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Comparing deliantra/server/common/object.C (file contents):
Revision 1.24 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.273 by root, Sat Dec 27 04:15:56 2008 UTC

1
2/* 1/*
3 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: object.C,v 1.24 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying
32 variable. */
33#include <global.h> 24#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 25#include <stdio.h>
36# include <sys/types.h> 26#include <sys/types.h>
37# include <sys/uio.h> 27#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 28#include <object.h>
40#include <funcpoint.h> 29#include <sproto.h>
41#include <skills.h>
42#include <loader.h> 30#include <loader.h>
43int nrofallocobjects = 0;
44 31
45object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
46object *active_objects; /* List of active objects that need to be processed */
47 33
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38
39objectvec objects;
40activevec actives;
41
42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 47};
51short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53}; 53};
54int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
55 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
56}; 59};
57int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 65};
61 66
67static void
68write_uuid (uval64 skip, bool sync)
69{
70 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip));
72 CALL_ARG_SV (boolSV (sync));
73 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END;
75}
76
77static void
78read_uuid (void)
79{
80 char filename[MAX_BUF];
81
82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0;
94 write_uuid (UUID_GAP, true);
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 UUID::BUF buf;
103 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
107 {
108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1);
110 }
111
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113
114 write_uuid (UUID_GAP, true);
115 fclose (fp);
116}
117
118UUID
119UUID::gen ()
120{
121 UUID uid;
122
123 uid.seq = ++cur.seq;
124
125 if (expect_false (cur.seq >= seq_next_save))
126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
131
132 return uid;
133}
134
135void
136UUID::init ()
137{
138 read_uuid ();
139}
140
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 142static bool
64compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
65{ 144{
66 key_value *wants_field;
67
68 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
69 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
71 */ 148 */
72 149
73 /* For each field in wants, */ 150 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
75 { 152 if (has->kv_get (kv->key) != kv->value)
76 key_value *has_field; 153 return false;
77
78 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key);
80
81 if (has_field == NULL)
82 {
83 /* No field with that name. */
84 return FALSE;
85 }
86
87 /* Found the matching field. */
88 if (has_field->value != wants_field->value)
89 {
90 /* Values don't match, so this half of the comparison is false. */
91 return FALSE;
92 }
93
94 /* If we get here, we found a match. Now for the next field in wants. */
95 }
96 154
97 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
98 return TRUE; 156 return true;
99} 157}
100 158
101/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
102static int 160static bool
103compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
104{ 162{
105 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
106 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
107 */ 165 */
108 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
109} 168}
110 169
111/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
112 * they can be merged together. 171 * they can be merged together.
113 * 172 *
114 * Note that this function appears a lot longer than the macro it 173 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 174 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 175 * reduce this to the same efficiency.
117 * 176 *
118 * Check nrof variable *before* calling CAN_MERGE() 177 * Check nrof variable *before* calling can_merge()
119 * 178 *
120 * Improvements made with merge: Better checking on potion, and also 179 * Improvements made with merge: Better checking on potion, and also
121 * check weight 180 * check weight
122 */ 181 */
123
124bool object::can_merge (object *ob1, object *ob2) 182bool object::can_merge_slow (object *ob1, object *ob2)
125{ 183{
126 /* A couple quicksanity checks */ 184 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 185 if (ob1 == ob2
186 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value
189 || ob1->name != ob2->name)
128 return 0; 190 return 0;
129 191
130 if (ob1->speed != ob2->speed) 192 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
131 return 0; 195 return 0;
132 196
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof).
136 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31)
138 return 0;
139
140 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
141 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
142 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
143 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
144 * flags lose any meaning. 201 * flags lose any meaning.
145 */ 202 */
146 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 205
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 208
152 209 if (ob1->arch->archname != ob2->arch->archname
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 210 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 211 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 212 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 213 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
168 (ob1->attacktype != ob2->attacktype) || 214 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 215 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 216 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 217 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 218 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
174 (ob1->client_type != ob2->client_type) || 221 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 222 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 223 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 224 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 225 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 226 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 227 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 228 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 229 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
183 return 0; 234 return 0;
184 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
185 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
186 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
187 */ 245 */
188 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
189 { 247 {
190 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0;
193
194 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 248 if (!(ob1->inv && ob2->inv))
196 return 0; 249 return 0; /* inventories differ in length */
250
251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
254 if (!object::can_merge (ob1->inv, ob2->inv))
255 return 0; /* inventory objects differ */
197 256
198 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 258 * if it is valid.
200 */ 259 */
201 } 260 }
209 268
210 /* Note sure why the following is the case - either the object has to 269 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 270 * be animated or have a very low speed. Is this an attempted monster
212 * check? 271 * check?
213 */ 272 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 274 return 0;
216 275
217 switch (ob1->type) 276 switch (ob1->type)
218 { 277 {
219 case SCROLL: 278 case SCROLL:
220 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
221 return 0; 280 return 0;
222 break; 281 break;
223 } 282 }
224 283
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
226 { 285 {
227 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
228 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
229 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 291 return 0;
231 else if (!compare_ob_value_lists (ob1, ob2))
232 return 0;
233 } 292 }
234 293
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
237 { 295 {
238 ob1->optimise (); 296 ob1->optimise ();
239 ob2->optimise (); 297 ob2->optimise ();
240 298
241 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
242 return 0; 305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
243 } 313 }
244 314
245 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
246 return 1; 316 return 1;
247} 317}
248 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
249/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
250 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
252 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
253 */ 396 */
254signed long 397void
255sum_weight (object *op) 398object::update_weight ()
256{ 399{
257 signed long sum; 400 sint32 sum = 0;
258 object *inv;
259 401
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
261 { 403 {
262 if (inv->inv) 404 if (op->inv)
263 sum_weight (inv); 405 op->update_weight ();
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
265 } 413 {
266 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100;
268 if (op->carrying != sum)
269 op->carrying = sum; 414 carrying = sum;
270 return sum;
271}
272 415
273/** 416 if (object *pl = visible_to ())
274 * Return the outermost environment object for a given object. 417 if (pl != this) // player is handled lazily
275 */ 418 esrv_update_item (UPD_WEIGHT, pl, this);
276
277object *
278object_get_env_recursive (object *op)
279{
280 while (op->env != NULL)
281 op = op->env;
282 return op;
283}
284
285/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array.
304 */
305
306void
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 { 419 }
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354} 420}
355 421
356/* 422/*
357 * Dumps an object. Returns output in the static global errmsg array. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
358 */ 424 */
359 425char *
360void
361dump_object (object *op) 426dump_object (object *op)
362{ 427{
363 if (op == NULL) 428 if (!op)
364 { 429 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 430
372void 431 object_freezer freezer;
373dump_all_objects (void) 432 op->write (freezer);
374{ 433 return freezer.as_string ();
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382} 434}
383 435
384/* 436/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 437 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
388 */ 440 */
389
390object * 441object *
391get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
392{ 443{
393 object *tmp, *closest; 444 object *tmp, *closest;
394 int last_dist, i; 445 int last_dist, i;
395 446
396 if (op->more == NULL) 447 if (!op->more)
397 return op; 448 return op;
449
398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
399 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
401 return closest; 456 return closest;
402} 457}
403 458
404/* 459/*
405 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
406 */ 462 */
407
408object * 463object *
409find_object (tag_t i) 464find_object (tag_t i)
410{ 465{
411 object *op; 466 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 467 if (op->count == i)
415 break;
416 return op; 468 return op;
469
470 return 0;
417} 471}
418 472
419/* 473/*
420 * Returns the first object which has a name equal to the argument. 474 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 475 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 476 * Enables features like "patch <name-of-other-player> food 999"
423 */ 477 */
424
425object * 478object *
426find_object_name (const char *str) 479find_object_name (const char *str)
427{ 480{
428 const char *name = shstr::find (str); 481 shstr_cmp str_ (str);
429 object *op;
430 482
431 for (op = objects; op != NULL; op = op->next) 483 if (str_)
484 for_all_objects (op)
432 if (&op->name == name) 485 if (op->name == str_)
433 break; 486 return op;
434 487
435 return op; 488 return 0;
436}
437
438void
439free_all_object_data ()
440{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480} 489}
481 490
482/* 491/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 493 * skill and experience objects.
485 */ 494 * ACTUALLY NO! investigate! TODO
486void
487set_owner (object *op, object *owner)
488{
489 if (owner == NULL || op == NULL)
490 return;
491
492 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid.
498 */ 495 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 496void
497object::set_owner (object *owner)
498{
499 // allow objects which own objects
500 if (owner)
501 while (owner->owner)
500 owner = owner->owner; 502 owner = owner->owner;
501 503
502 /* IF the owner still has an owner, we did not resolve to a final owner. 504 if (flag [FLAG_FREED])
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512
513}
514
515/* Set the owner to clone's current owner and set the skill and experience
516 * objects to clone's objects (typically those objects that where the owner's
517 * current skill and experience objects at the time when clone's owner was
518 * set - not the owner's current skill and experience objects).
519 *
520 * Use this function if player created an object (e.g. fire bullet, swarm
521 * spell), and this object creates further objects whose kills should be
522 * accounted for the player's original skill, even if player has changed
523 * skills meanwhile.
524 */
525void
526copy_owner (object *op, object *clone)
527{
528 object *owner = get_owner (clone);
529
530 if (owner == NULL)
531 { 505 {
532 /* players don't have owners - they own themselves. Update 506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
533 * as appropriate.
534 */
535 if (clone->type == PLAYER)
536 owner = clone;
537 else
538 return; 507 return;
508 }
509
510 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
539 } 517 {
540 set_owner (op, owner); 518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
541 529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570 {
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
575
576 return true;
542} 577}
543 578
544/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
545 * refcounts and freeing the links. 580 * refcounts and freeing the links.
546 */ 581 */
547static void 582static void
548free_key_values (object *op) 583free_key_values (object *op)
549{ 584{
550 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
551 { 586 {
552 key_value *next = i->next; 587 key_value *next = i->next;
553 delete i; 588 delete i;
554 589
555 i = next; 590 i = next;
556 } 591 }
557 592
558 op->key_values = 0; 593 op->key_values = 0;
559} 594}
560 595
561void object::clear ()
562{
563 attachable_base::clear ();
564
565 free_key_values (this);
566
567 name = 0;
568 name_pl = 0;
569 title = 0;
570 race = 0;
571 slaying = 0;
572 skill = 0;
573 msg = 0;
574 lore = 0;
575 custom_name = 0;
576 materialname = 0;
577
578 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
579
580 SET_FLAG (this, FLAG_REMOVED);
581}
582
583void object::clone (object *destination)
584{
585 *(object_copy *) destination = *this;
586 *(object_pod *) destination = *this;
587
588 if (self || cb)
589 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
590}
591
592/* 596/*
593 * clear_object() frees everything allocated by an object, and also
594 * clears all variables and flags to default settings.
595 */
596
597void
598clear_object (object *op)
599{
600 op->clear ();
601
602 op->contr = NULL;
603 op->below = NULL;
604 op->above = NULL;
605 op->inv = NULL;
606 op->container = NULL;
607 op->env = NULL;
608 op->more = NULL;
609 op->head = NULL;
610 op->map = NULL;
611 op->refcount = 0;
612 op->active_next = NULL;
613 op->active_prev = NULL;
614 /* What is not cleared is next, prev, and count */
615
616 op->expmul = 1.0;
617 op->face = blank_face;
618 op->attacked_by_count = -1;
619
620 if (settings.casting_time)
621 op->casting_time = -1;
622}
623
624/*
625 * copy object first frees everything allocated by the second object, 597 * copy_to first frees everything allocated by the dst object,
626 * and then copies the contends of the first object into the second 598 * and then copies the contents of itself into the second
627 * object, allocating what needs to be allocated. Basically, any 599 * object, allocating what needs to be allocated. Basically, any
628 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
629 * if the first object is freed, the pointers in the new object 601 * if the first object is freed, the pointers in the new object
630 * will point at garbage. 602 * will point at garbage.
631 */ 603 */
632
633void 604void
634copy_object (object *op2, object *op) 605object::copy_to (object *dst)
635{ 606{
636 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 607 dst->remove ();
637 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 608 *(object_copy *)dst = *this;
638 609 dst->flag [FLAG_REMOVED] = true;
639 op2->clone (op);
640
641 if (is_freed)
642 SET_FLAG (op, FLAG_FREED);
643 if (is_removed)
644 SET_FLAG (op, FLAG_REMOVED);
645
646 if (op2->speed < 0)
647 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
648 610
649 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
650 if (op2->key_values) 612 if (key_values)
651 { 613 {
652 key_value *tail = 0; 614 key_value *tail = 0;
653 key_value *i;
654
655 op->key_values = 0; 615 dst->key_values = 0;
656 616
657 for (i = op2->key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
658 { 618 {
659 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
660 620
661 new_link->next = 0; 621 new_link->next = 0;
662 new_link->key = i->key; 622 new_link->key = i->key;
663 new_link->value = i->value; 623 new_link->value = i->value;
664 624
665 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
666 if (!op->key_values) 626 if (!dst->key_values)
667 { 627 {
668 op->key_values = new_link; 628 dst->key_values = new_link;
669 tail = new_link; 629 tail = new_link;
670 } 630 }
671 else 631 else
672 { 632 {
673 tail->next = new_link; 633 tail->next = new_link;
674 tail = new_link; 634 tail = new_link;
675 } 635 }
676 } 636 }
677 } 637 }
678 638
679 update_ob_speed (op); 639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate ();
643}
644
645void
646object::instantiate ()
647{
648 if (!uuid.seq) // HACK
649 uuid = UUID::gen ();
650
651 speed_left = -0.1f;
652 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped.
