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Comparing deliantra/server/common/object.C (file contents):
Revision 1.31 by root, Mon Sep 11 23:33:27 2006 UTC vs.
Revision 1.235 by root, Tue May 6 20:00:12 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <skills.h>
35#include <loader.h> 30#include <loader.h>
36 31
37int nrofallocobjects = 0; 32#include <bitset>
38 33
39object *objects; /* Pointer to the list of used objects */ 34UUID UUID::cur;
40object *active_objects; /* List of active objects that need to be processed */ 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
41 37
42short 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, 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,
43 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
44}; 46};
45short 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,
46 -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
47}; 52};
48int 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,
49 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
50}; 58};
51int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
52 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,
53 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
54}; 64};
55 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
56/* 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. */
57static int 141static bool
58compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
59{ 143{
60 key_value *wants_field;
61
62 /* 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
63 * 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
64 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
65 */ 147 */
66 148
67 /* For each field in wants, */ 149 /* For each field in wants, */
68 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)
69 { 151 if (has->kv_get (kv->key) != kv->value)
70 key_value *has_field; 152 return false;
71
72 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key);
74
75 if (has_field == NULL)
76 {
77 /* No field with that name. */
78 return FALSE;
79 }
80
81 /* Found the matching field. */
82 if (has_field->value != wants_field->value)
83 {
84 /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87
88 /* If we get here, we found a match. Now for the next field in wants. */
89 }
90 153
91 /* 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. */
92 return TRUE; 155 return true;
93} 156}
94 157
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
96static int 159static bool
97compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
98{ 161{
99 /* 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,
100 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
101 */ 164 */
102 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);
103} 167}
104 168
105/* 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
106 * they can be merged together. 170 * they can be merged together.
107 * 171 *
108 * 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
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
111 * 175 *
112 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
113 * 177 *
114 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
115 * check weight 179 * check weight
116 */ 180 */
117
118bool object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
119{ 182{
120 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
121 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)
122 return 0; 189 return 0;
123 190
124 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))
125 return 0; 197 return 0;
126 198
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof).
130 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31)
132 return 0;
133
134 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
135 * 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
136 * 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
137 * 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
138 * flags lose any meaning. 203 * flags lose any meaning.
139 */ 204 */
140 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 207
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 210
146 211 if (ob1->arch->name != ob2->arch->name
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 212 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 213 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 214 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 215 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
162 (ob1->attacktype != ob2->attacktype) || 216 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 217 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 218 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 219 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 220 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 221 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 222 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 223 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 224 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 225 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 226 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 227 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 228 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 229 || ob1->move_on != ob2->move_on
176 (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)))
177 return 0; 235 return 0;
178 236
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
179 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
181 */ 247 */
182 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
183 { 249 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 250 if (!(ob1->inv && ob2->inv))
190 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 */
191 258
192 /* 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
193 * if it is valid. 260 * if it is valid.
194 */ 261 */
195 } 262 }
203 270
204 /* 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
205 * 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
206 * check? 273 * check?
207 */ 274 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 276 return 0;
210 277
211 switch (ob1->type) 278 switch (ob1->type)
212 { 279 {
213 case SCROLL: 280 case SCROLL:
214 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
215 return 0; 282 return 0;
216 break; 283 break;
217 } 284 }
218 285
219 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
220 { 287 {
221 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
222 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
223 /* 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))
224 return 0; 293 return 0;
225 else if (!compare_ob_value_lists (ob1, ob2))
226 return 0;
227 } 294 }
228 295
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
231 { 297 {
232 ob1->optimise (); 298 ob1->optimise ();
233 ob2->optimise (); 299 ob2->optimise ();
234 300
235 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)
236 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 }
237 } 315 }
238 316
239 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
240 return 1; 318 return 1;
241} 319}
242 320
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_for (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
243/* 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 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
382
383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
389 op = op->env;
390 }
391}
392
393/*
244 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 395 * an object is carrying. It goes through op and figures out how much
246 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
247 */ 397 */
248long 398void
249sum_weight (object *op) 399object::update_weight ()
250{ 400{
251 long sum; 401 sint32 sum = 0;
252 object *inv;
253 402
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
255 { 404 {
256 if (inv->inv) 405 if (op->inv)
257 sum_weight (inv); 406 op->update_weight ();
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407
408 sum += op->total_weight ();
409 }
410
411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
259 } 414 {
260 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100;
262 if (op->carrying != sum)
263 op->carrying = sum; 415 carrying = sum;
264 return sum;
265}
266 416
267/** 417 if (object *pl = visible_to ())
268 * Return the outermost environment object for a given object. 418 if (pl != this) // player is handled lazily
269 */ 419 esrv_update_item (UPD_WEIGHT, pl, this);
270
271object *
272object_get_env_recursive (object *op)
273{
274 while (op->env != NULL)
275 op = op->env;
276 return op;
277}
278
279/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array.
298 */
299
300void
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 { 420 }
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348} 421}
349 422
350/* 423/*
351 * Dumps an object. Returns output in the static global errmsg array. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
352 */ 425 */
353 426char *
354void
355dump_object (object *op) 427dump_object (object *op)
356{ 428{
357 if (op == NULL) 429 if (!op)
358 { 430 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 431
366void 432 object_freezer freezer;
367dump_all_objects (void) 433 op->write (freezer);
368{ 434 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 435}
377 436
378/* 437/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 438 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 439 * multi-object 1 which is closest to the second object.
381 * If it's not a multi-object, it is returned. 440 * If it's not a multi-object, it is returned.
382 */ 441 */
383
384object * 442object *
385get_nearest_part (object *op, const object *pl) 443get_nearest_part (object *op, const object *pl)
386{ 444{
387 object *tmp, *closest; 445 object *tmp, *closest;
388 int last_dist, i; 446 int last_dist, i;
389 447
390 if (op->more == NULL) 448 if (!op->more)
391 return op; 449 return op;
450
392 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
393 if ((i = distance (tmp, pl)) < last_dist) 454 if ((i = distance (tmp, pl)) < last_dist)
394 closest = tmp, last_dist = i; 455 closest = tmp, last_dist = i;
456
395 return closest; 457 return closest;
396} 458}
397 459
398/* 460/*
399 * Returns the object which has the count-variable equal to the argument. 461 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow.
400 */ 463 */
401
402object * 464object *
403find_object (tag_t i) 465find_object (tag_t i)
404{ 466{
405 object *op; 467 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 468 if (op->count == i)
409 break;
410 return op; 469 return op;
470
471 return 0;
411} 472}
412 473
413/* 474/*
414 * Returns the first object which has a name equal to the argument. 475 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 476 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 477 * Enables features like "patch <name-of-other-player> food 999"
417 */ 478 */
418
419object * 479object *
420find_object_name (const char *str) 480find_object_name (const char *str)
421{ 481{
422 const char *name = shstr::find (str); 482 shstr_cmp str_ (str);
423 object *op; 483 object *op;
424 484
425 for (op = objects; op != NULL; op = op->next) 485 for_all_objects (op)
426 if (&op->name == name) 486 if (op->name == str_)
427 break; 487 break;
428 488
429 return op; 489 return op;
430}
431
432void
433free_all_object_data ()
434{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 490}
458 491
459/* 492/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 493 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 494 * skill and experience objects.
495 * ACTUALLY NO! investigate! TODO
462 */ 496 */
463void 497void
464object::set_owner (object *owner) 498object::set_owner (object *owner)
465{ 499{
500 // allow objects which own objects
466 if (!owner) 501 if (owner)
467 return;
468
469 /* next line added to allow objects which own objects */
470 /* Add a check for ownercounts in here, as I got into an endless loop
471 * with the fireball owning a poison cloud which then owned the
472 * fireball. I believe that was caused by one of the objects getting
473 * freed and then another object replacing it. Since the ownercounts
474 * didn't match, this check is valid and I believe that cause is valid.
475 */
476 while (owner->owner) 502 while (owner->owner)
477 owner = owner->owner; 503 owner = owner->owner;
504
505 if (flag [FLAG_FREED])
506 {
507 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508 return;
509 }
478 510
479 this->owner = owner; 511 this->owner = owner;
512}
513
514int
515object::slottype () const
516{
517 if (type == SKILL)
518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529}
530
531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
480} 578}
481 579
482/* Zero the key_values on op, decrementing the shared-string 580/* Zero the key_values on op, decrementing the shared-string
483 * refcounts and freeing the links. 581 * refcounts and freeing the links.
484 */ 582 */
485static void 583static void
486free_key_values (object *op) 584free_key_values (object *op)
487{ 585{
488 for (key_value *i = op->key_values; i != 0;) 586 for (key_value *i = op->key_values; i; )
489 { 587 {
490 key_value *next = i->next; 588 key_value *next = i->next;
491 delete i; 589 delete i;
492 590
493 i = next; 591 i = next;
494 } 592 }
495 593
496 op->key_values = 0; 594 op->key_values = 0;
497} 595}
498 596
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 597/*
552 * copy object first frees everything allocated by the second object, 598 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 599 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 600 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 601 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 602 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 603 * will point at garbage.
558 */ 604 */
559void 605void
560copy_object (object *op2, object *op) 606object::copy_to (object *dst)
561{ 607{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 608 dst->remove ();
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 609 *(object_copy *)dst = *this;
564 610 dst->flag [FLAG_REMOVED] = true;
565 op2->clone (op);
566
567 if (is_freed)
568 SET_FLAG (op, FLAG_FREED);
569 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED);
571
572 if (op2->speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
574 611
575 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
576 if (op2->key_values) 613 if (key_values)
577 { 614 {
578 key_value *tail = 0; 615 key_value *tail = 0;
579 key_value *i;
580
581 op->key_values = 0; 616 dst->key_values = 0;
582 617
583 for (i = op2->key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
584 { 619 {
585 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
586 621
587 new_link->next = 0; 622 new_link->next = 0;
588 new_link->key = i->key; 623 new_link->key = i->key;
589 new_link->value = i->value; 624 new_link->value = i->value;
590 625
591 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
592 if (!op->key_values) 627 if (!dst->key_values)
593 { 628 {
594 op->key_values = new_link; 629 dst->key_values = new_link;
595 tail = new_link; 630 tail = new_link;
596 } 631 }
597 else 632 else
598 { 633 {
599 tail->next = new_link; 634 tail->next = new_link;
600 tail = new_link; 635 tail = new_link;
601 } 636 }
602 } 637 }
603 } 638 }
604 639
605 update_ob_speed (op); 640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644}
645
646void
647object::instantiate ()
648{
649 if (!uuid.seq) // HACK
650 uuid = UUID::gen ();
651
652 speed_left = -0.1f;
653 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped.
