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Comparing deliantra/server/common/object.C (file contents):
Revision 1.43 by root, Thu Sep 14 17:10:24 2006 UTC vs.
Revision 1.237 by root, Tue May 6 21:04:37 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36int nrofallocobjects = 0; 32#include <bitset>
37static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
38const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
39 37
40object *objects; /* Pointer to the list of used objects */ 38objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 39activevec actives;
42 40
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 46};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 52};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
143 */ 147 */
144 148
145 /* For each field in wants, */ 149 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 151 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 152 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
181} 167}
182 168
183/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
186 * 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
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
189 * 175 *
190 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
191 * 177 *
192 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
193 * check weight 179 * check weight
194 */ 180 */
195
196bool object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
197{ 182{
198 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (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)
200 return 0; 189 return 0;
201 190
202 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))
203 return 0; 197 return 0;
204 198
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof).
208 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * This is to the comparison of the flags below will be OK. We 200 * This is to the comparison of the flags below will be OK. We
214 * just can't ignore the been applied or identified flags, as they 201 * just can't ignore the been applied or identified flags, as they
215 * are not equal - just if it has been identified, the been_applied 202 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning. 203 * flags lose any meaning.
217 */ 204 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 207
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 210
224 211 if (ob1->arch->name != ob2->arch->name
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 212 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 213 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 214 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 215 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) || 216 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 217 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 218 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 219 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 220 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 221 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 222 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 223 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 224 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 225 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 226 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 227 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 228 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 229 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 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)))
255 return 0; 235 return 0;
256 236
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
257 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
258 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
259 */ 247 */
260 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
261 { 249 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0;
265
266 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 250 if (!(ob1->inv && ob2->inv))
268 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 */
269 258
270 /* 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
271 * if it is valid. 260 * if it is valid.
272 */ 261 */
273 } 262 }
281 270
282 /* 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
283 * 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
284 * check? 273 * check?
285 */ 274 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 276 return 0;
288 277
289 switch (ob1->type) 278 switch (ob1->type)
290 { 279 {
291 case SCROLL: 280 case SCROLL:
292 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
293 return 0; 282 return 0;
294 break; 283 break;
295 } 284 }
296 285
297 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
298 { 287 {
299 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
301 /* 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))
302 return 0; 293 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0;
305 } 294 }
306 295
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
309 { 297 {
310 ob1->optimise (); 298 ob1->optimise ();
311 ob2->optimise (); 299 ob2->optimise ();
312 300
313 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)
314 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 }
315 } 315 }
316 316
317 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
318 return 1; 318 return 1;
319} 319}
320 320
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
321/* 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/*
322 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
323 * 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
324 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
325 */ 397 */
326long 398void
327sum_weight (object *op) 399object::update_weight ()
328{ 400{
329 long sum; 401 sint32 sum = 0;
330 object *inv;
331 402
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
333 { 404 {
334 if (inv->inv) 405 if (op->inv)
335 sum_weight (inv); 406 op->update_weight ();
336 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)
337 } 414 {
338
339 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100;
341
342 if (op->carrying != sum)
343 op->carrying = sum; 415 carrying = sum;
344 416
345 return sum; 417 if (object *pl = visible_to ())
346} 418 if (pl != this) // player is handled lazily
347 419 esrv_update_item (UPD_WEIGHT, pl, this);
348/**
349 * Return the outermost environment object for a given object.
350 */
351
352object *
353object_get_env_recursive (object *op)
354{
355 while (op->env != NULL)
356 op = op->env;
357 return op;
358}
359
360/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array.
379 */
380
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 { 420 }
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429} 421}
430 422
431/* 423/*
432 * Dumps an object. Returns output in the static global errmsg array. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
433 */ 425 */
434 426char *
435void
436dump_object (object *op) 427dump_object (object *op)
437{ 428{
438 if (op == NULL) 429 if (!op)
439 { 430 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 431
447void 432 object_freezer freezer;
448dump_all_objects (void) 433 op->write (freezer);
449{ 434 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 435}
458 436
459/* 437/*
460 * 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
461 * multi-object 1 which is closest to the second object. 439 * multi-object 1 which is closest to the second object.
462 * If it's not a multi-object, it is returned. 440 * If it's not a multi-object, it is returned.
463 */ 441 */
464
465object * 442object *
466get_nearest_part (object *op, const object *pl) 443get_nearest_part (object *op, const object *pl)
467{ 444{
468 object *tmp, *closest; 445 object *tmp, *closest;
469 int last_dist, i; 446 int last_dist, i;
470 447
471 if (op->more == NULL) 448 if (!op->more)
472 return op; 449 return op;
450
473 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)
474 if ((i = distance (tmp, pl)) < last_dist) 454 if ((i = distance (tmp, pl)) < last_dist)
475 closest = tmp, last_dist = i; 455 closest = tmp, last_dist = i;
456
476 return closest; 457 return closest;
477} 458}
478 459
479/* 460/*
480 * 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.
481 */ 463 */
482
483object * 464object *
484find_object (tag_t i) 465find_object (tag_t i)
485{ 466{
486 object *op; 467 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 468 if (op->count == i)
490 break;
491 return op; 469 return op;
470
471 return 0;
492} 472}
493 473
494/* 474/*
495 * 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.
496 * Used only by the patch command, but not all that useful. 476 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 477 * Enables features like "patch <name-of-other-player> food 999"
498 */ 478 */
499
500object * 479object *
501find_object_name (const char *str) 480find_object_name (const char *str)
502{ 481{
503 shstr_cmp str_ (str); 482 shstr_cmp str_ (str);
504 object *op; 483 object *op;
505 484
506 for (op = objects; op != NULL; op = op->next) 485 for_all_objects (op)
507 if (op->name == str_) 486 if (op->name == str_)
508 break; 487 break;
509 488
510 return op; 489 return op;
511} 490}
512 491
513void
514free_all_object_data ()
515{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/* 492/*
520 * 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
521 * skill and experience objects. 494 * skill and experience objects.
495 * ACTUALLY NO! investigate! TODO
522 */ 496 */
523void 497void
524object::set_owner (object *owner) 498object::set_owner (object *owner)
525{ 499{
500 // allow objects which own objects
526 if (!owner) 501 if (owner)
527 return;
528
529 /* next line added to allow objects which own objects */
530 /* Add a check for ownercounts in here, as I got into an endless loop
531 * with the fireball owning a poison cloud which then owned the
532 * fireball. I believe that was caused by one of the objects getting
533 * freed and then another object replacing it. Since the ownercounts
534 * didn't match, this check is valid and I believe that cause is valid.
535 */
536 while (owner->owner) 502 while (owner->owner)
537 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 }
538 510
539 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;
540} 578}
541 579
542/* Zero the key_values on op, decrementing the shared-string 580/* Zero the key_values on op, decrementing the shared-string
543 * refcounts and freeing the links. 581 * refcounts and freeing the links.
544 */ 582 */
545static void 583static void
546free_key_values (object *op) 584free_key_values (object *op)
547{ 585{
548 for (key_value *i = op->key_values; i != 0;) 586 for (key_value *i = op->key_values; i; )
549 { 587 {
550 key_value *next = i->next; 588 key_value *next = i->next;
551 delete i; 589 delete i;
552 590
553 i = next; 591 i = next;
554 } 592 }
555 593
556 op->key_values = 0; 594 op->key_values = 0;
557} 595}
558 596
559void object::clear ()
560{
561 attachable_base::clear ();
562
563 free_key_values (this);
564
565 owner = 0;
566 name = 0;
567 name_pl = 0;
568 title = 0;
569 race = 0;
570 slaying = 0;
571 skill = 0;
572 msg = 0;
573 lore = 0;
574 custom_name = 0;
575 materialname = 0;
576 contr = 0;
577 below = 0;
578 above = 0;
579 inv = 0;
580 container = 0;
581 env = 0;
582 more = 0;
583 head = 0;
584 map = 0;
585 active_next = 0;
586 active_prev = 0;
587
588 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
589
590 SET_FLAG (this, FLAG_REMOVED);
591
592 /* What is not cleared is next, prev, and count */
593
594 expmul = 1.0;
595 face = blank_face;
596
597 if (settings.casting_time)
598 casting_time = -1;
599}
600
601void object::clone (object *destination)
602{
603 *(object_copy *)destination = *this;
604 *(object_pod *)destination = *this;
605
606 if (self || cb)
607 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
608}
609
610/* 597/*
611 * copy object first frees everything allocated by the second object, 598 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contends of the first object into the second 599 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any 600 * object, allocating what needs to be allocated. Basically, any
614 * 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,
615 * 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
616 * will point at garbage. 603 * will point at garbage.
617 */ 604 */
618void 605void
619copy_object (object *op2, object *op) 606object::copy_to (object *dst)
620{ 607{
621 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 608 dst->remove ();
622 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 609 *(object_copy *)dst = *this;
623 610 dst->flag [FLAG_REMOVED] = true;
624 op2->clone (op);
625
626 if (is_freed)
627 SET_FLAG (op, FLAG_FREED);
628 if (is_removed)
629 SET_FLAG (op, FLAG_REMOVED);
630
631 if (op2->speed < 0)
632 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
633 611
634 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
635 if (op2->key_values) 613 if (key_values)
636 { 614 {
637 key_value *tail = 0; 615 key_value *tail = 0;
638 key_value *i;
639
640 op->key_values = 0; 616 dst->key_values = 0;
641 617
642 for (i = op2->key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
643 { 619 {
644 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
645 621
646 new_link->next = 0; 622 new_link->next = 0;
647 new_link->key = i->key; 623 new_link->key = i->key;
648 new_link->value = i->value; 624 new_link->value = i->value;
649 625
650 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
651 if (!op->key_values) 627 if (!dst->key_values)
652 { 628 {
653 op->key_values = new_link; 629 dst->key_values = new_link;
654 tail = new_link; 630 tail = new_link;
655 } 631 }
656 else 632 else
657 { 633 {
658 tail->next = new_link; 634 tail->next = new_link;
659 tail = new_link; 635 tail = new_link;
660 } 636 }
661 } 637 }
662 } 638 }
663 639
664 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;
665} 672}
666 673
667/* 674/*
668 * 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
669 * 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
670 * 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.
671 */ 678 */
672
673void 679void
674update_turn_face (object *op) 680update_turn_face (object *op)
675{ 681{
676 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
677 return; 683 return;
684
678 SET_ANIMATION (op, op->direction); 685 SET_ANIMATION (op, op->direction);
679 update_object (op, UP_OBJ_FACE); 686 update_object (op, UP_OBJ_FACE);
680} 687}
681 688
682/* 689/*
683 * 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
684 * 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.
685 * 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.
686 */ 693 */
687void 694void
688update_ob_speed (object *op) 695object::set_speed (float speed)
689{ 696{
690 extern int arch_init; 697 if (flag [FLAG_FREED] && speed)
691
692 /* No reason putting the archetypes objects on the speed list,
693 * since they never really need to be updated.
694 */
695
696 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
697 { 698 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699#ifdef MANY_CORES
700 abort ();
701#else
702 op->speed = 0; 700 speed = 0;
703#endif
704 }
705
706 if (arch_init)
707 return;
708
709 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
710 { 701 }
711 /* If already on active list, don't do anything */
712 if (op->active_next || op->active_prev || op == active_objects)
713 return;
714 702
715 /* process_events() expects us to insert the object at the beginning 703 this->speed = speed;
716 * of the list. */
717 op->active_next = active_objects;
718 704
719 if (op->active_next != NULL) 705 if (has_active_speed ())
720 op->active_next->active_prev = op; 706 activate ();
721
722 active_objects = op;
723 }
724 else 707 else
725 { 708 deactivate ();
726 /* If not on the active list, nothing needs to be done */
727 if (!op->active_next && !op->active_prev && op != active_objects)
728 return;
729
730 if (op->active_prev == NULL)
731 {
732 active_objects = op->active_next;
733
734 if (op->active_next != NULL)
735 op->active_next->active_prev = NULL;
736 }
737 else
738 {
739 op->active_prev->active_next = op->active_next;
740
741 if (op->active_next)
742 op->active_next->active_prev = op->active_prev;
743 }
744
745 op->active_next = NULL;
746 op->active_prev = NULL;
747 }
748} 709}
749 710
750/* This function removes object 'op' from the list of active
751 * objects.
