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Comparing deliantra/server/common/object.C (file contents):
Revision 1.26 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.229 by root, Sat May 3 12:29:09 2008 UTC

1
2/* 1/*
3 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: object.C,v 1.26 2006/09/11 11:46:52 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying
32 variable. */
33#include <global.h> 24#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 25#include <stdio.h>
36# include <sys/types.h> 26#include <sys/types.h>
37# include <sys/uio.h> 27#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 28#include <object.h>
40#include <funcpoint.h> 29#include <sproto.h>
41#include <skills.h>
42#include <loader.h> 30#include <loader.h>
43int nrofallocobjects = 0;
44 31
45object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
46object *active_objects; /* List of active objects that need to be processed */
47 33
48short 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, 34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37
38objectvec objects;
39activevec actives;
40
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,
49 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
50}; 46};
51short 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,
52 -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
53}; 52};
54int 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,
55 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
56}; 58};
57int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
58 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,
59 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
60}; 64};
61 65
66static void
67write_uuid (uval64 skip, bool sync)
68{
69 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip));
71 CALL_ARG_SV (boolSV (sync));
72 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END;
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 UUID::cur.seq = 0;
93 write_uuid (UUID_GAP, true);
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 UUID::BUF buf;
102 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 {
107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1);
109 }
110
111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
114 fclose (fp);
115}
116
117UUID
118UUID::gen ()
119{
120 UUID uid;
121
122 uid.seq = ++cur.seq;
123
124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
130
131 return uid;
132}
133
134void
135UUID::init ()
136{
137 read_uuid ();
138}
139
62/* 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. */
63static int 141static bool
64compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
65{ 143{
66 key_value *wants_field;
67
68 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
69 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
71 */ 147 */
72 148
73 /* For each field in wants, */ 149 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
75 { 151 if (has->kv_get (kv->key) != kv->value)
76 key_value *has_field; 152 return false;
77
78 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key);
80
81 if (has_field == NULL)
82 {
83 /* No field with that name. */
84 return FALSE;
85 }
86
87 /* Found the matching field. */
88 if (has_field->value != wants_field->value)
89 {
90 /* Values don't match, so this half of the comparison is false. */
91 return FALSE;
92 }
93
94 /* If we get here, we found a match. Now for the next field in wants. */
95 }
96 153
97 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
98 return TRUE; 155 return true;
99} 156}
100 157
101/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
102static int 159static bool
103compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
104{ 161{
105 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
106 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
107 */ 164 */
108 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
109} 167}
110 168
111/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
112 * they can be merged together. 170 * they can be merged together.
113 * 171 *
114 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
117 * 175 *
118 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
119 * 177 *
120 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
121 * check weight 179 * check weight
122 */ 180 */
123
124bool object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
125{ 182{
126 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
128 return 0; 189 return 0;
129 190
130 if (ob1->speed != ob2->speed) 191 /* Do not merge objects if nrof would overflow. First part checks
192 * for unsigned overflow (2c), second part checks whether the result
193 * would fit into a 32 bit signed int, which is often used to hold
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
131 return 0; 197 return 0;
132 198
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof).
136 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31)
138 return 0;
139
140 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
141 * This is to the comparison of the flags below will be OK. We 200 * This is to the comparison of the flags below will be OK. We
142 * just can't ignore the been applied or identified flags, as they 201 * just can't ignore the been applied or identified flags, as they
143 * are not equal - just if it has been identified, the been_applied 202 * are not equal - just if it has been identified, the been_applied
144 * flags lose any meaning. 203 * flags lose any meaning.
145 */ 204 */
146 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 207
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 210
152 211 if (ob1->arch->name != ob2->arch->name
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 212 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 213 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 214 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 215 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
168 (ob1->attacktype != ob2->attacktype) || 216 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 217 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 218 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 219 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 220 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 221 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 222 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 223 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 224 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 225 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 226 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 227 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 228 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 229 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 230 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
183 return 0; 235 return 0;
184 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
185 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
186 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
187 */ 247 */
188 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
189 { 249 {
190 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0;
193
194 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 250 if (!(ob1->inv && ob2->inv))
196 return 0; 251 return 0; /* inventories differ in length */
252
253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
256 if (!object::can_merge (ob1->inv, ob2->inv))
257 return 0; /* inventory objects differ */
197 258
198 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 260 * if it is valid.
200 */ 261 */
201 } 262 }
209 270
210 /* Note sure why the following is the case - either the object has to 271 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 272 * be animated or have a very low speed. Is this an attempted monster
212 * check? 273 * check?
213 */ 274 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 276 return 0;
216 277
217 switch (ob1->type) 278 switch (ob1->type)
218 { 279 {
219 case SCROLL: 280 case SCROLL:
220 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
221 return 0; 282 return 0;
222 break; 283 break;
223 } 284 }
224 285
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
226 { 287 {
227 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
228 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
229 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 293 return 0;
231 else if (!compare_ob_value_lists (ob1, ob2))
232 return 0;
233 } 294 }
234 295
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
237 { 297 {
238 ob1->optimise (); 298 ob1->optimise ();
239 ob2->optimise (); 299 ob2->optimise ();
240 300
241 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
242 return 0; 307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
243 } 315 }
244 316
245 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
246 return 1; 318 return 1;
247} 319}
248 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
249/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 weight = weight_adjust (op, weight);
376
377 if (!weight)
378 return;
379
380 op->carrying += weight;
381
382 if (object *pl = op->visible_to ())
383 if (pl != op) // player is handled lazily
384 esrv_update_item (UPD_WEIGHT, pl, op);
385
386 op = op->env;
387 }
388}
389
390/*
250 * sum_weight() is a recursive function which calculates the weight 391 * this is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 392 * an object is carrying. It goes through op and figures out how much
252 * containers are carrying, and sums it up. 393 * containers are carrying, and sums it up.
253 */ 394 */
254signed long 395void
255sum_weight (object *op) 396object::update_weight ()
256{ 397{
257 signed long sum; 398 sint32 sum = 0;
258 object *inv;
259 399
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 400 for (object *op = inv; op; op = op->below)
261 { 401 {
262 if (inv->inv) 402 if (op->inv)
263 sum_weight (inv); 403 op->update_weight ();
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 404
405 sum += op->total_weight ();
406 }
407
408 sum = weight_adjust (this, sum);
409
410 if (sum != carrying)
265 } 411 {
266 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100;
268 if (op->carrying != sum)
269 op->carrying = sum; 412 carrying = sum;
270 return sum;
271}
272 413
273/** 414 if (object *pl = visible_to ())
274 * Return the outermost environment object for a given object. 415 if (pl != this) // player is handled lazily
275 */ 416 esrv_update_item (UPD_WEIGHT, pl, this);
276
277object *
278object_get_env_recursive (object *op)
279{
280 while (op->env != NULL)
281 op = op->env;
282 return op;
283}
284
285/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array.
304 */
305
306void
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 { 417 }
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354} 418}
355 419
356/* 420/*
357 * Dumps an object. Returns output in the static global errmsg array. 421 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
358 */ 422 */
359 423char *
360void
361dump_object (object *op) 424dump_object (object *op)
362{ 425{
363 if (op == NULL) 426 if (!op)
364 { 427 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 428
372void 429 object_freezer freezer;
373dump_all_objects (void) 430 op->write (freezer);
374{ 431 return freezer.as_string ();
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382} 432}
383 433
384/* 434/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 435 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 436 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned. 437 * If it's not a multi-object, it is returned.
388 */ 438 */
389
390object * 439object *
391get_nearest_part (object *op, const object *pl) 440get_nearest_part (object *op, const object *pl)
392{ 441{
393 object *tmp, *closest; 442 object *tmp, *closest;
394 int last_dist, i; 443 int last_dist, i;
395 444
396 if (op->more == NULL) 445 if (!op->more)
397 return op; 446 return op;
447
398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 448 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449 tmp;
450 tmp = tmp->more)
399 if ((i = distance (tmp, pl)) < last_dist) 451 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i; 452 closest = tmp, last_dist = i;
453
401 return closest; 454 return closest;
402} 455}
403 456
404/* 457/*
405 * Returns the object which has the count-variable equal to the argument. 458 * Returns the object which has the count-variable equal to the argument.
459 * VERRRY slow.
406 */ 460 */
407
408object * 461object *
409find_object (tag_t i) 462find_object (tag_t i)
410{ 463{
411 object *op; 464 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 465 if (op->count == i)
415 break;
416 return op; 466 return op;
467
468 return 0;
417} 469}
418 470
419/* 471/*
420 * Returns the first object which has a name equal to the argument. 472 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 473 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 474 * Enables features like "patch <name-of-other-player> food 999"
423 */ 475 */
424
425object * 476object *
426find_object_name (const char *str) 477find_object_name (const char *str)
427{ 478{
428 const char *name = shstr::find (str); 479 shstr_cmp str_ (str);
429 object *op; 480 object *op;
430 481
431 for (op = objects; op != NULL; op = op->next) 482 for_all_objects (op)
432 if (&op->name == name) 483 if (op->name == str_)
433 break; 484 break;
434 485
435 return op; 486 return op;
436}
437
438void
439free_all_object_data ()
440{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480} 487}
481 488
482/* 489/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 490 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 491 * skill and experience objects.
485 */ 492 * ACTUALLY NO! investigate! TODO
486void
487set_owner (object *op, object *owner)
488{
489 if (owner == NULL || op == NULL)
490 return;
491
492 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid.
498 */ 493 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 494void
495object::set_owner (object *owner)
496{
497 // allow objects which own objects
498 if (owner)
499 while (owner->owner)
500 owner = owner->owner; 500 owner = owner->owner;
501 501
502 /* IF the owner still has an owner, we did not resolve to a final owner. 502 if (flag [FLAG_FREED])
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{
527 object *owner = get_owner (clone);
528
529 if (owner == NULL)
530 { 503 {
531 /* players don't have owners - they own themselves. Update 504 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return; 505 return;
506 }
507
508 this->owner = owner;
509}
510
511int
512object::slottype () const
513{
514 if (type == SKILL)
538 } 515 {
516 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
517 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
518 }
519 else
520 {
521 if (slot [body_combat].info) return slot_combat;
522 if (slot [body_range ].info) return slot_ranged;
523 }
524
525 return slot_none;
526}
539 527
540 set_owner (op, owner); 528bool
529object::change_weapon (object *ob)
530{
531 if (current_weapon == ob)
532 return true;
533
534 if (chosen_skill)
535 chosen_skill->flag [FLAG_APPLIED] = false;
536
537 current_weapon = ob;
538 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
539
540 if (chosen_skill)
541 chosen_skill->flag [FLAG_APPLIED] = true;
542
543 update_stats ();
544
545 if (ob)
546 {
547 // now check wether any body locations became invalid, in which case
548 // we cannot apply the weapon at the moment.
549 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
550 if (slot[i].used < 0)
551 {
552 current_weapon = chosen_skill = 0;
553 update_stats ();
554
555 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name);
559 return false;
560 }
561
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 }
564 else
565 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
566
567 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
568 {
569 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
570 &name, ob->debug_desc ());
571 return false;
572 }
573
574 return true;
541} 575}
542 576
543/* Zero the key_values on op, decrementing the shared-string 577/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 578 * refcounts and freeing the links.
545 */ 579 */
546static void 580static void
547free_key_values (object *op) 581free_key_values (object *op)
548{ 582{
549 for (key_value *i = op->key_values; i != 0;) 583 for (key_value *i = op->key_values; i; )
550 { 584 {
551 key_value *next = i->next; 585 key_value *next = i->next;
552 delete i; 586 delete i;
553 587
554 i = next; 588 i = next;
555 } 589 }
556 590
557 op->key_values = 0; 591 op->key_values = 0;
558} 592}
559 593
560void object::clear ()
561{
562 attachable_base::clear ();
563
564 free_key_values (this);
565
566 clear_owner (this);
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/* 594/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object, 595 * copy_to first frees everything allocated by the dst object,
627 * and then copies the contends of the first object into the second 596 * and then copies the contents of itself into the second
628 * object, allocating what needs to be allocated. Basically, any 597 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 598 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630 * if the first object is freed, the pointers in the new object 599 * if the first object is freed, the pointers in the new object
631 * will point at garbage. 600 * will point at garbage.