658 */
659 for (int i = NUM_BODY_LOCATIONS; i--; )
660 slot[i].used = slot[i].info;
661
662 attachable::instantiate ();
663}
664
665object *
666object::clone ()
667{
668 object *neu = create ();
669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
671 return neu;
606} 672}
607 673
608/* 674/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 676 * to the closest player being on the other side, this function can
611 * be called to update the face variable, _and_ how it looks on the map. 677 * be called to update the face variable, _and_ how it looks on the map.
612 */ 678 */
613
614void 679void
615update_turn_face (object *op) 680update_turn_face (object *op)
616{ 681{
617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
618 return; 683 return;
684
619 SET_ANIMATION (op, op->direction); 685 SET_ANIMATION (op, op->direction);
620 update_object (op, UP_OBJ_FACE); 686 update_object (op, UP_OBJ_FACE);
621} 687}
622 688
623/* 689/*
624 * Updates the speed of an object. If the speed changes from 0 to another 690 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 691 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 692 * This function needs to be called whenever the speed of an object changes.
627 */ 693 */
628void 694void
629update_ob_speed (object *op) 695object::set_speed (float speed)
630{ 696{
631 extern int arch_init; 697 if (flag [FLAG_FREED] && speed)
632
633 /* No reason putting the archetypes objects on the speed list,
634 * since they never really need to be updated.
635 */
636
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 { 698 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0; 700 speed = 0;
644#endif
645 }
646
647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 { 701 }
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
654 return;
655 702
656 /* process_events() expects us to insert the object at the beginning 703 this->speed = speed;
657 * of the list. */
658 op->active_next = active_objects;
659 704
660 if (op->active_next != NULL) 705 if (has_active_speed ())
661 op->active_next->active_prev = op; 706 activate ();
662
663 active_objects = op;
664 }
665 else 707 else
666 { 708 deactivate ();
667 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects)
669 return;
670
671 if (op->active_prev == NULL)
672 {
673 active_objects = op->active_next;
674
675 if (op->active_next != NULL)
676 op->active_next->active_prev = NULL;
677 }
678 else
679 {
680 op->active_prev->active_next = op->active_next;
681
682 if (op->active_next)
683 op->active_next->active_prev = op->active_prev;
684 }
685
686 op->active_next = NULL;
687 op->active_prev = NULL;
688 }
689} 709}
690 710
691/* This function removes object 'op' from the list of active
692 * objects.
693 * This should only be used for style maps or other such
694 * reference maps where you don't want an object that isn't
695 * in play chewing up cpu time getting processed.
696 * The reverse of this is to call update_ob_speed, which
697 * will do the right thing based on the speed of the object.
698 */
699void
700remove_from_active_list (object *op)
701{
702 /* If not on the active list, nothing needs to be done */
703 if (!op->active_next && !op->active_prev && op != active_objects)
704 return;
705
706 if (op->active_prev == NULL)
707 {
708 active_objects = op->active_next;
709 if (op->active_next != NULL)
710 op->active_next->active_prev = NULL;
711 }
712 else
713 {
714 op->active_prev->active_next = op->active_next;
715 if (op->active_next)
716 op->active_next->active_prev = op->active_prev;
717 }
718 op->active_next = NULL;
719 op->active_prev = NULL;
720}
721
722/* 711/*
723 * update_object() updates the array which represents the map. 712 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another 714 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...) 715 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window 716 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of 717 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_) 718 * updating that window, though, since update_object() is called _often_)
730 * 719 *
731 * action is a hint of what the caller believes need to be done. 720 * action is a hint of what the caller believes need to be done.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are: 721 * current action are:
737 * UP_OBJ_INSERT: op was inserted 722 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 723 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed. 725 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
742 */ 727 */
743
744void 728void
745update_object (object *op, int action) 729update_object (object *op, int action)
746{ 730{
747 int update_now = 0, flags; 731 if (!op)
748 MoveType move_on, move_off, move_block, move_slow;
749
750 if (op == NULL)
751 { 732 {
752 /* this should never happen */ 733 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 735 return;
755 } 736 }
756 737
757 if (op->env != NULL) 738 if (!op->is_on_map ())
758 { 739 {
759 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
760 * to do in this case. 741 * to do in this case.
761 */ 742 */
762 return; 743 return;
763 } 744 }
764 745
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770
771 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 748 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 750#ifdef MANY_CORES
776 abort (); 751 abort ();
777#endif 752#endif
778 return; 753 return;
779 } 754 }
780 755
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 756 mapspace &m = op->ms ();
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 757
758 if (!(m.flags_ & P_UPTODATE))
759 /* nop */;
788 if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
789 { 761 {
762 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
791 update_now = 1;
792
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
794 update_now = 1; 765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
795 766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
805 if ((move_on | op->move_on) != move_on) 769 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 770 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 771 || (m.move_slow | op->move_slow) != m.move_slow
810
811 /* This isn't perfect, but I don't expect a lot of objects to 772 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 773 * to have move_allow right now.
813 */ 774 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 777 m.flags_ = 0;
817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
819 } 778 }
820 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 781 * that is being removed.
823 */ 782 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 784 m.flags_ = 0;
826 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
828 else 787 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 789
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL) 790 if (op->more)
838 update_object (op->more, action); 791 update_object (op->more, action);
839}
840
841static unordered_vector<object *> mortals;
842static std::vector<object *> freed;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858} 792}
859 793
860object::object () 794object::object ()
861{ 795{
862 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
863 797
864 expmul = 1.0; 798 expmul = 1.0;
865 face = blank_face; 799 face = blank_face;
866 attacked_by_count = -1;
867} 800}
868 801
869object::~object () 802object::~object ()
870{ 803{
804 unlink ();
805
871 free_key_values (this); 806 free_key_values (this);
872} 807}
873 808
809static int object_count;
810
874void object::link () 811void object::link ()
875{ 812{
813 assert (!index);//D
814 uuid = UUID::gen ();
876 count = ++ob_count; 815 count = ++object_count;
877 816
878 prev = 0; 817 refcnt_inc ();
879 next = objects; 818 objects.insert (this);
880
881 if (objects)
882 objects->prev = this;
883
884 objects = this;
885} 819}
886 820
887void object::unlink () 821void object::unlink ()
888{ 822{
889 count = 0;
890
891 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next;
895 prev = 0;
896 }
897
898 if (next) 823 if (!index)
899 { 824 return;
900 next->prev = prev; 825
901 next = 0; 826 objects.erase (this);
827 refcnt_dec ();
828}
829
830void
831object::activate ()
832{
833 /* If already on active list, don't do anything */
834 if (active)
835 return;
836
837 if (has_active_speed ())
838 actives.insert (this);
839}
840
841void
842object::activate_recursive ()
843{
844 activate ();
845
846 for (object *op = inv; op; op = op->below)
847 op->activate_recursive ();
848}
849
850/* This function removes object 'op' from the list of active
851 * objects.
852 * This should only be used for style maps or other such
853 * reference maps where you don't want an object that isn't
854 * in play chewing up cpu time getting processed.
855 * The reverse of this is to call update_ob_speed, which
856 * will do the right thing based on the speed of the object.
857 */
858void
859object::deactivate ()
860{
861 /* If not on the active list, nothing needs to be done */
862 if (!active)
863 return;
864
865 actives.erase (this);
866}
867
868void
869object::deactivate_recursive ()
870{
871 for (object *op = inv; op; op = op->below)
872 op->deactivate_recursive ();
873
874 deactivate ();
875}
876
877void
878object::set_flag_inv (int flag, int value)
879{
880 for (object *op = inv; op; op = op->below)
902 } 881 {
882 op->flag [flag] = value;
883 op->set_flag_inv (flag, value);
884 }
885}
903 886
904 if (this == objects) 887/*
905 objects = next; 888 * Remove and free all objects in the inventory of the given object.
889 * object.c ?
890 */
891void
892object::destroy_inv (bool drop_to_ground)
893{
894 // need to check first, because the checks below might segfault
895 // as we might be on an invalid mapspace and crossfire code
896 // is too buggy to ensure that the inventory is empty.
897 // corollary: if you create arrows etc. with stuff in its inventory,
898 // cf will crash below with off-map x and y
899 if (!inv)
900 return;
901
902 /* Only if the space blocks everything do we not process -
903 * if some form of movement is allowed, let objects
904 * drop on that space.
905 */
906 if (!drop_to_ground
907 || !map
908 || map->in_memory != MAP_ACTIVE
909 || map->nodrop
910 || ms ().move_block == MOVE_ALL)
911 {
912 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy ();
916 }
917 }
918 else
919 { /* Put objects in inventory onto this space */
920 while (inv)
921 {
922 object *op = inv;
923
924 if (op->flag [FLAG_STARTEQUIP]
925 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE
927 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true);
931 else
932 map->insert (op, x, y);
933 }
934 }
906} 935}
907 936
908object *object::create () 937object *object::create ()
909{ 938{
910 object *
911 op;
912
913 if (freed.empty ())
914 op = new object; 939 object *op = new object;
915 else
916 {
917 // highly annoying, but the only way to get it stable right now
918 op = freed.back ();
919 freed.pop_back ();
920 op->~object ();
921 new ((void *) op) object;
922 }
923
924 op->link (); 940 op->link ();
925 return op; 941 return op;
926} 942}
927 943
928/* 944static struct freed_map : maptile
929 * free_object() frees everything allocated by an object, removes
930 * it from the list of used objects, and puts it on the list of
931 * free objects. The IS_FREED() flag is set in the object.
932 * The object must have been removed by remove_ob() first for
933 * this function to succeed.
934 *
935 * If free_inventory is set, free inventory as well. Else drop items in
936 * inventory to the ground.