752 * This should only be used for style maps or other such
753 * reference maps where you don't want an object that isn't
754 * in play chewing up cpu time getting processed.
755 * The reverse of this is to call update_ob_speed, which
756 * will do the right thing based on the speed of the object.
757 */
758void
759remove_from_active_list (object *op)
760{
761 /* If not on the active list, nothing needs to be done */
762 if (!op->active_next && !op->active_prev && op != active_objects)
763 return;
764
765 if (op->active_prev == NULL)
766 {
767 active_objects = op->active_next;
768 if (op->active_next != NULL)
769 op->active_next->active_prev = NULL;
770 }
771 else
772 {
773 op->active_prev->active_next = op->active_next;
774 if (op->active_next)
775 op->active_next->active_prev = op->active_prev;
776 }
777 op->active_next = NULL;
778 op->active_prev = NULL;
779}
780
781/* 711/*
782 * update_object() updates the array which represents the map. 712 * update_object() updates the the map.
783 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
784 * 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
785 * invisible object, etc...) 715 * invisible object, etc...)
786 * 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
787 * 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
788 * updating that window, though, since update_object() is called _often_) 718 * updating that window, though, since update_object() is called _often_)
789 * 719 *
790 * 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.
791 * For example, if the only thing that has changed is the face (due to
792 * an animation), we don't need to call update_position until that actually
793 * comes into view of a player. OTOH, many other things, like addition/removal
794 * of walls or living creatures may need us to update the flags now.
795 * current action are: 721 * current action are:
796 * UP_OBJ_INSERT: op was inserted 722 * UP_OBJ_INSERT: op was inserted
797 * UP_OBJ_REMOVE: op was removed 723 * UP_OBJ_REMOVE: op was removed
798 * 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
799 * 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.
800 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
801 */ 727 */
802
803void 728void
804update_object (object *op, int action) 729update_object (object *op, int action)
805{ 730{
806 int update_now = 0, flags; 731 if (!op)
807 MoveType move_on, move_off, move_block, move_slow;
808
809 if (op == NULL)
810 { 732 {
811 /* this should never happen */ 733 /* this should never happen */
812 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
813 return; 735 return;
814 } 736 }
815 737
816 if (op->env != NULL) 738 if (!op->is_on_map ())
817 { 739 {
818 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
819 * to do in this case. 741 * to do in this case.
820 */ 742 */
821 return; 743 return;
822 } 744 }
823 745
824 /* If the map is saving, don't do anything as everything is
825 * going to get freed anyways.
826 */
827 if (!op->map || op->map->in_memory == MAP_SAVING)
828 return;
829
830 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
831 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
832 { 748 {
833 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
834#ifdef MANY_CORES 750#ifdef MANY_CORES
835 abort (); 751 abort ();
836#endif 752#endif
837 return; 753 return;
838 } 754 }
839 755
840 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 756 mapspace &m = op->ms ();
841 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
842 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
843 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
844 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
845 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
846 757
758 if (!(m.flags_ & P_UPTODATE))
759 /* nop */;
847 if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
848 { 761 {
762 // this is likely overkill, TODO: revisit (schmorp)
849 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
850 update_now = 1;
851
852 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
853 update_now = 1; 765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
854 766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
855 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
859 update_now = 1;
860
861 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
862 update_now = 1;
863
864 if ((move_on | op->move_on) != move_on) 769 || (m.move_on | op->move_on ) != m.move_on
865 update_now = 1;
866
867 if ((move_off | op->move_off) != move_off) 770 || (m.move_off | op->move_off ) != m.move_off
868 update_now = 1; 771 || (m.move_slow | op->move_slow) != m.move_slow
869
870 /* This isn't perfect, but I don't expect a lot of objects to 772 /* This isn't perfect, but I don't expect a lot of objects to
871 * to have move_allow right now. 773 * to have move_allow right now.
872 */ 774 */
873 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
874 update_now = 1; 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
875 777 m.flags_ = 0;
876 if ((move_slow | op->move_slow) != move_slow)
877 update_now = 1;
878 } 778 }
879 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
880 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
881 * that is being removed. 781 * that is being removed.
882 */ 782 */
883 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
884 update_now = 1; 784 m.flags_ = 0;
885 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
886 /* Nothing to do for that case */ ; 786 /* Nothing to do for that case */ ;
887 else 787 else
888 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
889 789
890 if (update_now)
891 {
892 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
893 update_position (op->map, op->x, op->y);
894 }
895
896 if (op->more != NULL) 790 if (op->more)
897 update_object (op->more, action); 791 update_object (op->more, action);
898}
899
900static unordered_vector<object *> mortals;
901
902void object::free_mortals ()
903{
904 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920} 792}
921 793
922object::object () 794object::object ()
923{ 795{
924 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
927 face = blank_face; 799 face = blank_face;
928} 800}
929 801
930object::~object () 802object::~object ()
931{ 803{
804 unlink ();
805
932 free_key_values (this); 806 free_key_values (this);
933} 807}
934 808
809static int object_count;
810
935void object::link () 811void object::link ()
936{ 812{
813 assert (!index);//D
814 uuid = UUID::gen ();
937 count = ++ob_count; 815 count = ++object_count;
938 uuid = gen_uuid ();
939 816
940 prev = 0; 817 refcnt_inc ();
941 next = objects; 818 objects.insert (this);
942
943 if (objects)
944 objects->prev = this;
945
946 objects = this;
947} 819}
948 820
949void object::unlink () 821void object::unlink ()
950{ 822{
951 //count = 0;//D 823 if (!index)
952 if (!prev && !next) return;//D 824 return;
953 825
954 if (this == objects) 826 objects.erase (this);
955 objects = next; 827 refcnt_dec ();
828}
956 829
957 /* Remove this object from the list of used objects */ 830void
958 if (prev) prev->next = next; 831object::activate ()
959 if (next) next->prev = prev; 832{
833 /* If already on active list, don't do anything */
834 if (active)
835 return;
960 836
961 prev = 0; 837 if (has_active_speed ())
962 next = 0; 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)
881 {
882 op->flag [flag] = value;
883 op->set_flag_inv (flag, value);
884 }
885}
886
887/*
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 }
963} 935}
964 936
965object *object::create () 937object *object::create ()
966{ 938{
967 object *op = new object; 939 object *op = new object;
968 op->link (); 940 op->link ();
969 return op; 941 return op;
970} 942}
971 943
972/* 944static struct freed_map : maptile
973 * free_object() frees everything allocated by an object, removes
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 945{
984 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 ())
985 return; 1006 return;
986 1007
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1008 if (!is_head () && !head->destroyed ())
988 remove_friendly_object (this);
989
990 if (!QUERY_FLAG (this, FLAG_REMOVED))
991 remove_ob (this);
992
993 SET_FLAG (this, FLAG_FREED);
994
995 if (more)
996 {
997 more->free (free_inventory);
998 more = 0;
999 } 1009 {
1000 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1001 if (inv) 1011 head->destroy (destroy_inventory);
1012 return;
1002 { 1013 }
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010 1014
1011 while (op) 1015 destroy_inv (!destroy_inventory);
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021 1016
1022 while (op) 1017 if (is_head ())
1023 { 1018 if (sound_destroy)
1024 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
1025 1022
1026 remove_ob (op); 1023 attachable::destroy ();
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 }
1042
1043 owner = 0;
1044
1045 /* Remove object from the active list */
1046 speed = 0;
1047 update_ob_speed (this);
1048
1049 unlink ();
1050
1051 mortals.push_back (this);
1052} 1024}
1053 1025
1054/* 1026/* op->remove ():
1055 * sub_weight() recursively (outwards) subtracts a number from the
1056 * weight of an object (and what is carried by it's environment(s)).
1057 */
1058
1059void
1060sub_weight (object *op, signed long weight)
1061{
1062 while (op != NULL)
1063 {
1064 if (op->type == CONTAINER)
1065 {
1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1067 }
1068 op->carrying -= weight;
1069 op = op->env;
1070 }
1071}
1072
1073/* remove_ob(op):
1074 * 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
1075 * 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
1076 * object will have no environment. If the object previously had an 1029 * object will have no environment. If the object previously had an
1077 * environment, the x and y coordinates will be updated to 1030 * environment, the x and y coordinates will be updated to
1078 * the previous environment. 1031 * the previous environment.
1079 * Beware: This function is called from the editor as well!
1080 */ 1032 */
1081
1082void 1033void
1083remove_ob (object *op) 1034object::do_remove ()
1084{ 1035{
1036 object *tmp, *last = 0;
1085 object * 1037 object *otmp;
1086 tmp, *
1087 last = NULL;
1088 object *
1089 otmp;
1090 1038
1091 tag_t 1039 if (flag [FLAG_REMOVED])
1092 tag;
1093 int
1094 check_walk_off;
1095 mapstruct *
1096 m;
1097
1098 sint16
1099 x,
1100 y;
1101
1102 if (QUERY_FLAG (op, FLAG_REMOVED))
1103 return; 1040 return;
1104 1041
1105 SET_FLAG (op, FLAG_REMOVED); 1042 INVOKE_OBJECT (REMOVE, this);
1106 1043
1107 if (op->more != NULL) 1044 flag [FLAG_REMOVED] = true;
1108 remove_ob (op->more); 1045
1046 if (more)
1047 more->remove ();
1109 1048
1110 /* 1049 /*
1111 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1112 * inventory. 1051 * inventory.
1113 */ 1052 */
1114 if (op->env != NULL) 1053 if (env)
1115 { 1054 {
1116 if (op->nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1117 sub_weight (op->env, op->weight * op->nrof); 1056 if (object *pl = visible_to ())
1118 else 1057 esrv_del_item (pl->contr, count);
1119 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 /* we set up values so that it could be inserted into
1063 * the map, but we don't actually do that - it is up
1064 * to the caller to decide what we want to do.
1065 */
1066 map = env->map;
1067 x = env->x;
1068 y = env->y;
1069
1070 // make sure cmov optimisation is applicable
1071 *(above ? &above->below : &env->inv) = below;
1072 *(below ? &below->above : &above ) = above; // &above is just a dummy
1073
1074 above = 0;
1075 below = 0;
1076 env = 0;
1120 1077
1121 /* 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
1122 * made to players inventory. If set, avoiding the call 1079 * made to players inventory. If set, avoiding the call
1123 * to save cpu time. 1080 * to save cpu time.
1124 */ 1081 */
1125 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))
1126 fix_player (otmp); 1083 otmp->update_stats ();
1127
1128 if (op->above != NULL)
1129 op->above->below = op->below;
1130 else
1131 op->env->inv = op->below;
1132
1133 if (op->below != NULL)
1134 op->below->above = op->above;
1135
1136 /* we set up values so that it could be inserted into
1137 * the map, but we don't actually do that - it is up
1138 * to the caller to decide what we want to do.
1139 */
1140 op->x = op->env->x, op->y = op->env->y;
1141 op->map = op->env->map;
1142 op->above = NULL, op->below = NULL;
1143 op->env = NULL;
1144 } 1084 }
1145 else if (op->map) 1085 else if (map)
1146 { 1086 {
1147 x = op->x; 1087 map->dirty = true;
1148 y = op->y; 1088 mapspace &ms = this->ms ();
1149 m = get_map_from_coord (op->map, &x, &y);
1150 1089
1151 if (!m) 1090 if (object *pl = ms.player ())
1152 { 1091 {
1153 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1092 if (type == PLAYER) // this == pl(!)
1154 op->map->path, op->x, op->y);
1155 /* in old days, we used to set x and y to 0 and continue.
1156 * it seems if we get into this case, something is probablye
1157 * screwed up and should be fixed.