657 */
658 for (int i = NUM_BODY_LOCATIONS; i--; )
659 slot[i].used = slot[i].info;
660
661 attachable::instantiate ();
662}
663
664object *
665object::clone ()
666{
667 object *neu = create ();
668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
670 return neu;
680} 671}
681 672
682/* 673/*
683 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
684 * to the closest player being on the other side, this function can 675 * to the closest player being on the other side, this function can
685 * be called to update the face variable, _and_ how it looks on the map. 676 * be called to update the face variable, _and_ how it looks on the map.
686 */ 677 */
687
688void 678void
689update_turn_face (object *op) 679update_turn_face (object *op)
690{ 680{
691 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
692 return; 682 return;
683
693 SET_ANIMATION (op, op->direction); 684 SET_ANIMATION (op, op->direction);
694 update_object (op, UP_OBJ_FACE); 685 update_object (op, UP_OBJ_FACE);
695} 686}
696 687
697/* 688/*
698 * Updates the speed of an object. If the speed changes from 0 to another 689 * Updates the speed of an object. If the speed changes from 0 to another
699 * value, or vice versa, then add/remove the object from the active list. 690 * value, or vice versa, then add/remove the object from the active list.
700 * This function needs to be called whenever the speed of an object changes. 691 * This function needs to be called whenever the speed of an object changes.
701 */ 692 */
702
703void 693void
704update_ob_speed (object *op) 694object::set_speed (float speed)
705{ 695{
706 extern int arch_init; 696 if (flag [FLAG_FREED] && speed)
707
708 /* No reason putting the archetypes objects on the speed list,
709 * since they never really need to be updated.
710 */
711
712 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
713 { 697 {
714 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
715#ifdef MANY_CORES
716 abort ();
717#else
718 op->speed = 0; 699 speed = 0;
719#endif
720 }
721 if (arch_init)
722 { 700 }
723 return;
724 }
725 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
726 {
727 /* If already on active list, don't do anything */
728 if (op->active_next || op->active_prev || op == active_objects)
729 return;
730 701
731 /* process_events() expects us to insert the object at the beginning 702 this->speed = speed;
732 * of the list. */ 703
733 op->active_next = active_objects; 704 if (has_active_speed ())
734 if (op->active_next != NULL) 705 activate ();
735 op->active_next->active_prev = op;
736 active_objects = op;
737 }
738 else 706 else
739 { 707 deactivate ();
740 /* If not on the active list, nothing needs to be done */
741 if (!op->active_next && !op->active_prev && op != active_objects)
742 return;
743
744 if (op->active_prev == NULL)
745 {
746 active_objects = op->active_next;
747 if (op->active_next != NULL)
748 op->active_next->active_prev = NULL;
749 }
750 else
751 {
752 op->active_prev->active_next = op->active_next;
753 if (op->active_next)
754 op->active_next->active_prev = op->active_prev;
755 }
756 op->active_next = NULL;
757 op->active_prev = NULL;
758 }
759} 708}
760 709
761/* This function removes object 'op' from the list of active
762 * objects.
763 * This should only be used for style maps or other such
764 * reference maps where you don't want an object that isn't
765 * in play chewing up cpu time getting processed.
766 * The reverse of this is to call update_ob_speed, which
767 * will do the right thing based on the speed of the object.
768 */
769void
770remove_from_active_list (object *op)
771{
772 /* If not on the active list, nothing needs to be done */
773 if (!op->active_next && !op->active_prev && op != active_objects)
774 return;
775
776 if (op->active_prev == NULL)
777 {
778 active_objects = op->active_next;
779 if (op->active_next != NULL)
780 op->active_next->active_prev = NULL;
781 }
782 else
783 {
784 op->active_prev->active_next = op->active_next;
785 if (op->active_next)
786 op->active_next->active_prev = op->active_prev;
787 }
788 op->active_next = NULL;
789 op->active_prev = NULL;
790}
791
792/* 710/*
793 * update_object() updates the array which represents the map. 711 * update_object() updates the the map.
794 * It takes into account invisible objects (and represent squares covered 712 * It takes into account invisible objects (and represent squares covered
795 * by invisible objects by whatever is below them (unless it's another 713 * by invisible objects by whatever is below them (unless it's another
796 * invisible object, etc...) 714 * invisible object, etc...)
797 * If the object being updated is beneath a player, the look-window 715 * If the object being updated is beneath a player, the look-window
798 * of that player is updated (this might be a suboptimal way of 716 * of that player is updated (this might be a suboptimal way of
799 * updating that window, though, since update_object() is called _often_) 717 * updating that window, though, since update_object() is called _often_)
800 * 718 *
801 * action is a hint of what the caller believes need to be done. 719 * action is a hint of what the caller believes need to be done.
802 * For example, if the only thing that has changed is the face (due to
803 * an animation), we don't need to call update_position until that actually
804 * comes into view of a player. OTOH, many other things, like addition/removal
805 * of walls or living creatures may need us to update the flags now.
806 * current action are: 720 * current action are:
807 * UP_OBJ_INSERT: op was inserted 721 * UP_OBJ_INSERT: op was inserted
808 * UP_OBJ_REMOVE: op was removed 722 * UP_OBJ_REMOVE: op was removed
809 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 723 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
810 * as that is easier than trying to look at what may have changed. 724 * as that is easier than trying to look at what may have changed.
811 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
812 */ 726 */
813
814void 727void
815update_object (object *op, int action) 728update_object (object *op, int action)
816{ 729{
817 int update_now = 0, flags; 730 if (!op)
818 MoveType move_on, move_off, move_block, move_slow;
819
820 if (op == NULL)
821 { 731 {
822 /* this should never happen */ 732 /* this should never happen */
823 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
824 return; 734 return;
825 } 735 }
826 736
827 if (op->env != NULL) 737 if (!op->is_on_map ())
828 { 738 {
829 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
830 * to do in this case. 740 * to do in this case.
831 */ 741 */
832 return; 742 return;
833 } 743 }
834 744
835 /* If the map is saving, don't do anything as everything is
836 * going to get freed anyways.
837 */
838 if (!op->map || op->map->in_memory == MAP_SAVING)
839 return;
840
841 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
842 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
843 { 747 {
844 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
845#ifdef MANY_CORES 749#ifdef MANY_CORES
846 abort (); 750 abort ();
847#endif 751#endif
848 return; 752 return;
849 } 753 }
850 754
851 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 755 mapspace &m = op->ms ();
852 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
853 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
854 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
855 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
856 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
857 756
757 if (!(m.flags_ & P_UPTODATE))
758 /* nop */;
858 if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
859 { 760 {
761 // this is likely overkill, TODO: revisit (schmorp)
860 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
864 update_now = 1; 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
865 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
866 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
867 update_now = 1;
868
869 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
870 update_now = 1;
871
872 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
873 update_now = 1;
874
875 if ((move_on | op->move_on) != move_on) 768 || (m.move_on | op->move_on ) != m.move_on
876 update_now = 1;
877
878 if ((move_off | op->move_off) != move_off) 769 || (m.move_off | op->move_off ) != m.move_off
879 update_now = 1; 770 || (m.move_slow | op->move_slow) != m.move_slow
880
881 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
882 * to have move_allow right now. 772 * have move_allow right now.
883 */ 773 */
884 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
885 update_now = 1; 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
886 776 m.invalidate ();
887 if ((move_slow | op->move_slow) != move_slow)
888 update_now = 1;
889 } 777 }
890 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
891 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
892 * that is being removed. 780 * that is being removed.
893 */ 781 */
894 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
895 { 783 m.invalidate ();
896 update_now = 1;
897 }
898 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
899 {
900 /* Nothing to do for that case */ 785 /* Nothing to do for that case */ ;
901 }
902 else 786 else
903 {
904 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
905 }
906 788
907 if (update_now)
908 {
909 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
910 update_position (op->map, op->x, op->y);
911 }
912
913 if (op->more != NULL) 789 if (op->more)
914 update_object (op->more, action); 790 update_object (op->more, action);
915}
916
917static
918std::vector < object *>
919 mortals;
920
921void object::free_mortals ()
922{
923 for (std::vector < object *>::iterator i = mortals.begin (); i != mortals.end (); ++i)
924 delete *
925 i;
926
927 mortals.clear ();
928} 791}
929 792
930object::object () 793object::object ()
931{ 794{
932 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
933 796
934 expmul = 1.0; 797 expmul = 1.0;
935 face = blank_face; 798 face = blank_face;
936 attacked_by_count = -1;
937} 799}
938 800
939object::~object () 801object::~object ()
940{ 802{
803 unlink ();
804
941 free_key_values (this); 805 free_key_values (this);
942} 806}
943 807
808static int object_count;
809
944void object::link () 810void object::link ()
945{ 811{
812 assert (!index);//D
813 uuid = UUID::gen ();
946 count = ++ob_count; 814 count = ++object_count;
947 815
948 prev = 0; 816 refcnt_inc ();
949 next = objects; 817 objects.insert (this);
950
951 if (objects)
952 objects->prev = this;
953
954 objects = this;
955} 818}
956 819
957void object::unlink () 820void object::unlink ()
958{ 821{
959 count = 0;
960
961 /* Remove this object from the list of used objects */
962 if (prev)
963 prev->next = next;
964 if (next) 822 if (!index)
965 next->prev = prev; 823 return;
966 if (this == objects) 824
967 objects = next; 825 objects.erase (this);
826 refcnt_dec ();
827}
828
829void
830object::activate ()
831{
832 /* If already on active list, don't do anything */
833 if (active)
834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
838
839 if (has_active_speed ())
840 actives.insert (this);
841}
842
843void
844object::activate_recursive ()
845{
846 activate ();
847
848 for (object *op = inv; op; op = op->below)
849 op->activate_recursive ();
850}
851
852/* This function removes object 'op' from the list of active
853 * objects.
854 * This should only be used for style maps or other such
855 * reference maps where you don't want an object that isn't
856 * in play chewing up cpu time getting processed.
857 * The reverse of this is to call update_ob_speed, which
858 * will do the right thing based on the speed of the object.
859 */
860void
861object::deactivate ()
862{
863 /* If not on the active list, nothing needs to be done */
864 if (!active)
865 return;
866
867 actives.erase (this);
868}
869
870void
871object::deactivate_recursive ()
872{
873 for (object *op = inv; op; op = op->below)
874 op->deactivate_recursive ();
875
876 deactivate ();
877}
878
879void
880object::set_flag_inv (int flag, int value)
881{
882 for (object *op = inv; op; op = op->below)
883 {
884 op->flag [flag] = value;
885 op->set_flag_inv (flag, value);
886 }
887}
888
889/*
890 * Remove and free all objects in the inventory of the given object.
891 * object.c ?
892 */
893void
894object::destroy_inv (bool drop_to_ground)
895{
896 // need to check first, because the checks below might segfault
897 // as we might be on an invalid mapspace and crossfire code
898 // is too buggy to ensure that the inventory is empty.
899 // corollary: if you create arrows etc. with stuff in its inventory,
900 // cf will crash below with off-map x and y
901 if (!inv)
902 return;
903
904 /* Only if the space blocks everything do we not process -
905 * if some form of movement is allowed, let objects
906 * drop on that space.
907 */
908 if (!drop_to_ground
909 || !map
910 || map->in_memory != MAP_ACTIVE
911 || map->no_drop
912 || ms ().move_block == MOVE_ALL)
913 {
914 while (inv)
915 inv->destroy ();
916 }
917 else
918 { /* Put objects in inventory onto this space */
919 while (inv)
920 {
921 object *op = inv;
922
923 if (op->flag [FLAG_STARTEQUIP]
924 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE
926 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy ();
930 else
931 map->insert (op, x, y);
932 }
933 }
968} 934}
969 935
970object *object::create () 936object *object::create ()
971{ 937{
972 object *
973 op = new object; 938 object *op = new object;
974
975 op->link (); 939 op->link ();
976 return op; 940 return op;
977} 941}
978 942
979/* 943static struct freed_map : maptile
980 * free_object() frees everything allocated by an object, removes
981 * it from the list of used objects, and puts it on the list of
982 * free objects. The IS_FREED() flag is set in the object.
983 * The object must have been removed by remove_ob() first for
984 * this function to succeed.
985 *
986 * If free_inventory is set, free inventory as well. Else drop items in
987 * inventory to the ground.