937 */
938void object::free (bool free_inventory)
939{ 945{
940 if (QUERY_FLAG (this, FLAG_FREED)) 946 freed_map ()
947 {
948 path = "<freed objects map>";
949 name = "/internal/freed_objects_map";
950 width = 3;
951 height = 3;
952 nodrop = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
964void
965object::do_destroy ()
966{
967 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this);
969
970 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this);
972
973 remove ();
974
975 attachable::do_destroy ();
976
977 deactivate ();
978 unlink ();
979
980 flag [FLAG_FREED] = 1;
981
982 // hack to ensure that freed objects still have a valid map
983 map = &freed_map;
984 x = 1;
985 y = 1;
986
987 if (more)
988 {
989 more->destroy ();
990 more = 0;
991 }
992
993 head = 0;
994
995 // clear those pointers that likely might cause circular references
996 owner = 0;
997 enemy = 0;
998 attacked_by = 0;
999 current_weapon = 0;
1000}
1001
1002void
1003object::destroy (bool destroy_inventory)
1004{
1005 if (destroyed ())
941 return; 1006 return;
942 1007
943 if (!QUERY_FLAG (this, FLAG_REMOVED)) 1008 if (!is_head () && !head->destroyed ())
944 remove_ob (this);
945
946 if (QUERY_FLAG (this, FLAG_FRIENDLY))
947 remove_friendly_object (this);
948
949 SET_FLAG (this, FLAG_FREED);
950
951 if (more)
952 {
953 more->free (free_inventory);
954 more = 0;
955 } 1009 {
956 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
957 if (inv) 1011 head->destroy (destroy_inventory);
1012 return;
958 { 1013 }
959 /* Only if the space blocks everything do we not process -
960 * if some form of movement is allowed, let objects
961 * drop on that space.
962 */
963 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
964 {
965 object *op = inv;
966 1014
967 while (op) 1015 destroy_inv (!destroy_inventory);
968 {
969 object *tmp = op->below;
970 op->free (free_inventory);
971 op = tmp;
972 }
973 }
974 else
975 { /* Put objects in inventory onto this space */
976 object *op = inv;
977 1016
978 while (op) 1017 if (is_head ())
979 { 1018 if (sound_destroy)
980 object *tmp = op->below; 1019 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER])
1021 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
981 1022
982 remove_ob (op); 1023 attachable::destroy ();
983
984 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
985 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
986 free_object (op);
987 else
988 {
989 op->x = x;
990 op->y = y;
991 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 }
993
994 op = tmp;
995 }
996 }
997 }
998
999 owner = 0;
1000
1001 /* Remove object from the active list */
1002 speed = 0;
1003 update_ob_speed (this);
1004
1005 unlink ();
1006
1007 mortals.push_back (this);
1008} 1024}
1009 1025
1010/* 1026/* op->remove ():
1011 * sub_weight() recursively (outwards) subtracts a number from the
1012 * weight of an object (and what is carried by it's environment(s)).
1013 */
1014
1015void
1016sub_weight (object *op, signed long weight)
1017{
1018 while (op != NULL)
1019 {
1020 if (op->type == CONTAINER)
1021 {
1022 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1023 }
1024 op->carrying -= weight;
1025 op = op->env;
1026 }
1027}
1028
1029/* remove_ob(op):
1030 * This function removes the object op from the linked list of objects 1027 * This function removes the object op from the linked list of objects
1031 * which it is currently tied to. When this function is done, the 1028 * which it is currently tied to. When this function is done, the
1032 * object will have no environment. If the object previously had an 1029 * object will have no environment. If the object previously had an
1033 * environment, the x and y coordinates will be updated to 1030 * environment, the x and y coordinates will be updated to
1034 * the previous environment. 1031 * the previous environment.
1035 * Beware: This function is called from the editor as well!
1036 */ 1032 */
1037
1038void 1033void
1039remove_ob (object *op) 1034object::do_remove ()
1040{ 1035{
1036 object *tmp, *last = 0;
1041 object * 1037 object *otmp;
1042 tmp, *
1043 last = NULL;
1044 object *
1045 otmp;
1046 1038
1047 tag_t 1039 if (flag [FLAG_REMOVED])
1048 tag;
1049 int
1050 check_walk_off;
1051 mapstruct *
1052 m;
1053
1054 sint16
1055 x,
1056 y;
1057
1058 if (QUERY_FLAG (op, FLAG_REMOVED))
1059 return; 1040 return;
1060 1041
1061 SET_FLAG (op, FLAG_REMOVED); 1042 INVOKE_OBJECT (REMOVE, this);
1062 1043
1063 if (op->more != NULL) 1044 flag [FLAG_REMOVED] = true;
1064 remove_ob (op->more); 1045
1046 if (more)
1047 more->remove ();
1065 1048
1066 /* 1049 /*
1067 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1068 * inventory. 1051 * inventory.
1069 */ 1052 */
1070 if (op->env != NULL) 1053 if (env)
1071 { 1054 {
1072 if (op->nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1073 sub_weight (op->env, op->weight * op->nrof); 1056 if (object *pl = visible_to ())
1074 else 1057 esrv_del_item (pl->contr, count);
1075 sub_weight (op->env, op->weight + op->carrying); 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 *(above ? &above->below : &env->inv) = below;
1063
1064 if (below)
1065 below->above = above;
1066
1067 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do.
1070 */
1071 map = env->map;
1072 x = env->x;
1073 y = env->y;
1074 above = 0;
1075 below = 0;
1076 env = 0;
1076 1077
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1078 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 1079 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1080 * to save cpu time.
1080 */ 1081 */
1081 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1082 fix_player (otmp); 1083 otmp->update_stats ();
1084 }
1085 else if (map)
1086 {
1087 map->dirty = true;
1088 mapspace &ms = this->ms ();
1083 1089
1084 if (op->above != NULL) 1090 if (object *pl = ms.player ())
1091 {
1092 if (type == PLAYER) // this == pl(!)
1093 {
1094 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent.
1098 close_container ();
1099
1100 --map->players;
1101 map->touch ();
1102 }
1103 else if (pl->container == this)
1104 {
1105 // removing a container should close it
1106 close_container ();
1107 }
1108
1109 esrv_del_item (pl->contr, count);
1110 }
1111
1112 /* link the object above us */
1113 if (above)
1085 op->above->below = op->below; 1114 above->below = below;
1086 else 1115 else
1087 op->env->inv = op->below; 1116 ms.top = below; /* we were top, set new top */
1088 1117
1089 if (op->below != NULL) 1118 /* Relink the object below us, if there is one */
1119 if (below)
1090 op->below->above = op->above; 1120 below->above = above;
1121 else
1122 ms.bot = above;
1091 1123
1092 /* we set up values so that it could be inserted into 1124 above = 0;
1093 * the map, but we don't actually do that - it is up 1125 below = 0;
1094 * to the caller to decide what we want to do.
1095 */
1096 op->x = op->env->x, op->y = op->env->y;
1097 op->map = op->env->map;
1098 op->above = NULL, op->below = NULL;
1099 op->env = NULL;
1100 }
1101 else if (op->map)
1102 {
1103 x = op->x;
1104 y = op->y;
1105 m = get_map_from_coord (op->map, &x, &y);
1106 1126
1107 if (!m) 1127 if (map->in_memory == MAP_SAVING)
1128 return;
1129
1130 int check_walk_off = !flag [FLAG_NO_APPLY];
1131
1132 if (object *pl = ms.player ())
1108 { 1133 {
1109 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1134 if (pl->container == this)
1110 op->map->path, op->x, op->y); 1135 /* If a container that the player is currently using somehow gets
1111 /* in old days, we used to set x and y to 0 and continue. 1136 * removed (most likely destroyed), update the player view
1112 * it seems if we get into this case, something is probablye 1137 * appropriately.
1113 * screwed up and should be fixed.
1114 */ 1138 */
1115 abort (); 1139 pl->close_container ();
1140
1141 //TODO: the floorbox prev/next might need updating
1142 //esrv_del_item (pl->contr, count);
1143 //TODO: update floorbox to preserve ordering
1144 if (pl->contr->ns)
1145 pl->contr->ns->floorbox_update ();
1116 } 1146 }
1117 1147
1118 if (op->map != m) 1148 for (tmp = ms.bot; tmp; tmp = tmp->above)
1119 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1120 op->map->path, m->path, op->x, op->y, x, y);
1121
1122 /* Re did the following section of code - it looks like it had
1123 * lots of logic for things we no longer care about
1124 */
1125
1126 /* link the object above us */
1127 if (op->above)
1128 op->above->below = op->below;
1129 else
1130 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1131
1132 /* Relink the object below us, if there is one */
1133 if (op->below)
1134 op->below->above = op->above;
1135 else
1136 {
1137 /* Nothing below, which means we need to relink map object for this space
1138 * use translated coordinates in case some oddness with map tiling is
1139 * evident
1140 */
1141 if (GET_MAP_OB (m, x, y) != op)
1142 {
1143 dump_object (op);
1144 LOG (llevError,
1145 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1146 dump_object (GET_MAP_OB (m, x, y));
1147 LOG (llevError, "%s\n", errmsg);
1148 }
1149
1150 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1151 }
1152
1153 op->above = 0;
1154 op->below = 0;
1155
1156 if (op->map->in_memory == MAP_SAVING)
1157 return;
1158
1159 tag = op->count;
1160 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1161
1162 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1163 { 1149 {
1164 /* No point updating the players look faces if he is the object 1150 /* No point updating the players look faces if he is the object
1165 * being removed. 1151 * being removed.
1166 */ 1152 */
1167 1153
1168 if (tmp->type == PLAYER && tmp != op) 1154 /* See if object moving off should effect something */
1155 if (check_walk_off
1156 && ((move_type & tmp->move_off)
1157 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1169 { 1158 {
1170 /* If a container that the player is currently using somehow gets 1159 move_apply (tmp, this, 0);
1171 * removed (most likely destroyed), update the player view
1172 * appropriately.
1173 */
1174 if (tmp->container == op)
1175 {
1176 CLEAR_FLAG (op, FLAG_APPLIED);
1177 tmp->container = NULL;
1178 }
1179 1160
1180 tmp->contr->socket.update_look = 1; 1161 if (destroyed ())
1162 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1181 } 1163 }
1182
1183 /* See if player moving off should effect something */
1184 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1185 {
1186 move_apply (tmp, op, NULL);
1187
1188 if (was_destroyed (op, tag))
1189 {
1190 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1191 }
1192 }
1193
1194 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1195
1196 if (tmp->above == tmp)
1197 tmp->above = NULL;
1198 1164
1199 last = tmp; 1165 last = tmp;
1200 } 1166 }
1201 1167
1202 /* last == NULL of there are no objects on this space */ 1168 /* last == NULL if there are no objects on this space */
1169 //TODO: this makes little sense, why only update the topmost object?