632 */ 601 */
633
634void 602void
635copy_object (object *op2, object *op) 603object::copy_to (object *dst)
636{ 604{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 605 dst->remove ();
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 606 *(object_copy *)dst = *this;
639 607 dst->flag [FLAG_REMOVED] = true;
640 op2->clone (op);
641
642 if (is_freed)
643 SET_FLAG (op, FLAG_FREED);
644 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED);
646
647 if (op2->speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
649 608
650 /* Copy over key_values, if any. */ 609 /* Copy over key_values, if any. */
651 if (op2->key_values) 610 if (key_values)
652 { 611 {
653 key_value *tail = 0; 612 key_value *tail = 0;
654 key_value *i;
655
656 op->key_values = 0; 613 dst->key_values = 0;
657 614
658 for (i = op2->key_values; i; i = i->next) 615 for (key_value *i = key_values; i; i = i->next)
659 { 616 {
660 key_value *new_link = new key_value; 617 key_value *new_link = new key_value;
661 618
662 new_link->next = 0; 619 new_link->next = 0;
663 new_link->key = i->key; 620 new_link->key = i->key;
664 new_link->value = i->value; 621 new_link->value = i->value;
665 622
666 /* Try and be clever here, too. */ 623 /* Try and be clever here, too. */
667 if (!op->key_values) 624 if (!dst->key_values)
668 { 625 {
669 op->key_values = new_link; 626 dst->key_values = new_link;
670 tail = new_link; 627 tail = new_link;
671 } 628 }
672 else 629 else
673 { 630 {
674 tail->next = new_link; 631 tail->next = new_link;
675 tail = new_link; 632 tail = new_link;
676 } 633 }
677 } 634 }
678 } 635 }
679 636
680 update_ob_speed (op); 637 if (speed < 0)
638 dst->speed_left -= rndm ();
639
640 dst->set_speed (dst->speed);
641}
642
643void
644object::instantiate ()
645{
646 if (!uuid.seq) // HACK
647 uuid = UUID::gen ();
648
649 speed_left = -0.1f;
650 /* copy the body_info to the body_used - this is only really
651 * need for monsters, but doesn't hurt to do it for everything.
652 * by doing so, when a monster is created, it has good starting
653 * values for the body_used info, so when items are created
654 * for it, they can be properly equipped.
655 */
656 for (int i = NUM_BODY_LOCATIONS; i--; )
657 slot[i].used = slot[i].info;
658
659 attachable::instantiate ();
660}
661
662object *
663object::clone ()
664{
665 object *neu = create ();
666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
668 return neu;
681} 669}
682 670
683/* 671/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 672 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * to the closest player being on the other side, this function can 673 * to the closest player being on the other side, this function can
686 * be called to update the face variable, _and_ how it looks on the map. 674 * be called to update the face variable, _and_ how it looks on the map.
687 */ 675 */
688
689void 676void
690update_turn_face (object *op) 677update_turn_face (object *op)
691{ 678{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 679 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 680 return;
681
694 SET_ANIMATION (op, op->direction); 682 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 683 update_object (op, UP_OBJ_FACE);
696} 684}
697 685
698/* 686/*
699 * Updates the speed of an object. If the speed changes from 0 to another 687 * Updates the speed of an object. If the speed changes from 0 to another
700 * value, or vice versa, then add/remove the object from the active list. 688 * value, or vice versa, then add/remove the object from the active list.
701 * This function needs to be called whenever the speed of an object changes. 689 * This function needs to be called whenever the speed of an object changes.
702 */ 690 */
703
704void 691void
705update_ob_speed (object *op) 692object::set_speed (float speed)
706{ 693{
707 extern int arch_init; 694 if (flag [FLAG_FREED] && speed)
708
709 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated.
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 { 695 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 696 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 697 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 698 }
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731 699
732 /* process_events() expects us to insert the object at the beginning 700 this->speed = speed;
733 * of the list. */ 701
734 op->active_next = active_objects; 702 if (has_active_speed ())
735 if (op->active_next != NULL) 703 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 704 else
740 { 705 deactivate ();
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760} 706}
761 707
762/* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770void
771remove_from_active_list (object *op)
772{
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791}
792
793/* 708/*
794 * update_object() updates the array which represents the map. 709 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 710 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 711 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 712 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 713 * If the object being updated is beneath a player, the look-window
799 * of that player is updated (this might be a suboptimal way of 714 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 715 * updating that window, though, since update_object() is called _often_)
801 * 716 *
802 * action is a hint of what the caller believes need to be done. 717 * action is a hint of what the caller believes need to be done.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 718 * current action are:
808 * UP_OBJ_INSERT: op was inserted 719 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 720 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 721 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811 * as that is easier than trying to look at what may have changed. 722 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 723 * UP_OBJ_FACE: only the objects face has changed.
813 */ 724 */
814
815void 725void
816update_object (object *op, int action) 726update_object (object *op, int action)
817{ 727{
818 int update_now = 0, flags; 728 if (!op)
819 MoveType move_on, move_off, move_block, move_slow;
820
821 if (op == NULL)
822 { 729 {
823 /* this should never happen */ 730 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
825 return; 732 return;
826 } 733 }
827 734
828 if (op->env != NULL) 735 if (!op->is_on_map ())
829 { 736 {
830 /* Animation is currently handled by client, so nothing 737 /* Animation is currently handled by client, so nothing
831 * to do in this case. 738 * to do in this case.
832 */ 739 */
833 return; 740 return;
834 } 741 }
835 742
836 /* If the map is saving, don't do anything as everything is
837 * going to get freed anyways.
838 */
839 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return;
841
842 /* make sure the object is within map boundaries */ 743 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 744 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 745 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 746 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 747#ifdef MANY_CORES
847 abort (); 748 abort ();
848#endif 749#endif
849 return; 750 return;
850 } 751 }
851 752
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 753 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 754
755 if (!(m.flags_ & P_UPTODATE))
756 /* nop */;
859 if (action == UP_OBJ_INSERT) 757 else if (action == UP_OBJ_INSERT)
860 { 758 {
759 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on) 766 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 767 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 768 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* This isn't perfect, but I don't expect a lot of objects to 769 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 770 * to have move_allow right now.
884 */ 771 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 774 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 775 }
891 /* if the object is being removed, we can't make intelligent 776 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 777 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 778 * that is being removed.
894 */ 779 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 { 781 m.flags_ = 0;
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE) 782 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */ 783 /* Nothing to do for that case */ ;
902 }
903 else 784 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 785 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907 786
908 if (update_now)
909 {
910 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
911 update_position (op->map, op->x, op->y);
912 }
913
914 if (op->more != NULL) 787 if (op->more)
915 update_object (op->more, action); 788 update_object (op->more, action);
916}
917
918static unordered_vector<object *> mortals;
919static std::vector<object *> freed;
920
921void object::free_mortals ()
922{
923 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924 if (!(*i)->refcount)
925 {
926 freed.push_back (*i);
927 mortals.erase (i);
928 }
929 else
930 ++i;
931} 789}
932 790
933object::object () 791object::object ()
934{ 792{
935 SET_FLAG (this, FLAG_REMOVED); 793 SET_FLAG (this, FLAG_REMOVED);
936 794
937 expmul = 1.0; 795 expmul = 1.0;
938 face = blank_face; 796 face = blank_face;
939 attacked_by_count = -1;
940} 797}
941 798
942object::~object () 799object::~object ()
943{ 800{
801 unlink ();
802
944 free_key_values (this); 803 free_key_values (this);
945} 804}
946 805
806static int object_count;
807
947void object::link () 808void object::link ()
948{ 809{
810 assert (!index);//D
811 uuid = UUID::gen ();
949 count = ++ob_count; 812 count = ++object_count;
950 813
951 prev = 0; 814 refcnt_inc ();
952 next = objects; 815 objects.insert (this);
953
954 if (objects)
955 objects->prev = this;
956
957 objects = this;
958} 816}
959 817
960void object::unlink () 818void object::unlink ()
961{ 819{
962 count = 0;
963
964 /* Remove this object from the list of used objects */
965 if (prev)
966 {
967 prev->next = next;
968 prev = 0;
969 }
970
971 if (next) 820 if (!index)
972 { 821 return;
973 next->prev = prev; 822
974 next = 0; 823 objects.erase (this);
824 refcnt_dec ();
825}
826
827void
828object::activate ()
829{
830 /* If already on active list, don't do anything */
831 if (active)
832 return;
833
834 if (has_active_speed ())
835 actives.insert (this);
836}
837
838void
839object::activate_recursive ()
840{
841 activate ();
842
843 for (object *op = inv; op; op = op->below)
844 op->activate_recursive ();
845}
846
847/* This function removes object 'op' from the list of active
848 * objects.
849 * This should only be used for style maps or other such
850 * reference maps where you don't want an object that isn't
851 * in play chewing up cpu time getting processed.
852 * The reverse of this is to call update_ob_speed, which
853 * will do the right thing based on the speed of the object.
854 */
855void
856object::deactivate ()
857{
858 /* If not on the active list, nothing needs to be done */
859 if (!active)
860 return;
861
862 actives.erase (this);
863}
864
865void
866object::deactivate_recursive ()
867{
868 for (object *op = inv; op; op = op->below)
869 op->deactivate_recursive ();
870
871 deactivate ();
872}
873
874void
875object::set_flag_inv (int flag, int value)
876{
877 for (object *op = inv; op; op = op->below)
975 } 878 {
879 op->flag [flag] = value;
880 op->set_flag_inv (flag, value);
881 }
882}
976 883
977 if (this == objects) 884/*
978 objects = next; 885 * Remove and free all objects in the inventory of the given object.
886 * object.c ?
887 */
888void
889object::destroy_inv (bool drop_to_ground)
890{
891 // need to check first, because the checks below might segfault
892 // as we might be on an invalid mapspace and crossfire code
893 // is too buggy to ensure that the inventory is empty.
894 // corollary: if you create arrows etc. with stuff in its inventory,
895 // cf will crash below with off-map x and y
896 if (!inv)
897 return;
898
899 /* Only if the space blocks everything do we not process -
900 * if some form of movement is allowed, let objects
901 * drop on that space.
902 */
903 if (!drop_to_ground
904 || !map
905 || map->in_memory != MAP_ACTIVE
906 || map->nodrop
907 || ms ().move_block == MOVE_ALL)
908 {
909 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy ();
913 }
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 while (inv)
918 {
919 object *op = inv;
920
921 if (op->flag [FLAG_STARTEQUIP]
922 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE
924 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true);
928 else
929 map->insert (op, x, y);
930 }
931 }
979} 932}
980 933
981object *object::create () 934object *object::create ()
982{ 935{
983 object *op;
984
985 if (freed.empty ())
986 op = new object; 936 object *op = new object;
987 else
988 {
989 // highly annoying, but the only way to get it stable right now
990 op = freed.back (); freed.pop_back ();
991 op->~object ();
992 new ((void *)op) object;
993 }
994
995 op->link (); 937 op->link ();
996 return op; 938 return op;
997} 939}
998 940
999/* 941static struct freed_map : maptile
1000 * free_object() frees everything allocated by an object, removes
1001 * it from the list of used objects, and puts it on the list of
1002 * free objects. The IS_FREED() flag is set in the object.
1003 * The object must have been removed by remove_ob() first for
1004 * this function to succeed.
1005 *
1006 * If free_inventory is set, free inventory as well. Else drop items in
1007 * inventory to the ground.