1158 */ 1093 {
1159 abort (); 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);
1160 } 1110 }
1161 1111
1162 if (op->map != m)
1163 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1164 op->map->path, m->path, op->x, op->y, x, y);
1165
1166 /* Re did the following section of code - it looks like it had
1167 * lots of logic for things we no longer care about
1168 */
1169
1170 /* link the object above us */ 1112 /* link the object above us */
1171 if (op->above) 1113 // re-link, make sure compiler can easily use cmove
1172 op->above->below = op->below; 1114 *(above ? &above->below : &ms.top) = below;
1173 else 1115 *(below ? &below->above : &ms.bot) = above;
1174 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1175 1116
1176 /* Relink the object below us, if there is one */ 1117 above = 0;
1177 if (op->below) 1118 below = 0;
1178 op->below->above = op->above; 1119
1179 else 1120 if (map->in_memory == MAP_SAVING)
1121 return;
1122
1123 int check_walk_off = !flag [FLAG_NO_APPLY];
1124
1125 if (object *pl = ms.player ())
1180 { 1126 {
1181 /* Nothing below, which means we need to relink map object for this space 1127 if (pl->container == this)
1182 * use translated coordinates in case some oddness with map tiling is 1128 /* If a container that the player is currently using somehow gets
1183 * evident 1129 * removed (most likely destroyed), update the player view
1130 * appropriately.
1184 */ 1131 */
1185 if (GET_MAP_OB (m, x, y) != op) 1132 pl->close_container ();
1186 {
1187 dump_object (op);
1188 LOG (llevError,
1189 "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);
1190 dump_object (GET_MAP_OB (m, x, y));
1191 LOG (llevError, "%s\n", errmsg);
1192 }
1193 1133
1194 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1134 //TODO: the floorbox prev/next might need updating
1135 //esrv_del_item (pl->contr, count);
1136 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns)
1138 pl->contr->ns->floorbox_update ();
1195 } 1139 }
1196 1140
1197 op->above = 0; 1141 for (tmp = ms.bot; tmp; tmp = tmp->above)
1198 op->below = 0;
1199
1200 if (op->map->in_memory == MAP_SAVING)
1201 return;
1202
1203 tag = op->count;
1204 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1205
1206 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1207 { 1142 {
1208 /* No point updating the players look faces if he is the object 1143 /* No point updating the players look faces if he is the object
1209 * being removed. 1144 * being removed.
1210 */ 1145 */
1211 1146
1212 if (tmp->type == PLAYER && tmp != op) 1147 /* See if object moving off should effect something */
1148 if (check_walk_off
1149 && ((move_type & tmp->move_off)
1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1213 { 1151 {
1214 /* If a container that the player is currently using somehow gets 1152 move_apply (tmp, this, 0);
1215 * removed (most likely destroyed), update the player view
1216 * appropriately.
1217 */
1218 if (tmp->container == op)
1219 {
1220 CLEAR_FLAG (op, FLAG_APPLIED);
1221 tmp->container = NULL;
1222 }
1223 1153
1224 tmp->contr->socket.update_look = 1; 1154 if (destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1225 } 1156 }
1226
1227 /* See if player moving off should effect something */
1228 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1229 {
1230 move_apply (tmp, op, NULL);
1231
1232 if (was_destroyed (op, tag))
1233 {
1234 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1235 }
1236 }
1237
1238 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1239
1240 if (tmp->above == tmp)
1241 tmp->above = NULL;
1242 1157
1243 last = tmp; 1158 last = tmp;
1244 } 1159 }
1245 1160
1246 /* last == NULL of there are no objects on this space */ 1161 /* last == NULL if there are no objects on this space */
1162 //TODO: this makes little sense, why only update the topmost object?
1247 if (last == NULL) 1163 if (!last)
1248 { 1164 map->at (x, y).flags_ = 0;
1249 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1250 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1251 * those out anyways, and if there are any flags set right now, they won't
1252 * be correct anyways.
1253 */
1254 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1255 update_position (op->map, op->x, op->y);
1256 }
1257 else 1165 else
1258 update_object (last, UP_OBJ_REMOVE); 1166 update_object (last, UP_OBJ_REMOVE);
1259 1167
1260 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1168 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1261 update_all_los (op->map, op->x, op->y); 1169 update_all_los (map, x, y);
1262 } 1170 }
1263} 1171}
1264 1172
1265/* 1173/*
1266 * merge_ob(op,top): 1174 * merge_ob(op,top):
1274merge_ob (object *op, object *top) 1182merge_ob (object *op, object *top)
1275{ 1183{
1276 if (!op->nrof) 1184 if (!op->nrof)
1277 return 0; 1185 return 0;
1278 1186
1279 if (top == NULL) 1187 if (!top)
1280 for (top = op; top != NULL && top->above != NULL; top = top->above); 1188 for (top = op; top && top->above; top = top->above)
1189 ;
1281 1190
1282 for (; top != NULL; top = top->below) 1191 for (; top; top = top->below)
1283 { 1192 if (object::can_merge (op, top))
1284 if (top == op)
1285 continue;
1286 if (CAN_MERGE (op, top))
1287 { 1193 {
1288 top->nrof += op->nrof; 1194 top->nrof += op->nrof;
1289 1195
1290/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1196 if (object *pl = top->visible_to ())
1291 op->weight = 0; /* Don't want any adjustements now */ 1197 esrv_update_item (UPD_NROF, pl, top);
1292 remove_ob (op); 1198
1293 free_object (op); 1199 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already
1201
1202 op->destroy (1);
1203
1294 return top; 1204 return top;
1295 } 1205 }
1296 }
1297 1206
1298 return NULL; 1207 return 0;
1299} 1208}
1300 1209
1210void
1211object::expand_tail ()
1212{
1213 if (more)
1214 return;
1215
1216 object *prev = this;
1217
1218 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1219 {
1220 object *op = arch_to_object (at);
1221
1222 op->name = name;
1223 op->name_pl = name_pl;
1224 op->title = title;
1225
1226 op->head = this;
1227 prev->more = op;
1228
1229 prev = op;
1230 }
1231}
1232
1301/* 1233/*
1302 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1234 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1303 * job preparing multi-part monsters 1235 * job preparing multi-part monsters.
1304 */ 1236 */
1305object * 1237object *
1306insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1238insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1307{ 1239{
1308 object *tmp;
1309
1310 if (op->head)
1311 op = op->head;
1312
1313 for (tmp = op; tmp; tmp = tmp->more) 1240 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1314 { 1241 {
1315 tmp->x = x + tmp->arch->clone.x; 1242 tmp->x = x + tmp->arch->x;
1316 tmp->y = y + tmp->arch->clone.y; 1243 tmp->y = y + tmp->arch->y;
1317 } 1244 }
1318 1245
1319 return insert_ob_in_map (op, m, originator, flag); 1246 return insert_ob_in_map (op, m, originator, flag);
1320} 1247}
1321 1248
1337 * Return value: 1264 * Return value:
1338 * new object if 'op' was merged with other object 1265 * new object if 'op' was merged with other object
1339 * NULL if 'op' was destroyed 1266 * NULL if 'op' was destroyed
1340 * just 'op' otherwise 1267 * just 'op' otherwise
1341 */ 1268 */
1342
1343object * 1269object *
1344insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1345{ 1271{
1346 object *tmp, *top, *floor = NULL; 1272 op->remove ();
1347 sint16 x, y;
1348
1349 if (QUERY_FLAG (op, FLAG_FREED))
1350 {
1351 LOG (llevError, "Trying to insert freed object!\n");
1352 return NULL;
1353 }
1354
1355 if (m == NULL)
1356 {
1357 dump_object (op);
1358 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1359 return op;
1360 }
1361
1362 if (out_of_map (m, op->x, op->y))
1363 {
1364 dump_object (op);
1365 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1366#ifdef MANY_CORES
1367 /* Better to catch this here, as otherwise the next use of this object
1368 * is likely to cause a crash. Better to find out where it is getting
1369 * improperly inserted.
1370 */
1371 abort ();
1372#endif
1373 return op;
1374 }
1375
1376 if (!QUERY_FLAG (op, FLAG_REMOVED))
1377 {
1378 dump_object (op);
1379 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1380 return op;
1381 }
1382
1383 if (op->more != NULL)
1384 {
1385 /* The part may be on a different map. */
1386
1387 object *more = op->more;
1388
1389 /* We really need the caller to normalize coordinates - if
1390 * we set the map, that doesn't work if the location is within
1391 * a map and this is straddling an edge. So only if coordinate
1392 * is clear wrong do we normalize it.
1393 */
1394 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1395 more->map = get_map_from_coord (m, &more->x, &more->y);
1396 else if (!more->map)
1397 {
1398 /* For backwards compatibility - when not dealing with tiled maps,
1399 * more->map should always point to the parent.
1400 */
1401 more->map = m;
1402 }
1403
1404 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1405 {
1406 if (!op->head)
1407 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1408
1409 return NULL;
1410 }
1411 }
1412
1413 CLEAR_FLAG (op, FLAG_REMOVED);
1414 1273
1415 /* Ideally, the caller figures this out. However, it complicates a lot 1274 /* Ideally, the caller figures this out. However, it complicates a lot
1416 * of areas of callers (eg, anything that uses find_free_spot would now 1275 * of areas of callers (eg, anything that uses find_free_spot would now
1417 * need extra work 1276 * need extra work
1418 */ 1277 */
1419 op->map = get_map_from_coord (m, &op->x, &op->y); 1278 if (!xy_normalise (m, op->x, op->y))
1420 x = op->x; 1279 {
1421 y = op->y; 1280 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1281 return 0;
1282 }
1283
1284 if (object *more = op->more)
1285 if (!insert_ob_in_map (more, m, originator, flag))
1286 return 0;
1287
1288 CLEAR_FLAG (op, FLAG_REMOVED);
1289
1290 op->map = m;
1291 mapspace &ms = op->ms ();
1422 1292
1423 /* this has to be done after we translate the coordinates. 1293 /* this has to be done after we translate the coordinates.
1424 */ 1294 */
1425 if (op->nrof && !(flag & INS_NO_MERGE)) 1295 if (op->nrof && !(flag & INS_NO_MERGE))
1426 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1427 if (CAN_MERGE (op, tmp)) 1297 if (object::can_merge (op, tmp))
1428 { 1298 {
1299 // TODO: we actually want to update tmp, not op,
1300 // but some caller surely breaks when we return tmp
1301 // from here :/
1429 op->nrof += tmp->nrof; 1302 op->nrof += tmp->nrof;
1430 remove_ob (tmp); 1303 tmp->destroy (1);
1431 free_object (tmp);
1432 } 1304 }
1433 1305
1434 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1306 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1435 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1307 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1436 1308
1437 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1309 if (!QUERY_FLAG (op, FLAG_ALIVE))
1438 CLEAR_FLAG (op, FLAG_NO_STEAL); 1310 CLEAR_FLAG (op, FLAG_NO_STEAL);
1439 1311
1440 if (flag & INS_BELOW_ORIGINATOR) 1312 if (flag & INS_BELOW_ORIGINATOR)
1441 { 1313 {
1442 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1314 if (originator->map != op->map || originator->x != op->x || originator->y != op->y || !originator->is_on_map ())
1443 { 1315 {
1444 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1316 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1445 abort (); 1317 abort ();
1446 } 1318 }
1447 1319
1448 op->above = originator; 1320 op->above = originator;
1449 op->below = originator->below; 1321 op->below = originator->below;
1450
1451 if (op->below)
1452 op->below->above = op;
1453 else
1454 SET_MAP_OB (op->map, op->x, op->y, op);
1455
1456 /* since *below* originator, no need to update top */
1457 originator->below = op; 1322 originator->below = op;
1323
1324 *(op->below ? &op->below->above : &ms.bot) = op;
1458 } 1325 }
1459 else 1326 else
1460 { 1327 {
1328 object *floor = 0;
1329 object *top = ms.top;
1330
1461 /* If there are other objects, then */ 1331 /* If there are other objects, then */
1462 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1332 if (top)
1463 { 1333 {
1464 object *last = NULL;
1465
1466 /* 1334 /*
1467 * If there are multiple objects on this space, we do some trickier handling. 1335 * If there are multiple objects on this space, we do some trickier handling.