1203 if (last == NULL) 1170 if (!last)
1204 { 1171 map->at (x, y).flags_ = 0;
1205 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1206 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1207 * those out anyways, and if there are any flags set right now, they won't
1208 * be correct anyways.
1209 */
1210 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1211 update_position (op->map, op->x, op->y);
1212 }
1213 else 1172 else
1214 update_object (last, UP_OBJ_REMOVE); 1173 update_object (last, UP_OBJ_REMOVE);
1215 1174
1216 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1175 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1217 update_all_los (op->map, op->x, op->y); 1176 update_all_los (map, x, y);
1218 } 1177 }
1219} 1178}
1220 1179
1221/* 1180/*
1222 * merge_ob(op,top): 1181 * merge_ob(op,top):
1224 * This function goes through all objects below and including top, and 1183 * This function goes through all objects below and including top, and
1225 * merges op to the first matching object. 1184 * merges op to the first matching object.
1226 * If top is NULL, it is calculated. 1185 * If top is NULL, it is calculated.
1227 * Returns pointer to object if it succeded in the merge, otherwise NULL 1186 * Returns pointer to object if it succeded in the merge, otherwise NULL
1228 */ 1187 */
1229
1230object * 1188object *
1231merge_ob (object *op, object *top) 1189merge_ob (object *op, object *top)
1232{ 1190{
1233 if (!op->nrof) 1191 if (!op->nrof)
1234 return 0; 1192 return 0;
1235 1193
1236 if (top == NULL) 1194 if (!top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1195 for (top = op; top && top->above; top = top->above)
1196 ;
1238 1197
1239 for (; top != NULL; top = top->below) 1198 for (; top; top = top->below)
1240 { 1199 if (object::can_merge (op, top))
1241 if (top == op)
1242 continue;
1243 if (CAN_MERGE (op, top))
1244 { 1200 {
1245 top->nrof += op->nrof; 1201 top->nrof += op->nrof;
1246 1202
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1203 if (object *pl = top->visible_to ())
1248 op->weight = 0; /* Don't want any adjustements now */ 1204 esrv_update_item (UPD_NROF, pl, top);
1249 remove_ob (op); 1205
1250 free_object (op); 1206 op->weight = 0; // cancel the addition above
1207 op->carrying = 0; // must be 0 already
1208
1209 op->destroy (1);
1210
1251 return top; 1211 return top;
1252 } 1212 }
1253 }
1254 1213
1255 return NULL; 1214 return 0;
1256} 1215}
1257 1216
1217void
1218object::expand_tail ()
1219{
1220 if (more)
1221 return;
1222
1223 object *prev = this;
1224
1225 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1226 {
1227 object *op = arch_to_object (at);
1228
1229 op->name = name;
1230 op->name_pl = name_pl;
1231 op->title = title;
1232
1233 op->head = this;
1234 prev->more = op;
1235
1236 prev = op;
1237 }
1238}
1239
1258/* 1240/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1241 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1260 * job preparing multi-part monsters 1242 * job preparing multi-part monsters.
1261 */ 1243 */
1262object * 1244object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1245insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1246{
1265 object *tmp;
1266
1267 if (op->head)
1268 op = op->head;
1269
1270 for (tmp = op; tmp; tmp = tmp->more) 1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1248 {
1272 tmp->x = x + tmp->arch->clone.x; 1249 tmp->x = x + tmp->arch->x;
1273 tmp->y = y + tmp->arch->clone.y; 1250 tmp->y = y + tmp->arch->y;
1274 } 1251 }
1275 1252
1276 return insert_ob_in_map (op, m, originator, flag); 1253 return insert_ob_in_map (op, m, originator, flag);
1277} 1254}
1278 1255
1294 * Return value: 1271 * Return value:
1295 * new object if 'op' was merged with other object 1272 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1273 * NULL if 'op' was destroyed
1297 * just 'op' otherwise 1274 * just 'op' otherwise
1298 */ 1275 */
1299
1300object * 1276object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1278{
1303 object *tmp, *top, *floor = NULL; 1279 assert (!op->flag [FLAG_FREED]);
1304 sint16 x, y;
1305 1280
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1281 op->remove ();
1307 {
1308 LOG (llevError, "Trying to insert freed object!\n");
1309 return NULL;
1310 }
1311
1312 if (m == NULL)
1313 {
1314 dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1316 return op;
1317 }
1318
1319 if (out_of_map (m, op->x, op->y))
1320 {
1321 dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1323#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted.
1327 */
1328 abort ();
1329#endif
1330 return op;
1331 }
1332
1333 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 {
1335 dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1337 return op;
1338 }
1339
1340 if (op->more != NULL)
1341 {
1342 /* The part may be on a different map. */
1343
1344 object *more = op->more;
1345
1346 /* We really need the caller to normalize coordinates - if
1347 * we set the map, that doesn't work if the location is within
1348 * a map and this is straddling an edge. So only if coordinate
1349 * is clear wrong do we normalize it.
1350 */
1351 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1352 more->map = get_map_from_coord (m, &more->x, &more->y);
1353 else if (!more->map)
1354 {
1355 /* For backwards compatibility - when not dealing with tiled maps,
1356 * more->map should always point to the parent.
1357 */
1358 more->map = m;
1359 }
1360
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 {
1363 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365
1366 return NULL;
1367 }
1368 }
1369
1370 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1282
1372 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1373 * of areas of callers (eg, anything that uses find_free_spot would now 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1374 * need extra work 1285 * need extra work
1375 */ 1286 */
1376 op->map = get_map_from_coord (m, &op->x, &op->y); 1287 if (!xy_normalise (m, op->x, op->y))
1377 x = op->x; 1288 {
1378 y = op->y; 1289 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1290 return 0;
1291 }
1292
1293 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0;
1296
1297 CLEAR_FLAG (op, FLAG_REMOVED);
1298
1299 op->map = m;
1300 mapspace &ms = op->ms ();
1379 1301
1380 /* this has to be done after we translate the coordinates. 1302 /* this has to be done after we translate the coordinates.
1381 */ 1303 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1306 if (object::can_merge (op, tmp))
1385 { 1307 {
1308 // TODO: we atcually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp
1310 // from here :/
1386 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1312 tmp->destroy (1);
1388 free_object (tmp);
1389 } 1313 }
1390 1314
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1316 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 1317
1406 op->below = originator->below; 1330 op->below = originator->below;
1407 1331
1408 if (op->below) 1332 if (op->below)
1409 op->below->above = op; 1333 op->below->above = op;
1410 else 1334 else
1411 SET_MAP_OB (op->map, op->x, op->y, op); 1335 ms.bot = op;
1412 1336
1413 /* since *below* originator, no need to update top */ 1337 /* since *below* originator, no need to update top */
1414 originator->below = op; 1338 originator->below = op;
1415 } 1339 }
1416 else 1340 else
1417 { 1341 {
1342 object *top, *floor = NULL;
1343
1344 top = ms.bot;
1345
1418 /* If there are other objects, then */ 1346 /* If there are other objects, then */
1419 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1347 if (top)
1420 { 1348 {
1421 object *last = NULL; 1349 object *last = 0;
1422 1350
1423 /* 1351 /*
1424 * If there are multiple objects on this space, we do some trickier handling. 1352 * If there are multiple objects on this space, we do some trickier handling.
1425 * We've already dealt with merging if appropriate. 1353 * We've already dealt with merging if appropriate.
1426 * Generally, we want to put the new object on top. But if 1354 * Generally, we want to put the new object on top. But if
1430 * once we get to them. This reduces the need to traverse over all of 1358 * once we get to them. This reduces the need to traverse over all of
1431 * them when adding another one - this saves quite a bit of cpu time 1359 * them when adding another one - this saves quite a bit of cpu time
1432 * when lots of spells are cast in one area. Currently, it is presumed 1360 * when lots of spells are cast in one area. Currently, it is presumed
1433 * that flying non pickable objects are spell objects. 1361 * that flying non pickable objects are spell objects.
1434 */ 1362 */
1435 1363 for (top = ms.bot; top; top = top->above)
1436 while (top != NULL)
1437 { 1364 {
1438 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1365 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1439 floor = top; 1366 floor = top;
1440 1367
1441 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1368 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1444 top = top->below; 1371 top = top->below;
1445 break; 1372 break;
1446 } 1373 }
1447 1374
1448 last = top; 1375 last = top;
1449 top = top->above;
1450 } 1376 }
1451 1377
1452 /* Don't want top to be NULL, so set it to the last valid object */ 1378 /* Don't want top to be NULL, so set it to the last valid object */
1453 top = last; 1379 top = last;
1454 1380
1456 * looks like instead of lots of conditions here. 1382 * looks like instead of lots of conditions here.
1457 * makes things faster, and effectively the same result. 1383 * makes things faster, and effectively the same result.
1458 */ 1384 */
1459 1385
1460 /* Have object 'fall below' other objects that block view. 1386 /* Have object 'fall below' other objects that block view.
1461 * Unless those objects are exits, type 66 1387 * Unless those objects are exits.
1462 * If INS_ON_TOP is used, don't do this processing 1388 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1389 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1390 * stacking is a bit odd.
1465 */ 1391 */
1466 if (!(flag & INS_ON_TOP) && 1392 if (!(flag & INS_ON_TOP)
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1393 && ms.flags () & P_BLOCKSVIEW
1394 && (op->face && !faces [op->face].visibility))
1468 { 1395 {
1469 for (last = top; last != floor; last = last->below) 1396 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break; 1398 break;
1399
1472 /* Check to see if we found the object that blocks view, 1400 /* Check to see if we found the object that blocks view,
1473 * and make sure we have a below pointer for it so that 1401 * and make sure we have a below pointer for it so that
1474 * we can get inserted below this one, which requires we 1402 * we can get inserted below this one, which requires we
1475 * set top to the object below us. 1403 * set top to the object below us.
1476 */ 1404 */
1477 if (last && last->below && last != floor) 1405 if (last && last->below && last != floor)
1478 top = last->below; 1406 top = last->below;
1479 } 1407 }
1480 } /* If objects on this space */ 1408 } /* If objects on this space */
1481 1409
1482 if (flag & INS_MAP_LOAD)
1483 top = GET_MAP_TOP (op->map, op->x, op->y);
1484
1485 if (flag & INS_ABOVE_FLOOR_ONLY) 1410 if (flag & INS_ABOVE_FLOOR_ONLY)
1486 top = floor; 1411 top = floor;
1487 1412
1488 /* Top is the object that our object (op) is going to get inserted above. 1413 /* Top is the object that our object (op) is going to get inserted above.