1008 */
1009void object::free (bool free_inventory)
1010{ 942{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 943 freed_map ()
1012 { 944 {
1013 LOG (llevDebug, "Free object called with non removed object\n"); 945 path = "<freed objects map>";
1014 dump_object (this); 946 name = "/internal/freed_objects_map";
1015#ifdef MANY_CORES 947 width = 3;
1016 abort (); 948 height = 3;
1017#endif 949 nodrop = 1;
950
951 alloc ();
952 in_memory = MAP_ACTIVE;
1018 } 953 }
1019 954
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 955 ~freed_map ()
1021 { 956 {
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 957 destroy ();
958 }
959} freed_map; // freed objects are moved here to avoid crashes
960
961void
962object::do_destroy ()
963{
964 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this);
966
967 if (flag [FLAG_FRIENDLY])
1023 remove_friendly_object (this); 968 remove_friendly_object (this);
969
970 remove ();
971
972 attachable::do_destroy ();
973
974 deactivate ();
975 unlink ();
976
977 flag [FLAG_FREED] = 1;
978
979 // hack to ensure that freed objects still have a valid map
980 map = &freed_map;
981 x = 1;
982 y = 1;
983
984 if (more)
1024 } 985 {
1025 986 more->destroy ();
1026 if (QUERY_FLAG (this, FLAG_FREED)) 987 more = 0;
1027 { 988 }
1028 dump_object (this); 989
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 990 head = 0;
991
992 // clear those pointers that likely might cause circular references
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996 current_weapon = 0;
997}
998
999void
1000object::destroy (bool destroy_inventory)
1001{
1002 if (destroyed ())
1003 return;
1004
1005 if (!is_head () && !head->destroyed ())
1006 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory);
1030 return; 1009 return;
1031 } 1010 }
1032 1011
1033 if (more) 1012 destroy_inv (!destroy_inventory);
1034 {
1035 more->free (free_inventory);
1036 more = 0;
1037 }
1038 1013
1039 if (inv) 1014 if (is_head ())
1040 { 1015 if (sound_destroy)
1041 /* Only if the space blocks everything do we not process - 1016 play_sound (sound_destroy);
1042 * if some form of movement is allowed, let objects 1017 else if (flag [FLAG_MONSTER])
1043 * drop on that space. 1018 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1044 */
1045 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1046 {
1047 object *
1048 op = inv;
1049 1019
1050 while (op) 1020 attachable::destroy ();
1051 {
1052 object *
1053 tmp = op->below;
1054
1055 remove_ob (op);
1056 op->free (free_inventory);
1057 op = tmp;
1058 }
1059 }
1060 else
1061 { /* Put objects in inventory onto this space */
1062 object *
1063 op = inv;
1064
1065 while (op)
1066 {
1067 object *
1068 tmp = op->below;
1069
1070 remove_ob (op);
1071
1072 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1073 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1074 free_object (op);
1075 else
1076 {
1077 op->x = x;
1078 op->y = y;
1079 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1080 }
1081
1082 op = tmp;
1083 }
1084 }
1085 }
1086
1087 clear_owner (this);
1088
1089 /* Remove object from the active list */
1090 speed = 0;
1091 update_ob_speed (this);
1092
1093 unlink ();
1094
1095 SET_FLAG (this, FLAG_FREED);
1096
1097 mortals.push_back (this);
1098} 1021}
1099 1022
1100/* 1023/* op->remove ():
1101 * sub_weight() recursively (outwards) subtracts a number from the
1102 * weight of an object (and what is carried by it's environment(s)).
1103 */
1104
1105void
1106sub_weight (object *op, signed long weight)
1107{
1108 while (op != NULL)
1109 {
1110 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 }
1114 op->carrying -= weight;
1115 op = op->env;
1116 }
1117}
1118
1119/* remove_ob(op):
1120 * This function removes the object op from the linked list of objects 1024 * This function removes the object op from the linked list of objects
1121 * which it is currently tied to. When this function is done, the 1025 * which it is currently tied to. When this function is done, the
1122 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 1028 * the previous environment.
1125 * Beware: This function is called from the editor as well!
1126 */ 1029 */
1127
1128void 1030void
1129remove_ob (object *op) 1031object::do_remove ()
1130{ 1032{
1131 object *tmp, *last = NULL; 1033 object *tmp, *last = 0;
1132 object *otmp; 1034 object *otmp;
1133 1035
1134 tag_t tag; 1036 if (flag [FLAG_REMOVED])
1135 int check_walk_off; 1037 return;
1136 mapstruct *m;
1137 1038
1138 sint16 x, y; 1039 INVOKE_OBJECT (REMOVE, this);
1139 1040
1140 if (QUERY_FLAG (op, FLAG_REMOVED)) 1041 flag [FLAG_REMOVED] = true;
1141 {
1142 dump_object (op);
1143 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1144 1042
1145 /* Changed it to always dump core in this case. As has been learned 1043 if (more)
1146 * in the past, trying to recover from errors almost always 1044 more->remove ();
1147 * make things worse, and this is a real error here - something
1148 * that should not happen.
1149 * Yes, if this was a mission critical app, trying to do something
1150 * to recover may make sense, but that is because failure of the app
1151 * may have other disastrous problems. Cf runs out of a script
1152 * so is easily enough restarted without any real problems.
1153 * MSW 2001-07-01
1154 */
1155 abort ();
1156 }
1157
1158 if (op->more != NULL)
1159 remove_ob (op->more);
1160
1161 SET_FLAG (op, FLAG_REMOVED);
1162 1045
1163 /* 1046 /*
1164 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1165 * inventory. 1048 * inventory.
1166 */ 1049 */
1167 if (op->env != NULL) 1050 if (env)
1168 { 1051 {
1169 if (op->nrof) 1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1170 sub_weight (op->env, op->weight * op->nrof); 1053 if (object *pl = visible_to ())
1171 else 1054 esrv_del_item (pl->contr, count);
1172 sub_weight (op->env, op->weight + op->carrying); 1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056
1057 adjust_weight (env, -total_weight ());
1058
1059 *(above ? &above->below : &env->inv) = below;
1060
1061 if (below)
1062 below->above = above;
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071 above = 0;
1072 below = 0;
1073 env = 0;
1173 1074
1174 /* NO_FIX_PLAYER is set when a great many changes are being 1075 /* NO_FIX_PLAYER is set when a great many changes are being
1175 * made to players inventory. If set, avoiding the call 1076 * made to players inventory. If set, avoiding the call
1176 * to save cpu time. 1077 * to save cpu time.
1177 */ 1078 */
1178 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1179 fix_player (otmp); 1080 otmp->update_stats ();
1081 }
1082 else if (map)
1083 {
1084 map->dirty = true;
1085 mapspace &ms = this->ms ();
1180 1086
1181 if (op->above != NULL) 1087 if (object *pl = ms.player ())
1088 {
1089 if (type == PLAYER) // this == pl(!)
1090 {
1091 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent.
1095 close_container ();
1096
1097 --map->players;
1098 map->touch ();
1099 }
1100 else if (pl->container == this)
1101 {
1102 // removing a container should close it
1103 close_container ();
1104 }
1105
1106 esrv_del_item (pl->contr, count);
1107 }
1108
1109 /* link the object above us */
1110 if (above)
1182 op->above->below = op->below; 1111 above->below = below;
1183 else 1112 else
1184 op->env->inv = op->below; 1113 ms.top = below; /* we were top, set new top */
1185 1114
1186 if (op->below != NULL)
1187 op->below->above = op->above;
1188
1189 /* we set up values so that it could be inserted into
1190 * the map, but we don't actually do that - it is up
1191 * to the caller to decide what we want to do.
1192 */
1193 op->x = op->env->x, op->y = op->env->y;
1194 op->map = op->env->map;
1195 op->above = NULL, op->below = NULL;
1196 op->env = NULL;
1197 return;
1198 }
1199
1200 /* If we get here, we are removing it from a map */
1201 if (op->map == NULL)
1202 return;
1203
1204 x = op->x;
1205 y = op->y;
1206 m = get_map_from_coord (op->map, &x, &y);
1207
1208 if (!m)
1209 {
1210 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1211 op->map->path, op->x, op->y);
1212 /* in old days, we used to set x and y to 0 and continue.
1213 * it seems if we get into this case, something is probablye
1214 * screwed up and should be fixed.
1215 */
1216 abort ();
1217 }
1218 if (op->map != m)
1219 {
1220 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1221 op->map->path, m->path, op->x, op->y, x, y);
1222 }
1223
1224 /* Re did the following section of code - it looks like it had
1225 * lots of logic for things we no longer care about
1226 */
1227
1228 /* link the object above us */
1229 if (op->above)
1230 op->above->below = op->below;
1231 else
1232 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1233
1234 /* Relink the object below us, if there is one */ 1115 /* Relink the object below us, if there is one */
1235 if (op->below) 1116 if (below)
1236 op->below->above = op->above; 1117 below->above = above;
1237 else 1118 else
1238 {
1239 /* Nothing below, which means we need to relink map object for this space
1240 * use translated coordinates in case some oddness with map tiling is
1241 * evident
1242 */
1243 if (GET_MAP_OB (m, x, y) != op)
1244 { 1119 {
1245 dump_object (op); 1120 /* Nothing below, which means we need to relink map object for this space
1121 * use translated coordinates in case some oddness with map tiling is
1122 * evident
1123 */
1124 if (GET_MAP_OB (map, x, y) != this)
1246 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", 1125 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 ());
1247 errmsg); 1126
1248 dump_object (GET_MAP_OB (m, x, y)); 1127 ms.bot = above; /* goes on above it. */
1249 LOG (llevError, "%s\n", errmsg);
1250 } 1128 }
1251 1129
1252 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1130 above = 0;
1253 } 1131 below = 0;
1254 1132
1255 op->above = NULL;
1256 op->below = NULL;
1257
1258 if (op->map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1259 return; 1134 return;
1260 1135
1261 tag = op->count; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1262 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1263 1137
1264 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1138 if (object *pl = ms.player ())
1265 {
1266 /* No point updating the players look faces if he is the object
1267 * being removed.
1268 */
1269
1270 if (tmp->type == PLAYER && tmp != op)
1271 { 1139 {
1140 if (pl->container == this)
1272 /* If a container that the player is currently using somehow gets 1141 /* If a container that the player is currently using somehow gets
1273 * removed (most likely destroyed), update the player view 1142 * removed (most likely destroyed), update the player view
1274 * appropriately. 1143 * appropriately.
1144 */
1145 pl->close_container ();
1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1152 }
1153
1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1155 {
1156 /* No point updating the players look faces if he is the object
1157 * being removed.
1275 */ 1158 */
1276 if (tmp->container == op) 1159
1160 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1277 { 1164 {
1278 CLEAR_FLAG (op, FLAG_APPLIED); 1165 move_apply (tmp, this, 0);
1279 tmp->container = NULL; 1166
1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1280 } 1169 }
1281 1170
1282 tmp->contr->socket.update_look = 1; 1171 last = tmp;
1283 } 1172 }
1284 /* See if player moving off should effect something */
1285 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1286 {
1287 move_apply (tmp, op, NULL);
1288 1173
1289 if (was_destroyed (op, tag))
1290 {
1291 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1292 }
1293 }
1294
1295 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1296
1297 if (tmp->above == tmp)
1298 tmp->above = NULL;
1299
1300 last = tmp;
1301 }
1302
1303 /* last == NULL of there are no objects on this space */ 1174 /* last == NULL if there are no objects on this space */
1304 if (last == NULL) 1175 //TODO: this makes little sense, why only update the topmost object?
1305 { 1176 if (!last)
1306 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1177 map->at (x, y).flags_ = 0;
1307 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1308 * those out anyways, and if there are any flags set right now, they won't
1309 * be correct anyways.
1310 */
1311 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1312 update_position (op->map, op->x, op->y);
1313 }
1314 else 1178 else
1315 update_object (last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1316 1180
1317 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1181 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1318 update_all_los (op->map, op->x, op->y); 1182 update_all_los (map, x, y);
1183 }
1319} 1184}
1320 1185
1321/* 1186/*
1322 * merge_ob(op,top): 1187 * merge_ob(op,top):
1323 * 1188 *
1324 * This function goes through all objects below and including top, and 1189 * This function goes through all objects below and including top, and
1325 * merges op to the first matching object. 1190 * merges op to the first matching object.
1326 * If top is NULL, it is calculated. 1191 * If top is NULL, it is calculated.