1468 * We've already dealt with merging if appropriate. 1336 * We've already dealt with merging if appropriate.
1469 * Generally, we want to put the new object on top. But if 1337 * Generally, we want to put the new object on top. But if
1470 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1338 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1473 * once we get to them. This reduces the need to traverse over all of 1341 * once we get to them. This reduces the need to traverse over all of
1474 * them when adding another one - this saves quite a bit of cpu time 1342 * them when adding another one - this saves quite a bit of cpu time
1475 * when lots of spells are cast in one area. Currently, it is presumed 1343 * when lots of spells are cast in one area. Currently, it is presumed
1476 * that flying non pickable objects are spell objects. 1344 * that flying non pickable objects are spell objects.
1477 */ 1345 */
1478 1346 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1479 while (top != NULL)
1480 { 1347 {
1481 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1348 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1482 floor = top; 1349 floor = tmp;
1483 1350
1484 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1351 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1485 { 1352 {
1486 /* We insert above top, so we want this object below this */ 1353 /* We insert above top, so we want this object below this */
1487 top = top->below; 1354 top = tmp->below;
1488 break; 1355 break;
1489 } 1356 }
1490 1357
1491 last = top;
1492 top = top->above; 1358 top = tmp;
1493 } 1359 }
1494
1495 /* Don't want top to be NULL, so set it to the last valid object */
1496 top = last;
1497 1360
1498 /* We let update_position deal with figuring out what the space 1361 /* We let update_position deal with figuring out what the space
1499 * looks like instead of lots of conditions here. 1362 * looks like instead of lots of conditions here.
1500 * makes things faster, and effectively the same result. 1363 * makes things faster, and effectively the same result.
1501 */ 1364 */
1502 1365
1503 /* Have object 'fall below' other objects that block view. 1366 /* Have object 'fall below' other objects that block view.
1504 * Unless those objects are exits, type 66 1367 * Unless those objects are exits.
1505 * If INS_ON_TOP is used, don't do this processing 1368 * If INS_ON_TOP is used, don't do this processing
1506 * Need to find the object that in fact blocks view, otherwise 1369 * Need to find the object that in fact blocks view, otherwise
1507 * stacking is a bit odd. 1370 * stacking is a bit odd.
1508 */ 1371 */
1509 if (!(flag & INS_ON_TOP) && 1372 if (!(flag & INS_ON_TOP)
1510 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1373 && ms.flags () & P_BLOCKSVIEW
1374 && (op->face && !faces [op->face].visibility))
1511 { 1375 {
1376 object *last;
1377
1512 for (last = top; last != floor; last = last->below) 1378 for (last = top; last != floor; last = last->below)
1513 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1514 break; 1380 break;
1381
1515 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1516 * and make sure we have a below pointer for it so that 1383 * and make sure we have a below pointer for it so that
1517 * we can get inserted below this one, which requires we 1384 * we can get inserted below this one, which requires we
1518 * set top to the object below us. 1385 * set top to the object below us.
1519 */ 1386 */
1520 if (last && last->below && last != floor) 1387 if (last && last->below && last != floor)
1521 top = last->below; 1388 top = last->below;
1522 } 1389 }
1523 } /* If objects on this space */ 1390 } /* If objects on this space */
1524 1391
1525 if (flag & INS_MAP_LOAD)
1526 top = GET_MAP_TOP (op->map, op->x, op->y);
1527
1528 if (flag & INS_ABOVE_FLOOR_ONLY) 1392 if (flag & INS_ABOVE_FLOOR_ONLY)
1529 top = floor; 1393 top = floor;
1530 1394
1531 /* Top is the object that our object (op) is going to get inserted above. 1395 /* Top is the object that our object (op) is going to get inserted above.
1532 */ 1396 */
1533 1397
1534 /* First object on this space */ 1398 /* no top found, insert on top */
1535 if (!top) 1399 if (!top)
1536 { 1400 {
1537 op->above = GET_MAP_OB (op->map, op->x, op->y);
1538
1539 if (op->above)
1540 op->above->below = op; 1401 op->above = 0;
1541
1542 op->below = NULL; 1402 op->below = ms.top;
1543 SET_MAP_OB (op->map, op->x, op->y, op); 1403 ms.top = op;
1404
1405 *(op->below ? &op->below->above : &ms.bot) = op;
1544 } 1406 }
1545 else 1407 else
1546 { /* get inserted into the stack above top */ 1408 { /* get inserted into the stack above top */
1547 op->above = top->above; 1409 op->above = top->above;
1548
1549 if (op->above)
1550 op->above->below = op; 1410 top->above = op;
1551 1411
1552 op->below = top; 1412 op->below = top;
1553 top->above = op; 1413 *(op->above ? &op->above->below : &ms.top) = op;
1554 } 1414 }
1555
1556 if (op->above == NULL)
1557 SET_MAP_TOP (op->map, op->x, op->y, op);
1558 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1559 1416
1560 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1418 {
1561 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1420 ++op->map->players;
1421 op->map->touch ();
1422 }
1562 1423
1563 /* If we have a floor, we know the player, if any, will be above 1424 op->map->dirty = true;
1564 * it, so save a few ticks and start from there. 1425
1565 */ 1426 if (object *pl = ms.player ())
1566 if (!(flag & INS_MAP_LOAD)) 1427 //TODO: the floorbox prev/next might need updating
1567 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1428 //esrv_send_item (pl, op);
1568 if (tmp->type == PLAYER) 1429 //TODO: update floorbox to preserve ordering
1569 tmp->contr->socket.update_look = 1; 1430 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update ();
1570 1432
1571 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1572 * visible to others on this map. But update_all_los is really 1434 * visible to others on this map. But update_all_los is really
1573 * an inefficient way to do this, as it means los for all players 1435 * an inefficient way to do this, as it means los for all players
1574 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well
1575 * be far away from this change and not affected in any way - 1437 * be far away from this change and not affected in any way -
1576 * this should get redone to only look for players within range, 1438 * this should get redone to only look for players within range,
1577 * or just updating the P_NEED_UPDATE for spaces within this area 1439 * or just updating the P_UPTODATE for spaces within this area
1578 * of effect may be sufficient. 1440 * of effect may be sufficient.
1579 */ 1441 */
1580 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1442 if (op->map->darkness && (op->glow_radius != 0))
1581 update_all_los (op->map, op->x, op->y); 1443 update_all_los (op->map, op->x, op->y);
1582 1444
1583 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1445 /* updates flags (blocked, alive, no magic, etc) for this map space */
1584 update_object (op, UP_OBJ_INSERT); 1446 update_object (op, UP_OBJ_INSERT);
1585 1447
1448 INVOKE_OBJECT (INSERT, op);
1449
1586 /* Don't know if moving this to the end will break anything. However, 1450 /* Don't know if moving this to the end will break anything. However,
1587 * we want to have update_look set above before calling this. 1451 * we want to have floorbox_update called before calling this.
1588 * 1452 *
1589 * check_move_on() must be after this because code called from 1453 * check_move_on() must be after this because code called from
1590 * check_move_on() depends on correct map flags (so functions like 1454 * check_move_on() depends on correct map flags (so functions like
1591 * blocked() and wall() work properly), and these flags are updated by 1455 * blocked() and wall() work properly), and these flags are updated by
1592 * update_object(). 1456 * update_object().
1593 */ 1457 */
1594 1458
1595 /* if this is not the head or flag has been passed, don't check walk on status */ 1459 /* if this is not the head or flag has been passed, don't check walk on status */
1596 if (!(flag & INS_NO_WALK_ON) && !op->head) 1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1597 { 1461 {
1598 if (check_move_on (op, originator)) 1462 if (check_move_on (op, originator))
1599 return NULL; 1463 return 0;
1600 1464
1601 /* If we are a multi part object, lets work our way through the check 1465 /* If we are a multi part object, lets work our way through the check
1602 * walk on's. 1466 * walk on's.
1603 */ 1467 */
1604 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1605 if (check_move_on (tmp, originator)) 1469 if (check_move_on (tmp, originator))
1606 return NULL; 1470 return 0;
1607 } 1471 }
1608 1472
1609 return op; 1473 return op;
1610} 1474}
1611 1475
1612/* this function inserts an object in the map, but if it 1476/* this function inserts an object in the map, but if it
1613 * finds an object of its own type, it'll remove that one first. 1477 * finds an object of its own type, it'll remove that one first.
1614 * op is the object to insert it under: supplies x and the map. 1478 * op is the object to insert it under: supplies x and the map.
1615 */ 1479 */
1616void 1480void
1617replace_insert_ob_in_map (const char *arch_string, object *op) 1481replace_insert_ob_in_map (const char *arch_string, object *op)
1618{ 1482{
1619 object *
1620 tmp;
1621 object *
1622 tmp1;
1623
1624 /* first search for itself and remove any old instances */ 1483 /* first search for itself and remove any old instances */
1625 1484
1626 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1485 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1627 {
1628 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1486 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1629 { 1487 tmp->destroy (1);
1630 remove_ob (tmp);
1631 free_object (tmp);
1632 }
1633 }
1634 1488
1635 tmp1 = arch_to_object (find_archetype (arch_string)); 1489 object *tmp = arch_to_object (archetype::find (arch_string));
1636 1490
1637 tmp1->x = op->x; 1491 tmp->x = op->x;
1638 tmp1->y = op->y; 1492 tmp->y = op->y;
1493
1639 insert_ob_in_map (tmp1, op->map, op, 0); 1494 insert_ob_in_map (tmp, op->map, op, 0);
1640} 1495}
1641
1642/*
1643 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1644 * is returned contains nr objects, and the remaining parts contains
1645 * the rest (or is removed and freed if that number is 0).
1646 * On failure, NULL is returned, and the reason put into the
1647 * global static errmsg array.
1648 */
1649 1496
1650object * 1497object *
1651get_split_ob (object *orig_ob, uint32 nr) 1498object::insert_at (object *where, object *originator, int flags)
1652{ 1499{
1653 object * 1500 if (where->env)
1654 newob; 1501 return where->env->insert (this);
1655 int 1502 else
1656 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1503 return where->map->insert (this, where->x, where->y, originator, flags);
1657
1658 if (orig_ob->nrof < nr)
1659 {
1660 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1661 return NULL;
1662 }
1663
1664 newob = object_create_clone (orig_ob);
1665
1666 if ((orig_ob->nrof -= nr) < 1)
1667 {
1668 if (!is_removed)
1669 remove_ob (orig_ob);
1670 free_object2 (orig_ob, 1);
1671 }
1672 else if (!is_removed)
1673 {
1674 if (orig_ob->env != NULL)
1675 sub_weight (orig_ob->env, orig_ob->weight * nr);
1676 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1677 {
1678 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1679 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1680 return NULL;
1681 }
1682 }
1683
1684 newob->nrof = nr;
1685
1686 return newob;
1687} 1504}
1688 1505
1689/* 1506/*
1690 * decrease_ob_nr(object, number) decreases a specified number from 1507 * decrease(object, number) decreases a specified number from
1691 * the amount of an object. If the amount reaches 0, the object 1508 * the amount of an object. If the amount reaches 0, the object
1692 * is subsequently removed and freed. 1509 * is subsequently removed and freed.
1693 * 1510 *
1694 * Return value: 'op' if something is left, NULL if the amount reached 0 1511 * Return value: 'op' if something is left, NULL if the amount reached 0
1695 */ 1512 */
1513bool
1514object::decrease (sint32 nr)
1515{
1516 if (!nr)
1517 return true;
1696 1518
1519 nr = min (nr, nrof);
1520
1521 nrof -= nr;
1522
1523 if (nrof)
1524 {
1525 adjust_weight (env, -weight * nr); // carrying == 0
1526
1527 if (object *pl = visible_to ())
1528 esrv_update_item (UPD_NROF, pl, this);
1529
1530 return true;
1531 }
1532 else
1533 {
1534 destroy (1);
1535 return false;
1536 }
1537}
1538
1539/*
1540 * split(ob,nr) splits up ob into two parts. The part which
1541 * is returned contains nr objects, and the remaining parts contains
1542 * the rest (or is removed and returned if that number is 0).