1489 */ 1414 */
1490 1415
1491 /* First object on this space */ 1416 /* First object on this space */
1492 if (!top) 1417 if (!top)
1493 { 1418 {
1494 op->above = GET_MAP_OB (op->map, op->x, op->y); 1419 op->above = ms.bot;
1495 1420
1496 if (op->above) 1421 if (op->above)
1497 op->above->below = op; 1422 op->above->below = op;
1498 1423
1499 op->below = NULL; 1424 op->below = 0;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1425 ms.bot = op;
1501 } 1426 }
1502 else 1427 else
1503 { /* get inserted into the stack above top */ 1428 { /* get inserted into the stack above top */
1504 op->above = top->above; 1429 op->above = top->above;
1505 1430
1508 1433
1509 op->below = top; 1434 op->below = top;
1510 top->above = op; 1435 top->above = op;
1511 } 1436 }
1512 1437
1513 if (op->above == NULL) 1438 if (!op->above)
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1439 ms.top = op;
1515 } /* else not INS_BELOW_ORIGINATOR */ 1440 } /* else not INS_BELOW_ORIGINATOR */
1516 1441
1517 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1443 {
1518 op->contr->do_los = 1; 1444 op->contr->do_los = 1;
1445 ++op->map->players;
1446 op->map->touch ();
1447 }
1519 1448
1520 /* If we have a floor, we know the player, if any, will be above 1449 op->map->dirty = true;
1521 * it, so save a few ticks and start from there. 1450
1522 */ 1451 if (object *pl = ms.player ())
1523 if (!(flag & INS_MAP_LOAD)) 1452 //TODO: the floorbox prev/next might need updating
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1453 //esrv_send_item (pl, op);
1525 if (tmp->type == PLAYER) 1454 //TODO: update floorbox to preserve ordering
1526 tmp->contr->socket.update_look = 1; 1455 if (pl->contr->ns)
1456 pl->contr->ns->floorbox_update ();
1527 1457
1528 /* If this object glows, it may affect lighting conditions that are 1458 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1459 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1460 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1461 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1462 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1463 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1464 * or just updating the P_UPTODATE for spaces within this area
1535 * of effect may be sufficient. 1465 * of effect may be sufficient.
1536 */ 1466 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1467 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y); 1468 update_all_los (op->map, op->x, op->y);
1539 1469
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1470 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1471 update_object (op, UP_OBJ_INSERT);
1542 1472
1473 INVOKE_OBJECT (INSERT, op);
1474
1543 /* Don't know if moving this to the end will break anything. However, 1475 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1476 * we want to have floorbox_update called before calling this.
1545 * 1477 *
1546 * check_move_on() must be after this because code called from 1478 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1479 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1480 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1481 * update_object().
1550 */ 1482 */
1551 1483
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1484 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1485 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1554 { 1486 {
1555 if (check_move_on (op, originator)) 1487 if (check_move_on (op, originator))
1556 return NULL; 1488 return 0;
1557 1489
1558 /* If we are a multi part object, lets work our way through the check 1490 /* If we are a multi part object, lets work our way through the check
1559 * walk on's. 1491 * walk on's.
1560 */ 1492 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1493 for (object *tmp = op->more; tmp; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1494 if (check_move_on (tmp, originator))
1563 return NULL; 1495 return 0;
1564 } 1496 }
1565 1497
1566 return op; 1498 return op;
1567} 1499}
1568 1500
1569/* this function inserts an object in the map, but if it 1501/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1502 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1503 * op is the object to insert it under: supplies x and the map.
1572 */ 1504 */
1573void 1505void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1506replace_insert_ob_in_map (const char *arch_string, object *op)
1575{ 1507{
1576 object *
1577 tmp;
1578 object *
1579 tmp1;
1580
1581 /* first search for itself and remove any old instances */ 1508 /* first search for itself and remove any old instances */
1582 1509
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1510 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1511 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1586 { 1512 tmp->destroy (1);
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1513
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1514 object *tmp = arch_to_object (archetype::find (arch_string));
1593 1515
1594 tmp1->x = op->x; 1516 tmp->x = op->x;
1595 tmp1->y = op->y; 1517 tmp->y = op->y;
1518
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1519 insert_ob_in_map (tmp, op->map, op, 0);
1597} 1520}
1598
1599/*
1600 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1601 * is returned contains nr objects, and the remaining parts contains
1602 * the rest (or is removed and freed if that number is 0).
1603 * On failure, NULL is returned, and the reason put into the
1604 * global static errmsg array.
1605 */
1606 1521
1607object * 1522object *
1608get_split_ob (object *orig_ob, uint32 nr) 1523object::insert_at (object *where, object *originator, int flags)
1609{ 1524{
1610 object * 1525 if (where->env)
1611 newob; 1526 return where->env->insert (this);
1612 int 1527 else
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1528 return where->map->insert (this, where->x, where->y, originator, flags);
1614
1615 if (orig_ob->nrof < nr)
1616 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL;
1619 }
1620
1621 newob = object_create_clone (orig_ob);
1622
1623 if ((orig_ob->nrof -= nr) < 1)
1624 {
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed)
1630 {
1631 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1634 {
1635 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1636 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1637 return NULL;
1638 }
1639 }
1640
1641 newob->nrof = nr;
1642
1643 return newob;
1644} 1529}
1645 1530
1646/* 1531/*
1647 * decrease_ob_nr(object, number) decreases a specified number from 1532 * decrease(object, number) decreases a specified number from
1648 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1649 * is subsequently removed and freed. 1534 * is subsequently removed and freed.
1650 * 1535 *
1651 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1652 */ 1537 */
1538bool
1539object::decrease (sint32 nr)
1540{
1541 if (!nr)
1542 return true;
1653 1543
1544 nr = min (nr, nrof);
1545
1546 nrof -= nr;
1547
1548 if (nrof)
1549 {
1550 adjust_weight (env, -weight * nr); // carrying == 0
1551
1552 if (object *pl = visible_to ())
1553 esrv_update_item (UPD_NROF, pl, this);
1554
1555 return true;
1556 }
1557 else
1558 {
1559 destroy (1);
1560 return false;
1561 }
1562}
1563
1564/*
1565 * split(ob,nr) splits up ob into two parts. The part which
1566 * is returned contains nr objects, and the remaining parts contains
1567 * the rest (or is removed and returned if that number is 0).
1568 * On failure, NULL is returned.
1569 */
1654object * 1570object *
1655decrease_ob_nr (object *op, uint32 i) 1571object::split (sint32 nr)
1656{ 1572{
1657 object *tmp; 1573 int have = number_of ();
1658 player *pl;
1659 1574
1660 if (i == 0) /* objects with op->nrof require this check */ 1575 if (have < nr)
1661 return op; 1576 return 0;
1662 1577 else if (have == nr)
1663 if (i > op->nrof)
1664 i = op->nrof;
1665
1666 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i;
1668 else if (op->env != NULL)
1669 { 1578 {
1670 /* is this object in the players inventory, or sub container
1671 * therein?
1672 */
1673 tmp = is_player_inv (op->env);
1674 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player.
1679 */
1680 if (!tmp)
1681 {
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env)
1684 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 }
1690
1691 if (i < op->nrof)
1692 {
1693 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i;
1695 if (tmp)
1696 {
1697 esrv_send_item (tmp, op);
1698 }
1699 }
1700 else
1701 {
1702 remove_ob (op); 1579 remove ();
1703 op->nrof = 0; 1580 return this;
1704 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count);
1707 }
1708 }
1709 } 1581 }
1710 else 1582 else
1711 { 1583 {
1712 object *above = op->above; 1584 decrease (nr);
1713 1585
1714 if (i < op->nrof) 1586 object *op = deep_clone ();
1715 op->nrof -= i; 1587 op->nrof = nr;
1716 else
1717 {
1718 remove_ob (op);
1719 op->nrof = 0;
1720 }
1721
1722 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above)
1724 if (tmp->type == PLAYER)
1725 {
1726 if (op->nrof)
1727 esrv_send_item (tmp, op);
1728 else
1729 esrv_del_item (tmp->contr, op->count);
1730 }
1731 }
1732
1733 if (op->nrof)
1734 return op; 1588 return op;
1735 else
1736 { 1589 }
1737 free_object (op); 1590}
1591
1592object *
1593insert_ob_in_ob (object *op, object *where)
1594{
1595 if (!where)
1596 {
1597 char *dump = dump_object (op);
1598 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1599 free (dump);
1738 return NULL; 1600 return op;
1739 }
1740}
1741
1742/*
1743 * add_weight(object, weight) adds the specified weight to an object,
1744 * and also updates how much the environment(s) is/are carrying.
1745 */
1746
1747void
1748add_weight (object *op, signed long weight)
1749{
1750 while (op != NULL)
1751 { 1601 }
1752 if (op->type == CONTAINER)
1753 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1754 1602
1755 op->carrying += weight; 1603 if (where->head_ () != where)
1756 op = op->env;
1757 } 1604 {
1758} 1605 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1606 where = where->head;
1607 }
1759 1608
1609 return where->insert (op);
1610}
1611
1760/* 1612/*
1761 * insert_ob_in_ob(op,environment): 1613 * env->insert (op)
1762 * This function inserts the object op in the linked list 1614 * This function inserts the object op in the linked list
1763 * inside the object environment. 1615 * inside the object environment.
1764 * 1616 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1617 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1772 */ 1619 */
1773
1774object * 1620object *
1775insert_ob_in_ob (object *op, object *where) 1621object::insert (object *op)
1776{ 1622{
1777 object *
1778 tmp, *
1779 otmp;
1780
1781 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 {
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800
1801 if (op->more) 1623 if (op->more)
1802 { 1624 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1625 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1626 return op;
1805 } 1627 }
1806 1628
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1629 op->remove ();
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1630
1631 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1632
1809 if (op->nrof) 1633 if (op->nrof)
1810 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1634 for (object *tmp = inv; tmp; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1635 if (object::can_merge (tmp, op))
1813 { 1636 {
1814 /* return the original object and remove inserted object 1637 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1638 (client needs the original object) */
1816 tmp->nrof += op->nrof; 1639 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1640
1818 * tmp->nrof, we need to increase the weight. 1641 if (object *pl = tmp->visible_to ())
1819 */ 1642 esrv_update_item (UPD_NROF, pl, tmp);
1820 add_weight (where, op->weight * op->nrof); 1643
1821 SET_FLAG (op, FLAG_REMOVED); 1644 adjust_weight (this, op->total_weight ());
1822 free_object (op); /* free the inserted object */ 1645
1646 op->destroy (1);
1823 op = tmp; 1647 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1648 goto inserted;
1825 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break;
1827 } 1649 }
1828 1650
1829 /* I assume combined objects have no inventory 1651 op->owner = 0; // it's his/hers now. period.
