182 2125
2183/* 2126/*
2184 * distance(object 1, object 2) will return the square of the 2127 * distance(object 1, object 2) will return the square of the
2185 * distance between the two given objects. 2128 * distance between the two given objects.
2186 */ 2129 */
2187
2188int 2130int
2189distance (const object *ob1, const object *ob2) 2131distance (const object *ob1, const object *ob2)
2190{ 2132{
2191 int i;
2192
2193 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2133 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2194 return i;
2195} 2134}
2196 2135
2197/* 2136/*
2198 * find_dir_2(delta-x,delta-y) will return a direction in which 2137 * find_dir_2(delta-x,delta-y) will return a direction in which
2199 * an object which has subtracted the x and y coordinates of another 2138 * an object which has subtracted the x and y coordinates of another
2200 * object, needs to travel toward it. 2139 * object, needs to travel toward it.
2201 */ 2140 */
2202
2203int 2141int
2204find_dir_2 (int x, int y) 2142find_dir_2 (int x, int y)
2205{ 2143{
2206 int q; 2144 int q;
2207 2145
2236 2174
2237 return 3; 2175 return 3;
2238} 2176}
2239 2177
2240/* 2178/*
2241 * absdir(int): Returns a number between 1 and 8, which represent
2242 * the "absolute" direction of a number (it actually takes care of
2243 * "overflow" in previous calculations of a direction).
2244 */
2245
2246int
2247absdir (int d)
2248{
2249 while (d < 1)
2250 d += 8;
2251 while (d > 8)
2252 d -= 8;
2253 return d;
2254}
2255
2256/*
2257 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2179 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2258 * between two directions (which are expected to be absolute (see absdir()) 2180 * between two directions (which are expected to be absolute (see absdir())
2259 */ 2181 */
2260
2261int 2182int
2262dirdiff (int dir1, int dir2) 2183dirdiff (int dir1, int dir2)
2263{ 2184{
2264 int 2185 int d;
2265 d;
2266 2186
2267 d = abs (dir1 - dir2); 2187 d = abs (dir1 - dir2);
2268 if (d > 4) 2188 if (d > 4)
2269 d = 8 - d; 2189 d = 8 - d;
2190
2270 return d; 2191 return d;
2271} 2192}
2272 2193
2273/* peterm: 2194/* peterm:
2274 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2195 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2277 * This basically means that if direction is 15, then it could either go 2198 * This basically means that if direction is 15, then it could either go
2278 * direction 4, 14, or 16 to get back to where we are. 2199 * direction 4, 14, or 16 to get back to where we are.
2279 * Moved from spell_util.c to object.c with the other related direction 2200 * Moved from spell_util.c to object.c with the other related direction
2280 * functions. 2201 * functions.
2281 */ 2202 */
2282
2283int
2284 reduction_dir[SIZEOFFREE][3] = { 2203int reduction_dir[SIZEOFFREE][3] = {
2285 {0, 0, 0}, /* 0 */ 2204 {0, 0, 0}, /* 0 */
2286 {0, 0, 0}, /* 1 */ 2205 {0, 0, 0}, /* 1 */
2287 {0, 0, 0}, /* 2 */ 2206 {0, 0, 0}, /* 2 */
2288 {0, 0, 0}, /* 3 */ 2207 {0, 0, 0}, /* 3 */
2289 {0, 0, 0}, /* 4 */ 2208 {0, 0, 0}, /* 4 */
2380 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2299 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2381 * core dumps if they do. 2300 * core dumps if they do.