988 */
989void object::free (bool free_inventory)
990{ 944{
991 if (!QUERY_FLAG (this, FLAG_REMOVED)) 945 freed_map ()
992 { 946 {
993 LOG (llevDebug, "Free object called with non removed object\n"); 947 path = "<freed objects map>";
994 dump_object (this); 948 name = "/internal/freed_objects_map";
995#ifdef MANY_CORES 949 width = 3;
996 abort (); 950 height = 3;
997#endif 951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
998 } 956 }
999 957
1000 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 958 ~freed_map ()
1001 { 959 {
1002 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 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])
1003 remove_friendly_object (this); 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)
1004 } 988 {
1005 989 more->destroy ();
1006 if (QUERY_FLAG (this, FLAG_FREED)) 990 more = 0;
1007 { 991 }
1008 dump_object (this); 992
1009 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 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 ()
1004{
1005 if (destroyed ())
1006 return;
1007
1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy ();
1010 return; 1012 return;
1011 } 1013 }
1012 1014
1013 if (more) 1015 destroy_inv (false);
1014 {
1015 more->free (free_inventory);
1016 more = 0;
1017 }
1018 1016
1019 if (inv) 1017 if (is_head ())
1020 { 1018 if (sound_destroy)
1021 /* Only if the space blocks everything do we not process - 1019 play_sound (sound_destroy);
1022 * if some form of movement is allowed, let objects 1020 else if (flag [FLAG_MONSTER])
1023 * drop on that space. 1021 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1024 */
1025 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1026 {
1027 object *
1028 op = inv;
1029 1022
1030 while (op) 1023 attachable::destroy ();
1031 {
1032 object *
1033 tmp = op->below;
1034
1035 remove_ob (op);
1036 op->free (free_inventory);
1037 op = tmp;
1038 }
1039 }
1040 else
1041 { /* Put objects in inventory onto this space */
1042 object *
1043 op = inv;
1044
1045 while (op)
1046 {
1047 object *
1048 tmp = op->below;
1049
1050 remove_ob (op);
1051
1052 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1053 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1054 free_object (op);
1055 else
1056 {
1057 op->x = x;
1058 op->y = y;
1059 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1060 }
1061
1062 op = tmp;
1063 }
1064 }
1065 }
1066
1067 /* Remove object from the active list */
1068 speed = 0;
1069 update_ob_speed (this);
1070
1071 unlink ();
1072
1073 SET_FLAG (this, FLAG_FREED);
1074
1075 mortals.push_back (this);
1076} 1024}
1077 1025
1078/* 1026/* op->remove ():
1079 * sub_weight() recursively (outwards) subtracts a number from the
1080 * weight of an object (and what is carried by it's environment(s)).
1081 */
1082
1083void
1084sub_weight (object *op, signed long weight)
1085{
1086 while (op != NULL)
1087 {
1088 if (op->type == CONTAINER)
1089 {
1090 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1091 }
1092 op->carrying -= weight;
1093 op = op->env;
1094 }
1095}
1096
1097/* remove_ob(op):
1098 * 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
1099 * 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
1100 * object will have no environment. If the object previously had an 1029 * object will have no environment. If the object previously had an
1101 * environment, the x and y coordinates will be updated to 1030 * environment, the x and y coordinates will be updated to
1102 * the previous environment. 1031 * the previous environment.
1103 * Beware: This function is called from the editor as well!
1104 */ 1032 */
1105
1106void 1033void
1107remove_ob (object *op) 1034object::do_remove ()
1108{ 1035{
1036 object *tmp, *last = 0;
1109 object * 1037 object *otmp;
1110 tmp, *
1111 last = NULL;
1112 object *
1113 otmp;
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120 sint16
1121 x,
1122 y;
1123 1038
1039 if (flag [FLAG_REMOVED])
1040 return;
1124 1041
1125 if (QUERY_FLAG (op, FLAG_REMOVED)) 1042 INVOKE_OBJECT (REMOVE, this);
1126 {
1127 dump_object (op);
1128 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1129 1043
1130 /* Changed it to always dump core in this case. As has been learned 1044 flag [FLAG_REMOVED] = true;
1131 * in the past, trying to recover from errors almost always
1132 * make things worse, and this is a real error here - something
1133 * that should not happen.
1134 * Yes, if this was a mission critical app, trying to do something
1135 * to recover may make sense, but that is because failure of the app
1136 * may have other disastrous problems. Cf runs out of a script
1137 * so is easily enough restarted without any real problems.
1138 * MSW 2001-07-01
1139 */
1140 abort ();
1141 }
1142 if (op->more != NULL)
1143 remove_ob (op->more);
1144 1045
1145 SET_FLAG (op, FLAG_REMOVED); 1046 if (more)
1047 more->remove ();
1146 1048
1147 /* 1049 /*
1148 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1149 * inventory. 1051 * inventory.
1150 */ 1052 */
1151 if (op->env != NULL) 1053 if (env)
1152 { 1054 {
1153 if (op->nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1154 sub_weight (op->env, op->weight * op->nrof); 1056 if (object *pl = visible_to ())
1155 else 1057 esrv_del_item (pl->contr, count);
1156 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 object *pl = in_player ();
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1076 above = 0;
1077 below = 0;
1078 env = 0;
1157 1079
1158 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1159 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1160 * to save cpu time. 1082 * to save cpu time.
1161 */ 1083 */
1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1163 fix_player (otmp); 1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1087 pl->update_stats ();
1164 1088
1165 if (op->above != NULL) 1089 if (glow_radius && pl->is_on_map ())
1166 op->above->below = op->below; 1090 update_all_los (pl->map, pl->x, pl->y);
1167 else 1091 }
1168 op->env->inv = op->below;
1169
1170 if (op->below != NULL)
1171 op->below->above = op->above;
1172
1173 /* we set up values so that it could be inserted into
1174 * the map, but we don't actually do that - it is up
1175 * to the caller to decide what we want to do.
1176 */
1177 op->x = op->env->x, op->y = op->env->y;
1178 op->map = op->env->map;
1179 op->above = NULL, op->below = NULL;
1180 op->env = NULL;
1181 return;
1182 }
1183
1184 /* If we get here, we are removing it from a map */
1185 if (op->map == NULL)
1186 return;
1187
1188 x = op->x;
1189 y = op->y;
1190 m = get_map_from_coord (op->map, &x, &y);
1191
1192 if (!m)
1193 { 1092 }
1194 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1093 else if (map)
1195 op->map->path, op->x, op->y);
1196 /* in old days, we used to set x and y to 0 and continue.
1197 * it seems if we get into this case, something is probablye
1198 * screwed up and should be fixed.
1199 */
1200 abort ();
1201 } 1094 {
1202 if (op->map != m) 1095 map->dirty = true;
1203 { 1096 mapspace &ms = this->ms ();
1204 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1205 op->map->path, m->path, op->x, op->y, x, y);
1206 }
1207 1097
1208 /* Re did the following section of code - it looks like it had 1098 if (object *pl = ms.player ())
1209 * lots of logic for things we no longer care about
1210 */
1211
1212 /* link the object above us */
1213 if (op->above)
1214 op->above->below = op->below;
1215 else
1216 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1217
1218 /* Relink the object below us, if there is one */
1219 if (op->below)
1220 {
1221 op->below->above = op->above;
1222 }
1223 else
1224 {
1225 /* Nothing below, which means we need to relink map object for this space
1226 * use translated coordinates in case some oddness with map tiling is
1227 * evident
1228 */
1229 if (GET_MAP_OB (m, x, y) != op)
1230 { 1099 {
1231 dump_object (op); 1100 if (is_player ())
1232 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", 1101 {
1233 errmsg); 1102 if (!flag [FLAG_WIZPASS])
1234 dump_object (GET_MAP_OB (m, x, y)); 1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1235 LOG (llevError, "%s\n", errmsg); 1104
1105 // leaving a spot always closes any open container on the ground
1106 if (container && !container->env)
1107 // this causes spurious floorbox updates, but it ensures
1108 // that the CLOSE event is being sent.
1109 close_container ();
1110
1111 --map->players;
1112 map->touch ();
1113 }
1114 else if (pl->container == this)
1115 {
1116 // removing a container should close it
1117 close_container ();
1118 }
1119
1120 esrv_del_item (pl->contr, count);
1236 } 1121 }
1237 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1238 }
1239 op->above = NULL;
1240 op->below = NULL;
1241 1122
1123 /* link the object above us */
1124 // re-link, make sure compiler can easily use cmove
1125 *(above ? &above->below : &ms.top) = below;
1126 *(below ? &below->above : &ms.bot) = above;
1127
1128 above = 0;
1129 below = 0;
1130
1131 ms.invalidate ();
1132
1242 if (op->map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1243 return; 1134 return;
1244 1135
1245 tag = op->count; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1246 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1247 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1248 {
1249 /* No point updating the players look faces if he is the object
1250 * being removed.
1251 */
1252 1137
1253 if (tmp->type == PLAYER && tmp != op) 1138 if (object *pl = ms.player ())
1254 { 1139 {
1140 if (pl->container == this)
1255 /* If a container that the player is currently using somehow gets 1141 /* If a container that the player is currently using somehow gets
1256 * removed (most likely destroyed), update the player view 1142 * removed (most likely destroyed), update the player view
1257 * appropriately. 1143 * appropriately.
1144 */
1145 pl->close_container ();
1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1152 }
1153
1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1155 {
1156 /* No point updating the players look faces if he is the object
1157 * being removed.
1258 */ 1158 */
1259 if (tmp->container == op) 1159
1160 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1260 { 1164 {
1261 CLEAR_FLAG (op, FLAG_APPLIED); 1165 move_apply (tmp, this, 0);
1262 tmp->container = NULL; 1166
1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1263 } 1169 }
1264 tmp->contr->socket.update_look = 1; 1170
1171 last = tmp;
1265 } 1172 }
1266 /* See if player moving off should effect something */
1267 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1268 {
1269 1173
1270 move_apply (tmp, op, NULL); 1174 if (affects_los ())
1271 if (was_destroyed (op, tag)) 1175 update_all_los (map, x, y);
1272 {
1273 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1274 }
1275 }
1276
1277 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1278
1279 if (tmp->above == tmp)
1280 tmp->above = NULL;
1281 last = tmp;
1282 }
1283 /* last == NULL of there are no objects on this space */
1284 if (last == NULL)
1285 { 1176 }
1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1288 * those out anyways, and if there are any flags set right now, they won't
1289 * be correct anyways.
1290 */
1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1292 update_position (op->map, op->x, op->y);
1293 }
1294 else
1295 update_object (last, UP_OBJ_REMOVE);
1296
1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1298 update_all_los (op->map, op->x, op->y);
1299
1300} 1177}
1301 1178
1302/* 1179/*
1303 * merge_ob(op,top): 1180 * merge_ob(op,top):
1304 * 1181 *
1305 * This function goes through all objects below and including top, and 1182 * This function goes through all objects below and including top, and
1306 * merges op to the first matching object. 1183 * merges op to the first matching object.
1307 * If top is NULL, it is calculated. 1184 * If top is NULL, it is calculated.
1308 * Returns pointer to object if it succeded in the merge, otherwise NULL 1185 * Returns pointer to object if it succeded in the merge, otherwise NULL
1309 */ 1186 */
1310
1311object * 1187object *
1312merge_ob (object *op, object *top) 1188merge_ob (object *op, object *top)
1313{ 1189{
1314 if (!op->nrof) 1190 if (!op->nrof)
1315 return 0; 1191 return 0;
1316 if (top == NULL) 1192
1193 if (!top)
1317 for (top = op; top != NULL && top->above != NULL; top = top->above); 1194 for (top = op; top && top->above; top = top->above)
1195 ;
1196
1318 for (; top != NULL; top = top->below) 1197 for (; top; top = top->below)
1319 { 1198 if (object::can_merge (op, top))
1320 if (top == op)
1321 continue;
1322 if (CAN_MERGE (op, top))
1323 { 1199 {
1324 top->nrof += op->nrof; 1200 top->nrof += op->nrof;
1325 1201
1326/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1202 if (object *pl = top->visible_to ())
1327 op->weight = 0; /* Don't want any adjustements now */ 1203 esrv_update_item (UPD_NROF, pl, top);
1328 remove_ob (op); 1204
1329 free_object (op); 1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1208 op->destroy ();
1209
1330 return top; 1210 return top;
1331 } 1211 }
1332 } 1212
1333 return NULL; 1213 return 0;
1334} 1214}
1335 1215
1216void
1217object::expand_tail ()
1218{
1219 if (more)
1220 return;
1221
1222 object *prev = this;
1223
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 {
1226 object *op = arch_to_object (at);
1227
1228 op->name = name;
1229 op->name_pl = name_pl;
1230 op->title = title;
1231
1232 op->head = this;
1233 prev->more = op;
1234
1235 prev = op;
1236 }
1237}
1238
1336/* 1239/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1240 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1338 * job preparing multi-part monsters 1241 * job preparing multi-part monsters.