1327 * Returns pointer to object if it succeded in the merge, otherwise NULL 1192 * Returns pointer to object if it succeded in the merge, otherwise NULL
1328 */ 1193 */
1329
1330object * 1194object *
1331merge_ob (object *op, object *top) 1195merge_ob (object *op, object *top)
1332{ 1196{
1333 if (!op->nrof) 1197 if (!op->nrof)
1334 return 0; 1198 return 0;
1335 if (top == NULL) 1199
1200 if (!top)
1336 for (top = op; top != NULL && top->above != NULL; top = top->above); 1201 for (top = op; top && top->above; top = top->above)
1202 ;
1203
1337 for (; top != NULL; top = top->below) 1204 for (; top; top = top->below)
1338 { 1205 if (object::can_merge (op, top))
1339 if (top == op)
1340 continue;
1341 if (CAN_MERGE (op, top))
1342 { 1206 {
1343 top->nrof += op->nrof; 1207 top->nrof += op->nrof;
1344 1208
1345/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209 if (object *pl = top->visible_to ())
1346 op->weight = 0; /* Don't want any adjustements now */ 1210 esrv_update_item (UPD_NROF, pl, top);
1347 remove_ob (op); 1211
1348 free_object (op); 1212 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already
1214
1215 op->destroy (1);
1216
1349 return top; 1217 return top;
1350 } 1218 }
1351 } 1219
1352 return NULL; 1220 return 0;
1353} 1221}
1354 1222
1223void
1224object::expand_tail ()
1225{
1226 if (more)
1227 return;
1228
1229 object *prev = this;
1230
1231 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1232 {
1233 object *op = arch_to_object (at);
1234
1235 op->name = name;
1236 op->name_pl = name_pl;
1237 op->title = title;
1238
1239 op->head = this;
1240 prev->more = op;
1241
1242 prev = op;
1243 }
1244}
1245
1355/* 1246/*
1356 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1247 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1357 * job preparing multi-part monsters 1248 * job preparing multi-part monsters.
1358 */ 1249 */
1359object * 1250object *
1360insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1361{ 1252{
1362 object *
1363 tmp;
1364
1365 if (op->head)
1366 op = op->head;
1367 for (tmp = op; tmp; tmp = tmp->more) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1368 { 1254 {
1369 tmp->x = x + tmp->arch->clone.x; 1255 tmp->x = x + tmp->arch->x;
1370 tmp->y = y + tmp->arch->clone.y; 1256 tmp->y = y + tmp->arch->y;
1371 } 1257 }
1258
1372 return insert_ob_in_map (op, m, originator, flag); 1259 return insert_ob_in_map (op, m, originator, flag);
1373} 1260}
1374 1261
1375/* 1262/*
1376 * insert_ob_in_map (op, map, originator, flag): 1263 * insert_ob_in_map (op, map, originator, flag):
1390 * Return value: 1277 * Return value:
1391 * new object if 'op' was merged with other object 1278 * new object if 'op' was merged with other object
1392 * NULL if 'op' was destroyed 1279 * NULL if 'op' was destroyed
1393 * just 'op' otherwise 1280 * just 'op' otherwise
1394 */ 1281 */
1395
1396object * 1282object *
1397insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1398{ 1284{
1399 object *tmp, *top, *floor = NULL; 1285 assert (!op->flag [FLAG_FREED]);
1400 sint16 x, y;
1401 1286
1402 if (QUERY_FLAG (op, FLAG_FREED)) 1287 op->remove ();
1403 {
1404 LOG (llevError, "Trying to insert freed object!\n");
1405 return NULL;
1406 }
1407
1408 if (m == NULL)
1409 {
1410 dump_object (op);
1411 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1412 return op;
1413 }
1414
1415 if (out_of_map (m, op->x, op->y))
1416 {
1417 dump_object (op);
1418 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1419#ifdef MANY_CORES
1420 /* Better to catch this here, as otherwise the next use of this object
1421 * is likely to cause a crash. Better to find out where it is getting
1422 * improperly inserted.
1423 */
1424 abort ();
1425#endif
1426 return op;
1427 }
1428
1429 if (!QUERY_FLAG (op, FLAG_REMOVED))
1430 {
1431 dump_object (op);
1432 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1433 return op;
1434 }
1435
1436 if (op->more != NULL)
1437 {
1438 /* The part may be on a different map. */
1439
1440 object *more = op->more;
1441
1442 /* We really need the caller to normalize coordinates - if
1443 * we set the map, that doesn't work if the location is within
1444 * a map and this is straddling an edge. So only if coordinate
1445 * is clear wrong do we normalize it.
1446 */
1447 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1448 more->map = get_map_from_coord (m, &more->x, &more->y);
1449 else if (!more->map)
1450 {
1451 /* For backwards compatibility - when not dealing with tiled maps,
1452 * more->map should always point to the parent.
1453 */
1454 more->map = m;
1455 }
1456
1457 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1458 {
1459 if (!op->head)
1460 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1461
1462 return NULL;
1463 }
1464 }
1465
1466 CLEAR_FLAG (op, FLAG_REMOVED);
1467 1288
1468 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1469 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1470 * need extra work 1291 * need extra work
1471 */ 1292 */
1472 op->map = get_map_from_coord (m, &op->x, &op->y); 1293 if (!xy_normalise (m, op->x, op->y))
1473 x = op->x; 1294 {
1474 y = op->y; 1295 op->destroy (1);
1296 return 0;
1297 }
1298
1299 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0;
1302
1303 CLEAR_FLAG (op, FLAG_REMOVED);
1304
1305 op->map = m;
1306 mapspace &ms = op->ms ();
1475 1307
1476 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1477 */ 1309 */
1478 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1479 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1480 if (CAN_MERGE (op, tmp)) 1312 if (object::can_merge (op, tmp))
1481 { 1313 {
1314 // TODO: we atcually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp
1316 // from here :/
1482 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1483 remove_ob (tmp); 1318 tmp->destroy (1);
1484 free_object (tmp);
1485 } 1319 }
1486 1320
1487 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1488 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1322 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1489 1323
1502 op->below = originator->below; 1336 op->below = originator->below;
1503 1337
1504 if (op->below) 1338 if (op->below)
1505 op->below->above = op; 1339 op->below->above = op;
1506 else 1340 else
1507 SET_MAP_OB (op->map, op->x, op->y, op); 1341 ms.bot = op;
1508 1342
1509 /* since *below* originator, no need to update top */ 1343 /* since *below* originator, no need to update top */
1510 originator->below = op; 1344 originator->below = op;
1511 } 1345 }
1512 else 1346 else
1513 { 1347 {
1348 object *top, *floor = NULL;
1349
1350 top = ms.bot;
1351
1514 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1515 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1353 if (top)
1516 { 1354 {
1517 object *last = NULL; 1355 object *last = 0;
1518 1356
1519 /* 1357 /*
1520 * If there are multiple objects on this space, we do some trickier handling. 1358 * If there are multiple objects on this space, we do some trickier handling.
1521 * We've already dealt with merging if appropriate. 1359 * We've already dealt with merging if appropriate.
1522 * Generally, we want to put the new object on top. But if 1360 * Generally, we want to put the new object on top. But if
1526 * once we get to them. This reduces the need to traverse over all of 1364 * once we get to them. This reduces the need to traverse over all of
1527 * them when adding another one - this saves quite a bit of cpu time 1365 * them when adding another one - this saves quite a bit of cpu time
1528 * when lots of spells are cast in one area. Currently, it is presumed 1366 * when lots of spells are cast in one area. Currently, it is presumed
1529 * that flying non pickable objects are spell objects. 1367 * that flying non pickable objects are spell objects.
1530 */ 1368 */
1531 1369 for (top = ms.bot; top; top = top->above)
1532 while (top != NULL)
1533 { 1370 {
1534 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1535 floor = top; 1372 floor = top;
1536 1373
1537 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1540 top = top->below; 1377 top = top->below;
1541 break; 1378 break;
1542 } 1379 }
1543 1380
1544 last = top; 1381 last = top;
1545 top = top->above;
1546 } 1382 }
1547 1383
1548 /* Don't want top to be NULL, so set it to the last valid object */ 1384 /* Don't want top to be NULL, so set it to the last valid object */
1549 top = last; 1385 top = last;
1550 1386
1552 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1553 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1554 */ 1390 */
1555 1391
1556 /* Have object 'fall below' other objects that block view. 1392 /* Have object 'fall below' other objects that block view.
1557 * Unless those objects are exits, type 66 1393 * Unless those objects are exits.
1558 * If INS_ON_TOP is used, don't do this processing 1394 * If INS_ON_TOP is used, don't do this processing
1559 * Need to find the object that in fact blocks view, otherwise 1395 * Need to find the object that in fact blocks view, otherwise
1560 * stacking is a bit odd. 1396 * stacking is a bit odd.
1561 */ 1397 */
1562 if (!(flag & INS_ON_TOP) && 1398 if (!(flag & INS_ON_TOP)
1563 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1399 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility))
1564 { 1401 {
1565 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1566 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1567 break; 1404 break;
1405
1568 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1569 * and make sure we have a below pointer for it so that 1407 * and make sure we have a below pointer for it so that
1570 * we can get inserted below this one, which requires we 1408 * we can get inserted below this one, which requires we
1571 * set top to the object below us. 1409 * set top to the object below us.
1572 */ 1410 */
1573 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1574 top = last->below; 1412 top = last->below;
1575 } 1413 }
1576 } /* If objects on this space */ 1414 } /* If objects on this space */
1577 1415
1578 if (flag & INS_MAP_LOAD)
1579 top = GET_MAP_TOP (op->map, op->x, op->y);
1580
1581 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1582 top = floor; 1417 top = floor;
1583 1418
1584 /* Top is the object that our object (op) is going to get inserted above. 1419 /* Top is the object that our object (op) is going to get inserted above.
1585 */ 1420 */
1586 1421
1587 /* First object on this space */ 1422 /* First object on this space */
1588 if (!top) 1423 if (!top)
1589 { 1424 {
1590 op->above = GET_MAP_OB (op->map, op->x, op->y); 1425 op->above = ms.bot;
1591 1426
1592 if (op->above) 1427 if (op->above)
1593 op->above->below = op; 1428 op->above->below = op;
1594 1429
1595 op->below = NULL; 1430 op->below = 0;
1596 SET_MAP_OB (op->map, op->x, op->y, op); 1431 ms.bot = op;
1597 } 1432 }
1598 else 1433 else
1599 { /* get inserted into the stack above top */ 1434 { /* get inserted into the stack above top */
1600 op->above = top->above; 1435 op->above = top->above;
1601 1436
1604 1439
1605 op->below = top; 1440 op->below = top;
1606 top->above = op; 1441 top->above = op;
1607 } 1442 }
1608 1443
1609 if (op->above == NULL) 1444 if (!op->above)
1610 SET_MAP_TOP (op->map, op->x, op->y, op); 1445 ms.top = op;
1611 } /* else not INS_BELOW_ORIGINATOR */ 1446 } /* else not INS_BELOW_ORIGINATOR */
1612 1447
1613 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1449 {
1614 op->contr->do_los = 1; 1450 op->contr->do_los = 1;
1451 ++op->map->players;
1452 op->map->touch ();
1453 }
1615 1454
1616 /* If we have a floor, we know the player, if any, will be above 1455 op->map->dirty = true;
1617 * it, so save a few ticks and start from there. 1456
1618 */ 1457 if (object *pl = ms.player ())
1619 if (!(flag & INS_MAP_LOAD)) 1458 //TODO: the floorbox prev/next might need updating
1620 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 //esrv_send_item (pl, op);
1621 if (tmp->type == PLAYER) 1460 //TODO: update floorbox to preserve ordering
1622 tmp->contr->socket.update_look = 1; 1461 if (pl->contr->ns)
1462 pl->contr->ns->floorbox_update ();
1623 1463
1624 /* If this object glows, it may affect lighting conditions that are 1464 /* If this object glows, it may affect lighting conditions that are
1625 * visible to others on this map. But update_all_los is really 1465 * visible to others on this map. But update_all_los is really
1626 * an inefficient way to do this, as it means los for all players 1466 * an inefficient way to do this, as it means los for all players
1627 * on the map will get recalculated. The players could very well 1467 * on the map will get recalculated. The players could very well
1628 * be far away from this change and not affected in any way - 1468 * be far away from this change and not affected in any way -
1629 * this should get redone to only look for players within range, 1469 * this should get redone to only look for players within range,
1630 * or just updating the P_NEED_UPDATE for spaces within this area 1470 * or just updating the P_UPTODATE for spaces within this area
1631 * of effect may be sufficient. 1471 * of effect may be sufficient.
1632 */ 1472 */
1633 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1473 if (op->map->darkness && (op->glow_radius != 0))
1634 update_all_los (op->map, op->x, op->y); 1474 update_all_los (op->map, op->x, op->y);
1635 1475
1636 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1637 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1638 1478
1479 INVOKE_OBJECT (INSERT, op);
1480
1639 /* Don't know if moving this to the end will break anything. However, 1481 /* Don't know if moving this to the end will break anything. However,
1640 * we want to have update_look set above before calling this. 1482 * we want to have floorbox_update called before calling this.