1543 * On failure, NULL is returned.
1544 */
1697object * 1545object *
1698decrease_ob_nr (object *op, uint32 i) 1546object::split (sint32 nr)
1699{ 1547{
1700 object *tmp; 1548 int have = number_of ();
1701 player *pl;
1702 1549
1703 if (i == 0) /* objects with op->nrof require this check */ 1550 if (have < nr)
1704 return op; 1551 return 0;
1705 1552 else if (have == nr)
1706 if (i > op->nrof)
1707 i = op->nrof;
1708
1709 if (QUERY_FLAG (op, FLAG_REMOVED))
1710 op->nrof -= i;
1711 else if (op->env != NULL)
1712 { 1553 {
1713 /* is this object in the players inventory, or sub container
1714 * therein?
1715 */
1716 tmp = is_player_inv (op->env);
1717 /* nope. Is this a container the player has opened?
1718 * If so, set tmp to that player.
1719 * IMO, searching through all the players will mostly
1720 * likely be quicker than following op->env to the map,
1721 * and then searching the map for a player.
1722 */
1723 if (!tmp)
1724 {
1725 for (pl = first_player; pl; pl = pl->next)
1726 if (pl->ob->container == op->env)
1727 break;
1728 if (pl)
1729 tmp = pl->ob;
1730 else
1731 tmp = NULL;
1732 }
1733
1734 if (i < op->nrof)
1735 {
1736 sub_weight (op->env, op->weight * i);
1737 op->nrof -= i;
1738 if (tmp)
1739 {
1740 esrv_send_item (tmp, op);
1741 }
1742 }
1743 else
1744 {
1745 remove_ob (op); 1554 remove ();
1746 op->nrof = 0; 1555 return this;
1747 if (tmp)
1748 {
1749 esrv_del_item (tmp->contr, op->count);
1750 }
1751 }
1752 } 1556 }
1753 else 1557 else
1754 { 1558 {
1755 object *above = op->above; 1559 decrease (nr);
1756 1560
1757 if (i < op->nrof) 1561 object *op = deep_clone ();
1758 op->nrof -= i; 1562 op->nrof = nr;
1759 else
1760 {
1761 remove_ob (op);
1762 op->nrof = 0;
1763 }
1764
1765 /* Since we just removed op, op->above is null */
1766 for (tmp = above; tmp != NULL; tmp = tmp->above)
1767 if (tmp->type == PLAYER)
1768 {
1769 if (op->nrof)
1770 esrv_send_item (tmp, op);
1771 else
1772 esrv_del_item (tmp->contr, op->count);
1773 }
1774 }
1775
1776 if (op->nrof)
1777 return op; 1563 return op;
1778 else
1779 { 1564 }
1780 free_object (op); 1565}
1566
1567object *
1568insert_ob_in_ob (object *op, object *where)
1569{
1570 if (!where)
1571 {
1572 char *dump = dump_object (op);
1573 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1574 free (dump);
1781 return NULL; 1575 return op;
1782 }
1783}
1784
1785/*
1786 * add_weight(object, weight) adds the specified weight to an object,
1787 * and also updates how much the environment(s) is/are carrying.
1788 */
1789
1790void
1791add_weight (object *op, signed long weight)
1792{
1793 while (op != NULL)
1794 { 1576 }
1795 if (op->type == CONTAINER)
1796 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1797 1577
1798 op->carrying += weight; 1578 if (where->head_ () != where)
1799 op = op->env;
1800 } 1579 {
1801} 1580 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1581 where = where->head;
1582 }
1802 1583
1584 return where->insert (op);
1585}
1586
1803/* 1587/*
1804 * insert_ob_in_ob(op,environment): 1588 * env->insert (op)
1805 * This function inserts the object op in the linked list 1589 * This function inserts the object op in the linked list
1806 * inside the object environment. 1590 * inside the object environment.
1807 * 1591 *
1808 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1809 * the inventory at the last position or next to other objects of the same
1810 * type.
1811 * Frank: Now sorted by type, archetype and magic!
1812 *
1813 * The function returns now pointer to inserted item, and return value can 1592 * The function returns now pointer to inserted item, and return value can
1814 * be != op, if items are merged. -Tero 1593 * be != op, if items are merged. -Tero
1815 */ 1594 */
1816
1817object * 1595object *
1818insert_ob_in_ob (object *op, object *where) 1596object::insert (object *op)
1819{ 1597{
1820 object *
1821 tmp, *
1822 otmp;
1823
1824 if (!QUERY_FLAG (op, FLAG_REMOVED))
1825 {
1826 dump_object (op);
1827 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1828 return op;
1829 }
1830
1831 if (where == NULL)
1832 {
1833 dump_object (op);
1834 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1835 return op;
1836 }
1837
1838 if (where->head)
1839 {
1840 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1841 where = where->head;
1842 }
1843
1844 if (op->more) 1598 if (op->more)
1845 { 1599 {
1846 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1600 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1847 return op; 1601 return op;
1848 } 1602 }
1849 1603
1850 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1604 op->remove ();
1851 CLEAR_FLAG (op, FLAG_REMOVED); 1605
1606 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1607
1852 if (op->nrof) 1608 if (op->nrof)
1853 {
1854 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1609 for (object *tmp = inv; tmp; tmp = tmp->below)
1855 if (CAN_MERGE (tmp, op)) 1610 if (object::can_merge (tmp, op))
1856 { 1611 {
1857 /* return the original object and remove inserted object 1612 /* return the original object and remove inserted object
1858 (client needs the original object) */ 1613 (client needs the original object) */
1859 tmp->nrof += op->nrof; 1614 tmp->nrof += op->nrof;
1860 /* Weight handling gets pretty funky. Since we are adding to 1615
1861 * tmp->nrof, we need to increase the weight. 1616 if (object *pl = tmp->visible_to ())
1862 */ 1617 esrv_update_item (UPD_NROF, pl, tmp);
1863 add_weight (where, op->weight * op->nrof); 1618
1864 SET_FLAG (op, FLAG_REMOVED); 1619 adjust_weight (this, op->total_weight ());
1865 free_object (op); /* free the inserted object */ 1620
1621 op->destroy (1);
1866 op = tmp; 1622 op = tmp;
1867 remove_ob (op); /* and fix old object's links */ 1623 goto inserted;
1868 CLEAR_FLAG (op, FLAG_REMOVED);
1869 break;
1870 } 1624 }
1871 1625
1872 /* I assume combined objects have no inventory 1626 op->owner = 0; // it's his/hers now. period.
1873 * We add the weight - this object could have just been removed
1874 * (if it was possible to merge). calling remove_ob will subtract
1875 * the weight, so we need to add it in again, since we actually do
1876 * the linking below
1877 */
1878 add_weight (where, op->weight * op->nrof);
1879 }
1880 else
1881 add_weight (where, (op->weight + op->carrying));
1882
1883 otmp = is_player_inv (where);
1884 if (otmp && otmp->contr != NULL)
1885 {
1886 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1887 fix_player (otmp);
1888 }
1889
1890 op->map = NULL; 1627 op->map = 0;
1891 op->env = where; 1628 op->x = 0;
1629 op->y = 0;
1630
1892 op->above = NULL; 1631 op->above = 0;
1893 op->below = NULL; 1632 op->below = inv;
1894 op->x = 0, op->y = 0; 1633 op->env = this;
1895 1634
1635 if (inv)
1636 inv->above = op;
1637
1638 inv = op;
1639
1640 op->flag [FLAG_REMOVED] = 0;
1641
1642 if (object *pl = op->visible_to ())
1643 esrv_send_item (pl, op);
1644
1645 adjust_weight (this, op->total_weight ());
1646
1647inserted:
1896 /* reset the light list and los of the players on the map */ 1648 /* reset the light list and los of the players on the map */
1897 if ((op->glow_radius != 0) && where->map) 1649 if (op->glow_radius && map && map->darkness)
1898 { 1650 update_all_los (map, x, y);
1899#ifdef DEBUG_LIGHTS
1900 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1901#endif /* DEBUG_LIGHTS */
1902 if (MAP_DARKNESS (where->map))
1903 update_all_los (where->map, where->x, where->y);
1904 }
1905 1651
1906 /* Client has no idea of ordering so lets not bother ordering it here. 1652 // if this is a player's inventory, update stats
1907 * It sure simplifies this function... 1653 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1908 */ 1654 update_stats ();
1909 if (where->inv == NULL) 1655
1910 where->inv = op; 1656 INVOKE_OBJECT (INSERT, this);
1911 else 1657
1912 {
1913 op->below = where->inv;
1914 op->below->above = op;
1915 where->inv = op;
1916 }
1917 return op; 1658 return op;
1918} 1659}
1919 1660
1920/* 1661/*
1921 * Checks if any objects has a move_type that matches objects 1662 * Checks if any objects has a move_type that matches objects
1935 * 1676 *
1936 * MSW 2001-07-08: Check all objects on space, not just those below 1677 * MSW 2001-07-08: Check all objects on space, not just those below
1937 * object being inserted. insert_ob_in_map may not put new objects 1678 * object being inserted. insert_ob_in_map may not put new objects
1938 * on top. 1679 * on top.
1939 */ 1680 */
1940
1941int 1681int
1942check_move_on (object *op, object *originator) 1682check_move_on (object *op, object *originator)
1943{ 1683{
1944 object * 1684 object *tmp;
1945 tmp; 1685 maptile *m = op->map;
1946 tag_t
1947 tag;
1948 mapstruct *
1949 m = op->map;
1950 int
1951 x = op->x, y = op->y; 1686 int x = op->x, y = op->y;
1952 1687
1953 MoveType 1688 MoveType move_on, move_slow, move_block;
1954 move_on,
1955 move_slow,
1956 move_block;
1957 1689
1958 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1690 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1959 return 0; 1691 return 0;
1960
1961 tag = op->count;
1962 1692
1963 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1693 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1964 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1694 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1965 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1695 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1966 1696
1982 1712
1983 /* The objects have to be checked from top to bottom. 1713 /* The objects have to be checked from top to bottom.
1984 * Hence, we first go to the top: 1714 * Hence, we first go to the top:
1985 */ 1715 */
1986 1716
1987 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1717 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1988 { 1718 {
1989 /* Trim the search when we find the first other spell effect 1719 /* Trim the search when we find the first other spell effect
1990 * this helps performance so that if a space has 50 spell objects, 1720 * this helps performance so that if a space has 50 spell objects,
1991 * we don't need to check all of them. 1721 * we don't need to check all of them.
1992 */ 1722 */
2010 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1740 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2011 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1741 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2012 { 1742 {
2013 1743
2014 float 1744 float
2015 diff = tmp->move_slow_penalty * FABS (op->speed); 1745 diff = tmp->move_slow_penalty * fabs (op->speed);
2016 1746
2017 if (op->type == PLAYER) 1747 if (op->type == PLAYER)
2018 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1748 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2019 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1749 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2020 diff /= 4.0; 1750 diff /= 4.0;
2027 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1757 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2028 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1758 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2029 { 1759 {
2030 move_apply (tmp, op, originator); 1760 move_apply (tmp, op, originator);
2031 1761
2032 if (was_destroyed (op, tag)) 1762 if (op->destroyed ())
2033 return 1; 1763 return 1;
2034 1764
2035 /* what the person/creature stepped onto has moved the object 1765 /* what the person/creature stepped onto has moved the object
2036 * someplace new. Don't process any further - if we did, 1766 * someplace new. Don't process any further - if we did,
2037 * have a feeling strange problems would result. 1767 * have a feeling strange problems would result.
2047/* 1777/*
2048 * present_arch(arch, map, x, y) searches for any objects with 1778 * present_arch(arch, map, x, y) searches for any objects with
2049 * a matching archetype at the given map and coordinates. 1779 * a matching archetype at the given map and coordinates.
2050 * The first matching object is returned, or NULL if none. 1780 * The first matching object is returned, or NULL if none.