1339 */ 1242 */
1340object * 1243object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1245{
1343 object * 1246 op->remove ();
1344 tmp;
1345 1247
1346 if (op->head)
1347 op = op->head;
1348 for (tmp = op; tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1249 {
1350 tmp->x = x + tmp->arch->clone.x; 1250 tmp->x = x + tmp->arch->x;
1351 tmp->y = y + tmp->arch->clone.y; 1251 tmp->y = y + tmp->arch->y;
1352 } 1252 }
1253
1353 return insert_ob_in_map (op, m, originator, flag); 1254 return insert_ob_in_map (op, m, originator, flag);
1354} 1255}
1355 1256
1356/* 1257/*
1357 * insert_ob_in_map (op, map, originator, flag): 1258 * insert_ob_in_map (op, map, originator, flag):
1371 * Return value: 1272 * Return value:
1372 * new object if 'op' was merged with other object 1273 * new object if 'op' was merged with other object
1373 * NULL if 'op' was destroyed 1274 * NULL if 'op' was destroyed
1374 * just 'op' otherwise 1275 * just 'op' otherwise
1375 */ 1276 */
1376
1377object * 1277object *
1378insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1379{ 1279{
1380 object * 1280 op->remove ();
1381 tmp, *
1382 top, *
1383 floor = NULL;
1384 sint16
1385 x,
1386 y;
1387 1281
1388 if (QUERY_FLAG (op, FLAG_FREED)) 1282 if (m == &freed_map)//D TODO: remove soon
1389 { 1283 {//D
1390 LOG (llevError, "Trying to insert freed object!\n"); 1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1391 return NULL;
1392 } 1285 }//D
1393 if (m == NULL)
1394 {
1395 dump_object (op);
1396 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1397 return op;
1398 }
1399 if (out_of_map (m, op->x, op->y))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1403#ifdef MANY_CORES
1404 /* Better to catch this here, as otherwise the next use of this object
1405 * is likely to cause a crash. Better to find out where it is getting
1406 * improperly inserted.
1407 */
1408 abort ();
1409#endif
1410 return op;
1411 }
1412 if (!QUERY_FLAG (op, FLAG_REMOVED))
1413 {
1414 dump_object (op);
1415 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1416 return op;
1417 }
1418 if (op->more != NULL)
1419 {
1420 /* The part may be on a different map. */
1421
1422 object *
1423 more = op->more;
1424
1425 /* We really need the caller to normalize coordinates - if
1426 * we set the map, that doesn't work if the location is within
1427 * a map and this is straddling an edge. So only if coordinate
1428 * is clear wrong do we normalize it.
1429 */
1430 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1431 {
1432 more->map = get_map_from_coord (m, &more->x, &more->y);
1433 }
1434 else if (!more->map)
1435 {
1436 /* For backwards compatibility - when not dealing with tiled maps,
1437 * more->map should always point to the parent.
1438 */
1439 more->map = m;
1440 }
1441
1442 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1443 {
1444 if (!op->head)
1445 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1446 return NULL;
1447 }
1448 }
1449 CLEAR_FLAG (op, FLAG_REMOVED);
1450 1286
1451 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1452 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1453 * need extra work 1289 * need extra work
1454 */ 1290 */
1455 op->map = get_map_from_coord (m, &op->x, &op->y); 1291 if (!xy_normalise (m, op->x, op->y))
1456 x = op->x; 1292 {
1457 y = op->y; 1293 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1294 return 0;
1295 }
1296
1297 if (object *more = op->more)
1298 if (!insert_ob_in_map (more, m, originator, flag))
1299 return 0;
1300
1301 CLEAR_FLAG (op, FLAG_REMOVED);
1302
1303 op->map = m;
1304 mapspace &ms = op->ms ();
1458 1305
1459 /* this has to be done after we translate the coordinates. 1306 /* this has to be done after we translate the coordinates.
1460 */ 1307 */
1461 if (op->nrof && !(flag & INS_NO_MERGE)) 1308 if (op->nrof && !(flag & INS_NO_MERGE))
1462 { 1309 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1310 if (object::can_merge (op, tmp))
1464 if (CAN_MERGE (op, tmp))
1465 { 1311 {
1312 // TODO: we actually want to update tmp, not op,
1313 // but some caller surely breaks when we return tmp
1314 // from here :/
1466 op->nrof += tmp->nrof; 1315 op->nrof += tmp->nrof;
1467 remove_ob (tmp); 1316 tmp->destroy ();
1468 free_object (tmp);
1469 } 1317 }
1470 }
1471 1318
1472 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1319 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1473 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1320 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1321
1474 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1322 if (!QUERY_FLAG (op, FLAG_ALIVE))
1475 CLEAR_FLAG (op, FLAG_NO_STEAL); 1323 CLEAR_FLAG (op, FLAG_NO_STEAL);
1476 1324
1477 if (flag & INS_BELOW_ORIGINATOR) 1325 if (flag & INS_BELOW_ORIGINATOR)
1478 { 1326 {
1479 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1327 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1480 { 1328 {
1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1329 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1482 abort (); 1330 abort ();
1483 } 1331 }
1332
1333 if (!originator->is_on_map ())
1334 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1335 op->debug_desc (), originator->debug_desc ());
1336
1484 op->above = originator; 1337 op->above = originator;
1485 op->below = originator->below; 1338 op->below = originator->below;
1486 if (op->below)
1487 op->below->above = op;
1488 else
1489 SET_MAP_OB (op->map, op->x, op->y, op);
1490 /* since *below* originator, no need to update top */
1491 originator->below = op; 1339 originator->below = op;
1340
1341 *(op->below ? &op->below->above : &ms.bot) = op;
1492 } 1342 }
1493 else 1343 else
1494 { 1344 {
1345 object *floor = 0;
1346 object *top = ms.top;
1347
1495 /* If there are other objects, then */ 1348 /* If there are other objects, then */
1496 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1349 if (top)
1497 { 1350 {
1498 object *
1499 last = NULL;
1500
1501 /* 1351 /*
1502 * If there are multiple objects on this space, we do some trickier handling. 1352 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate. 1353 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if 1354 * Generally, we want to put the new object on top. But if
1505 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1355 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1508 * once we get to them. This reduces the need to traverse over all of 1358 * once we get to them. This reduces the need to traverse over all of
1509 * them when adding another one - this saves quite a bit of cpu time 1359 * them when adding another one - this saves quite a bit of cpu time
1510 * when lots of spells are cast in one area. Currently, it is presumed 1360 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects. 1361 * that flying non pickable objects are spell objects.
1512 */ 1362 */
1513 1363 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1514 while (top != NULL)
1515 { 1364 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1365 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1517 floor = top; 1366 floor = tmp;
1367
1518 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1368 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1519 { 1369 {
1520 /* We insert above top, so we want this object below this */ 1370 /* We insert above top, so we want this object below this */
1521 top = top->below; 1371 top = tmp->below;
1522 break; 1372 break;
1523 } 1373 }
1524 last = top; 1374
1525 top = top->above; 1375 top = tmp;
1526 } 1376 }
1527 /* Don't want top to be NULL, so set it to the last valid object */
1528 top = last;
1529 1377
1530 /* We let update_position deal with figuring out what the space 1378 /* We let update_position deal with figuring out what the space
1531 * looks like instead of lots of conditions here. 1379 * looks like instead of lots of conditions here.
1532 * makes things faster, and effectively the same result. 1380 * makes things faster, and effectively the same result.
1533 */ 1381 */
1534 1382
1535 /* Have object 'fall below' other objects that block view. 1383 /* Have object 'fall below' other objects that block view.
1536 * Unless those objects are exits, type 66 1384 * Unless those objects are exits.
1537 * If INS_ON_TOP is used, don't do this processing 1385 * If INS_ON_TOP is used, don't do this processing
1538 * Need to find the object that in fact blocks view, otherwise 1386 * Need to find the object that in fact blocks view, otherwise
1539 * stacking is a bit odd. 1387 * stacking is a bit odd.
1540 */ 1388 */
1541 if (!(flag & INS_ON_TOP) && 1389 if (!(flag & INS_ON_TOP)
1542 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1390 && ms.flags () & P_BLOCKSVIEW
1391 && (op->face && !faces [op->face].visibility))
1543 { 1392 {
1393 object *last;
1394
1544 for (last = top; last != floor; last = last->below) 1395 for (last = top; last != floor; last = last->below)
1545 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1396 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1546 break; 1397 break;
1398
1547 /* Check to see if we found the object that blocks view, 1399 /* Check to see if we found the object that blocks view,
1548 * and make sure we have a below pointer for it so that 1400 * and make sure we have a below pointer for it so that
1549 * we can get inserted below this one, which requires we 1401 * we can get inserted below this one, which requires we
1550 * set top to the object below us. 1402 * set top to the object below us.
1551 */ 1403 */
1552 if (last && last->below && last != floor) 1404 if (last && last->below && last != floor)
1553 top = last->below; 1405 top = last->below;
1554 } 1406 }
1555 } /* If objects on this space */ 1407 } /* If objects on this space */
1556 if (flag & INS_MAP_LOAD) 1408
1557 top = GET_MAP_TOP (op->map, op->x, op->y);
1558 if (flag & INS_ABOVE_FLOOR_ONLY) 1409 if (flag & INS_ABOVE_FLOOR_ONLY)
1559 top = floor; 1410 top = floor;
1560 1411
1561 /* Top is the object that our object (op) is going to get inserted above. 1412 // insert object above top, or bottom-most if top = 0
1562 */
1563
1564 /* First object on this space */
1565 if (!top) 1413 if (!top)
1566 { 1414 {
1567 op->above = GET_MAP_OB (op->map, op->x, op->y);
1568 if (op->above)
1569 op->above->below = op;
1570 op->below = NULL; 1415 op->below = 0;
1571 SET_MAP_OB (op->map, op->x, op->y, op); 1416 op->above = ms.bot;
1417 ms.bot = op;
1418
1419 *(op->above ? &op->above->below : &ms.top) = op;
1572 } 1420 }
1573 else 1421 else
1574 { /* get inserted into the stack above top */ 1422 {
1575 op->above = top->above; 1423 op->above = top->above;
1576 if (op->above)
1577 op->above->below = op; 1424 top->above = op;
1425
1578 op->below = top; 1426 op->below = top;
1579 top->above = op; 1427 *(op->above ? &op->above->below : &ms.top) = op;
1580 } 1428 }
1581 if (op->above == NULL) 1429 }
1582 SET_MAP_TOP (op->map, op->x, op->y, op);
1583 } /* else not INS_BELOW_ORIGINATOR */
1584 1430
1585 if (op->type == PLAYER) 1431 if (op->is_player ())
1432 {
1586 op->contr->do_los = 1; 1433 op->contr->do_los = 1;
1587 1434 ++op->map->players;
1588 /* If we have a floor, we know the player, if any, will be above 1435 op->map->touch ();
1589 * it, so save a few ticks and start from there.
1590 */
1591 if (!(flag & INS_MAP_LOAD))
1592 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1593 {
1594 if (tmp->type == PLAYER)
1595 tmp->contr->socket.update_look = 1;
1596 } 1436 }
1437
1438 op->map->dirty = true;
1439
1440 if (object *pl = ms.player ())
1441 //TODO: the floorbox prev/next might need updating
1442 //esrv_send_item (pl, op);
1443 //TODO: update floorbox to preserve ordering
1444 if (pl->contr->ns)
1445 pl->contr->ns->floorbox_update ();
1597 1446
1598 /* If this object glows, it may affect lighting conditions that are 1447 /* If this object glows, it may affect lighting conditions that are
1599 * visible to others on this map. But update_all_los is really 1448 * visible to others on this map. But update_all_los is really
1600 * an inefficient way to do this, as it means los for all players 1449 * an inefficient way to do this, as it means los for all players
1601 * on the map will get recalculated. The players could very well 1450 * on the map will get recalculated. The players could very well
1602 * be far away from this change and not affected in any way - 1451 * be far away from this change and not affected in any way -
1603 * this should get redone to only look for players within range, 1452 * this should get redone to only look for players within range,
1604 * or just updating the P_NEED_UPDATE for spaces within this area 1453 * or just updating the P_UPTODATE for spaces within this area
1605 * of effect may be sufficient. 1454 * of effect may be sufficient.
1606 */ 1455 */
1607 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1456 if (op->affects_los ())
1457 {
1458 op->ms ().invalidate ();
1608 update_all_los (op->map, op->x, op->y); 1459 update_all_los (op->map, op->x, op->y);
1609 1460 }
1610 1461
1611 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1462 /* updates flags (blocked, alive, no magic, etc) for this map space */
1612 update_object (op, UP_OBJ_INSERT); 1463 update_object (op, UP_OBJ_INSERT);
1613 1464
1465 INVOKE_OBJECT (INSERT, op);
1614 1466
1615 /* Don't know if moving this to the end will break anything. However, 1467 /* Don't know if moving this to the end will break anything. However,
1616 * we want to have update_look set above before calling this. 1468 * we want to have floorbox_update called before calling this.