2382 * 2301 *
2383 * Add a check so we can't pick up invisible objects (0.93.8) 2302 * Add a check so we can't pick up invisible objects (0.93.8)
2384 */ 2303 */
2385
2386int 2304int
2387can_pick (const object *who, const object *item) 2305can_pick (const object *who, const object *item)
2388{ 2306{
2389 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2307 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2390 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2308 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2395 * create clone from object to another 2313 * create clone from object to another
2396 */ 2314 */
2397object * 2315object *
2398object_create_clone (object *asrc) 2316object_create_clone (object *asrc)
2399{ 2317{
2400 object *dst = 0, *tmp, *src, *part, *prev, *item; 2318 object *dst = 0, *tmp, *src, *prev, *item;
2401 2319
2402 if (!asrc) 2320 if (!asrc)
2403 return 0; 2321 return 0;
2404 2322
2405 src = asrc;
2406 if (src->head)
2407 src = src->head; 2323 src = asrc->head_ ();
2408 2324
2409 prev = 0; 2325 prev = 0;
2410 for (part = src; part; part = part->more) 2326 for (object *part = src; part; part = part->more)
2411 { 2327 {
2412 tmp = part->clone (); 2328 tmp = part->clone ();
2413 tmp->x -= src->x; 2329 tmp->x -= src->x;
2414 tmp->y -= src->y; 2330 tmp->y -= src->y;
2415 2331
2433 insert_ob_in_ob (object_create_clone (item), dst); 2349 insert_ob_in_ob (object_create_clone (item), dst);
2434 2350
2435 return dst; 2351 return dst;
2436} 2352}
2437 2353
2438/* GROS - Creates an object using a string representing its content. */
2439/* Basically, we save the content of the string to a temp file, then call */
2440/* load_object on it. I admit it is a highly inefficient way to make things, */
2441/* but it was simple to make and allows reusing the load_object function. */
2442/* Remember not to use load_object_str in a time-critical situation. */
2443/* Also remember that multiparts objects are not supported for now. */
2444
2445object *
2446load_object_str (const char *obstr)
2447{
2448 object *op;
2449 char filename[MAX_BUF];
2450
2451 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2452
2453 FILE *tempfile = fopen (filename, "w");
2454
2455 if (tempfile == NULL)
2456 {
2457 LOG (llevError, "Error - Unable to access load object temp file\n");
2458 return NULL;
2459 }
2460
2461 fprintf (tempfile, obstr);
2462 fclose (tempfile);
2463
2464 op = object::create ();
2465
2466 object_thawer thawer (filename);
2467
2468 if (thawer)
2469 load_object (thawer, op, 0);
2470
2471 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2472 CLEAR_FLAG (op, FLAG_REMOVED);
2473
2474 return op;
2475}
2476
2477/* This returns the first object in who's inventory that 2354/* This returns the first object in who's inventory that
2478 * has the same type and subtype match. 2355 * has the same type and subtype match.
2479 * returns NULL if no match. 2356 * returns NULL if no match.
2480 */ 2357 */
2481object * 2358object *
2482find_obj_by_type_subtype (const object *who, int type, int subtype) 2359find_obj_by_type_subtype (const object *who, int type, int subtype)
2483{ 2360{
2484 object *tmp;
2485
2486 for (tmp = who->inv; tmp; tmp = tmp->below) 2361 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2487 if (tmp->type == type && tmp->subtype == subtype) 2362 if (tmp->type == type && tmp->subtype == subtype)
2488 return tmp; 2363 return tmp;
2489 2364
2490 return NULL; 2365 return 0;
2491} 2366}
2492 2367
2493/* If ob has a field named key, return the link from the list, 2368/* If ob has a field named key, return the link from the list,
2494 * otherwise return NULL. 2369 * otherwise return NULL.
2495 * 2370 *
2497 * do the desired thing. 2372 * do the desired thing.
2498 */ 2373 */
2499key_value * 2374key_value *
2500get_ob_key_link (const object *ob, const char *key) 2375get_ob_key_link (const object *ob, const char *key)
2501{ 2376{
2502 key_value *link;
2503
2504 for (link = ob->key_values; link != NULL; link = link->next) 2377 for (key_value *link = ob->key_values; link; link = link->next)
2505 if (link->key == key) 2378 if (link->key == key)
2506 return link; 2379 return link;
2507 2380
2508 return NULL; 2381 return 0;
2509} 2382}
2510 2383
2511/* 2384/*
2512 * Returns the value of op has an extra_field for key, or NULL. 2385 * Returns the value of op has an extra_field for key, or NULL.