2051 */ 1781 */
2052
2053object * 1782object *
2054present_arch (const archetype *at, mapstruct *m, int x, int y) 1783present_arch (const archetype *at, maptile *m, int x, int y)
2055{ 1784{
2056 object *
2057 tmp;
2058
2059 if (m == NULL || out_of_map (m, x, y)) 1785 if (!m || out_of_map (m, x, y))
2060 { 1786 {
2061 LOG (llevError, "Present_arch called outside map.\n"); 1787 LOG (llevError, "Present_arch called outside map.\n");
2062 return NULL; 1788 return NULL;
2063 } 1789 }
2064 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1790
2065 if (tmp->arch == at) 1791 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1792 if (tmp->arch->archname == at->archname)
2066 return tmp; 1793 return tmp;
1794
2067 return NULL; 1795 return NULL;
2068} 1796}
2069 1797
2070/* 1798/*
2071 * present(type, map, x, y) searches for any objects with 1799 * present(type, map, x, y) searches for any objects with
2072 * a matching type variable at the given map and coordinates. 1800 * a matching type variable at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1801 * The first matching object is returned, or NULL if none.
2074 */ 1802 */
2075
2076object * 1803object *
2077present (unsigned char type, mapstruct *m, int x, int y) 1804present (unsigned char type, maptile *m, int x, int y)
2078{ 1805{
2079 object *
2080 tmp;
2081
2082 if (out_of_map (m, x, y)) 1806 if (out_of_map (m, x, y))
2083 { 1807 {
2084 LOG (llevError, "Present called outside map.\n"); 1808 LOG (llevError, "Present called outside map.\n");
2085 return NULL; 1809 return NULL;
2086 } 1810 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1811
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2088 if (tmp->type == type) 1813 if (tmp->type == type)
2089 return tmp; 1814 return tmp;
1815
2090 return NULL; 1816 return NULL;
2091} 1817}
2092 1818
2093/* 1819/*
2094 * present_in_ob(type, object) searches for any objects with 1820 * present_in_ob(type, object) searches for any objects with
2095 * a matching type variable in the inventory of the given object. 1821 * a matching type variable in the inventory of the given object.
2096 * The first matching object is returned, or NULL if none. 1822 * The first matching object is returned, or NULL if none.
2097 */ 1823 */
2098
2099object * 1824object *
2100present_in_ob (unsigned char type, const object *op) 1825present_in_ob (unsigned char type, const object *op)
2101{ 1826{
2102 object *
2103 tmp;
2104
2105 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1827 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2106 if (tmp->type == type) 1828 if (tmp->type == type)
2107 return tmp; 1829 return tmp;
1830
2108 return NULL; 1831 return NULL;
2109} 1832}
2110 1833
2111/* 1834/*
2112 * present_in_ob (type, str, object) searches for any objects with 1835 * present_in_ob (type, str, object) searches for any objects with
2120 * str is the string to match against. Note that we match against 1843 * str is the string to match against. Note that we match against
2121 * the object name, not the archetype name. this is so that the 1844 * the object name, not the archetype name. this is so that the
2122 * spell code can use one object type (force), but change it's name 1845 * spell code can use one object type (force), but change it's name
2123 * to be unique. 1846 * to be unique.
2124 */ 1847 */
2125
2126object * 1848object *
2127present_in_ob_by_name (int type, const char *str, const object *op) 1849present_in_ob_by_name (int type, const char *str, const object *op)
2128{ 1850{
2129 object *
2130 tmp;
2131
2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1851 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2133 {
2134 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1852 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2135 return tmp; 1853 return tmp;
2136 } 1854
2137 return NULL; 1855 return 0;
2138} 1856}
2139 1857
2140/* 1858/*
2141 * present_arch_in_ob(archetype, object) searches for any objects with 1859 * present_arch_in_ob(archetype, object) searches for any objects with
2142 * a matching archetype in the inventory of the given object. 1860 * a matching archetype in the inventory of the given object.
2143 * The first matching object is returned, or NULL if none. 1861 * The first matching object is returned, or NULL if none.
2144 */ 1862 */
2145
2146object * 1863object *
2147present_arch_in_ob (const archetype *at, const object *op) 1864present_arch_in_ob (const archetype *at, const object *op)
2148{ 1865{
2149 object *
2150 tmp;
2151
2152 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2153 if (tmp->arch == at) 1867 if (tmp->arch->archname == at->archname)
2154 return tmp; 1868 return tmp;
1869
2155 return NULL; 1870 return NULL;
2156} 1871}
2157 1872
2158/* 1873/*
2159 * activate recursively a flag on an object inventory 1874 * activate recursively a flag on an object inventory
2160 */ 1875 */
2161void 1876void
2162flag_inv (object *op, int flag) 1877flag_inv (object *op, int flag)
2163{ 1878{
2164 object *
2165 tmp;
2166
2167 if (op->inv)
2168 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2169 { 1880 {
2170 SET_FLAG (tmp, flag); 1881 SET_FLAG (tmp, flag);
2171 flag_inv (tmp, flag); 1882 flag_inv (tmp, flag);
2172 } 1883 }
2173} /* 1884}
1885
1886/*
2174 * desactivate recursively a flag on an object inventory 1887 * deactivate recursively a flag on an object inventory
2175 */ 1888 */
2176void 1889void
2177unflag_inv (object *op, int flag) 1890unflag_inv (object *op, int flag)
2178{ 1891{
2179 object *
2180 tmp;
2181
2182 if (op->inv)
2183 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2184 { 1893 {
2185 CLEAR_FLAG (tmp, flag); 1894 CLEAR_FLAG (tmp, flag);
2186 unflag_inv (tmp, flag); 1895 unflag_inv (tmp, flag);
2187 } 1896 }
2188}
2189
2190/*
2191 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2192 * all it's inventory (recursively).
2193 * If checksums are used, a player will get set_cheat called for
2194 * him/her-self and all object carried by a call to this function.
2195 */
2196
2197void
2198set_cheat (object *op)
2199{
2200 SET_FLAG (op, FLAG_WAS_WIZ);
2201 flag_inv (op, FLAG_WAS_WIZ);
2202} 1897}
2203 1898
2204/* 1899/*
2205 * find_free_spot(object, map, x, y, start, stop) will search for 1900 * find_free_spot(object, map, x, y, start, stop) will search for
2206 * a spot at the given map and coordinates which will be able to contain 1901 * a spot at the given map and coordinates which will be able to contain
2208 * to search (see the freearr_x/y[] definition). 1903 * to search (see the freearr_x/y[] definition).
2209 * It returns a random choice among the alternatives found. 1904 * It returns a random choice among the alternatives found.
2210 * start and stop are where to start relative to the free_arr array (1,9 1905 * start and stop are where to start relative to the free_arr array (1,9
2211 * does all 4 immediate directions). This returns the index into the 1906 * does all 4 immediate directions). This returns the index into the
2212 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1907 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2213 * Note - this only checks to see if there is space for the head of the
2214 * object - if it is a multispace object, this should be called for all
2215 * pieces.
2216 * Note2: This function does correctly handle tiled maps, but does not 1908 * Note: This function does correctly handle tiled maps, but does not
2217 * inform the caller. However, insert_ob_in_map will update as 1909 * inform the caller. However, insert_ob_in_map will update as
2218 * necessary, so the caller shouldn't need to do any special work. 1910 * necessary, so the caller shouldn't need to do any special work.
2219 * Note - updated to take an object instead of archetype - this is necessary 1911 * Note - updated to take an object instead of archetype - this is necessary
2220 * because arch_blocked (now ob_blocked) needs to know the movement type 1912 * because arch_blocked (now ob_blocked) needs to know the movement type
2221 * to know if the space in question will block the object. We can't use 1913 * to know if the space in question will block the object. We can't use
2222 * the archetype because that isn't correct if the monster has been 1914 * the archetype because that isn't correct if the monster has been
2223 * customized, changed states, etc. 1915 * customized, changed states, etc.
2224 */ 1916 */
2225
2226int 1917int
2227find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1918find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2228{ 1919{
2229 int
2230 i,
2231 index = 0, flag;
2232 static int
2233 altern[SIZEOFFREE]; 1920 int altern[SIZEOFFREE];
1921 int index = 0, flag;
2234 1922
2235 for (i = start; i < stop; i++) 1923 for (int i = start; i < stop; i++)
2236 { 1924 {
2237 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1925 mapxy pos (m, x, y); pos.move (i);
2238 if (!flag) 1926
1927 if (!pos.normalise ())
1928 continue;
1929
1930 mapspace &ms = *pos;
1931
1932 if (ms.flags () & P_IS_ALIVE)
1933 continue;
1934
1935 /* However, often
1936 * ob doesn't have any move type (when used to place exits)
1937 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1938 */
1939 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1940 {
2239 altern[index++] = i; 1941 altern [index++] = i;
1942 continue;
1943 }
2240 1944
2241 /* Basically, if we find a wall on a space, we cut down the search size. 1945 /* Basically, if we find a wall on a space, we cut down the search size.
2242 * In this way, we won't return spaces that are on another side of a wall. 1946 * In this way, we won't return spaces that are on another side of a wall.
2243 * This mostly work, but it cuts down the search size in all directions - 1947 * This mostly work, but it cuts down the search size in all directions -
2244 * if the space being examined only has a wall to the north and empty 1948 * if the space being examined only has a wall to the north and empty
2245 * spaces in all the other directions, this will reduce the search space 1949 * spaces in all the other directions, this will reduce the search space
2246 * to only the spaces immediately surrounding the target area, and 1950 * to only the spaces immediately surrounding the target area, and
2247 * won't look 2 spaces south of the target space. 1951 * won't look 2 spaces south of the target space.
2248 */ 1952 */
2249 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1953 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1954 {
2250 stop = maxfree[i]; 1955 stop = maxfree[i];
1956 continue;
1957 }
1958
1959 /* Note it is intentional that we check ob - the movement type of the
1960 * head of the object should correspond for the entire object.
1961 */
1962 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1963 continue;
1964
1965 if (ob->blocked (m, pos.x, pos.y))
1966 continue;
1967
1968 altern [index++] = i;
2251 } 1969 }
1970
2252 if (!index) 1971 if (!index)
2253 return -1; 1972 return -1;
1973
2254 return altern[RANDOM () % index]; 1974 return altern [rndm (index)];
2255} 1975}
2256 1976
2257/* 1977/*
2258 * find_first_free_spot(archetype, mapstruct, x, y) works like 1978 * find_first_free_spot(archetype, maptile, x, y) works like
2259 * find_free_spot(), but it will search max number of squares. 1979 * find_free_spot(), but it will search max number of squares.
2260 * But it will return the first available spot, not a random choice. 1980 * But it will return the first available spot, not a random choice.
2261 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1981 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2262 */ 1982 */
2263
2264int 1983int
2265find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 1984find_first_free_spot (const object *ob, maptile *m, int x, int y)
2266{ 1985{
2267 int
2268 i;
2269
2270 for (i = 0; i < SIZEOFFREE; i++) 1986 for (int i = 0; i < SIZEOFFREE; i++)
2271 {
2272 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1987 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 1988 return i;
2274 } 1989
2275 return -1; 1990 return -1;
2276} 1991}
2277 1992
2278/* 1993/*
2279 * The function permute(arr, begin, end) randomly reorders the array 1994 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 1995 * arr[begin..end-1].
1996 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 1997 */
2282static void 1998static void
2283permute (int *arr, int begin, int end) 1999permute (int *arr, int begin, int end)
2284{ 2000{
2285 int 2001 arr += begin;
2286 i,
2287 j,
2288 tmp,
2289 len;
2290
2291 len = end - begin; 2002 end -= begin;
2292 for (i = begin; i < end; i++)
2293 {
2294 j = begin + RANDOM () % len;
2295 2003
2296 tmp = arr[i]; 2004 while (--end)
2297 arr[i] = arr[j]; 2005 swap (arr [end], arr [rndm (end + 1)]);
2298 arr[j] = tmp;
2299 }
2300} 2006}
2301 2007
2302/* new function to make monster searching more efficient, and effective! 2008/* new function to make monster searching more efficient, and effective!