1617 * 1469 *
1618 * check_move_on() must be after this because code called from 1470 * check_move_on() must be after this because code called from
1619 * check_move_on() depends on correct map flags (so functions like 1471 * check_move_on() depends on correct map flags (so functions like
1620 * blocked() and wall() work properly), and these flags are updated by 1472 * blocked() and wall() work properly), and these flags are updated by
1621 * update_object(). 1473 * update_object().
1622 */ 1474 */
1623 1475
1624 /* if this is not the head or flag has been passed, don't check walk on status */ 1476 /* if this is not the head or flag has been passed, don't check walk on status */
1625
1626 if (!(flag & INS_NO_WALK_ON) && !op->head) 1477 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1627 { 1478 {
1628 if (check_move_on (op, originator)) 1479 if (check_move_on (op, originator))
1629 return NULL; 1480 return 0;
1630 1481
1631 /* If we are a multi part object, lets work our way through the check 1482 /* If we are a multi part object, lets work our way through the check
1632 * walk on's. 1483 * walk on's.
1633 */ 1484 */
1634 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1485 for (object *tmp = op->more; tmp; tmp = tmp->more)
1635 if (check_move_on (tmp, originator)) 1486 if (check_move_on (tmp, originator))
1636 return NULL; 1487 return 0;
1637 } 1488 }
1489
1638 return op; 1490 return op;
1639} 1491}
1640 1492
1641/* this function inserts an object in the map, but if it 1493/* this function inserts an object in the map, but if it
1642 * finds an object of its own type, it'll remove that one first. 1494 * finds an object of its own type, it'll remove that one first.
1643 * op is the object to insert it under: supplies x and the map. 1495 * op is the object to insert it under: supplies x and the map.
1644 */ 1496 */
1645void 1497void
1646replace_insert_ob_in_map (const char *arch_string, object *op) 1498replace_insert_ob_in_map (const char *arch_string, object *op)
1647{ 1499{
1648 object *
1649 tmp;
1650 object *
1651 tmp1;
1652
1653 /* first search for itself and remove any old instances */ 1500 /* first search for itself and remove any old instances */
1654 1501
1655 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1502 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1656 {
1657 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1503 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1658 { 1504 tmp->destroy ();
1659 remove_ob (tmp);
1660 free_object (tmp);
1661 }
1662 }
1663 1505
1664 tmp1 = arch_to_object (find_archetype (arch_string)); 1506 object *tmp = arch_to_object (archetype::find (arch_string));
1665 1507
1666
1667 tmp1->x = op->x; 1508 tmp->x = op->x;
1668 tmp1->y = op->y; 1509 tmp->y = op->y;
1510
1669 insert_ob_in_map (tmp1, op->map, op, 0); 1511 insert_ob_in_map (tmp, op->map, op, 0);
1670} 1512}
1671
1672/*
1673 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1674 * is returned contains nr objects, and the remaining parts contains
1675 * the rest (or is removed and freed if that number is 0).
1676 * On failure, NULL is returned, and the reason put into the
1677 * global static errmsg array.
1678 */
1679 1513
1680object * 1514object *
1681get_split_ob (object *orig_ob, uint32 nr) 1515object::insert_at (object *where, object *originator, int flags)
1682{ 1516{
1683 object * 1517 if (where->env)
1684 newob; 1518 return where->env->insert (this);
1685 int 1519 else
1686 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1520 return where->map->insert (this, where->x, where->y, originator, flags);
1687
1688 if (orig_ob->nrof < nr)
1689 {
1690 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1691 return NULL;
1692 }
1693 newob = object_create_clone (orig_ob);
1694 if ((orig_ob->nrof -= nr) < 1)
1695 {
1696 if (!is_removed)
1697 remove_ob (orig_ob);
1698 free_object2 (orig_ob, 1);
1699 }
1700 else if (!is_removed)
1701 {
1702 if (orig_ob->env != NULL)
1703 sub_weight (orig_ob->env, orig_ob->weight * nr);
1704 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1705 {
1706 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1707 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1708 return NULL;
1709 }
1710 }
1711 newob->nrof = nr;
1712
1713 return newob;
1714} 1521}
1715 1522
1716/* 1523/*
1717 * decrease_ob_nr(object, number) decreases a specified number from 1524 * decrease(object, number) decreases a specified number from
1718 * the amount of an object. If the amount reaches 0, the object 1525 * the amount of an object. If the amount reaches 0, the object
1719 * is subsequently removed and freed. 1526 * is subsequently removed and freed.
1720 * 1527 *
1721 * Return value: 'op' if something is left, NULL if the amount reached 0 1528 * Return value: 'op' if something is left, NULL if the amount reached 0
1722 */ 1529 */
1530bool
1531object::decrease (sint32 nr)
1532{
1533 if (!nr)
1534 return true;
1723 1535
1536 nr = min (nr, nrof);
1537
1538 if (nrof > nr)
1539 {
1540 nrof -= nr;
1541 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1542
1543 if (object *pl = visible_to ())
1544 esrv_update_item (UPD_NROF, pl, this);
1545
1546 return true;
1547 }
1548 else
1549 {
1550 destroy ();
1551 return false;
1552 }
1553}
1554
1555/*
1556 * split(ob,nr) splits up ob into two parts. The part which
1557 * is returned contains nr objects, and the remaining parts contains
1558 * the rest (or is removed and returned if that number is 0).
1559 * On failure, NULL is returned.
1560 */
1724object * 1561object *
1725decrease_ob_nr (object *op, uint32 i) 1562object::split (sint32 nr)
1726{ 1563{
1727 object * 1564 int have = number_of ();
1728 tmp;
1729 player *
1730 pl;
1731 1565
1732 if (i == 0) /* objects with op->nrof require this check */ 1566 if (have < nr)
1733 return op; 1567 return 0;
1734 1568 else if (have == nr)
1735 if (i > op->nrof)
1736 i = op->nrof;
1737
1738 if (QUERY_FLAG (op, FLAG_REMOVED))
1739 {
1740 op->nrof -= i;
1741 } 1569 {
1742 else if (op->env != NULL)
1743 {
1744 /* is this object in the players inventory, or sub container
1745 * therein?
1746 */
1747 tmp = is_player_inv (op->env);
1748 /* nope. Is this a container the player has opened?
1749 * If so, set tmp to that player.
1750 * IMO, searching through all the players will mostly
1751 * likely be quicker than following op->env to the map,
1752 * and then searching the map for a player.
1753 */
1754 if (!tmp)
1755 {
1756 for (pl = first_player; pl; pl = pl->next)
1757 if (pl->ob->container == op->env)
1758 break;
1759 if (pl)
1760 tmp = pl->ob;
1761 else
1762 tmp = NULL;
1763 }
1764
1765 if (i < op->nrof)
1766 {
1767 sub_weight (op->env, op->weight * i);
1768 op->nrof -= i;
1769 if (tmp)
1770 {
1771 esrv_send_item (tmp, op);
1772 }
1773 }
1774 else
1775 {
1776 remove_ob (op); 1570 remove ();
1777 op->nrof = 0; 1571 return this;
1778 if (tmp)
1779 {
1780 esrv_del_item (tmp->contr, op->count);
1781 }
1782 }
1783 } 1572 }
1784 else 1573 else
1785 { 1574 {
1786 object * 1575 decrease (nr);
1787 above = op->above;
1788 1576
1789 if (i < op->nrof) 1577 object *op = deep_clone ();
1790 {
1791 op->nrof -= i;
1792 }
1793 else
1794 {
1795 remove_ob (op);
1796 op->nrof = 0; 1578 op->nrof = nr;
1797 }
1798 /* Since we just removed op, op->above is null */
1799 for (tmp = above; tmp != NULL; tmp = tmp->above)
1800 if (tmp->type == PLAYER)
1801 {
1802 if (op->nrof)
1803 esrv_send_item (tmp, op);
1804 else
1805 esrv_del_item (tmp->contr, op->count);
1806 }
1807 }
1808
1809 if (op->nrof)
1810 {
1811 return op; 1579 return op;
1812 } 1580 }
1813 else 1581}
1582
1583object *
1584insert_ob_in_ob (object *op, object *where)
1585{
1586 if (!where)
1814 { 1587 {
1815 free_object (op); 1588 char *dump = dump_object (op);
1589 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1590 free (dump);
1816 return NULL; 1591 return op;
1817 }
1818}
1819
1820/*
1821 * add_weight(object, weight) adds the specified weight to an object,
1822 * and also updates how much the environment(s) is/are carrying.
1823 */
1824
1825void
1826add_weight (object *op, signed long weight)
1827{
1828 while (op != NULL)
1829 { 1592 }
1830 if (op->type == CONTAINER) 1593
1831 { 1594 if (where->head_ () != where)
1832 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1833 }
1834 op->carrying += weight;
1835 op = op->env;
1836 } 1595 {
1837} 1596 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1597 where = where->head;
1598 }
1838 1599
1600 return where->insert (op);
1601}
1602
1839/* 1603/*
1840 * insert_ob_in_ob(op,environment): 1604 * env->insert (op)
1841 * This function inserts the object op in the linked list 1605 * This function inserts the object op in the linked list
1842 * inside the object environment. 1606 * inside the object environment.
1843 * 1607 *
1844 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1845 * the inventory at the last position or next to other objects of the same
1846 * type.
1847 * Frank: Now sorted by type, archetype and magic!
1848 *
1849 * The function returns now pointer to inserted item, and return value can 1608 * The function returns now pointer to inserted item, and return value can
1850 * be != op, if items are merged. -Tero 1609 * be != op, if items are merged. -Tero
1851 */ 1610 */
1852
1853object * 1611object *
1854insert_ob_in_ob (object *op, object *where) 1612object::insert (object *op)
1855{ 1613{
1856 object *
1857 tmp, *
1858 otmp;
1859
1860 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 {
1862 dump_object (op);
1863 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1864 return op;
1865 }
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872 if (where->head)
1873 {
1874 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1875 where = where->head;
1876 }
1877 if (op->more) 1614 if (op->more)
1878 { 1615 {
1879 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1616 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1880 return op; 1617 return op;
1881 } 1618 }
1882 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1619
1883 CLEAR_FLAG (op, FLAG_REMOVED); 1620 op->remove ();
1621
1622 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1623
1884 if (op->nrof) 1624 if (op->nrof)
1885 {
1886 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1625 for (object *tmp = inv; tmp; tmp = tmp->below)
1887 if (CAN_MERGE (tmp, op)) 1626 if (object::can_merge (tmp, op))
1888 { 1627 {
1889 /* return the original object and remove inserted object 1628 /* return the original object and remove inserted object
1890 (client needs the original object) */ 1629 (client needs the original object) */
1891 tmp->nrof += op->nrof; 1630 tmp->nrof += op->nrof;
1892 /* Weight handling gets pretty funky. Since we are adding to 1631
1893 * tmp->nrof, we need to increase the weight. 1632 if (object *pl = tmp->visible_to ())
1894 */ 1633 esrv_update_item (UPD_NROF, pl, tmp);
1895 add_weight (where, op->weight * op->nrof); 1634
1896 SET_FLAG (op, FLAG_REMOVED); 1635 adjust_weight (this, op->total_weight ());
1897 free_object (op); /* free the inserted object */ 1636
1637 op->destroy ();
1898 op = tmp; 1638 op = tmp;
1899 remove_ob (op); /* and fix old object's links */ 1639 goto inserted;
1900 CLEAR_FLAG (op, FLAG_REMOVED);
1901 break;
1902 } 1640 }
1903 1641
1904 /* I assume combined objects have no inventory 1642 op->owner = 0; // it's his/hers now. period.
1905 * We add the weight - this object could have just been removed
1906 * (if it was possible to merge). calling remove_ob will subtract
1907 * the weight, so we need to add it in again, since we actually do
1908 * the linking below
1909 */
1910 add_weight (where, op->weight * op->nrof);
1911 }
1912 else
1913 add_weight (where, (op->weight + op->carrying));
1914
1915 otmp = is_player_inv (where);
1916 if (otmp && otmp->contr != NULL)
1917 {
1918 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1919 fix_player (otmp);
1920 }
1921
1922 op->map = NULL; 1643 op->map = 0;
1923 op->env = where; 1644 op->x = 0;
1645 op->y = 0;
1646
1924 op->above = NULL; 1647 op->above = 0;
1925 op->below = NULL; 1648 op->below = inv;
1926 op->x = 0, op->y = 0; 1649 op->env = this;
1927 1650
1651 if (inv)
1652 inv->above = op;
1653
1654 inv = op;
1655
1656 op->flag [FLAG_REMOVED] = 0;
1657
1658 if (object *pl = op->visible_to ())
1659 esrv_send_item (pl, op);
1660
1661 adjust_weight (this, op->total_weight ());
1662
1663inserted:
1928 /* reset the light list and los of the players on the map */ 1664 /* reset the light list and los of the players on the map */
1929 if ((op->glow_radius != 0) && where->map) 1665 if (op->glow_radius && is_on_map ())
1930 {
1931#ifdef DEBUG_LIGHTS
1932 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1933#endif /* DEBUG_LIGHTS */
1934 if (MAP_DARKNESS (where->map))
1935 update_all_los (where->map, where->x, where->y);
1936 } 1666 {
1937 1667 update_stats ();
1938 /* Client has no idea of ordering so lets not bother ordering it here. 1668 update_all_los (map, x, y);
1939 * It sure simplifies this function...