2513 * 2386 *
2538 if (link->key == canonical_key) 2411 if (link->key == canonical_key)
2539 return link->value; 2412 return link->value;
2540 2413
2541 return 0; 2414 return 0;
2542} 2415}
2543
2544 2416
2545/* 2417/*
2546 * Updates the canonical_key in op to value. 2418 * Updates the canonical_key in op to value.
2547 * 2419 *
2548 * canonical_key is a shared string (value doesn't have to be). 2420 * canonical_key is a shared string (value doesn't have to be).
2553 * Returns TRUE on success. 2425 * Returns TRUE on success.
2554 */ 2426 */
2555int 2427int
2556set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2428set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2557{ 2429{
2558 key_value *
2559 field = NULL, *last = NULL; 2430 key_value *field = NULL, *last = NULL;
2560 2431
2561 for (field = op->key_values; field != NULL; field = field->next) 2432 for (field = op->key_values; field != NULL; field = field->next)
2562 { 2433 {
2563 if (field->key != canonical_key) 2434 if (field->key != canonical_key)
2564 { 2435 {
2573 /* Basically, if the archetype has this key set, 2444 /* Basically, if the archetype has this key set,
2574 * we need to store the null value so when we save 2445 * we need to store the null value so when we save
2575 * it, we save the empty value so that when we load, 2446 * it, we save the empty value so that when we load,
2576 * we get this value back again. 2447 * we get this value back again.
2577 */ 2448 */
2578 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2449 if (get_ob_key_link (op->arch, canonical_key))
2579 field->value = 0; 2450 field->value = 0;
2580 else 2451 else
2581 { 2452 {
2582 if (last) 2453 if (last)
2583 last->next = field->next; 2454 last->next = field->next;
2592 /* IF we get here, key doesn't exist */ 2463 /* IF we get here, key doesn't exist */
2593 2464
2594 /* No field, we'll have to add it. */ 2465 /* No field, we'll have to add it. */
2595 2466
2596 if (!add_key) 2467 if (!add_key)
2597 {
2598 return FALSE; 2468 return FALSE;
2599 } 2469
2600 /* There isn't any good reason to store a null 2470 /* There isn't any good reason to store a null
2601 * value in the key/value list. If the archetype has 2471 * value in the key/value list. If the archetype has
2602 * this key, then we should also have it, so shouldn't 2472 * this key, then we should also have it, so shouldn't
2603 * be here. If user wants to store empty strings, 2473 * be here. If user wants to store empty strings,
2604 * should pass in "" 2474 * should pass in ""
2653 } 2523 }
2654 else 2524 else
2655 item = item->env; 2525 item = item->env;
2656} 2526}
2657 2527
2528const char *
2529object::flag_desc (char *desc, int len) const
2530{
2531 char *p = desc;
2532 bool first = true;
2533
2534 *p = 0;
2535
2536 for (int i = 0; i < NUM_FLAGS; i++)
2537 {
2538 if (len <= 10) // magic constant!