2303 * This basically returns a randomized array (in the passed pointer) of 2009 * This basically returns a randomized array (in the passed pointer) of
2304 * the spaces to find monsters. In this way, it won't always look for 2010 * the spaces to find monsters. In this way, it won't always look for
2307 * the 3x3 area will be searched, just not in a predictable order. 2013 * the 3x3 area will be searched, just not in a predictable order.
2308 */ 2014 */
2309void 2015void
2310get_search_arr (int *search_arr) 2016get_search_arr (int *search_arr)
2311{ 2017{
2312 int 2018 int i;
2313 i;
2314 2019
2315 for (i = 0; i < SIZEOFFREE; i++) 2020 for (i = 0; i < SIZEOFFREE; i++)
2316 {
2317 search_arr[i] = i; 2021 search_arr[i] = i;
2318 }
2319 2022
2320 permute (search_arr, 1, SIZEOFFREE1 + 1); 2023 permute (search_arr, 1, SIZEOFFREE1 + 1);
2321 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2024 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2322 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2025 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2323} 2026}
2332 * Perhaps incorrectly, but I'm making the assumption that exclude 2035 * Perhaps incorrectly, but I'm making the assumption that exclude
2333 * is actually want is going to try and move there. We need this info 2036 * is actually want is going to try and move there. We need this info
2334 * because we have to know what movement the thing looking to move 2037 * because we have to know what movement the thing looking to move
2335 * there is capable of. 2038 * there is capable of.
2336 */ 2039 */
2337
2338int 2040int
2339find_dir (mapstruct *m, int x, int y, object *exclude) 2041find_dir (maptile *m, int x, int y, object *exclude)
2340{ 2042{
2341 int
2342 i,
2343 max = SIZEOFFREE, mflags; 2043 int i, max = SIZEOFFREE, mflags;
2344 2044
2345 sint16 nx, ny; 2045 sint16 nx, ny;
2346 object * 2046 object *tmp;
2347 tmp; 2047 maptile *mp;
2348 mapstruct *
2349 mp;
2350 2048
2351 MoveType blocked, move_type; 2049 MoveType blocked, move_type;
2352 2050
2353 if (exclude && exclude->head) 2051 if (exclude && exclude->head_ () != exclude)
2354 { 2052 {
2355 exclude = exclude->head; 2053 exclude = exclude->head;
2356 move_type = exclude->move_type; 2054 move_type = exclude->move_type;
2357 } 2055 }
2358 else 2056 else
2366 mp = m; 2064 mp = m;
2367 nx = x + freearr_x[i]; 2065 nx = x + freearr_x[i];
2368 ny = y + freearr_y[i]; 2066 ny = y + freearr_y[i];
2369 2067
2370 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2068 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2069
2371 if (mflags & P_OUT_OF_MAP) 2070 if (mflags & P_OUT_OF_MAP)
2372 {
2373 max = maxfree[i]; 2071 max = maxfree[i];
2374 }
2375 else 2072 else
2376 { 2073 {
2377 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2074 mapspace &ms = mp->at (nx, ny);
2075
2076 blocked = ms.move_block;
2378 2077
2379 if ((move_type & blocked) == move_type) 2078 if ((move_type & blocked) == move_type)
2380 {
2381 max = maxfree[i]; 2079 max = maxfree[i];
2382 }
2383 else if (mflags & P_IS_ALIVE) 2080 else if (mflags & P_IS_ALIVE)
2384 { 2081 {
2385 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2082 for (tmp = ms.bot; tmp; tmp = tmp->above)
2386 { 2083 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2387 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2084 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2388 {
2389 break; 2085 break;
2390 } 2086
2391 }
2392 if (tmp) 2087 if (tmp)
2393 {
2394 return freedir[i]; 2088 return freedir[i];
2395 }
2396 } 2089 }
2397 } 2090 }
2398 } 2091 }
2092
2399 return 0; 2093 return 0;
2400} 2094}
2401 2095
2402/* 2096/*
2403 * distance(object 1, object 2) will return the square of the 2097 * distance(object 1, object 2) will return the square of the
2404 * distance between the two given objects. 2098 * distance between the two given objects.
2405 */ 2099 */
2406
2407int 2100int
2408distance (const object *ob1, const object *ob2) 2101distance (const object *ob1, const object *ob2)
2409{ 2102{
2410 int
2411 i;
2412
2413 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2103 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2414 return i;
2415} 2104}
2416 2105
2417/* 2106/*
2418 * find_dir_2(delta-x,delta-y) will return a direction in which 2107 * find_dir_2(delta-x,delta-y) will return a direction in which
2419 * an object which has subtracted the x and y coordinates of another 2108 * an object which has subtracted the x and y coordinates of another
2420 * object, needs to travel toward it. 2109 * object, needs to travel toward it.
2421 */ 2110 */
2422
2423int 2111int
2424find_dir_2 (int x, int y) 2112find_dir_2 (int x, int y)
2425{ 2113{
2426 int 2114 int q;
2427 q;
2428 2115
2429 if (y) 2116 if (y)
2430 q = x * 100 / y; 2117 q = x * 100 / y;
2431 else if (x) 2118 else if (x)
2432 q = -300 * x; 2119 q = -300 * x;
2457 2144
2458 return 3; 2145 return 3;
2459} 2146}
2460 2147
2461/* 2148/*
2462 * absdir(int): Returns a number between 1 and 8, which represent
2463 * the "absolute" direction of a number (it actually takes care of
2464 * "overflow" in previous calculations of a direction).
2465 */
2466
2467int
2468absdir (int d)
2469{
2470 while (d < 1)
2471 d += 8;
2472 while (d > 8)
2473 d -= 8;
2474 return d;
2475}
2476
2477/*
2478 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2149 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2479 * between two directions (which are expected to be absolute (see absdir()) 2150 * between two directions (which are expected to be absolute (see absdir())
2480 */ 2151 */
2481
2482int 2152int
2483dirdiff (int dir1, int dir2) 2153dirdiff (int dir1, int dir2)
2484{ 2154{
2485 int 2155 int d;
2486 d;
2487 2156
2488 d = abs (dir1 - dir2); 2157 d = abs (dir1 - dir2);
2489 if (d > 4) 2158 if (d > 4)
2490 d = 8 - d; 2159 d = 8 - d;
2160
2491 return d; 2161 return d;
2492} 2162}
2493 2163
2494/* peterm: 2164/* peterm:
2495 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2165 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2498 * This basically means that if direction is 15, then it could either go 2168 * This basically means that if direction is 15, then it could either go
2499 * direction 4, 14, or 16 to get back to where we are. 2169 * direction 4, 14, or 16 to get back to where we are.
2500 * Moved from spell_util.c to object.c with the other related direction 2170 * Moved from spell_util.c to object.c with the other related direction
2501 * functions. 2171 * functions.
2502 */ 2172 */
2503
2504int
2505 reduction_dir[SIZEOFFREE][3] = { 2173int reduction_dir[SIZEOFFREE][3] = {
2506 {0, 0, 0}, /* 0 */ 2174 {0, 0, 0}, /* 0 */
2507 {0, 0, 0}, /* 1 */ 2175 {0, 0, 0}, /* 1 */
2508 {0, 0, 0}, /* 2 */ 2176 {0, 0, 0}, /* 2 */
2509 {0, 0, 0}, /* 3 */ 2177 {0, 0, 0}, /* 3 */
2510 {0, 0, 0}, /* 4 */ 2178 {0, 0, 0}, /* 4 */
2558 * find a path to that monster that we found. If not, 2226 * find a path to that monster that we found. If not,
2559 * we don't bother going toward it. Returns 1 if we 2227 * we don't bother going toward it. Returns 1 if we
2560 * can see a direct way to get it 2228 * can see a direct way to get it
2561 * Modified to be map tile aware -.MSW 2229 * Modified to be map tile aware -.MSW
2562 */ 2230 */
2563
2564
2565int 2231int
2566can_see_monsterP (mapstruct *m, int x, int y, int dir) 2232can_see_monsterP (maptile *m, int x, int y, int dir)
2567{ 2233{
2568 sint16 dx, dy; 2234 sint16 dx, dy;
2569 int
2570 mflags; 2235 int mflags;
2571 2236
2572 if (dir < 0) 2237 if (dir < 0)
2573 return 0; /* exit condition: invalid direction */ 2238 return 0; /* exit condition: invalid direction */
2574 2239
2575 dx = x + freearr_x[dir]; 2240 dx = x + freearr_x[dir];
2588 return 0; 2253 return 0;
2589 2254
2590 /* yes, can see. */ 2255 /* yes, can see. */
2591 if (dir < 9) 2256 if (dir < 9)
2592 return 1; 2257 return 1;
2258
2593 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2259 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2594 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2260 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2261 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2595} 2262}
2596
2597
2598 2263
2599/* 2264/*
2600 * can_pick(picker, item): finds out if an object is possible to be 2265 * can_pick(picker, item): finds out if an object is possible to be
2601 * picked up by the picker. Returnes 1 if it can be 2266 * picked up by the picker. Returnes 1 if it can be
2602 * picked up, otherwise 0. 2267 * picked up, otherwise 0.
2604 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2269 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2605 * core dumps if they do. 2270 * core dumps if they do.
2606 * 2271 *
2607 * Add a check so we can't pick up invisible objects (0.93.8) 2272 * Add a check so we can't pick up invisible objects (0.93.8)
2608 */ 2273 */
2609
2610int 2274int
2611can_pick (const object *who, const object *item) 2275can_pick (const object *who, const object *item)
2612{ 2276{
2613 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2277 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2614 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2278 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2615 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2279 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2616} 2280}
2617 2281
2618
2619/* 2282/*
2620 * create clone from object to another 2283 * create clone from object to another
2621 */ 2284 */
2622object * 2285object *
2623object_create_clone (object *asrc) 2286object::deep_clone ()
2624{ 2287{
2625 object * 2288 assert (("deep_clone called on non-head object", is_head ()));
2626 dst = NULL, *tmp, *src, *part, *prev, *item;
2627 2289
2628 if (!asrc) 2290 object *dst = clone ();
2629 return NULL;
2630 src = asrc;
2631 if (src->head)
2632 src = src->head;
2633 2291
2634 prev = NULL; 2292 object *prev = dst;
2635 for (part = src; part; part = part->more) 2293 for (object *part = this->more; part; part = part->more)
2636 { 2294 {
2637 tmp = get_object (); 2295 object *tmp = part->clone ();
2638 copy_object (part, tmp);
2639 tmp->x -= src->x;
2640 tmp->y -= src->y;
2641 if (!part->head)
2642 {
2643 dst = tmp;
2644 tmp->head = NULL;
2645 }
2646 else
2647 {
2648 tmp->head = dst; 2296 tmp->head = dst;
2649 }
2650 tmp->more = NULL;
2651 if (prev)
2652 prev->more = tmp; 2297 prev->more = tmp;
2653 prev = tmp; 2298 prev = tmp;
2654 } 2299 }
2655 2300
2656 /*** copy inventory ***/
2657 for (item = src->inv; item; item = item->below) 2301 for (object *item = inv; item; item = item->below)
2658 { 2302 insert_ob_in_ob (item->deep_clone (), dst);
2659 (void) insert_ob_in_ob (object_create_clone (item), dst);
2660 }
2661 2303
2662 return dst; 2304 return dst;
2663}
2664
2665/* return true if the object was destroyed, 0 otherwise */
2666int
2667was_destroyed (const object *op, tag_t old_tag)
2668{
2669 /* checking for FLAG_FREED isn't necessary, but makes this function more
2670 * robust */
2671 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2672}
2673
2674/* GROS - Creates an object using a string representing its content. */
2675
2676/* Basically, we save the content of the string to a temp file, then call */
2677
2678/* load_object on it. I admit it is a highly inefficient way to make things, */
2679
2680/* but it was simple to make and allows reusing the load_object function. */
2681
2682/* Remember not to use load_object_str in a time-critical situation. */
2683
2684/* Also remember that multiparts objects are not supported for now. */
2685
2686object *
2687load_object_str (const char *obstr)
2688{
2689 object *
2690 op;
2691 char
2692 filename[MAX_BUF];
2693
2694 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2695
2696 FILE *
2697 tempfile = fopen (filename, "w");
2698
2699 if (tempfile == NULL)
2700 {
2701 LOG (llevError, "Error - Unable to access load object temp file\n");
2702 return NULL;
2703 }
2704
2705 fprintf (tempfile, obstr);
2706 fclose (tempfile);
2707
2708 op = get_object ();
2709
2710 object_thawer thawer (filename);
2711
2712 if (thawer)
2713 load_object (thawer, op, 0);
2714
2715 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2716 CLEAR_FLAG (op, FLAG_REMOVED);
2717
2718 return op;
2719} 2305}
2720 2306
2721/* This returns the first object in who's inventory that 2307/* This returns the first object in who's inventory that
2722 * has the same type and subtype match. 2308 * has the same type and subtype match.