1940 */
1941 if (where->inv == NULL)
1942 where->inv = op;
1943 else
1944 { 1669 }
1945 op->below = where->inv; 1670 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1946 op->below->above = op; 1671 // if this is a player's inventory, update stats
1947 where->inv = op; 1672 update_stats ();
1948 } 1673
1674 INVOKE_OBJECT (INSERT, this);
1675
1949 return op; 1676 return op;
1950} 1677}
1951 1678
1952/* 1679/*
1953 * Checks if any objects has a move_type that matches objects 1680 * Checks if any objects has a move_type that matches objects
1967 * 1694 *
1968 * MSW 2001-07-08: Check all objects on space, not just those below 1695 * MSW 2001-07-08: Check all objects on space, not just those below
1969 * object being inserted. insert_ob_in_map may not put new objects 1696 * object being inserted. insert_ob_in_map may not put new objects
1970 * on top. 1697 * on top.
1971 */ 1698 */
1972
1973int 1699int
1974check_move_on (object *op, object *originator) 1700check_move_on (object *op, object *originator)
1975{ 1701{
1976 object * 1702 object *tmp;
1977 tmp; 1703 maptile *m = op->map;
1978 tag_t
1979 tag;
1980 mapstruct *
1981 m = op->map;
1982 int
1983 x = op->x, y = op->y; 1704 int x = op->x, y = op->y;
1984 MoveType 1705
1985 move_on, 1706 MoveType move_on, move_slow, move_block;
1986 move_slow,
1987 move_block;
1988 1707
1989 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1708 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1990 return 0; 1709 return 0;
1991
1992 tag = op->count;
1993 1710
1994 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1711 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1995 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1712 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1996 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1713 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1997 1714
2013 1730
2014 /* The objects have to be checked from top to bottom. 1731 /* The objects have to be checked from top to bottom.
2015 * Hence, we first go to the top: 1732 * Hence, we first go to the top:
2016 */ 1733 */
2017 1734
2018 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2019 { 1736 {
2020 /* Trim the search when we find the first other spell effect 1737 /* Trim the search when we find the first other spell effect
2021 * this helps performance so that if a space has 50 spell objects, 1738 * this helps performance so that if a space has 50 spell objects,
2022 * we don't need to check all of them. 1739 * we don't need to check all of them.
2023 */ 1740 */
2024 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1741 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2025 break; 1742 break;
2026 } 1743 }
1744
2027 for (; tmp != NULL; tmp = tmp->below) 1745 for (; tmp; tmp = tmp->below)
2028 { 1746 {
2029 if (tmp == op) 1747 if (tmp == op)
2030 continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
2031 1749
2032 /* Check to see if one of the movement types should be slowed down. 1750 /* Check to see if one of the movement types should be slowed down.
2040 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2042 { 1760 {
2043 1761
2044 float 1762 float
2045 diff;
2046
2047 diff = tmp->move_slow_penalty * FABS (op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
2048 if (op->type == PLAYER) 1764
2049 { 1765 if (op->is_player ())
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 {
2053 diff /= 4.0; 1768 diff /= 4.0;
2054 } 1769
2055 }
2056 op->speed_left -= diff; 1770 op->speed_left -= diff;
2057 } 1771 }
2058 } 1772 }
2059 1773
2060 /* Basically same logic as above, except now for actual apply. */ 1774 /* Basically same logic as above, except now for actual apply. */
2061 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1775 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2062 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1776 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2063 { 1777 {
2064
2065 move_apply (tmp, op, originator); 1778 move_apply (tmp, op, originator);
1779
2066 if (was_destroyed (op, tag)) 1780 if (op->destroyed ())
2067 return 1; 1781 return 1;
2068 1782
2069 /* what the person/creature stepped onto has moved the object 1783 /* what the person/creature stepped onto has moved the object
2070 * someplace new. Don't process any further - if we did, 1784 * someplace new. Don't process any further - if we did,
2071 * have a feeling strange problems would result. 1785 * have a feeling strange problems would result.
2072 */ 1786 */
2073 if (op->map != m || op->x != x || op->y != y) 1787 if (op->map != m || op->x != x || op->y != y)
2074 return 0; 1788 return 0;
2075 } 1789 }
2076 } 1790 }
1791
2077 return 0; 1792 return 0;
2078} 1793}
2079 1794
2080/* 1795/*
2081 * present_arch(arch, map, x, y) searches for any objects with 1796 * present_arch(arch, map, x, y) searches for any objects with
2082 * a matching archetype at the given map and coordinates. 1797 * a matching archetype at the given map and coordinates.
2083 * The first matching object is returned, or NULL if none. 1798 * The first matching object is returned, or NULL if none.
2084 */ 1799 */
2085
2086object * 1800object *
2087present_arch (const archetype *at, mapstruct *m, int x, int y) 1801present_arch (const archetype *at, maptile *m, int x, int y)
2088{ 1802{
2089 object *
2090 tmp;
2091
2092 if (m == NULL || out_of_map (m, x, y)) 1803 if (!m || out_of_map (m, x, y))
2093 { 1804 {
2094 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
2095 return NULL; 1806 return NULL;
2096 } 1807 }
2097 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1808
2098 if (tmp->arch == at) 1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1810 if (tmp->arch->archname == at->archname)
2099 return tmp; 1811 return tmp;
1812
2100 return NULL; 1813 return NULL;
2101} 1814}
2102 1815
2103/* 1816/*
2104 * present(type, map, x, y) searches for any objects with 1817 * present(type, map, x, y) searches for any objects with
2105 * a matching type variable at the given map and coordinates. 1818 * a matching type variable at the given map and coordinates.
2106 * The first matching object is returned, or NULL if none. 1819 * The first matching object is returned, or NULL if none.
2107 */ 1820 */
2108
2109object * 1821object *
2110present (unsigned char type, mapstruct *m, int x, int y) 1822present (unsigned char type, maptile *m, int x, int y)
2111{ 1823{
2112 object *
2113 tmp;
2114
2115 if (out_of_map (m, x, y)) 1824 if (out_of_map (m, x, y))
2116 { 1825 {
2117 LOG (llevError, "Present called outside map.\n"); 1826 LOG (llevError, "Present called outside map.\n");
2118 return NULL; 1827 return NULL;
2119 } 1828 }
2120 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1829
1830 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2121 if (tmp->type == type) 1831 if (tmp->type == type)
2122 return tmp; 1832 return tmp;
1833
2123 return NULL; 1834 return NULL;
2124} 1835}
2125 1836
2126/* 1837/*
2127 * present_in_ob(type, object) searches for any objects with 1838 * present_in_ob(type, object) searches for any objects with
2128 * a matching type variable in the inventory of the given object. 1839 * a matching type variable in the inventory of the given object.
2129 * The first matching object is returned, or NULL if none. 1840 * The first matching object is returned, or NULL if none.
2130 */ 1841 */
2131
2132object * 1842object *
2133present_in_ob (unsigned char type, const object *op) 1843present_in_ob (unsigned char type, const object *op)
2134{ 1844{
2135 object *
2136 tmp;
2137
2138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1845 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if (tmp->type == type) 1846 if (tmp->type == type)
2140 return tmp; 1847 return tmp;
1848
2141 return NULL; 1849 return NULL;
2142} 1850}
2143 1851
2144/* 1852/*
2145 * present_in_ob (type, str, object) searches for any objects with 1853 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1861 * str is the string to match against. Note that we match against
2154 * the object name, not the archetype name. this is so that the 1862 * the object name, not the archetype name. this is so that the
2155 * spell code can use one object type (force), but change it's name 1863 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1864 * to be unique.
2157 */ 1865 */
2158
2159object * 1866object *
2160present_in_ob_by_name (int type, const char *str, const object *op) 1867present_in_ob_by_name (int type, const char *str, const object *op)
2161{ 1868{
2162 object *
2163 tmp;
2164
2165 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1869 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2166 {
2167 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1870 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2168 return tmp; 1871 return tmp;
2169 } 1872
2170 return NULL; 1873 return 0;
2171} 1874}
2172 1875
2173/* 1876/*
2174 * present_arch_in_ob(archetype, object) searches for any objects with 1877 * present_arch_in_ob(archetype, object) searches for any objects with
2175 * a matching archetype in the inventory of the given object. 1878 * a matching archetype in the inventory of the given object.
2176 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
2177 */ 1880 */
2178
2179object * 1881object *
2180present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
2181{ 1883{
2182 object *
2183 tmp;
2184
2185 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2186 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
2187 return tmp; 1886 return tmp;
1887
2188 return NULL; 1888 return NULL;
2189} 1889}
2190 1890
2191/* 1891/*
2192 * activate recursively a flag on an object inventory 1892 * activate recursively a flag on an object inventory
2193 */ 1893 */
2194void 1894void
2195flag_inv (object *op, int flag) 1895flag_inv (object *op, int flag)
2196{ 1896{
2197 object *
2198 tmp;
2199
2200 if (op->inv)
2201 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1897 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2202 { 1898 {
2203 SET_FLAG (tmp, flag); 1899 SET_FLAG (tmp, flag);
2204 flag_inv (tmp, flag); 1900 flag_inv (tmp, flag);
2205 } 1901 }
2206} /* 1902}
1903
1904/*
2207 * desactivate recursively a flag on an object inventory 1905 * deactivate recursively a flag on an object inventory
2208 */ 1906 */
2209void 1907void
2210unflag_inv (object *op, int flag) 1908unflag_inv (object *op, int flag)
2211{ 1909{
2212 object *
2213 tmp;
2214
2215 if (op->inv)
2216 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1910 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2217 { 1911 {
2218 CLEAR_FLAG (tmp, flag); 1912 CLEAR_FLAG (tmp, flag);
2219 unflag_inv (tmp, flag); 1913 unflag_inv (tmp, flag);
2220 } 1914 }
2221}
2222
2223/*
2224 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2225 * all it's inventory (recursively).
2226 * If checksums are used, a player will get set_cheat called for
2227 * him/her-self and all object carried by a call to this function.
2228 */
2229
2230void
2231set_cheat (object *op)
2232{
2233 SET_FLAG (op, FLAG_WAS_WIZ);
2234 flag_inv (op, FLAG_WAS_WIZ);
2235} 1915}
2236 1916
2237/* 1917/*
2238 * find_free_spot(object, map, x, y, start, stop) will search for 1918 * find_free_spot(object, map, x, y, start, stop) will search for
2239 * a spot at the given map and coordinates which will be able to contain 1919 * a spot at the given map and coordinates which will be able to contain
2241 * to search (see the freearr_x/y[] definition). 1921 * to search (see the freearr_x/y[] definition).
2242 * It returns a random choice among the alternatives found. 1922 * It returns a random choice among the alternatives found.
2243 * start and stop are where to start relative to the free_arr array (1,9 1923 * start and stop are where to start relative to the free_arr array (1,9
2244 * does all 4 immediate directions). This returns the index into the 1924 * does all 4 immediate directions). This returns the index into the
2245 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1925 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2246 * Note - this only checks to see if there is space for the head of the
2247 * object - if it is a multispace object, this should be called for all
2248 * pieces.
2249 * Note2: This function does correctly handle tiled maps, but does not 1926 * Note: This function does correctly handle tiled maps, but does not
2250 * inform the caller. However, insert_ob_in_map will update as 1927 * inform the caller. However, insert_ob_in_map will update as
2251 * necessary, so the caller shouldn't need to do any special work. 1928 * necessary, so the caller shouldn't need to do any special work.
2252 * Note - updated to take an object instead of archetype - this is necessary 1929 * Note - updated to take an object instead of archetype - this is necessary
2253 * because arch_blocked (now ob_blocked) needs to know the movement type 1930 * because arch_blocked (now ob_blocked) needs to know the movement type
2254 * to know if the space in question will block the object. We can't use 1931 * to know if the space in question will block the object. We can't use
2255 * the archetype because that isn't correct if the monster has been 1932 * the archetype because that isn't correct if the monster has been
2256 * customized, changed states, etc. 1933 * customized, changed states, etc.
2257 */ 1934 */
2258
2259int 1935int
2260find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1936find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2261{ 1937{
2262 int
2263 i,
2264 index = 0, flag;
2265 static int
2266 altern[SIZEOFFREE]; 1938 int altern[SIZEOFFREE];
1939 int index = 0, flag;
2267 1940
2268 for (i = start; i < stop; i++) 1941 for (int i = start; i < stop; i++)
2269 { 1942 {
2270 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1943 mapxy pos (m, x, y); pos.move (i);
2271 if (!flag) 1944
1945 if (!pos.normalise ())
1946 continue;
1947
1948 mapspace &ms = *pos;
1949
1950 if (ms.flags () & P_IS_ALIVE)
1951 continue;
1952
1953 /* However, often
1954 * ob doesn't have any move type (when used to place exits)
1955 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1956 */
1957 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1958 {
2272 altern[index++] = i; 1959 altern [index++] = i;
1960 continue;
1961 }
2273 1962
2274 /* Basically, if we find a wall on a space, we cut down the search size. 1963 /* Basically, if we find a wall on a space, we cut down the search size.