1641 * 1483 *
1642 * check_move_on() must be after this because code called from 1484 * check_move_on() must be after this because code called from
1643 * check_move_on() depends on correct map flags (so functions like 1485 * check_move_on() depends on correct map flags (so functions like
1644 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1645 * update_object(). 1487 * update_object().
1646 */ 1488 */
1647 1489
1648 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1649 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1650 { 1492 {
1651 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1652 return NULL; 1494 return 0;
1653 1495
1654 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1655 * walk on's. 1497 * walk on's.
1656 */ 1498 */
1657 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1658 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1659 return NULL; 1501 return 0;
1660 } 1502 }
1661 1503
1662 return op; 1504 return op;
1663} 1505}
1664 1506
1665/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1666 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1667 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1668 */ 1510 */
1669void 1511void
1670replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (const char *arch_string, object *op)
1671{ 1513{
1672 object *tmp;
1673 object *tmp1;
1674
1675 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1676 1515
1677 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1678 {
1679 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1680 { 1518 tmp->destroy (1);
1681 remove_ob (tmp);
1682 free_object (tmp);
1683 }
1684 }
1685 1519
1686 tmp1 = arch_to_object (find_archetype (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (arch_string));
1687 1521
1688 tmp1->x = op->x; 1522 tmp->x = op->x;
1689 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1690 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1691} 1526}
1692
1693/*
1694 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1695 * is returned contains nr objects, and the remaining parts contains
1696 * the rest (or is removed and freed if that number is 0).
1697 * On failure, NULL is returned, and the reason put into the
1698 * global static errmsg array.
1699 */
1700 1527
1701object * 1528object *
1702get_split_ob (object *orig_ob, uint32 nr) 1529object::insert_at (object *where, object *originator, int flags)
1703{ 1530{
1704 object * 1531 if (where->env)
1705 newob; 1532 return where->env->insert (this);
1706 int 1533 else
1707 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1708
1709 if (orig_ob->nrof < nr)
1710 {
1711 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1712 return NULL;
1713 }
1714 newob = object_create_clone (orig_ob);
1715 if ((orig_ob->nrof -= nr) < 1)
1716 {
1717 if (!is_removed)
1718 remove_ob (orig_ob);
1719 free_object2 (orig_ob, 1);
1720 }
1721 else if (!is_removed)
1722 {
1723 if (orig_ob->env != NULL)
1724 sub_weight (orig_ob->env, orig_ob->weight * nr);
1725 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1726 {
1727 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1728 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1729 return NULL;
1730 }
1731 }
1732 newob->nrof = nr;
1733
1734 return newob;
1735} 1535}
1736 1536
1737/* 1537/*
1738 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1739 * the amount of an object. If the amount reaches 0, the object 1539 * the amount of an object. If the amount reaches 0, the object
1740 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1741 * 1541 *
1742 * Return value: 'op' if something is left, NULL if the amount reached 0 1542 * Return value: 'op' if something is left, NULL if the amount reached 0
1743 */ 1543 */
1544bool
1545object::decrease (sint32 nr)
1546{
1547 if (!nr)
1548 return true;
1744 1549
1550 nr = min (nr, nrof);
1551
1552 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0
1557
1558 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this);
1560
1561 return true;
1562 }
1563 else
1564 {
1565 destroy (1);
1566 return false;
1567 }
1568}
1569
1570/*
1571 * split(ob,nr) splits up ob into two parts. The part which
1572 * is returned contains nr objects, and the remaining parts contains
1573 * the rest (or is removed and returned if that number is 0).
1574 * On failure, NULL is returned.
1575 */
1745object * 1576object *
1746decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1747{ 1578{
1748 object * 1579 int have = number_of ();
1749 tmp;
1750 player *
1751 pl;
1752 1580
1753 if (i == 0) /* objects with op->nrof require this check */ 1581 if (have < nr)
1754 return op; 1582 return 0;
1755 1583 else if (have == nr)
1756 if (i > op->nrof)
1757 i = op->nrof;
1758
1759 if (QUERY_FLAG (op, FLAG_REMOVED))
1760 {
1761 op->nrof -= i;
1762 } 1584 {
1763 else if (op->env != NULL)
1764 {
1765 /* is this object in the players inventory, or sub container
1766 * therein?
1767 */
1768 tmp = is_player_inv (op->env);
1769 /* nope. Is this a container the player has opened?
1770 * If so, set tmp to that player.
1771 * IMO, searching through all the players will mostly
1772 * likely be quicker than following op->env to the map,
1773 * and then searching the map for a player.
1774 */
1775 if (!tmp)
1776 {
1777 for (pl = first_player; pl; pl = pl->next)
1778 if (pl->ob->container == op->env)
1779 break;
1780 if (pl)
1781 tmp = pl->ob;
1782 else
1783 tmp = NULL;
1784 }
1785
1786 if (i < op->nrof)
1787 {
1788 sub_weight (op->env, op->weight * i);
1789 op->nrof -= i;
1790 if (tmp)
1791 {
1792 esrv_send_item (tmp, op);
1793 }
1794 }
1795 else
1796 {
1797 remove_ob (op); 1585 remove ();
1798 op->nrof = 0; 1586 return this;
1799 if (tmp)
1800 {
1801 esrv_del_item (tmp->contr, op->count);
1802 }
1803 }
1804 } 1587 }
1805 else 1588 else
1806 { 1589 {
1807 object * 1590 decrease (nr);
1808 above = op->above;
1809 1591
1810 if (i < op->nrof) 1592 object *op = object_create_clone (this);
1811 {
1812 op->nrof -= i;
1813 }
1814 else
1815 {
1816 remove_ob (op);
1817 op->nrof = 0; 1593 op->nrof = nr;
1818 }
1819 /* Since we just removed op, op->above is null */
1820 for (tmp = above; tmp != NULL; tmp = tmp->above)
1821 if (tmp->type == PLAYER)
1822 {
1823 if (op->nrof)
1824 esrv_send_item (tmp, op);
1825 else
1826 esrv_del_item (tmp->contr, op->count);
1827 }
1828 }
1829
1830 if (op->nrof)
1831 {
1832 return op; 1594 return op;
1833 } 1595 }
1834 else 1596}
1597
1598object *
1599insert_ob_in_ob (object *op, object *where)
1600{
1601 if (!where)
1835 { 1602 {
1836 free_object (op); 1603 char *dump = dump_object (op);
1604 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1605 free (dump);
1837 return NULL; 1606 return op;
1838 }
1839}
1840
1841/*
1842 * add_weight(object, weight) adds the specified weight to an object,
1843 * and also updates how much the environment(s) is/are carrying.
1844 */
1845
1846void
1847add_weight (object *op, signed long weight)
1848{
1849 while (op != NULL)
1850 { 1607 }
1851 if (op->type == CONTAINER) 1608
1852 { 1609 if (where->head_ () != where)
1853 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1854 }
1855 op->carrying += weight;
1856 op = op->env;
1857 } 1610 {
1858} 1611 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1612 where = where->head;
1613 }
1859 1614
1615 return where->insert (op);
1616}
1617
1860/* 1618/*
1861 * insert_ob_in_ob(op,environment): 1619 * env->insert (op)
1862 * This function inserts the object op in the linked list 1620 * This function inserts the object op in the linked list
1863 * inside the object environment. 1621 * inside the object environment.
1864 * 1622 *
1865 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1866 * the inventory at the last position or next to other objects of the same
1867 * type.
1868 * Frank: Now sorted by type, archetype and magic!
1869 *
1870 * The function returns now pointer to inserted item, and return value can 1623 * The function returns now pointer to inserted item, and return value can
1871 * be != op, if items are merged. -Tero 1624 * be != op, if items are merged. -Tero
1872 */ 1625 */
1873
1874object * 1626object *
1875insert_ob_in_ob (object *op, object *where) 1627object::insert (object *op)
1876{ 1628{
1877 object *
1878 tmp, *
1879 otmp;
1880
1881 if (!QUERY_FLAG (op, FLAG_REMOVED))
1882 {
1883 dump_object (op);
1884 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where == NULL)
1888 {
1889 dump_object (op);
1890 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1891 return op;
1892 }
1893 if (where->head)
1894 {
1895 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1896 where = where->head;
1897 }
1898 if (op->more) 1629 if (op->more)
1899 { 1630 {
1900 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1631 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1901 return op; 1632 return op;
1902 } 1633 }
1903 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1634
1904 CLEAR_FLAG (op, FLAG_REMOVED); 1635 op->remove ();
1636
1637 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1638
1905 if (op->nrof) 1639 if (op->nrof)
1906 {
1907 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1640 for (object *tmp = inv; tmp; tmp = tmp->below)
1908 if (CAN_MERGE (tmp, op)) 1641 if (object::can_merge (tmp, op))
1909 { 1642 {
1910 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1911 (client needs the original object) */ 1644 (client needs the original object) */
1912 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1913 /* Weight handling gets pretty funky. Since we are adding to 1646
1914 * tmp->nrof, we need to increase the weight. 1647 if (object *pl = tmp->visible_to ())
1915 */ 1648 esrv_update_item (UPD_NROF, pl, tmp);
1916 add_weight (where, op->weight * op->nrof); 1649
1917 SET_FLAG (op, FLAG_REMOVED); 1650 adjust_weight (this, op->total_weight ());
1918 free_object (op); /* free the inserted object */ 1651
1652 op->destroy (1);
1919 op = tmp; 1653 op = tmp;
1920 remove_ob (op); /* and fix old object's links */ 1654 goto inserted;
1921 CLEAR_FLAG (op, FLAG_REMOVED);
1922 break;
1923 } 1655 }
1924 1656
1925 /* I assume combined objects have no inventory 1657 op->owner = 0; // it's his/hers now. period.
1926 * We add the weight - this object could have just been removed
1927 * (if it was possible to merge). calling remove_ob will subtract
1928 * the weight, so we need to add it in again, since we actually do
1929 * the linking below
1930 */
1931 add_weight (where, op->weight * op->nrof);
1932 }
1933 else
1934 add_weight (where, (op->weight + op->carrying));
1935
1936 otmp = is_player_inv (where);
1937 if (otmp && otmp->contr != NULL)
1938 {
1939 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1940 fix_player (otmp);
1941 }
1942
1943 op->map = NULL; 1658 op->map = 0;
1944 op->env = where; 1659 op->x = 0;
1660 op->y = 0;
1661
1945 op->above = NULL; 1662 op->above = 0;
1946 op->below = NULL; 1663 op->below = inv;
1947 op->x = 0, op->y = 0; 1664 op->env = this;
1948 1665
1666 if (inv)
1667 inv->above = op;
1668
1669 inv = op;
1670
1671 op->flag [FLAG_REMOVED] = 0;
1672
1673 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op);
1675
1676 adjust_weight (this, op->total_weight ());
1677
1678inserted:
1949 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1950 if ((op->glow_radius != 0) && where->map) 1680 if (op->glow_radius && map && map->darkness)
1951 { 1681 update_all_los (map, x, y);
1952#ifdef DEBUG_LIGHTS
1953 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1954#endif /* DEBUG_LIGHTS */
1955 if (MAP_DARKNESS (where->map))
1956 update_all_los (where->map, where->x, where->y);
1957 }
1958 1682
1959 /* Client has no idea of ordering so lets not bother ordering it here. 1683 // if this is a player's inventory, update stats
1960 * It sure simplifies this function... 1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1961 */ 1685 update_stats ();
1962 if (where->inv == NULL) 1686
1963 where->inv = op; 1687 INVOKE_OBJECT (INSERT, this);
1964 else 1688
1965 {
1966 op->below = where->inv;
1967 op->below->above = op;
1968 where->inv = op;
1969 }
1970 return op; 1689 return op;
1971} 1690}
1972 1691
1973/* 1692/*
1974 * Checks if any objects has a move_type that matches objects 1693 * Checks if any objects has a move_type that matches objects
1988 * 1707 *
1989 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * MSW 2001-07-08: Check all objects on space, not just those below
1990 * object being inserted. insert_ob_in_map may not put new objects 1709 * object being inserted. insert_ob_in_map may not put new objects
1991 * on top. 1710 * on top.