1830 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do
1833 * the linking below
1834 */
1835 add_weight (where, op->weight * op->nrof);
1836 }
1837 else
1838 add_weight (where, (op->weight + op->carrying));
1839
1840 otmp = is_player_inv (where);
1841 if (otmp && otmp->contr != NULL)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp);
1845 }
1846
1847 op->map = NULL; 1652 op->map = 0;
1848 op->env = where; 1653 op->x = 0;
1654 op->y = 0;
1655
1849 op->above = NULL; 1656 op->above = 0;
1850 op->below = NULL; 1657 op->below = inv;
1851 op->x = 0, op->y = 0; 1658 op->env = this;
1852 1659
1660 if (inv)
1661 inv->above = op;
1662
1663 inv = op;
1664
1665 op->flag [FLAG_REMOVED] = 0;
1666
1667 if (object *pl = op->visible_to ())
1668 esrv_send_item (pl, op);
1669
1670 adjust_weight (this, op->total_weight ());
1671
1672inserted:
1853 /* reset the light list and los of the players on the map */ 1673 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1674 if (op->glow_radius && map && map->darkness)
1855 { 1675 update_all_los (map, x, y);
1856#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map))
1860 update_all_los (where->map, where->x, where->y);
1861 }
1862 1676
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1677 // if this is a player's inventory, update stats
1864 * It sure simplifies this function... 1678 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1865 */ 1679 update_stats ();
1866 if (where->inv == NULL) 1680
1867 where->inv = op; 1681 INVOKE_OBJECT (INSERT, this);
1868 else 1682
1869 {
1870 op->below = where->inv;
1871 op->below->above = op;
1872 where->inv = op;
1873 }
1874 return op; 1683 return op;
1875} 1684}
1876 1685
1877/* 1686/*
1878 * Checks if any objects has a move_type that matches objects 1687 * Checks if any objects has a move_type that matches objects
1892 * 1701 *
1893 * MSW 2001-07-08: Check all objects on space, not just those below 1702 * MSW 2001-07-08: Check all objects on space, not just those below
1894 * object being inserted. insert_ob_in_map may not put new objects 1703 * object being inserted. insert_ob_in_map may not put new objects
1895 * on top. 1704 * on top.
1896 */ 1705 */
1897
1898int 1706int
1899check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1900{ 1708{
1901 object * 1709 object *tmp;
1902 tmp; 1710 maptile *m = op->map;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y; 1711 int x = op->x, y = op->y;
1909 1712
1910 MoveType 1713 MoveType move_on, move_slow, move_block;
1911 move_on,
1912 move_slow,
1913 move_block;
1914 1714
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1715 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1716 return 0;
1917
1918 tag = op->count;
1919 1717
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1718 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1719 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1720 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923 1721
1939 1737
1940 /* The objects have to be checked from top to bottom. 1738 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1739 * Hence, we first go to the top:
1942 */ 1740 */
1943 1741
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1742 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1945 { 1743 {
1946 /* Trim the search when we find the first other spell effect 1744 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects, 1745 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them. 1746 * we don't need to check all of them.
1949 */ 1747 */
1967 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1968 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1969 { 1767 {
1970 1768
1971 float 1769 float
1972 diff = tmp->move_slow_penalty * FABS (op->speed); 1770 diff = tmp->move_slow_penalty * fabs (op->speed);
1973 1771
1974 if (op->type == PLAYER) 1772 if (op->type == PLAYER)
1975 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1773 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1976 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1774 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1977 diff /= 4.0; 1775 diff /= 4.0;
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1782 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1783 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1784 {
1987 move_apply (tmp, op, originator); 1785 move_apply (tmp, op, originator);
1988 1786
1989 if (was_destroyed (op, tag)) 1787 if (op->destroyed ())
1990 return 1; 1788 return 1;
1991 1789
1992 /* what the person/creature stepped onto has moved the object 1790 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1791 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1792 * have a feeling strange problems would result.
2004/* 1802/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1803 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1804 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1805 * The first matching object is returned, or NULL if none.
2008 */ 1806 */
2009
2010object * 1807object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1808present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1809{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1810 if (!m || out_of_map (m, x, y))
2017 { 1811 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1812 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1813 return NULL;
2020 } 1814 }
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1815
2022 if (tmp->arch == at) 1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1817 if (tmp->arch->archname == at->archname)
2023 return tmp; 1818 return tmp;
1819
2024 return NULL; 1820 return NULL;
2025} 1821}
2026 1822
2027/* 1823/*
2028 * present(type, map, x, y) searches for any objects with 1824 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1825 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1826 * The first matching object is returned, or NULL if none.
2031 */ 1827 */
2032
2033object * 1828object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1829present (unsigned char type, maptile *m, int x, int y)
2035{ 1830{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1831 if (out_of_map (m, x, y))
2040 { 1832 {
2041 LOG (llevError, "Present called outside map.\n"); 1833 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1834 return NULL;
2043 } 1835 }
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1836
1837 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2045 if (tmp->type == type) 1838 if (tmp->type == type)
2046 return tmp; 1839 return tmp;
1840
2047 return NULL; 1841 return NULL;
2048} 1842}
2049 1843
2050/* 1844/*
2051 * present_in_ob(type, object) searches for any objects with 1845 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1846 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1847 * The first matching object is returned, or NULL if none.
2054 */ 1848 */
2055
2056object * 1849object *
2057present_in_ob (unsigned char type, const object *op) 1850present_in_ob (unsigned char type, const object *op)
2058{ 1851{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1852 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1853 if (tmp->type == type)
2064 return tmp; 1854 return tmp;
1855
2065 return NULL; 1856 return NULL;
2066} 1857}
2067 1858
2068/* 1859/*
2069 * present_in_ob (type, str, object) searches for any objects with 1860 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1868 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1869 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1870 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1871 * to be unique.
2081 */ 1872 */
2082
2083object * 1873object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1874present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1875{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1876 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1877 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1878 return tmp;
2093 } 1879
2094 return NULL; 1880 return 0;
2095} 1881}
2096 1882
2097/* 1883/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1884 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1885 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
2101 */ 1887 */
2102
2103object * 1888object *
2104present_arch_in_ob (const archetype *at, const object *op) 1889present_arch_in_ob (const archetype *at, const object *op)
2105{ 1890{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2110 if (tmp->arch == at) 1892 if (tmp->arch->archname == at->archname)
2111 return tmp; 1893 return tmp;
1894
2112 return NULL; 1895 return NULL;
2113} 1896}
2114 1897
2115/* 1898/*
2116 * activate recursively a flag on an object inventory 1899 * activate recursively a flag on an object inventory
2117 */ 1900 */
2118void 1901void
2119flag_inv (object *op, int flag) 1902flag_inv (object *op, int flag)
2120{ 1903{
2121 object *
2122 tmp;
2123
2124 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1904 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2126 { 1905 {
2127 SET_FLAG (tmp, flag); 1906 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag); 1907 flag_inv (tmp, flag);
2129 } 1908 }
2130} /* 1909}
1910
1911/*
2131 * desactivate recursively a flag on an object inventory 1912 * deactivate recursively a flag on an object inventory
2132 */ 1913 */
2133void 1914void
2134unflag_inv (object *op, int flag) 1915unflag_inv (object *op, int flag)
2135{ 1916{
2136 object *
2137 tmp;
2138
2139 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2141 { 1918 {
2142 CLEAR_FLAG (tmp, flag); 1919 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag); 1920 unflag_inv (tmp, flag);
2144 } 1921 }
2145}
2146
2147/*
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function.
2152 */
2153
2154void
2155set_cheat (object *op)
2156{
2157 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ);
2159} 1922}
2160 1923
2161/* 1924/*
2162 * find_free_spot(object, map, x, y, start, stop) will search for 1925 * find_free_spot(object, map, x, y, start, stop) will search for
2163 * a spot at the given map and coordinates which will be able to contain 1926 * a spot at the given map and coordinates which will be able to contain
2165 * to search (see the freearr_x/y[] definition). 1928 * to search (see the freearr_x/y[] definition).
2166 * It returns a random choice among the alternatives found. 1929 * It returns a random choice among the alternatives found.
2167 * start and stop are where to start relative to the free_arr array (1,9 1930 * start and stop are where to start relative to the free_arr array (1,9
2168 * does all 4 immediate directions). This returns the index into the 1931 * does all 4 immediate directions). This returns the index into the
2169 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1932 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2170 * Note - this only checks to see if there is space for the head of the
2171 * object - if it is a multispace object, this should be called for all
2172 * pieces.
2173 * Note2: This function does correctly handle tiled maps, but does not 1933 * Note: This function does correctly handle tiled maps, but does not
2174 * inform the caller. However, insert_ob_in_map will update as 1934 * inform the caller. However, insert_ob_in_map will update as
2175 * necessary, so the caller shouldn't need to do any special work. 1935 * necessary, so the caller shouldn't need to do any special work.
2176 * Note - updated to take an object instead of archetype - this is necessary 1936 * Note - updated to take an object instead of archetype - this is necessary
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 1937 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 1938 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 1939 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 1940 * customized, changed states, etc.
2181 */ 1941 */
2182
2183int 1942int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1943find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 1944{
2186 int
2187 i,
2188 index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 1945 int altern[SIZEOFFREE];
1946 int index = 0, flag;
2191 1947
2192 for (i = start; i < stop; i++) 1948 for (int i = start; i < stop; i++)
2193 { 1949 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1950 mapxy pos (m, x, y); pos.move (i);
2195 if (!flag) 1951
1952 if (!pos.normalise ())
1953 continue;
1954
1955 mapspace &ms = *pos;
1956
1957 if (ms.flags () & P_IS_ALIVE)
1958 continue;
1959
1960 /* However, often
1961 * ob doesn't have any move type (when used to place exits)
1962 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1963 */
1964 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1965 {
2196 altern[index++] = i; 1966 altern [index++] = i;
1967 continue;
1968 }
2197 1969
2198 /* Basically, if we find a wall on a space, we cut down the search size. 1970 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 1971 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 1972 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 1973 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 1974 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 1975 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 1976 * won't look 2 spaces south of the target space.