2275 * In this way, we won't return spaces that are on another side of a wall. 1964 * In this way, we won't return spaces that are on another side of a wall.
2276 * This mostly work, but it cuts down the search size in all directions - 1965 * This mostly work, but it cuts down the search size in all directions -
2277 * if the space being examined only has a wall to the north and empty 1966 * if the space being examined only has a wall to the north and empty
2278 * spaces in all the other directions, this will reduce the search space 1967 * spaces in all the other directions, this will reduce the search space
2279 * to only the spaces immediately surrounding the target area, and 1968 * to only the spaces immediately surrounding the target area, and
2280 * won't look 2 spaces south of the target space. 1969 * won't look 2 spaces south of the target space.
2281 */ 1970 */
2282 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1971 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1972 {
2283 stop = maxfree[i]; 1973 stop = maxfree[i];
1974 continue;
1975 }
1976
1977 /* Note it is intentional that we check ob - the movement type of the
1978 * head of the object should correspond for the entire object.
1979 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue;
1982
1983 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue;
1985
1986 altern [index++] = i;
2284 } 1987 }
1988
2285 if (!index) 1989 if (!index)
2286 return -1; 1990 return -1;
1991
2287 return altern[RANDOM () % index]; 1992 return altern [rndm (index)];
2288} 1993}
2289 1994
2290/* 1995/*
2291 * find_first_free_spot(archetype, mapstruct, x, y) works like 1996 * find_first_free_spot(archetype, maptile, x, y) works like
2292 * find_free_spot(), but it will search max number of squares. 1997 * find_free_spot(), but it will search max number of squares.
2293 * But it will return the first available spot, not a random choice. 1998 * But it will return the first available spot, not a random choice.
2294 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1999 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2295 */ 2000 */
2296
2297int 2001int
2298find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2002find_first_free_spot (const object *ob, maptile *m, int x, int y)
2299{ 2003{
2300 int
2301 i;
2302
2303 for (i = 0; i < SIZEOFFREE; i++) 2004 for (int i = 0; i < SIZEOFFREE; i++)
2304 {
2305 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2005 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2306 return i; 2006 return i;
2307 } 2007
2308 return -1; 2008 return -1;
2309} 2009}
2310 2010
2311/* 2011/*
2312 * The function permute(arr, begin, end) randomly reorders the array 2012 * The function permute(arr, begin, end) randomly reorders the array
2313 * arr[begin..end-1]. 2013 * arr[begin..end-1].
2014 * now uses a fisher-yates shuffle, old permute was broken
2314 */ 2015 */
2315static void 2016static void
2316permute (int *arr, int begin, int end) 2017permute (int *arr, int begin, int end)
2317{ 2018{
2318 int 2019 arr += begin;
2319 i,
2320 j,
2321 tmp,
2322 len;
2323
2324 len = end - begin; 2020 end -= begin;
2325 for (i = begin; i < end; i++)
2326 {
2327 j = begin + RANDOM () % len;
2328 2021
2329 tmp = arr[i]; 2022 while (--end)
2330 arr[i] = arr[j]; 2023 swap (arr [end], arr [rndm (end + 1)]);
2331 arr[j] = tmp;
2332 }
2333} 2024}
2334 2025
2335/* new function to make monster searching more efficient, and effective! 2026/* new function to make monster searching more efficient, and effective!
2336 * This basically returns a randomized array (in the passed pointer) of 2027 * This basically returns a randomized array (in the passed pointer) of
2337 * the spaces to find monsters. In this way, it won't always look for 2028 * the spaces to find monsters. In this way, it won't always look for
2340 * the 3x3 area will be searched, just not in a predictable order. 2031 * the 3x3 area will be searched, just not in a predictable order.
2341 */ 2032 */
2342void 2033void
2343get_search_arr (int *search_arr) 2034get_search_arr (int *search_arr)
2344{ 2035{
2345 int 2036 int i;
2346 i;
2347 2037
2348 for (i = 0; i < SIZEOFFREE; i++) 2038 for (i = 0; i < SIZEOFFREE; i++)
2349 {
2350 search_arr[i] = i; 2039 search_arr[i] = i;
2351 }
2352 2040
2353 permute (search_arr, 1, SIZEOFFREE1 + 1); 2041 permute (search_arr, 1, SIZEOFFREE1 + 1);
2354 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2042 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2355 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2043 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2356} 2044}
2365 * Perhaps incorrectly, but I'm making the assumption that exclude 2053 * Perhaps incorrectly, but I'm making the assumption that exclude
2366 * is actually want is going to try and move there. We need this info 2054 * is actually want is going to try and move there. We need this info
2367 * because we have to know what movement the thing looking to move 2055 * because we have to know what movement the thing looking to move
2368 * there is capable of. 2056 * there is capable of.
2369 */ 2057 */
2370
2371int 2058int
2372find_dir (mapstruct *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2373{ 2060{
2374 int
2375 i,
2376 max = SIZEOFFREE, mflags; 2061 int i, max = SIZEOFFREE, mflags;
2377 sint16 2062
2378 nx, 2063 sint16 nx, ny;
2379 ny;
2380 object * 2064 object *tmp;
2381 tmp; 2065 maptile *mp;
2382 mapstruct *
2383 mp;
2384 MoveType
2385 blocked,
2386 move_type;
2387 2066
2067 MoveType blocked, move_type;
2068
2388 if (exclude && exclude->head) 2069 if (exclude && exclude->head_ () != exclude)
2389 { 2070 {
2390 exclude = exclude->head; 2071 exclude = exclude->head;
2391 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2392 } 2073 }
2393 else 2074 else
2401 mp = m; 2082 mp = m;
2402 nx = x + freearr_x[i]; 2083 nx = x + freearr_x[i];
2403 ny = y + freearr_y[i]; 2084 ny = y + freearr_y[i];
2404 2085
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2087
2406 if (mflags & P_OUT_OF_MAP) 2088 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2089 max = maxfree[i];
2409 }
2410 else 2090 else
2411 { 2091 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2092 mapspace &ms = mp->at (nx, ny);
2093
2094 blocked = ms.move_block;
2413 2095
2414 if ((move_type & blocked) == move_type) 2096 if ((move_type & blocked) == move_type)
2415 {
2416 max = maxfree[i]; 2097 max = maxfree[i];
2417 }
2418 else if (mflags & P_IS_ALIVE) 2098 else if (mflags & P_IS_ALIVE)
2419 { 2099 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2100 for (tmp = ms.bot; tmp; tmp = tmp->above)
2421 { 2101 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2423 {
2424 break; 2103 break;
2425 } 2104
2426 }
2427 if (tmp) 2105 if (tmp)
2428 {
2429 return freedir[i]; 2106 return freedir[i];
2430 }
2431 } 2107 }
2432 } 2108 }
2433 } 2109 }
2110
2434 return 0; 2111 return 0;
2435} 2112}
2436 2113
2437/* 2114/*
2438 * distance(object 1, object 2) will return the square of the 2115 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2116 * distance between the two given objects.
2440 */ 2117 */
2441
2442int 2118int
2443distance (const object *ob1, const object *ob2) 2119distance (const object *ob1, const object *ob2)
2444{ 2120{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2121 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2122}
2451 2123
2452/* 2124/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2125 * find_dir_2(delta-x,delta-y) will return a direction in which
2454 * an object which has subtracted the x and y coordinates of another 2126 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it. 2127 * object, needs to travel toward it.
2456 */ 2128 */
2457
2458int 2129int
2459find_dir_2 (int x, int y) 2130find_dir_2 (int x, int y)
2460{ 2131{
2461 int 2132 int q;
2462 q;
2463 2133
2464 if (y) 2134 if (y)
2465 q = x * 100 / y; 2135 q = x * 100 / y;
2466 else if (x) 2136 else if (x)
2467 q = -300 * x; 2137 q = -300 * x;
2492 2162
2493 return 3; 2163 return 3;
2494} 2164}
2495 2165
2496/* 2166/*
2497 * absdir(int): Returns a number between 1 and 8, which represent
2498 * the "absolute" direction of a number (it actually takes care of
2499 * "overflow" in previous calculations of a direction).
2500 */
2501
2502int
2503absdir (int d)
2504{
2505 while (d < 1)
2506 d += 8;
2507 while (d > 8)
2508 d -= 8;
2509 return d;
2510}
2511
2512/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2167 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514 * between two directions (which are expected to be absolute (see absdir()) 2168 * between two directions (which are expected to be absolute (see absdir())
2515 */ 2169 */
2516
2517int 2170int
2518dirdiff (int dir1, int dir2) 2171dirdiff (int dir1, int dir2)
2519{ 2172{
2520 int 2173 int d;
2521 d;
2522 2174
2523 d = abs (dir1 - dir2); 2175 d = abs (dir1 - dir2);
2524 if (d > 4) 2176 if (d > 4)
2525 d = 8 - d; 2177 d = 8 - d;
2178
2526 return d; 2179 return d;
2527} 2180}
2528 2181
2529/* peterm: 2182/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2183 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2533 * This basically means that if direction is 15, then it could either go 2186 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are. 2187 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction 2188 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2189 * functions.
2537 */ 2190 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2191int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2192 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2193 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2194 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2195 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2196 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2244 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2245 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2246 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2247 * Modified to be map tile aware -.MSW
2597 */ 2248 */
2598
2599
2600int 2249int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2250can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2251{
2603 sint16 2252 sint16 dx, dy;
2604 dx,
2605 dy;
2606 int
2607 mflags; 2253 int mflags;
2608 2254
2609 if (dir < 0) 2255 if (dir < 0)
2610 return 0; /* exit condition: invalid direction */ 2256 return 0; /* exit condition: invalid direction */
2611 2257
2612 dx = x + freearr_x[dir]; 2258 dx = x + freearr_x[dir];
2625 return 0; 2271 return 0;
2626 2272
2627 /* yes, can see. */ 2273 /* yes, can see. */
2628 if (dir < 9) 2274 if (dir < 9)
2629 return 1; 2275 return 1;
2276
2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2277 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2278 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2279 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2632} 2280}
2633
2634
2635 2281
2636/* 2282/*
2637 * can_pick(picker, item): finds out if an object is possible to be 2283 * can_pick(picker, item): finds out if an object is possible to be
2638 * picked up by the picker. Returnes 1 if it can be 2284 * picked up by the picker. Returnes 1 if it can be
2639 * picked up, otherwise 0. 2285 * picked up, otherwise 0.
2641 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2287 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2642 * core dumps if they do. 2288 * core dumps if they do.
2643 * 2289 *
2644 * Add a check so we can't pick up invisible objects (0.93.8) 2290 * Add a check so we can't pick up invisible objects (0.93.8)
2645 */ 2291 */
2646
2647int 2292int
2648can_pick (const object *who, const object *item) 2293can_pick (const object *who, const object *item)
2649{ 2294{
2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2652 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2653} 2298}
2654
2655 2299
2656/* 2300/*
2657 * create clone from object to another 2301 * create clone from object to another
2658 */ 2302 */
2659object * 2303object *
2660object_create_clone (object *asrc) 2304object::deep_clone ()
2661{ 2305{
2662 object * 2306 assert (("deep_clone called on non-head object", is_head ()));
2663 dst = NULL, *tmp, *src, *part, *prev, *item;
2664 2307
2665 if (!asrc) 2308 object *dst = clone ();
2666 return NULL;
2667 src = asrc;
2668 if (src->head)
2669 src = src->head;
2670 2309
2671 prev = NULL; 2310 object *prev = dst;
2672 for (part = src; part; part = part->more) 2311 for (object *part = this->more; part; part = part->more)
2673 { 2312 {
2674 tmp = get_object (); 2313 object *tmp = part->clone ();
2675 copy_object (part, tmp);
2676 tmp->x -= src->x;
2677 tmp->y -= src->y;
2678 if (!part->head)
2679 {
2680 dst = tmp;
2681 tmp->head = NULL;
2682 }
2683 else
2684 {
2685 tmp->head = dst; 2314 tmp->head = dst;
2686 }
2687 tmp->more = NULL;
2688 if (prev)
2689 prev->more = tmp; 2315 prev->more = tmp;
2690 prev = tmp; 2316 prev = tmp;
2691 } 2317 }
2692 2318
2693 /*** copy inventory ***/
2694 for (item = src->inv; item; item = item->below) 2319 for (object *item = inv; item; item = item->below)
2695 { 2320 insert_ob_in_ob (item->deep_clone (), dst);
2696 (void) insert_ob_in_ob (object_create_clone (item), dst);
2697 }
2698 2321
2699 return dst; 2322 return dst;
2700}
2701
2702/* return true if the object was destroyed, 0 otherwise */
2703int
2704was_destroyed (const object *op, tag_t old_tag)
2705{
2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2707 * robust */
2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2709}
2710
2711/* GROS - Creates an object using a string representing its content. */
2712
2713/* Basically, we save the content of the string to a temp file, then call */
2714
2715/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2717/* but it was simple to make and allows reusing the load_object function. */
2718
2719/* Remember not to use load_object_str in a time-critical situation. */
2720
2721/* Also remember that multiparts objects are not supported for now. */
2722
2723object *
2724load_object_str (const char *obstr)
2725{
2726 object *
2727 op;
2728 char
2729 filename[MAX_BUF];
2730
2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732
2733 FILE *
2734 tempfile = fopen (filename, "w");
2735
2736 if (tempfile == NULL)
2737 {
2738 LOG (llevError, "Error - Unable to access load object temp file\n");
2739 return NULL;
2740 };
2741 fprintf (tempfile, obstr);
2742 fclose (tempfile);
2743
2744 op = get_object ();
2745
2746 object_thawer
2747 thawer (filename);
2748
2749 if (thawer)
2750 load_object (thawer, op, 0);
2751
2752 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2753 CLEAR_FLAG (op, FLAG_REMOVED);
2754
2755 return op;
2756} 2323}
2757 2324
2758/* This returns the first object in who's inventory that 2325/* This returns the first object in who's inventory that
2759 * has the same type and subtype match. 2326 * has the same type and subtype match.