2539 {
2540 snprintf (p, len, ",...");
2541 break;
2542 }
2543
2544 if (flag [i])
2545 {
2546 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2547 len -= cnt;
2548 p += cnt;
2549 first = false;
2550 }
2551 }
2552
2553 return desc;
2554}
2555
2658// return a suitable string describing an objetc in enough detail to find it 2556// return a suitable string describing an object in enough detail to find it
2659const char * 2557const char *
2660object::debug_desc (char *info) const 2558object::debug_desc (char *info) const
2661{ 2559{
2560 char flagdesc[512];
2662 char info2[256 * 3]; 2561 char info2[256 * 4];
2663 char *p = info; 2562 char *p = info;
2664 2563
2665 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2564 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2666 count, 2565 count,
2566 uuid.c_str (),
2667 &name, 2567 &name,
2668 title ? " " : "", 2568 title ? "\",title:\"" : "",
2669 title ? (const char *)title : ""); 2569 title ? (const char *)title : "",
2570 flag_desc (flagdesc, 512), type);
2670 2571
2671 if (env) 2572 if (!this->flag[FLAG_REMOVED] && env)
2672 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2573 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2673 2574
2674 if (map) 2575 if (map)
2675 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2576 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2676 2577
2677 return info; 2578 return info;
2678} 2579}
2679 2580
2680const char * 2581const char *
2681object::debug_desc () const 2582object::debug_desc () const
2682{ 2583{
2683 static char info[256 * 3]; 2584 static char info[3][256 * 4];
2585 static int info_idx;
2586
2684 return debug_desc (info); 2587 return debug_desc (info [++info_idx % 3]);
2685} 2588}
2686 2589
2590struct region *
2591object::region () const
2592{
2593 return map ? map->region (x, y)
2594 : region::default_region ();
2595}
2596
2597const materialtype_t *
2598object::dominant_material () const
2599{
2600 if (materialtype_t *mt = name_to_material (materialname))
2601 return mt;
2602
2603 return name_to_material (shstr_unknown);
2604}
2605
2606void
2607object::open_container (object *new_container)
2608{
2609 if (container == new_container)
2610 return;
2611
2612 if (object *old_container = container)
2613 {
2614 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2615 return;
2616
2617#if 0
2618 // remove the "Close old_container" object.
2619 if (object *closer = old_container->inv)
2620 if (closer->type == CLOSE_CON)
2621 closer->destroy ();
2622#endif
2623
2624 old_container->flag [FLAG_APPLIED] = 0;
2625 container = 0;
2626
2627 esrv_update_item (UPD_FLAGS, this, old_container);
2628 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2629 play_sound (sound_find ("chest_close"));
2630 }
2631
2632 if (new_container)
2633 {
2634 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2635 return;
2636
2637 // TODO: this does not seem to serve any purpose anymore?
2638#if 0
2639 // insert the "Close Container" object.
2640 if (archetype *closer = new_container->other_arch)
2641 {
2642 object *closer = arch_to_object (new_container->other_arch);
2643 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2644 new_container->insert (closer);
2645 }
2646#endif
2647
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2649
2650 new_container->flag [FLAG_APPLIED] = 1;
2651 container = new_container;
2652
2653 esrv_update_item (UPD_FLAGS, this, new_container);
2654 esrv_send_inventory (this, new_container);
2655 play_sound (sound_find ("chest_open"));
2656 }
2657}
2658
2659object *
2660object::force_find (const shstr name)
2661{
2662 /* cycle through his inventory to look for the MARK we want to
2663 * place
2664 */
2665 for (object *tmp = inv; tmp; tmp = tmp->below)
2666 if (tmp->type == FORCE && tmp->slaying == name)
2667 return splay (tmp);
2668
2669 return 0;
2670}
2671
2672void
2673object::force_add (const shstr name, int duration)
2674{
2675 if (object *force = force_find (name))
2676 force->destroy ();
2677
2678 object *force = get_archetype (FORCE_NAME);
2679
2680 force->slaying = name;
2681 force->stats.food = 1;
2682 force->speed_left = -1.f;
2683
2684 force->set_speed (duration ? 1.f / duration : 0.f);
2685 force->flag [FLAG_IS_USED_UP] = true;
2686 force->flag [FLAG_APPLIED] = true;
2687
2688 insert (force);
2689}
2690
2691void
2692object::play_sound (faceidx sound)
2693{
2694 if (!sound)
2695 return;
2696
2697 if (flag [FLAG_REMOVED])
2698 return;
2699
2700 if (env)
2701 {
2702 if (object *pl = in_player ())
2703 pl->contr->play_sound (sound);
2704 }
2705 else
2706 map->play_sound (sound, x, y);
2707}
2708

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