1992 */ 1711 */
1993
1994int 1712int
1995check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1996{ 1714{
1997 object *tmp; 1715 object *tmp;
1998 tag_t tag;
1999 mapstruct *m = op->map; 1716 maptile *m = op->map;
2000 int x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
2001 1718
2002 MoveType move_on, move_slow, move_block; 1719 MoveType move_on, move_slow, move_block;
2003 1720
2004 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2005 return 0; 1722 return 0;
2006
2007 tag = op->count;
2008 1723
2009 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2010 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2011 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2012 1727
2028 1743
2029 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
2030 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
2031 */ 1746 */
2032 1747
2033 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2034 { 1749 {
2035 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
2036 * this helps performance so that if a space has 50 spell objects, 1751 * this helps performance so that if a space has 50 spell objects,
2037 * we don't need to check all of them. 1752 * we don't need to check all of them.
2038 */ 1753 */
2055 { 1770 {
2056 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2057 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2058 { 1773 {
2059 1774
1775 float
2060 float diff = tmp->move_slow_penalty * FABS (op->speed); 1776 diff = tmp->move_slow_penalty * fabs (op->speed);
2061 1777
2062 if (op->type == PLAYER) 1778 if (op->type == PLAYER)
2063 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2064 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2065 diff /= 4.0; 1781 diff /= 4.0;
2072 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2073 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2074 { 1790 {
2075 move_apply (tmp, op, originator); 1791 move_apply (tmp, op, originator);
2076 1792
2077 if (was_destroyed (op, tag)) 1793 if (op->destroyed ())
2078 return 1; 1794 return 1;
2079 1795
2080 /* what the person/creature stepped onto has moved the object 1796 /* what the person/creature stepped onto has moved the object
2081 * someplace new. Don't process any further - if we did, 1797 * someplace new. Don't process any further - if we did,
2082 * have a feeling strange problems would result. 1798 * have a feeling strange problems would result.
2092/* 1808/*
2093 * present_arch(arch, map, x, y) searches for any objects with 1809 * present_arch(arch, map, x, y) searches for any objects with
2094 * a matching archetype at the given map and coordinates. 1810 * a matching archetype at the given map and coordinates.
2095 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
2096 */ 1812 */
2097
2098object * 1813object *
2099present_arch (const archetype *at, mapstruct *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
2100{ 1815{
2101 object *
2102 tmp;
2103
2104 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
2105 { 1817 {
2106 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
2107 return NULL; 1819 return NULL;
2108 } 1820 }
2109 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2110 if (tmp->arch == at) 1823 if (tmp->arch == at)
2111 return tmp; 1824 return tmp;
1825
2112 return NULL; 1826 return NULL;
2113} 1827}
2114 1828
2115/* 1829/*
2116 * present(type, map, x, y) searches for any objects with 1830 * present(type, map, x, y) searches for any objects with
2117 * a matching type variable at the given map and coordinates. 1831 * a matching type variable at the given map and coordinates.
2118 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
2119 */ 1833 */
2120
2121object * 1834object *
2122present (unsigned char type, mapstruct *m, int x, int y) 1835present (unsigned char type, maptile *m, int x, int y)
2123{ 1836{
2124 object *
2125 tmp;
2126
2127 if (out_of_map (m, x, y)) 1837 if (out_of_map (m, x, y))
2128 { 1838 {
2129 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1840 return NULL;
2131 } 1841 }
2132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1842
1843 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2133 if (tmp->type == type) 1844 if (tmp->type == type)
2134 return tmp; 1845 return tmp;
1846
2135 return NULL; 1847 return NULL;
2136} 1848}
2137 1849
2138/* 1850/*
2139 * present_in_ob(type, object) searches for any objects with 1851 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1852 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
2142 */ 1854 */
2143
2144object * 1855object *
2145present_in_ob (unsigned char type, const object *op) 1856present_in_ob (unsigned char type, const object *op)
2146{ 1857{
2147 object *
2148 tmp;
2149
2150 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1858 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2151 if (tmp->type == type) 1859 if (tmp->type == type)
2152 return tmp; 1860 return tmp;
1861
2153 return NULL; 1862 return NULL;
2154} 1863}
2155 1864
2156/* 1865/*
2157 * present_in_ob (type, str, object) searches for any objects with 1866 * present_in_ob (type, str, object) searches for any objects with
2165 * str is the string to match against. Note that we match against 1874 * str is the string to match against. Note that we match against
2166 * the object name, not the archetype name. this is so that the 1875 * the object name, not the archetype name. this is so that the
2167 * spell code can use one object type (force), but change it's name 1876 * spell code can use one object type (force), but change it's name
2168 * to be unique. 1877 * to be unique.
2169 */ 1878 */
2170
2171object * 1879object *
2172present_in_ob_by_name (int type, const char *str, const object *op) 1880present_in_ob_by_name (int type, const char *str, const object *op)
2173{ 1881{
2174 object *
2175 tmp;
2176
2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2178 {
2179 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1883 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2180 return tmp; 1884 return tmp;
2181 } 1885
2182 return NULL; 1886 return 0;
2183} 1887}
2184 1888
2185/* 1889/*
2186 * present_arch_in_ob(archetype, object) searches for any objects with 1890 * present_arch_in_ob(archetype, object) searches for any objects with
2187 * a matching archetype in the inventory of the given object. 1891 * a matching archetype in the inventory of the given object.
2188 * The first matching object is returned, or NULL if none. 1892 * The first matching object is returned, or NULL if none.
2189 */ 1893 */
2190
2191object * 1894object *
2192present_arch_in_ob (const archetype *at, const object *op) 1895present_arch_in_ob (const archetype *at, const object *op)
2193{ 1896{
2194 object *
2195 tmp;
2196
2197 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2198 if (tmp->arch == at) 1898 if (tmp->arch == at)
2199 return tmp; 1899 return tmp;
1900
2200 return NULL; 1901 return NULL;
2201} 1902}
2202 1903
2203/* 1904/*
2204 * activate recursively a flag on an object inventory 1905 * activate recursively a flag on an object inventory
2205 */ 1906 */
2206void 1907void
2207flag_inv (object *op, int flag) 1908flag_inv (object *op, int flag)
2208{ 1909{
2209 object *
2210 tmp;
2211
2212 if (op->inv)
2213 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2214 { 1911 {
2215 SET_FLAG (tmp, flag); 1912 SET_FLAG (tmp, flag);
2216 flag_inv (tmp, flag); 1913 flag_inv (tmp, flag);
2217 } 1914 }
2218} /* 1915}
1916
1917/*
2219 * desactivate recursively a flag on an object inventory 1918 * deactivate recursively a flag on an object inventory
2220 */ 1919 */
2221void 1920void
2222unflag_inv (object *op, int flag) 1921unflag_inv (object *op, int flag)
2223{ 1922{
2224 object *
2225 tmp;
2226
2227 if (op->inv)
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1923 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2229 { 1924 {
2230 CLEAR_FLAG (tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2231 unflag_inv (tmp, flag); 1926 unflag_inv (tmp, flag);
2232 } 1927 }
2233}
2234
2235/*
2236 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2237 * all it's inventory (recursively).
2238 * If checksums are used, a player will get set_cheat called for
2239 * him/her-self and all object carried by a call to this function.
2240 */
2241
2242void
2243set_cheat (object *op)
2244{
2245 SET_FLAG (op, FLAG_WAS_WIZ);
2246 flag_inv (op, FLAG_WAS_WIZ);
2247} 1928}
2248 1929
2249/* 1930/*
2250 * find_free_spot(object, map, x, y, start, stop) will search for 1931 * find_free_spot(object, map, x, y, start, stop) will search for
2251 * a spot at the given map and coordinates which will be able to contain 1932 * a spot at the given map and coordinates which will be able to contain
2253 * to search (see the freearr_x/y[] definition). 1934 * to search (see the freearr_x/y[] definition).
2254 * It returns a random choice among the alternatives found. 1935 * It returns a random choice among the alternatives found.
2255 * start and stop are where to start relative to the free_arr array (1,9 1936 * start and stop are where to start relative to the free_arr array (1,9
2256 * does all 4 immediate directions). This returns the index into the 1937 * does all 4 immediate directions). This returns the index into the
2257 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1938 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2258 * Note - this only checks to see if there is space for the head of the
2259 * object - if it is a multispace object, this should be called for all
2260 * pieces.
2261 * Note2: This function does correctly handle tiled maps, but does not 1939 * Note: This function does correctly handle tiled maps, but does not
2262 * inform the caller. However, insert_ob_in_map will update as 1940 * inform the caller. However, insert_ob_in_map will update as
2263 * necessary, so the caller shouldn't need to do any special work. 1941 * necessary, so the caller shouldn't need to do any special work.
2264 * Note - updated to take an object instead of archetype - this is necessary 1942 * Note - updated to take an object instead of archetype - this is necessary
2265 * because arch_blocked (now ob_blocked) needs to know the movement type 1943 * because arch_blocked (now ob_blocked) needs to know the movement type
2266 * to know if the space in question will block the object. We can't use 1944 * to know if the space in question will block the object. We can't use
2267 * the archetype because that isn't correct if the monster has been 1945 * the archetype because that isn't correct if the monster has been
2268 * customized, changed states, etc. 1946 * customized, changed states, etc.
2269 */ 1947 */
2270
2271int 1948int
2272find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1949find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2273{ 1950{
2274 int
2275 i,
2276 index = 0, flag;
2277 static int
2278 altern[SIZEOFFREE]; 1951 int altern[SIZEOFFREE];
1952 int index = 0, flag;
2279 1953
2280 for (i = start; i < stop; i++) 1954 for (int i = start; i < stop; i++)
2281 { 1955 {
2282 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1956 mapxy pos (m, x, y); pos.move (i);
2283 if (!flag) 1957
1958 if (!pos.normalise ())
1959 continue;
1960
1961 mapspace &ms = *pos;
1962
1963 if (ms.flags () & P_IS_ALIVE)
1964 continue;
1965
1966 /* However, often
1967 * ob doesn't have any move type (when used to place exits)
1968 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1969 */
1970 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1971 {
2284 altern[index++] = i; 1972 altern [index++] = i;
1973 continue;
1974 }
2285 1975
2286 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* Basically, if we find a wall on a space, we cut down the search size.
2287 * In this way, we won't return spaces that are on another side of a wall. 1977 * In this way, we won't return spaces that are on another side of a wall.
2288 * This mostly work, but it cuts down the search size in all directions - 1978 * This mostly work, but it cuts down the search size in all directions -
2289 * if the space being examined only has a wall to the north and empty 1979 * if the space being examined only has a wall to the north and empty
2290 * spaces in all the other directions, this will reduce the search space 1980 * spaces in all the other directions, this will reduce the search space
2291 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2292 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2293 */ 1983 */
2294 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1984 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1985 {
2295 stop = maxfree[i]; 1986 stop = maxfree[i];
1987 continue;
1988 }
1989
1990 /* Note it is intentional that we check ob - the movement type of the
1991 * head of the object should correspond for the entire object.
1992 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue;
1995
1996 if (ob->blocked (m, pos.x, pos.y))
1997 continue;
1998
1999 altern [index++] = i;
2296 } 2000 }
2001
2297 if (!index) 2002 if (!index)
2298 return -1; 2003 return -1;
2004
2299 return altern[RANDOM () % index]; 2005 return altern [rndm (index)];
2300} 2006}
2301 2007
2302/* 2008/*
2303 * find_first_free_spot(archetype, mapstruct, x, y) works like 2009 * find_first_free_spot(archetype, maptile, x, y) works like
2304 * find_free_spot(), but it will search max number of squares. 2010 * find_free_spot(), but it will search max number of squares.
2305 * But it will return the first available spot, not a random choice. 2011 * But it will return the first available spot, not a random choice.
2306 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2012 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2307 */ 2013 */
2308
2309int 2014int
2310find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2015find_first_free_spot (const object *ob, maptile *m, int x, int y)
2311{ 2016{
2312 int
2313 i;
2314
2315 for (i = 0; i < SIZEOFFREE; i++) 2017 for (int i = 0; i < SIZEOFFREE; i++)
2316 {
2317 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2018 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2318 return i; 2019 return i;
2319 } 2020
2320 return -1; 2021 return -1;
2321} 2022}
2322 2023
2323/* 2024/*
2324 * The function permute(arr, begin, end) randomly reorders the array 2025 * The function permute(arr, begin, end) randomly reorders the array
2325 * arr[begin..end-1]. 2026 * arr[begin..end-1].