2760 * returns NULL if no match. 2327 * returns NULL if no match.
2761 */ 2328 */
2762object * 2329object *
2763find_obj_by_type_subtype (const object *who, int type, int subtype) 2330find_obj_by_type_subtype (const object *who, int type, int subtype)
2764{ 2331{
2765 object *
2766 tmp;
2767
2768 for (tmp = who->inv; tmp; tmp = tmp->below) 2332 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2769 if (tmp->type == type && tmp->subtype == subtype) 2333 if (tmp->type == type && tmp->subtype == subtype)
2770 return tmp; 2334 return tmp;
2771 2335
2772 return NULL; 2336 return 0;
2773} 2337}
2774 2338
2775/* If ob has a field named key, return the link from the list, 2339const shstr &
2776 * otherwise return NULL. 2340object::kv_get (const shstr &key) const
2777 *
2778 * key must be a passed in shared string - otherwise, this won't
2779 * do the desired thing.
2780 */
2781key_value *
2782get_ob_key_link (const object *ob, const char *key)
2783{ 2341{
2784 key_value * 2342 for (key_value *kv = key_values; kv; kv = kv->next)
2785 link;
2786
2787 for (link = ob->key_values; link != NULL; link = link->next)
2788 {
2789 if (link->key == key) 2343 if (kv->key == key)
2344 return kv->value;
2345
2346 return shstr_null;
2347}
2348
2349void
2350object::kv_set (const shstr &key, const shstr &value)
2351{
2352 for (key_value *kv = key_values; kv; kv = kv->next)
2353 if (kv->key == key)
2354 {
2355 kv->value = value;
2356 return;
2357 }
2358
2359 key_value *kv = new key_value;
2360
2361 kv->next = key_values;
2362 kv->key = key;
2363 kv->value = value;
2364
2365 key_values = kv;
2366}
2367
2368void
2369object::kv_del (const shstr &key)
2370{
2371 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2372 if ((*kvp)->key == key)
2373 {
2374 key_value *kv = *kvp;
2375 *kvp = (*kvp)->next;
2376 delete kv;
2377 return;
2378 }
2379}
2380
2381object::depth_iterator::depth_iterator (object *container)
2382: iterator_base (container)
2383{
2384 while (item->inv)
2385 item = item->inv;
2386}
2387
2388void
2389object::depth_iterator::next ()
2390{
2391 if (item->below)
2392 {
2393 item = item->below;
2394
2395 while (item->inv)
2396 item = item->inv;
2397 }
2398 else
2399 item = item->env;
2400}
2401
2402const char *
2403object::flag_desc (char *desc, int len) const
2404{
2405 char *p = desc;
2406 bool first = true;
2407
2408 *p = 0;
2409
2410 for (int i = 0; i < NUM_FLAGS; i++)
2411 {
2412 if (len <= 10) // magic constant!
2790 { 2413 {
2791 return link; 2414 snprintf (p, len, ",...");
2415 break;
2792 } 2416 }
2793 }
2794 2417
2795 return NULL; 2418 if (flag [i])
2796} 2419 {
2420 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2421 len -= cnt;
2422 p += cnt;
2423 first = false;
2424 }
2425 }
2797 2426
2798/* 2427 return desc;
2799 * Returns the value of op has an extra_field for key, or NULL. 2428}
2800 * 2429
2801 * The argument doesn't need to be a shared string. 2430// return a suitable string describing an object in enough detail to find it
2802 *
2803 * The returned string is shared.
2804 */
2805const char * 2431const char *
2806get_ob_key_value (const object *op, const char *const key) 2432object::debug_desc (char *info) const
2807{ 2433{
2808 key_value * 2434 char flagdesc[512];
2809 link; 2435 char info2[256 * 4];
2436 char *p = info;
2437
2438 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2439 count,
2440 uuid.c_str (),
2441 &name,
2442 title ? ",title:\"" : "",
2443 title ? (const char *)title : "",
2444 title ? "\"" : "",
2445 flag_desc (flagdesc, 512), type);
2446
2447 if (!flag[FLAG_REMOVED] && env)
2448 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2449
2450 if (map)
2451 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2452
2453 return info;
2454}
2455
2810 const char * 2456const char *
2811 canonical_key; 2457object::debug_desc () const
2458{
2459 static char info[3][256 * 4];
2460 static int info_idx;
2812 2461
2813 canonical_key = shstr::find (key); 2462 return debug_desc (info [++info_idx % 3]);
2463}
2814 2464
2815 if (canonical_key == NULL) 2465struct region *
2816 { 2466object::region () const
2817 /* 1. There being a field named key on any object 2467{
2818 * implies there'd be a shared string to find. 2468 return map ? map->region (x, y)
2819 * 2. Since there isn't, no object has this field. 2469 : region::default_region ();
2820 * 3. Therefore, *this* object doesn't have this field. 2470}
2821 */ 2471
2472const materialtype_t *
2473object::dominant_material () const
2474{
2475 if (materialtype_t *mt = name_to_material (materialname))
2476 return mt;
2477
2478 return name_to_material (shstr_unknown);
2479}
2480
2481void
2482object::open_container (object *new_container)
2483{
2484 if (container == new_container)
2822 return NULL; 2485 return;
2486
2487 object *old_container = container;
2488
2489 if (old_container)
2823 } 2490 {
2491 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2492 return;
2824 2493
2825 /* This is copied from get_ob_key_link() above - 2494#if 0
2826 * only 4 lines, and saves the function call overhead. 2495 // remove the "Close old_container" object.
2496 if (object *closer = old_container->inv)
2497 if (closer->type == CLOSE_CON)
2498 closer->destroy ();
2499#endif
2500
2501 // make sure the container is available
2502 esrv_send_item (this, old_container);
2503
2504 old_container->flag [FLAG_APPLIED] = false;
2505 container = 0;
2506
2507 // client needs item update to make it work, client bug requires this to be separate
2508 esrv_update_item (UPD_FLAGS, this, old_container);
2509
2510 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2511 play_sound (sound_find ("chest_close"));
2512 }
2513
2514 if (new_container)
2515 {
2516 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2517 return;
2518
2519 // TODO: this does not seem to serve any purpose anymore?
2520#if 0
2521 // insert the "Close Container" object.
2522 if (archetype *closer = new_container->other_arch)
2523 {
2524 object *closer = arch_to_object (new_container->other_arch);
2525 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2526 new_container->insert (closer);
2527 }
2528#endif
2529
2530 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2531
2532 // make sure the container is available, client bug requires this to be separate
2533 esrv_send_item (this, new_container);
2534
2535 new_container->flag [FLAG_APPLIED] = true;
2536 container = new_container;
2537
2538 // client needs flag change
2539 esrv_update_item (UPD_FLAGS, this, new_container);
2540 esrv_send_inventory (this, new_container);
2541 play_sound (sound_find ("chest_open"));
2542 }
2543// else if (!old_container->env && contr && contr->ns)
2544// contr->ns->floorbox_reset ();
2545}
2546
2547object *
2548object::force_find (const shstr name)
2549{
2550 /* cycle through his inventory to look for the MARK we want to
2551 * place
2827 */ 2552 */
2828 for (link = op->key_values; link != NULL; link = link->next) 2553 for (object *tmp = inv; tmp; tmp = tmp->below)
2829 { 2554 if (tmp->type == FORCE && tmp->slaying == name)
2830 if (link->key == canonical_key) 2555 return splay (tmp);
2831 { 2556
2832 return link->value;
2833 }
2834 }
2835 return NULL; 2557 return 0;
2836} 2558}
2837 2559
2838 2560object *
2839/* 2561object::force_add (const shstr name, int duration)
2840 * Updates the canonical_key in op to value.
2841 *
2842 * canonical_key is a shared string (value doesn't have to be).
2843 *
2844 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2845 * keys.
2846 *
2847 * Returns TRUE on success.
2848 */
2849int
2850set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2851{ 2562{
2852 key_value * 2563 if (object *force = force_find (name))
2853 field = NULL, *last = NULL; 2564 force->destroy ();
2854 2565
2855 for (field = op->key_values; field != NULL; field = field->next) 2566 object *force = get_archetype (FORCE_NAME);
2856 {
2857 if (field->key != canonical_key)
2858 {
2859 last = field;
2860 continue;
2861 }
2862 2567
2863 if (value) 2568 force->slaying = name;
2864 field->value = value; 2569 force->stats.food = 1;
2865 else 2570 force->speed_left = -1.f;
2866 {
2867 /* Basically, if the archetype has this key set,
2868 * we need to store the null value so when we save
2869 * it, we save the empty value so that when we load,
2870 * we get this value back again.
2871 */
2872 if (get_ob_key_link (&op->arch->clone, canonical_key))
2873 field->value = 0;
2874 else
2875 {
2876 if (last)
2877 last->next = field->next;
2878 else
2879 op->key_values = field->next;
2880 2571
2881 delete 2572 force->set_speed (duration ? 1.f / duration : 0.f);
2882 field; 2573 force->flag [FLAG_IS_USED_UP] = true;
2883 } 2574 force->flag [FLAG_APPLIED] = true;
2884 }
2885 return TRUE;
2886 }
2887 /* IF we get here, key doesn't exist */
2888 2575
2889 /* No field, we'll have to add it. */ 2576 return insert (force);
2577}
2890 2578
2891 if (!add_key) 2579void
2892 { 2580object::play_sound (faceidx sound)
2893 return FALSE; 2581{
2894 } 2582 if (!sound)
2895 /* There isn't any good reason to store a null
2896 * value in the key/value list. If the archetype has
2897 * this key, then we should also have it, so shouldn't
2898 * be here. If user wants to store empty strings,
2899 * should pass in ""
2900 */
2901 if (value == NULL)
2902 return TRUE; 2583 return;
2903 2584
2904 field = new key_value; 2585 if (flag [FLAG_REMOVED])
2586 return;
2905 2587
2906 field->key = canonical_key; 2588 if (env)
2907 field->value = value; 2589 {
2908 /* Usual prepend-addition. */ 2590 if (object *pl = in_player ())
2909 field->next = op->key_values; 2591 pl->contr->play_sound (sound);
2910 op->key_values = field; 2592 }
2911 2593 else
2912 return TRUE; 2594 map->play_sound (sound, x, y);
2913} 2595}
2914 2596
2915/* 2597void
2916 * Updates the key in op to value. 2598object::make_noise ()
2917 *
2918 * If add_key is FALSE, this will only update existing keys,
2919 * and not add new ones.
2920 * In general, should be little reason FALSE is ever passed in for add_key
2921 *
2922 * Returns TRUE on success.
2923 */
2924int
2925set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2926{ 2599{
2927 shstr 2600 // we do not model noise in the map, so instead put
2928 key_ (key); 2601 // a temporary light into the noise source
2602 // could use the map instead, but that's less reliable for our
2603 // goal, which is to make invisibility a bit harder to exploit
2929 2604
2930 return set_ob_key_value_s (op, key_, value, add_key); 2605 // currently only works sensibly for players
2606 if (!is_player ())
2607 return;
2608
2609 // find old force, or create new one
2610 object *force = force_find (shstr_noise_force);
2611
2612 if (force)
2613 force->speed_left = -1.f; // patch old speed up
2614 else
2615 {
2616 force = archetype::get (shstr_noise_force);
2617
2618 force->slaying = shstr_noise_force;
2619 force->stats.food = 1;
2620 force->speed_left = -1.f;
2621
2622 force->set_speed (1.f / 4.f);
2623 force->flag [FLAG_IS_USED_UP] = true;
2624 force->flag [FLAG_APPLIED] = true;
2625
2626 insert (force);
2627 }
2931} 2628}
2629

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