2205 */ 1977 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1978 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1979 {
2207 stop = maxfree[i]; 1980 stop = maxfree[i];
1981 continue;
1982 }
1983
1984 /* Note it is intentional that we check ob - the movement type of the
1985 * head of the object should correspond for the entire object.
1986 */
1987 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1988 continue;
1989
1990 if (ob->blocked (m, pos.x, pos.y))
1991 continue;
1992
1993 altern [index++] = i;
2208 } 1994 }
1995
2209 if (!index) 1996 if (!index)
2210 return -1; 1997 return -1;
1998
2211 return altern[RANDOM () % index]; 1999 return altern [rndm (index)];
2212} 2000}
2213 2001
2214/* 2002/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 2003 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 2004 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 2005 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2006 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 2007 */
2220
2221int 2008int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2009find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2010{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2011 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2012 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2013 return i;
2231 } 2014
2232 return -1; 2015 return -1;
2233} 2016}
2234 2017
2235/* 2018/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2019 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2020 * arr[begin..end-1].
2021 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2022 */
2239static void 2023static void
2240permute (int *arr, int begin, int end) 2024permute (int *arr, int begin, int end)
2241{ 2025{
2242 int 2026 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2027 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2028
2253 tmp = arr[i]; 2029 while (--end)
2254 arr[i] = arr[j]; 2030 swap (arr [end], arr [rndm (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2031}
2258 2032
2259/* new function to make monster searching more efficient, and effective! 2033/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2034 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2035 * the spaces to find monsters. In this way, it won't always look for
2264 * the 3x3 area will be searched, just not in a predictable order. 2038 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2039 */
2266void 2040void
2267get_search_arr (int *search_arr) 2041get_search_arr (int *search_arr)
2268{ 2042{
2269 int 2043 int i;
2270 i;
2271 2044
2272 for (i = 0; i < SIZEOFFREE; i++) 2045 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2046 search_arr[i] = i;
2275 }
2276 2047
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2048 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2049 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2050 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2051}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2060 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2061 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2062 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2063 * there is capable of.
2293 */ 2064 */
2294
2295int 2065int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2066find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2067{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2068 int i, max = SIZEOFFREE, mflags;
2301 2069
2302 sint16 nx, ny; 2070 sint16 nx, ny;
2303 object * 2071 object *tmp;
2304 tmp; 2072 maptile *mp;
2305 mapstruct *
2306 mp;
2307 2073
2308 MoveType blocked, move_type; 2074 MoveType blocked, move_type;
2309 2075
2310 if (exclude && exclude->head) 2076 if (exclude && exclude->head_ () != exclude)
2311 { 2077 {
2312 exclude = exclude->head; 2078 exclude = exclude->head;
2313 move_type = exclude->move_type; 2079 move_type = exclude->move_type;
2314 } 2080 }
2315 else 2081 else
2323 mp = m; 2089 mp = m;
2324 nx = x + freearr_x[i]; 2090 nx = x + freearr_x[i];
2325 ny = y + freearr_y[i]; 2091 ny = y + freearr_y[i];
2326 2092
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2093 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2094
2328 if (mflags & P_OUT_OF_MAP) 2095 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2096 max = maxfree[i];
2331 }
2332 else 2097 else
2333 { 2098 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2099 mapspace &ms = mp->at (nx, ny);
2100
2101 blocked = ms.move_block;
2335 2102
2336 if ((move_type & blocked) == move_type) 2103 if ((move_type & blocked) == move_type)
2337 {
2338 max = maxfree[i]; 2104 max = maxfree[i];
2339 }
2340 else if (mflags & P_IS_ALIVE) 2105 else if (mflags & P_IS_ALIVE)
2341 { 2106 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2107 for (tmp = ms.bot; tmp; tmp = tmp->above)
2343 { 2108 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2109 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2345 {
2346 break; 2110 break;
2347 } 2111
2348 }
2349 if (tmp) 2112 if (tmp)
2350 {
2351 return freedir[i]; 2113 return freedir[i];
2352 }
2353 } 2114 }
2354 } 2115 }
2355 } 2116 }
2117
2356 return 0; 2118 return 0;
2357} 2119}
2358 2120
2359/* 2121/*
2360 * distance(object 1, object 2) will return the square of the 2122 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2123 * distance between the two given objects.
2362 */ 2124 */
2363
2364int 2125int
2365distance (const object *ob1, const object *ob2) 2126distance (const object *ob1, const object *ob2)
2366{ 2127{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2128 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2129}
2373 2130
2374/* 2131/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2132 * find_dir_2(delta-x,delta-y) will return a direction in which
2376 * an object which has subtracted the x and y coordinates of another 2133 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it. 2134 * object, needs to travel toward it.
2378 */ 2135 */
2379
2380int 2136int
2381find_dir_2 (int x, int y) 2137find_dir_2 (int x, int y)
2382{ 2138{
2383 int 2139 int q;
2384 q;
2385 2140
2386 if (y) 2141 if (y)
2387 q = x * 100 / y; 2142 q = x * 100 / y;
2388 else if (x) 2143 else if (x)
2389 q = -300 * x; 2144 q = -300 * x;
2414 2169
2415 return 3; 2170 return 3;
2416} 2171}
2417 2172
2418/* 2173/*
2419 * absdir(int): Returns a number between 1 and 8, which represent
2420 * the "absolute" direction of a number (it actually takes care of
2421 * "overflow" in previous calculations of a direction).
2422 */
2423
2424int
2425absdir (int d)
2426{
2427 while (d < 1)
2428 d += 8;
2429 while (d > 8)
2430 d -= 8;
2431 return d;
2432}
2433
2434/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2174 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2436 * between two directions (which are expected to be absolute (see absdir()) 2175 * between two directions (which are expected to be absolute (see absdir())
2437 */ 2176 */
2438
2439int 2177int
2440dirdiff (int dir1, int dir2) 2178dirdiff (int dir1, int dir2)
2441{ 2179{
2442 int 2180 int d;
2443 d;
2444 2181
2445 d = abs (dir1 - dir2); 2182 d = abs (dir1 - dir2);
2446 if (d > 4) 2183 if (d > 4)
2447 d = 8 - d; 2184 d = 8 - d;
2185
2448 return d; 2186 return d;
2449} 2187}
2450 2188
2451/* peterm: 2189/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2190 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * This basically means that if direction is 15, then it could either go 2193 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2194 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2195 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2196 * functions.
2459 */ 2197 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2198int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2199 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2200 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2201 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2202 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2203 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2251 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2252 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2253 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2254 * Modified to be map tile aware -.MSW
2519 */ 2255 */
2520
2521
2522int 2256int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2257can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2258{
2525 sint16 dx, dy; 2259 sint16 dx, dy;
2526 int
2527 mflags; 2260 int mflags;
2528 2261
2529 if (dir < 0) 2262 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2263 return 0; /* exit condition: invalid direction */
2531 2264
2532 dx = x + freearr_x[dir]; 2265 dx = x + freearr_x[dir];
2545 return 0; 2278 return 0;
2546 2279
2547 /* yes, can see. */ 2280 /* yes, can see. */
2548 if (dir < 9) 2281 if (dir < 9)
2549 return 1; 2282 return 1;
2283
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2284 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2285 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2286 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2287}
2553
2554
2555 2288
2556/* 2289/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2290 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2291 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2292 * picked up, otherwise 0.
2561 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2294 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2562 * core dumps if they do. 2295 * core dumps if they do.
2563 * 2296 *
2564 * Add a check so we can't pick up invisible objects (0.93.8) 2297 * Add a check so we can't pick up invisible objects (0.93.8)
2565 */ 2298 */
2566
2567int 2299int
2568can_pick (const object *who, const object *item) 2300can_pick (const object *who, const object *item)
2569{ 2301{
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2302 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2303 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2304 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573} 2305}
2574 2306
2575
2576/* 2307/*
2577 * create clone from object to another 2308 * create clone from object to another
2578 */ 2309 */
2579object * 2310object *
2580object_create_clone (object *asrc) 2311object::deep_clone ()
2581{ 2312{
2582 object * 2313 assert (("deep_clone called on non-head object", is_head ()));
2583 dst = NULL, *tmp, *src, *part, *prev, *item;
2584 2314
2585 if (!asrc) 2315 object *dst = clone ();
2586 return NULL;
2587 src = asrc;
2588 if (src->head)
2589 src = src->head;
2590 2316
2591 prev = NULL; 2317 object *prev = dst;
2592 for (part = src; part; part = part->more) 2318 for (object *part = this->more; part; part = part->more)
2593 { 2319 {
2594 tmp = get_object (); 2320 object *tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x;
2597 tmp->y -= src->y;
2598 if (!part->head)
2599 {
2600 dst = tmp;
2601 tmp->head = NULL;
2602 }
2603 else
2604 {
2605 tmp->head = dst; 2321 tmp->head = dst;
2606 }
2607 tmp->more = NULL;
2608 if (prev)
2609 prev->more = tmp; 2322 prev->more = tmp;
2610 prev = tmp; 2323 prev = tmp;
2611 } 2324 }
2612 2325
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2326 for (object *item = inv; item; item = item->below)
2615 { 2327 insert_ob_in_ob (item->deep_clone (), dst);
2616 (void) insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2328
2619 return dst; 2329 return dst;
2620}
2621
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */
2642
2643object *
2644load_object_str (const char *obstr)
2645{
2646 object *
2647 op;
2648 char
2649 filename[MAX_BUF];
2650
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652
2653 FILE *
2654 tempfile = fopen (filename, "w");
2655
2656 if (tempfile == NULL)
2657 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL;
2660 };
2661 fprintf (tempfile, obstr);
2662 fclose (tempfile);
2663
2664 op = get_object ();
2665
2666 object_thawer thawer (filename);
2667
2668 if (thawer)
2669 load_object (thawer, op, 0);
2670
2671 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2672 CLEAR_FLAG (op, FLAG_REMOVED);
2673
2674 return op;
2675} 2330}
2676 2331
2677/* This returns the first object in who's inventory that 2332/* This returns the first object in who's inventory that
2678 * has the same type and subtype match. 2333 * has the same type and subtype match.