2027 * now uses a fisher-yates shuffle, old permute was broken
2326 */ 2028 */
2327static void 2029static void
2328permute (int *arr, int begin, int end) 2030permute (int *arr, int begin, int end)
2329{ 2031{
2330 int 2032 arr += begin;
2331 i,
2332 j,
2333 tmp,
2334 len;
2335
2336 len = end - begin; 2033 end -= begin;
2337 for (i = begin; i < end; i++)
2338 {
2339 j = begin + RANDOM () % len;
2340 2034
2341 tmp = arr[i]; 2035 while (--end)
2342 arr[i] = arr[j]; 2036 swap (arr [end], arr [rndm (end + 1)]);
2343 arr[j] = tmp;
2344 }
2345} 2037}
2346 2038
2347/* new function to make monster searching more efficient, and effective! 2039/* new function to make monster searching more efficient, and effective!
2348 * This basically returns a randomized array (in the passed pointer) of 2040 * This basically returns a randomized array (in the passed pointer) of
2349 * the spaces to find monsters. In this way, it won't always look for 2041 * the spaces to find monsters. In this way, it won't always look for
2352 * the 3x3 area will be searched, just not in a predictable order. 2044 * the 3x3 area will be searched, just not in a predictable order.
2353 */ 2045 */
2354void 2046void
2355get_search_arr (int *search_arr) 2047get_search_arr (int *search_arr)
2356{ 2048{
2357 int 2049 int i;
2358 i;
2359 2050
2360 for (i = 0; i < SIZEOFFREE; i++) 2051 for (i = 0; i < SIZEOFFREE; i++)
2361 {
2362 search_arr[i] = i; 2052 search_arr[i] = i;
2363 }
2364 2053
2365 permute (search_arr, 1, SIZEOFFREE1 + 1); 2054 permute (search_arr, 1, SIZEOFFREE1 + 1);
2366 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2055 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2367 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2056 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2368} 2057}
2377 * Perhaps incorrectly, but I'm making the assumption that exclude 2066 * Perhaps incorrectly, but I'm making the assumption that exclude
2378 * is actually want is going to try and move there. We need this info 2067 * is actually want is going to try and move there. We need this info
2379 * because we have to know what movement the thing looking to move 2068 * because we have to know what movement the thing looking to move
2380 * there is capable of. 2069 * there is capable of.
2381 */ 2070 */
2382
2383int 2071int
2384find_dir (mapstruct *m, int x, int y, object *exclude) 2072find_dir (maptile *m, int x, int y, object *exclude)
2385{ 2073{
2386 int
2387 i,
2388 max = SIZEOFFREE, mflags; 2074 int i, max = SIZEOFFREE, mflags;
2389 sint16 2075
2390 nx, 2076 sint16 nx, ny;
2391 ny;
2392 object * 2077 object *tmp;
2393 tmp; 2078 maptile *mp;
2394 mapstruct *
2395 mp;
2396 MoveType
2397 blocked,
2398 move_type;
2399 2079
2080 MoveType blocked, move_type;
2081
2400 if (exclude && exclude->head) 2082 if (exclude && exclude->head_ () != exclude)
2401 { 2083 {
2402 exclude = exclude->head; 2084 exclude = exclude->head;
2403 move_type = exclude->move_type; 2085 move_type = exclude->move_type;
2404 } 2086 }
2405 else 2087 else
2413 mp = m; 2095 mp = m;
2414 nx = x + freearr_x[i]; 2096 nx = x + freearr_x[i];
2415 ny = y + freearr_y[i]; 2097 ny = y + freearr_y[i];
2416 2098
2417 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2100
2418 if (mflags & P_OUT_OF_MAP) 2101 if (mflags & P_OUT_OF_MAP)
2419 {
2420 max = maxfree[i]; 2102 max = maxfree[i];
2421 }
2422 else 2103 else
2423 { 2104 {
2424 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2105 mapspace &ms = mp->at (nx, ny);
2106
2107 blocked = ms.move_block;
2425 2108
2426 if ((move_type & blocked) == move_type) 2109 if ((move_type & blocked) == move_type)
2427 {
2428 max = maxfree[i]; 2110 max = maxfree[i];
2429 }
2430 else if (mflags & P_IS_ALIVE) 2111 else if (mflags & P_IS_ALIVE)
2431 { 2112 {
2432 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2113 for (tmp = ms.bot; tmp; tmp = tmp->above)
2433 { 2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2434 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2435 {
2436 break; 2116 break;
2437 } 2117
2438 }
2439 if (tmp) 2118 if (tmp)
2440 {
2441 return freedir[i]; 2119 return freedir[i];
2442 }
2443 } 2120 }
2444 } 2121 }
2445 } 2122 }
2123
2446 return 0; 2124 return 0;
2447} 2125}
2448 2126
2449/* 2127/*
2450 * distance(object 1, object 2) will return the square of the 2128 * distance(object 1, object 2) will return the square of the
2451 * distance between the two given objects. 2129 * distance between the two given objects.
2452 */ 2130 */
2453
2454int 2131int
2455distance (const object *ob1, const object *ob2) 2132distance (const object *ob1, const object *ob2)
2456{ 2133{
2457 int
2458 i;
2459
2460 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2134 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2461 return i;
2462} 2135}
2463 2136
2464/* 2137/*
2465 * find_dir_2(delta-x,delta-y) will return a direction in which 2138 * find_dir_2(delta-x,delta-y) will return a direction in which
2466 * an object which has subtracted the x and y coordinates of another 2139 * an object which has subtracted the x and y coordinates of another
2467 * object, needs to travel toward it. 2140 * object, needs to travel toward it.
2468 */ 2141 */
2469
2470int 2142int
2471find_dir_2 (int x, int y) 2143find_dir_2 (int x, int y)
2472{ 2144{
2473 int 2145 int q;
2474 q;
2475 2146
2476 if (y) 2147 if (y)
2477 q = x * 100 / y; 2148 q = x * 100 / y;
2478 else if (x) 2149 else if (x)
2479 q = -300 * x; 2150 q = -300 * x;
2504 2175
2505 return 3; 2176 return 3;
2506} 2177}
2507 2178
2508/* 2179/*
2509 * absdir(int): Returns a number between 1 and 8, which represent
2510 * the "absolute" direction of a number (it actually takes care of
2511 * "overflow" in previous calculations of a direction).
2512 */
2513
2514int
2515absdir (int d)
2516{
2517 while (d < 1)
2518 d += 8;
2519 while (d > 8)
2520 d -= 8;
2521 return d;
2522}
2523
2524/*
2525 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2180 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2526 * between two directions (which are expected to be absolute (see absdir()) 2181 * between two directions (which are expected to be absolute (see absdir())
2527 */ 2182 */
2528
2529int 2183int
2530dirdiff (int dir1, int dir2) 2184dirdiff (int dir1, int dir2)
2531{ 2185{
2532 int 2186 int d;
2533 d;
2534 2187
2535 d = abs (dir1 - dir2); 2188 d = abs (dir1 - dir2);
2536 if (d > 4) 2189 if (d > 4)
2537 d = 8 - d; 2190 d = 8 - d;
2191
2538 return d; 2192 return d;
2539} 2193}
2540 2194
2541/* peterm: 2195/* peterm:
2542 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2196 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2545 * This basically means that if direction is 15, then it could either go 2199 * This basically means that if direction is 15, then it could either go
2546 * direction 4, 14, or 16 to get back to where we are. 2200 * direction 4, 14, or 16 to get back to where we are.
2547 * Moved from spell_util.c to object.c with the other related direction 2201 * Moved from spell_util.c to object.c with the other related direction
2548 * functions. 2202 * functions.
2549 */ 2203 */
2550
2551int
2552 reduction_dir[SIZEOFFREE][3] = { 2204int reduction_dir[SIZEOFFREE][3] = {
2553 {0, 0, 0}, /* 0 */ 2205 {0, 0, 0}, /* 0 */
2554 {0, 0, 0}, /* 1 */ 2206 {0, 0, 0}, /* 1 */
2555 {0, 0, 0}, /* 2 */ 2207 {0, 0, 0}, /* 2 */
2556 {0, 0, 0}, /* 3 */ 2208 {0, 0, 0}, /* 3 */
2557 {0, 0, 0}, /* 4 */ 2209 {0, 0, 0}, /* 4 */
2605 * find a path to that monster that we found. If not, 2257 * find a path to that monster that we found. If not,
2606 * we don't bother going toward it. Returns 1 if we 2258 * we don't bother going toward it. Returns 1 if we
2607 * can see a direct way to get it 2259 * can see a direct way to get it
2608 * Modified to be map tile aware -.MSW 2260 * Modified to be map tile aware -.MSW
2609 */ 2261 */
2610
2611
2612int 2262int
2613can_see_monsterP (mapstruct *m, int x, int y, int dir) 2263can_see_monsterP (maptile *m, int x, int y, int dir)
2614{ 2264{
2615 sint16 2265 sint16 dx, dy;
2616 dx,
2617 dy;
2618 int
2619 mflags; 2266 int mflags;
2620 2267
2621 if (dir < 0) 2268 if (dir < 0)
2622 return 0; /* exit condition: invalid direction */ 2269 return 0; /* exit condition: invalid direction */
2623 2270
2624 dx = x + freearr_x[dir]; 2271 dx = x + freearr_x[dir];
2637 return 0; 2284 return 0;
2638 2285
2639 /* yes, can see. */ 2286 /* yes, can see. */
2640 if (dir < 9) 2287 if (dir < 9)
2641 return 1; 2288 return 1;
2289
2642 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2290 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2643 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2291 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2292 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2644} 2293}
2645
2646
2647 2294
2648/* 2295/*
2649 * can_pick(picker, item): finds out if an object is possible to be 2296 * can_pick(picker, item): finds out if an object is possible to be
2650 * picked up by the picker. Returnes 1 if it can be 2297 * picked up by the picker. Returnes 1 if it can be
2651 * picked up, otherwise 0. 2298 * picked up, otherwise 0.
2653 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2300 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2654 * core dumps if they do. 2301 * core dumps if they do.
2655 * 2302 *
2656 * Add a check so we can't pick up invisible objects (0.93.8) 2303 * Add a check so we can't pick up invisible objects (0.93.8)
2657 */ 2304 */
2658
2659int 2305int
2660can_pick (const object *who, const object *item) 2306can_pick (const object *who, const object *item)
2661{ 2307{
2662 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2663 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2664 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2310 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2665} 2311}
2666 2312
2667
2668/* 2313/*
2669 * create clone from object to another 2314 * create clone from object to another
2670 */ 2315 */
2671object * 2316object *
2672object_create_clone (object *asrc) 2317object_create_clone (object *asrc)
2673{ 2318{
2674 object * 2319 object *dst = 0;
2675 dst = NULL, *tmp, *src, *part, *prev, *item;
2676 2320
2677 if (!asrc) 2321 if (!asrc)
2678 return NULL; 2322 return 0;
2679 src = asrc;
2680 if (src->head)
2681 src = src->head;
2682 2323
2683 prev = NULL; 2324 object *src = asrc->head_ ();
2325
2326 object *prev = 0;
2684 for (part = src; part; part = part->more) 2327 for (object *part = src; part; part = part->more)
2685 { 2328 {
2686 tmp = get_object (); 2329 object *tmp = part->clone ();
2687 copy_object (part, tmp); 2330
2688 tmp->x -= src->x; 2331 tmp->x -= src->x;
2689 tmp->y -= src->y; 2332 tmp->y -= src->y;
2333
2690 if (!part->head) 2334 if (!part->head)
2691 { 2335 {
2692 dst = tmp; 2336 dst = tmp;
2693 tmp->head = NULL; 2337 tmp->head = 0;
2694 } 2338 }
2695 else 2339 else
2696 {
2697 tmp->head = dst; 2340 tmp->head = dst;
2698 } 2341
2699 tmp->more = NULL; 2342 tmp->more = 0;
2343
2700 if (prev) 2344 if (prev)
2701 prev->more = tmp; 2345 prev->more = tmp;
2346
2702 prev = tmp; 2347 prev = tmp;
2703 } 2348 }
2704 2349
2705 /*** copy inventory ***/
2706 for (item = src->inv; item; item = item->below) 2350 for (object *item = src->inv; item; item = item->below)
2707 {
2708 (void) insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2709 }
2710 2352
2711 return dst; 2353 return dst;
2712}
2713
2714/* return true if the object was destroyed, 0 otherwise */
2715int
2716was_destroyed (const object *op, tag_t old_tag)
2717{
2718 /* checking for FLAG_FREED isn't necessary, but makes this function more
2719 * robust */
2720 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2721}
2722
2723/* GROS - Creates an object using a string representing its content. */
2724
2725/* Basically, we save the content of the string to a temp file, then call */
2726
2727/* load_object on it. I admit it is a highly inefficient way to make things, */
2728
2729/* but it was simple to make and allows reusing the load_object function. */
2730
2731/* Remember not to use load_object_str in a time-critical situation. */
2732
2733/* Also remember that multiparts objects are not supported for now. */
2734
2735object *
2736load_object_str (const char *obstr)
2737{
2738 object *
2739 op;
2740 char
2741 filename[MAX_BUF];
2742
2743 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2744
2745 FILE *
2746 tempfile = fopen (filename, "w");
2747
2748 if (tempfile == NULL)
2749 {
2750 LOG (llevError, "Error - Unable to access load object temp file\n");
2751 return NULL;
2752 };
2753 fprintf (tempfile, obstr);
2754 fclose (tempfile);
2755
2756 op = get_object ();
2757
2758 object_thawer
2759 thawer (filename);
2760
2761 if (thawer)
2762 load_object (thawer, op, 0);
2763
2764 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2765 CLEAR_FLAG (op, FLAG_REMOVED);
2766
2767 return op;
2768} 2354}
2769 2355
2770/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2771 * has the same type and subtype match. 2357 * has the same type and subtype match.