2723 * returns NULL if no match. 2309 * returns NULL if no match.
2724 */ 2310 */
2725object * 2311object *
2726find_obj_by_type_subtype (const object *who, int type, int subtype) 2312find_obj_by_type_subtype (const object *who, int type, int subtype)
2727{ 2313{
2728 object *
2729 tmp;
2730
2731 for (tmp = who->inv; tmp; tmp = tmp->below) 2314 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2732 if (tmp->type == type && tmp->subtype == subtype) 2315 if (tmp->type == type && tmp->subtype == subtype)
2733 return tmp; 2316 return tmp;
2734 2317
2735 return NULL;
2736}
2737
2738/* If ob has a field named key, return the link from the list,
2739 * otherwise return NULL.
2740 *
2741 * key must be a passed in shared string - otherwise, this won't
2742 * do the desired thing.
2743 */
2744key_value *
2745get_ob_key_link (const object *ob, const char *key)
2746{
2747 key_value *
2748 link;
2749
2750 for (link = ob->key_values; link != NULL; link = link->next)
2751 {
2752 if (link->key == key)
2753 {
2754 return link;
2755 }
2756 }
2757
2758 return NULL;
2759}
2760
2761/*
2762 * Returns the value of op has an extra_field for key, or NULL.
2763 *
2764 * The argument doesn't need to be a shared string.
2765 *
2766 * The returned string is shared.
2767 */
2768const char *
2769get_ob_key_value (const object *op, const char *const key)
2770{
2771 key_value *link;
2772 shstr_cmp canonical_key (key);
2773
2774 if (!canonical_key)
2775 {
2776 /* 1. There being a field named key on any object
2777 * implies there'd be a shared string to find.
2778 * 2. Since there isn't, no object has this field.
2779 * 3. Therefore, *this* object doesn't have this field.
2780 */
2781 return 0;
2782 }
2783
2784 /* This is copied from get_ob_key_link() above -
2785 * only 4 lines, and saves the function call overhead.
2786 */
2787 for (link = op->key_values; link; link = link->next)
2788 if (link->key == canonical_key)
2789 return link->value;
2790
2791 return 0; 2318 return 0;
2792} 2319}
2793 2320
2794 2321const shstr &
2795/* 2322object::kv_get (const shstr &key) const
2796 * Updates the canonical_key in op to value.
2797 *
2798 * canonical_key is a shared string (value doesn't have to be).
2799 *
2800 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2801 * keys.
2802 *
2803 * Returns TRUE on success.
2804 */
2805int
2806set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2807{ 2323{
2808 key_value * 2324 for (key_value *kv = key_values; kv; kv = kv->next)
2809 field = NULL, *last = NULL; 2325 if (kv->key == key)
2326 return kv->value;
2810 2327
2811 for (field = op->key_values; field != NULL; field = field->next) 2328 return shstr_null;
2812 { 2329}
2813 if (field->key != canonical_key) 2330
2331void
2332object::kv_set (const shstr &key, const shstr &value)
2333{
2334 for (key_value *kv = key_values; kv; kv = kv->next)
2335 if (kv->key == key)
2814 { 2336 {
2815 last = field; 2337 kv->value = value;
2816 continue; 2338 return;
2817 } 2339 }
2818 2340
2819 if (value) 2341 key_value *kv = new key_value;
2820 field->value = value; 2342
2821 else 2343 kv->next = key_values;
2344 kv->key = key;
2345 kv->value = value;
2346
2347 key_values = kv;
2348}
2349
2350void
2351object::kv_del (const shstr &key)
2352{
2353 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2354 if ((*kvp)->key == key)
2822 { 2355 {
2823 /* Basically, if the archetype has this key set, 2356 key_value *kv = *kvp;
2824 * we need to store the null value so when we save 2357 *kvp = (*kvp)->next;
2825 * it, we save the empty value so that when we load, 2358 delete kv;
2826 * we get this value back again. 2359 return;
2827 */
2828 if (get_ob_key_link (&op->arch->clone, canonical_key))
2829 field->value = 0;
2830 else
2831 {
2832 if (last)
2833 last->next = field->next;
2834 else
2835 op->key_values = field->next;
2836
2837 delete field;
2838 }
2839 } 2360 }
2840 return TRUE;
2841 }
2842 /* IF we get here, key doesn't exist */
2843
2844 /* No field, we'll have to add it. */
2845
2846 if (!add_key)
2847 {
2848 return FALSE;
2849 }
2850 /* There isn't any good reason to store a null
2851 * value in the key/value list. If the archetype has
2852 * this key, then we should also have it, so shouldn't
2853 * be here. If user wants to store empty strings,
2854 * should pass in ""
2855 */
2856 if (value == NULL)
2857 return TRUE;
2858
2859 field = new key_value;
2860
2861 field->key = canonical_key;
2862 field->value = value;
2863 /* Usual prepend-addition. */
2864 field->next = op->key_values;
2865 op->key_values = field;
2866
2867 return TRUE;
2868}
2869
2870/*
2871 * Updates the key in op to value.
2872 *
2873 * If add_key is FALSE, this will only update existing keys,
2874 * and not add new ones.
2875 * In general, should be little reason FALSE is ever passed in for add_key
2876 *
2877 * Returns TRUE on success.
2878 */
2879int
2880set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2881{
2882 shstr key_ (key);
2883
2884 return set_ob_key_value_s (op, key_, value, add_key);
2885} 2361}
2886 2362
2887object::depth_iterator::depth_iterator (object *container) 2363object::depth_iterator::depth_iterator (object *container)
2888: iterator_base (container) 2364: iterator_base (container)
2889{ 2365{
2903 } 2379 }
2904 else 2380 else
2905 item = item->env; 2381 item = item->env;
2906} 2382}
2907 2383
2384const char *
2385object::flag_desc (char *desc, int len) const
2386{
2387 char *p = desc;
2388 bool first = true;
2389
2390 *p = 0;
2391
2392 for (int i = 0; i < NUM_FLAGS; i++)
2393 {
2394 if (len <= 10) // magic constant!
2395 {
2396 snprintf (p, len, ",...");
2397 break;
2398 }
2399
2400 if (flag [i])
2401 {
2402 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2403 len -= cnt;
2404 p += cnt;
2405 first = false;
2406 }
2407 }
2408
2409 return desc;
2410}
2411
2908// return a suitable string describing an objetc in enough detail to find it 2412// return a suitable string describing an object in enough detail to find it
2909const char * 2413const char *
2910object::debug_desc (char *info) const 2414object::debug_desc (char *info) const
2911{ 2415{
2416 char flagdesc[512];
2912 char info2[256 * 3]; 2417 char info2[256 * 4];
2913 char *p = info; 2418 char *p = info;
2914 2419
2915 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2420 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2916 count, 2421 count,
2422 uuid.c_str (),
2917 &name, 2423 &name,
2918 title ? " " : "", 2424 title ? "\",title:\"" : "",
2919 title ? (const char *)title : ""); 2425 title ? (const char *)title : "",
2426 flag_desc (flagdesc, 512), type);
2920 2427
2921 if (env) 2428 if (!flag[FLAG_REMOVED] && env)
2922 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2429 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2923 2430
2924 if (map) 2431 if (map)
2925 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2432 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2926 2433
2927 return info; 2434 return info;
2928} 2435}
2929 2436
2930const char * 2437const char *
2931object::debug_desc () const 2438object::debug_desc () const
2932{ 2439{
2933 static char info[256 * 3]; 2440 static char info[3][256 * 4];
2441 static int info_idx;
2442
2934 return debug_desc (info); 2443 return debug_desc (info [++info_idx % 3]);
2935} 2444}
2936 2445
2446struct region *
2447object::region () const
2448{
2449 return map ? map->region (x, y)
2450 : region::default_region ();
2451}
2452
2453const materialtype_t *
2454object::dominant_material () const
2455{
2456 if (materialtype_t *mt = name_to_material (materialname))
2457 return mt;
2458
2459 return name_to_material (shstr_unknown);
2460}
2461
2462void
2463object::open_container (object *new_container)
2464{
2465 if (container == new_container)
2466 return;
2467
2468 object *old_container = container;
2469
2470 if (old_container)
2471 {
2472 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2473 return;
2474
2475#if 0
2476 // remove the "Close old_container" object.
2477 if (object *closer = old_container->inv)
2478 if (closer->type == CLOSE_CON)
2479 closer->destroy ();
2480#endif
2481
2482 // make sure the container is available
2483 esrv_send_item (this, old_container);
2484
2485 old_container->flag [FLAG_APPLIED] = false;
2486 container = 0;
2487
2488 // client needs item update to make it work, client bug requires this to be separate
2489 esrv_update_item (UPD_FLAGS, this, old_container);
2490
2491 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2492 play_sound (sound_find ("chest_close"));
2493 }
2494
2495 if (new_container)
2496 {
2497 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2498 return;
2499
2500 // TODO: this does not seem to serve any purpose anymore?
2501#if 0
2502 // insert the "Close Container" object.
2503 if (archetype *closer = new_container->other_arch)
2504 {
2505 object *closer = arch_to_object (new_container->other_arch);
2506 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2507 new_container->insert (closer);
2508 }
2509#endif
2510
2511 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2512
2513 // make sure the container is available, client bug requires this to be separate
2514 esrv_send_item (this, new_container);
2515
2516 new_container->flag [FLAG_APPLIED] = true;
2517 container = new_container;
2518
2519 // client needs flag change
2520 esrv_update_item (UPD_FLAGS, this, new_container);
2521 esrv_send_inventory (this, new_container);
2522 play_sound (sound_find ("chest_open"));
2523 }
2524// else if (!old_container->env && contr && contr->ns)
2525// contr->ns->floorbox_reset ();
2526}
2527
2528object *
2529object::force_find (const shstr name)
2530{
2531 /* cycle through his inventory to look for the MARK we want to
2532 * place
2533 */
2534 for (object *tmp = inv; tmp; tmp = tmp->below)
2535 if (tmp->type == FORCE && tmp->slaying == name)
2536 return splay (tmp);
2537
2538 return 0;
2539}
2540
2541void
2542object::force_add (const shstr name, int duration)
2543{
2544 if (object *force = force_find (name))
2545 force->destroy ();
2546
2547 object *force = get_archetype (FORCE_NAME);
2548
2549 force->slaying = name;
2550 force->stats.food = 1;
2551 force->speed_left = -1.f;
2552
2553 force->set_speed (duration ? 1.f / duration : 0.f);
2554 force->flag [FLAG_IS_USED_UP] = true;
2555 force->flag [FLAG_APPLIED] = true;
2556
2557 insert (force);
2558}
2559
2560void
2561object::play_sound (faceidx sound)
2562{
2563 if (!sound)
2564 return;
2565
2566 if (flag [FLAG_REMOVED])
2567 return;
2568
2569 if (env)
2570 {
2571 if (object *pl = in_player ())
2572 pl->contr->play_sound (sound);
2573 }
2574 else
2575 map->play_sound (sound, x, y);
2576}
2577

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