2679 * returns NULL if no match. 2334 * returns NULL if no match.
2680 */ 2335 */
2681object * 2336object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2337find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2338{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2339 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2340 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2341 return tmp;
2690 2342
2691 return NULL; 2343 return 0;
2692} 2344}
2693 2345
2694/* If ob has a field named key, return the link from the list, 2346const shstr &
2695 * otherwise return NULL. 2347object::kv_get (const shstr &key) const
2696 *
2697 * key must be a passed in shared string - otherwise, this won't
2698 * do the desired thing.
2699 */
2700key_value *
2701get_ob_key_link (const object *ob, const char *key)
2702{ 2348{
2703 key_value * 2349 for (key_value *kv = key_values; kv; kv = kv->next)
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next)
2707 {
2708 if (link->key == key) 2350 if (kv->key == key)
2351 return kv->value;
2352
2353 return shstr_null;
2354}
2355
2356void
2357object::kv_set (const shstr &key, const shstr &value)
2358{
2359 for (key_value *kv = key_values; kv; kv = kv->next)
2360 if (kv->key == key)
2361 {
2362 kv->value = value;
2363 return;
2364 }
2365
2366 key_value *kv = new key_value;
2367
2368 kv->next = key_values;
2369 kv->key = key;
2370 kv->value = value;
2371
2372 key_values = kv;
2373}
2374
2375void
2376object::kv_del (const shstr &key)
2377{
2378 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2379 if ((*kvp)->key == key)
2380 {
2381 key_value *kv = *kvp;
2382 *kvp = (*kvp)->next;
2383 delete kv;
2384 return;
2385 }
2386}
2387
2388object::depth_iterator::depth_iterator (object *container)
2389: iterator_base (container)
2390{
2391 while (item->inv)
2392 item = item->inv;
2393}
2394
2395void
2396object::depth_iterator::next ()
2397{
2398 if (item->below)
2399 {
2400 item = item->below;
2401
2402 while (item->inv)
2403 item = item->inv;
2404 }
2405 else
2406 item = item->env;
2407}
2408
2409const char *
2410object::flag_desc (char *desc, int len) const
2411{
2412 char *p = desc;
2413 bool first = true;
2414
2415 *p = 0;
2416
2417 for (int i = 0; i < NUM_FLAGS; i++)
2418 {
2419 if (len <= 10) // magic constant!
2709 { 2420 {
2710 return link; 2421 snprintf (p, len, ",...");
2422 break;
2711 } 2423 }
2712 }
2713 2424
2714 return NULL; 2425 if (flag [i])
2715} 2426 {
2427 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2428 len -= cnt;
2429 p += cnt;
2430 first = false;
2431 }
2432 }
2716 2433
2717/* 2434 return desc;
2718 * Returns the value of op has an extra_field for key, or NULL. 2435}
2719 * 2436
2720 * The argument doesn't need to be a shared string. 2437// return a suitable string describing an object in enough detail to find it
2721 *
2722 * The returned string is shared.
2723 */
2724const char * 2438const char *
2725get_ob_key_value (const object *op, const char *const key) 2439object::debug_desc (char *info) const
2726{ 2440{
2727 key_value * 2441 char flagdesc[512];
2728 link; 2442 char info2[256 * 4];
2443 char *p = info;
2444
2445 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2446 count,
2447 uuid.c_str (),
2448 &name,
2449 title ? "\",title:\"" : "",
2450 title ? (const char *)title : "",
2451 flag_desc (flagdesc, 512), type);
2452
2453 if (!flag[FLAG_REMOVED] && env)
2454 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2455
2456 if (map)
2457 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2458
2459 return info;
2460}
2461
2729 const char * 2462const char *
2730 canonical_key; 2463object::debug_desc () const
2464{
2465 static char info[3][256 * 4];
2466 static int info_idx;
2731 2467
2732 canonical_key = shstr::find (key); 2468 return debug_desc (info [++info_idx % 3]);
2469}
2733 2470
2734 if (canonical_key == NULL) 2471struct region *
2735 { 2472object::region () const
2736 /* 1. There being a field named key on any object 2473{
2737 * implies there'd be a shared string to find. 2474 return map ? map->region (x, y)
2738 * 2. Since there isn't, no object has this field. 2475 : region::default_region ();
2739 * 3. Therefore, *this* object doesn't have this field. 2476}
2740 */ 2477
2478const materialtype_t *
2479object::dominant_material () const
2480{
2481 if (materialtype_t *mt = name_to_material (materialname))
2482 return mt;
2483
2484 return name_to_material (shstr_unknown);
2485}
2486
2487void
2488object::open_container (object *new_container)
2489{
2490 if (container == new_container)
2741 return NULL; 2491 return;
2492
2493 object *old_container = container;
2494
2495 if (old_container)
2742 } 2496 {
2497 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2498 return;
2743 2499
2744 /* This is copied from get_ob_key_link() above - 2500#if 0
2745 * only 4 lines, and saves the function call overhead. 2501 // remove the "Close old_container" object.
2502 if (object *closer = old_container->inv)
2503 if (closer->type == CLOSE_CON)
2504 closer->destroy ();
2505#endif
2506
2507 // make sure the container is available
2508 esrv_send_item (this, old_container);
2509
2510 old_container->flag [FLAG_APPLIED] = false;
2511 container = 0;
2512
2513 // client needs item update to make it work, client bug requires this to be separate
2514 esrv_update_item (UPD_FLAGS, this, old_container);
2515
2516 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2517 play_sound (sound_find ("chest_close"));
2518 }
2519
2520 if (new_container)
2521 {
2522 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2523 return;
2524
2525 // TODO: this does not seem to serve any purpose anymore?
2526#if 0
2527 // insert the "Close Container" object.
2528 if (archetype *closer = new_container->other_arch)
2529 {
2530 object *closer = arch_to_object (new_container->other_arch);
2531 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2532 new_container->insert (closer);
2533 }
2534#endif
2535
2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2537
2538 // make sure the container is available, client bug requires this to be separate
2539 esrv_send_item (this, new_container);
2540
2541 new_container->flag [FLAG_APPLIED] = true;
2542 container = new_container;
2543
2544 // client needs flag change
2545 esrv_update_item (UPD_FLAGS, this, new_container);
2546 esrv_send_inventory (this, new_container);
2547 play_sound (sound_find ("chest_open"));
2548 }
2549// else if (!old_container->env && contr && contr->ns)
2550// contr->ns->floorbox_reset ();
2551}
2552
2553object *
2554object::force_find (const shstr name)
2555{
2556 /* cycle through his inventory to look for the MARK we want to
2557 * place
2746 */ 2558 */
2747 for (link = op->key_values; link != NULL; link = link->next) 2559 for (object *tmp = inv; tmp; tmp = tmp->below)
2748 { 2560 if (tmp->type == FORCE && tmp->slaying == name)
2749 if (link->key == canonical_key) 2561 return splay (tmp);
2750 { 2562
2751 return link->value;
2752 }
2753 }
2754 return NULL; 2563 return 0;
2755} 2564}
2756 2565
2757 2566void
2758/* 2567object::force_add (const shstr name, int duration)
2759 * Updates the canonical_key in op to value.
2760 *
2761 * canonical_key is a shared string (value doesn't have to be).
2762 *
2763 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2764 * keys.
2765 *
2766 * Returns TRUE on success.
2767 */
2768int
2769set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2770{ 2568{
2771 key_value * 2569 if (object *force = force_find (name))
2772 field = NULL, *last = NULL; 2570 force->destroy ();
2773 2571
2774 for (field = op->key_values; field != NULL; field = field->next) 2572 object *force = get_archetype (FORCE_NAME);
2775 {
2776 if (field->key != canonical_key)
2777 {
2778 last = field;
2779 continue;
2780 }
2781 2573
2782 if (value) 2574 force->slaying = name;
2783 field->value = value; 2575 force->stats.food = 1;
2784 else 2576 force->speed_left = -1.f;
2785 {
2786 /* Basically, if the archetype has this key set,
2787 * we need to store the null value so when we save
2788 * it, we save the empty value so that when we load,
2789 * we get this value back again.
2790 */
2791 if (get_ob_key_link (&op->arch->clone, canonical_key))
2792 field->value = 0;
2793 else
2794 {
2795 if (last)
2796 last->next = field->next;
2797 else
2798 op->key_values = field->next;
2799 2577
2800 delete field; 2578 force->set_speed (duration ? 1.f / duration : 0.f);
2801 } 2579 force->flag [FLAG_IS_USED_UP] = true;
2802 } 2580 force->flag [FLAG_APPLIED] = true;
2803 return TRUE;
2804 }
2805 /* IF we get here, key doesn't exist */
2806 2581
2807 /* No field, we'll have to add it. */ 2582 insert (force);
2583}
2808 2584
2809 if (!add_key) 2585void
2810 { 2586object::play_sound (faceidx sound)
2811 return FALSE; 2587{
2812 } 2588 if (!sound)
2813 /* There isn't any good reason to store a null
2814 * value in the key/value list. If the archetype has
2815 * this key, then we should also have it, so shouldn't
2816 * be here. If user wants to store empty strings,
2817 * should pass in ""
2818 */
2819 if (value == NULL)
2820 return TRUE; 2589 return;
2821 2590
2822 field = new key_value; 2591 if (flag [FLAG_REMOVED])
2592 return;
2823 2593
2824 field->key = canonical_key;
2825 field->value = value;
2826 /* Usual prepend-addition. */
2827 field->next = op->key_values;
2828 op->key_values = field;
2829
2830 return TRUE;
2831}
2832
2833/*
2834 * Updates the key in op to value.
2835 *
2836 * If add_key is FALSE, this will only update existing keys,
2837 * and not add new ones.
2838 * In general, should be little reason FALSE is ever passed in for add_key
2839 *
2840 * Returns TRUE on success.
2841 */
2842int
2843set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2844{
2845 shstr key_ (key);
2846
2847 return set_ob_key_value_s (op, key_, value, add_key);
2848}
2849
2850void
2851object::deep_iterator::next ()
2852{
2853 if (item->inv) 2594 if (env)
2854 item = item->inv; 2595 {
2855 else if (item->below) 2596 if (object *pl = in_player ())
2856 item = item->below; 2597 pl->contr->play_sound (sound);
2598 }
2857 else 2599 else
2858 item = item->env->below; 2600 map->play_sound (sound, x, y);
2859} 2601}
2602

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