2772 * returns NULL if no match. 2358 * returns NULL if no match.
2773 */ 2359 */
2774object * 2360object *
2775find_obj_by_type_subtype (const object *who, int type, int subtype) 2361find_obj_by_type_subtype (const object *who, int type, int subtype)
2776{ 2362{
2777 object *
2778 tmp;
2779
2780 for (tmp = who->inv; tmp; tmp = tmp->below) 2363 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2781 if (tmp->type == type && tmp->subtype == subtype) 2364 if (tmp->type == type && tmp->subtype == subtype)
2782 return tmp; 2365 return tmp;
2783 2366
2784 return NULL; 2367 return 0;
2785} 2368}
2786 2369
2787/* If ob has a field named key, return the link from the list, 2370const shstr &
2788 * otherwise return NULL. 2371object::kv_get (const shstr &key) const
2789 *
2790 * key must be a passed in shared string - otherwise, this won't
2791 * do the desired thing.
2792 */
2793key_value *
2794get_ob_key_link (const object *ob, const char *key)
2795{ 2372{
2796 key_value * 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2797 link;
2798
2799 for (link = ob->key_values; link != NULL; link = link->next)
2800 {
2801 if (link->key == key) 2374 if (kv->key == key)
2375 return kv->value;
2376
2377 return shstr_null;
2378}
2379
2380void
2381object::kv_set (const shstr &key, const shstr &value)
2382{
2383 for (key_value *kv = key_values; kv; kv = kv->next)
2384 if (kv->key == key)
2385 {
2386 kv->value = value;
2387 return;
2388 }
2389
2390 key_value *kv = new key_value;
2391
2392 kv->next = key_values;
2393 kv->key = key;
2394 kv->value = value;
2395
2396 key_values = kv;
2397}
2398
2399void
2400object::kv_del (const shstr &key)
2401{
2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2403 if ((*kvp)->key == key)
2404 {
2405 key_value *kv = *kvp;
2406 *kvp = (*kvp)->next;
2407 delete kv;
2408 return;
2409 }
2410}
2411
2412object::depth_iterator::depth_iterator (object *container)
2413: iterator_base (container)
2414{
2415 while (item->inv)
2416 item = item->inv;
2417}
2418
2419void
2420object::depth_iterator::next ()
2421{
2422 if (item->below)
2423 {
2424 item = item->below;
2425
2426 while (item->inv)
2427 item = item->inv;
2428 }
2429 else
2430 item = item->env;
2431}
2432
2433const char *
2434object::flag_desc (char *desc, int len) const
2435{
2436 char *p = desc;
2437 bool first = true;
2438
2439 *p = 0;
2440
2441 for (int i = 0; i < NUM_FLAGS; i++)
2442 {
2443 if (len <= 10) // magic constant!
2802 { 2444 {
2803 return link; 2445 snprintf (p, len, ",...");
2446 break;
2804 } 2447 }
2805 }
2806 2448
2807 return NULL; 2449 if (flag [i])
2808} 2450 {
2451 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2452 len -= cnt;
2453 p += cnt;
2454 first = false;
2455 }
2456 }
2809 2457
2810/* 2458 return desc;
2811 * Returns the value of op has an extra_field for key, or NULL. 2459}
2812 * 2460
2813 * The argument doesn't need to be a shared string. 2461// return a suitable string describing an object in enough detail to find it
2814 *
2815 * The returned string is shared.
2816 */
2817const char * 2462const char *
2818get_ob_key_value (const object *op, const char *const key) 2463object::debug_desc (char *info) const
2819{ 2464{
2820 key_value * 2465 char flagdesc[512];
2821 link; 2466 char info2[256 * 4];
2467 char *p = info;
2468
2469 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2470 count,
2471 uuid.c_str (),
2472 &name,
2473 title ? "\",title:\"" : "",
2474 title ? (const char *)title : "",
2475 flag_desc (flagdesc, 512), type);
2476
2477 if (!flag[FLAG_REMOVED] && env)
2478 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2479
2480 if (map)
2481 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2482
2483 return info;
2484}
2485
2822 const char * 2486const char *
2823 canonical_key; 2487object::debug_desc () const
2488{
2489 static char info[3][256 * 4];
2490 static int info_idx;
2824 2491
2825 canonical_key = shstr::find (key); 2492 return debug_desc (info [++info_idx % 3]);
2493}
2826 2494
2827 if (canonical_key == NULL) 2495struct region *
2828 { 2496object::region () const
2829 /* 1. There being a field named key on any object 2497{
2830 * implies there'd be a shared string to find. 2498 return map ? map->region (x, y)
2831 * 2. Since there isn't, no object has this field. 2499 : region::default_region ();
2832 * 3. Therefore, *this* object doesn't have this field. 2500}
2833 */ 2501
2502const materialtype_t *
2503object::dominant_material () const
2504{
2505 if (materialtype_t *mt = name_to_material (materialname))
2506 return mt;
2507
2508 return name_to_material (shstr_unknown);
2509}
2510
2511void
2512object::open_container (object *new_container)
2513{
2514 if (container == new_container)
2834 return NULL; 2515 return;
2516
2517 object *old_container = container;
2518
2519 if (old_container)
2835 } 2520 {
2521 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2522 return;
2836 2523
2837 /* This is copied from get_ob_key_link() above - 2524#if 0
2838 * only 4 lines, and saves the function call overhead. 2525 // remove the "Close old_container" object.
2526 if (object *closer = old_container->inv)
2527 if (closer->type == CLOSE_CON)
2528 closer->destroy ();
2529#endif
2530
2531 // make sure the container is available
2532 esrv_send_item (this, old_container);
2533
2534 old_container->flag [FLAG_APPLIED] = false;
2535 container = 0;
2536
2537 // client needs item update to make it work, client bug requires this to be separate
2538 esrv_update_item (UPD_FLAGS, this, old_container);
2539
2540 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2541 play_sound (sound_find ("chest_close"));
2542 }
2543
2544 if (new_container)
2545 {
2546 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2547 return;
2548
2549 // TODO: this does not seem to serve any purpose anymore?
2550#if 0
2551 // insert the "Close Container" object.
2552 if (archetype *closer = new_container->other_arch)
2553 {
2554 object *closer = arch_to_object (new_container->other_arch);
2555 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2556 new_container->insert (closer);
2557 }
2558#endif
2559
2560 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2561
2562 // make sure the container is available, client bug requires this to be separate
2563 esrv_send_item (this, new_container);
2564
2565 new_container->flag [FLAG_APPLIED] = true;
2566 container = new_container;
2567
2568 // client needs flag change
2569 esrv_update_item (UPD_FLAGS, this, new_container);
2570 esrv_send_inventory (this, new_container);
2571 play_sound (sound_find ("chest_open"));
2572 }
2573// else if (!old_container->env && contr && contr->ns)
2574// contr->ns->floorbox_reset ();
2575}
2576
2577object *
2578object::force_find (const shstr name)
2579{
2580 /* cycle through his inventory to look for the MARK we want to
2581 * place
2839 */ 2582 */
2840 for (link = op->key_values; link != NULL; link = link->next) 2583 for (object *tmp = inv; tmp; tmp = tmp->below)
2841 { 2584 if (tmp->type == FORCE && tmp->slaying == name)
2842 if (link->key == canonical_key) 2585 return splay (tmp);
2843 { 2586
2844 return link->value;
2845 }
2846 }
2847 return NULL; 2587 return 0;
2848} 2588}
2849 2589
2850 2590void
2851/* 2591object::force_add (const shstr name, int duration)
2852 * Updates the canonical_key in op to value.
2853 *
2854 * canonical_key is a shared string (value doesn't have to be).
2855 *
2856 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2857 * keys.
2858 *
2859 * Returns TRUE on success.
2860 */
2861int
2862set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2863{ 2592{
2864 key_value * 2593 if (object *force = force_find (name))
2865 field = NULL, *last = NULL; 2594 force->destroy ();
2866 2595
2867 for (field = op->key_values; field != NULL; field = field->next) 2596 object *force = get_archetype (FORCE_NAME);
2868 {
2869 if (field->key != canonical_key)
2870 {
2871 last = field;
2872 continue;
2873 }
2874 2597
2875 if (value) 2598 force->slaying = name;
2876 field->value = value; 2599 force->stats.food = 1;
2877 else 2600 force->speed_left = -1.f;
2878 {
2879 /* Basically, if the archetype has this key set,
2880 * we need to store the null value so when we save
2881 * it, we save the empty value so that when we load,
2882 * we get this value back again.
2883 */
2884 if (get_ob_key_link (&op->arch->clone, canonical_key))
2885 field->value = 0;
2886 else
2887 {
2888 if (last)
2889 last->next = field->next;
2890 else
2891 op->key_values = field->next;
2892 2601
2893 delete 2602 force->set_speed (duration ? 1.f / duration : 0.f);
2894 field; 2603 force->flag [FLAG_IS_USED_UP] = true;
2895 } 2604 force->flag [FLAG_APPLIED] = true;
2896 }
2897 return TRUE;
2898 }
2899 /* IF we get here, key doesn't exist */
2900 2605
2901 /* No field, we'll have to add it. */ 2606 insert (force);
2607}
2902 2608
2903 if (!add_key) 2609void
2904 { 2610object::play_sound (faceidx sound)
2905 return FALSE; 2611{
2906 } 2612 if (!sound)
2907 /* There isn't any good reason to store a null
2908 * value in the key/value list. If the archetype has
2909 * this key, then we should also have it, so shouldn't
2910 * be here. If user wants to store empty strings,
2911 * should pass in ""
2912 */
2913 if (value == NULL)
2914 return TRUE; 2613 return;
2915 2614
2916 field = new key_value; 2615 if (flag [FLAG_REMOVED])
2616 return;
2917 2617
2918 field->key = canonical_key; 2618 if (env)
2919 field->value = value; 2619 {
2920 /* Usual prepend-addition. */ 2620 if (object *pl = in_player ())
2921 field->next = op->key_values; 2621 pl->contr->play_sound (sound);
2922 op->key_values = field; 2622 }
2923 2623 else
2924 return TRUE; 2624 map->play_sound (sound, x, y);
2925} 2625}
2926 2626
2927/*
2928 * Updates the key in op to value.
2929 *
2930 * If add_key is FALSE, this will only update existing keys,
2931 * and not add new ones.
2932 * In general, should be little reason FALSE is ever passed in for add_key
2933 *
2934 * Returns TRUE on success.
2935 */
2936int
2937set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2938{
2939 shstr
2940 key_ (key);
2941
2942 return set_ob_key_value_s (op, key_, value, add_key);
2943}

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