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Comparing deliantra/server/common/object.C (file contents):
Revision 1.25 by root, Mon Sep 11 01:16:20 2006 UTC vs.
Revision 1.224 by root, Fri May 2 20:16:24 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 1.25 2006/09/11 01:16:20 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying
32 variable. */
33#include <global.h> 24#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 25#include <stdio.h>
36# include <sys/types.h> 26#include <sys/types.h>
37# include <sys/uio.h> 27#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 28#include <object.h>
40#include <funcpoint.h> 29#include <sproto.h>
41#include <skills.h>
42#include <loader.h> 30#include <loader.h>
43int nrofallocobjects = 0;
44 31
45object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
46object *active_objects; /* List of active objects that need to be processed */
47 33
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37
38objectvec objects;
39activevec actives;
40
41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 46};
51short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53}; 52};
54int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
55 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
56}; 58};
57int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 64};
61 65
66static void
67write_uuid (uval64 skip, bool sync)
68{
69 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip));
71 CALL_ARG_SV (boolSV (sync));
72 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END;
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 UUID::cur.seq = 0;
93 write_uuid (UUID_GAP, true);
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 UUID::BUF buf;
102 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 {
107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1);
109 }
110
111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
114 fclose (fp);
115}
116
117UUID
118UUID::gen ()
119{
120 UUID uid;
121
122 uid.seq = ++cur.seq;
123
124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
130
131 return uid;
132}
133
134void
135UUID::init ()
136{
137 read_uuid ();
138}
139
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 141static bool
64compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
65{ 143{
66 key_value *wants_field; 144 key_value *wants_field;
67 145
68 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
69 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
71 */ 149 */
72 150
73 /* For each field in wants, */ 151 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
75 { 153 {
76 key_value *has_field; 154 key_value *has_field;
77 155
78 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
80 158
81 if (has_field == NULL) 159 if (!has_field)
82 {
83 /* No field with that name. */ 160 return 0; /* No field with that name. */
84 return FALSE;
85 }
86 161
87 /* Found the matching field. */ 162 /* Found the matching field. */
88 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
89 {
90 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
91 return FALSE;
92 }
93 165
94 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
95 } 167 }
96 168
97 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
98 return TRUE; 170 return 1;
99} 171}
100 172
101/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
102static int 174static bool
103compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
104{ 176{
105 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
106 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
107 */ 179 */
113 * 185 *
114 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
117 * 189 *
118 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
119 * 191 *
120 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
121 * check weight 193 * check weight
122 */ 194 */
123
124bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
125{ 196{
126 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
128 return 0; 203 return 0;
129 204
130 if (ob1->speed != ob2->speed) 205 /* Do not merge objects if nrof would overflow. First part checks
206 * for unsigned overflow (2c), second part checks whether the result
207 * would fit into a 32 bit signed int, which is often used to hold
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
131 return 0; 211 return 0;
132 212
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. 213 /* 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 214 * 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 215 * 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 216 * are not equal - just if it has been identified, the been_applied
144 * flags lose any meaning. 217 * flags lose any meaning.
145 */ 218 */
146 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 221
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 224
152 225 if (ob1->arch->name != ob2->arch->name
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 226 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 227 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 228 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 229 || 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) || 230 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 231 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 232 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 233 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 234 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 235 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 236 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 237 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 238 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 239 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 240 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 241 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 242 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 243 || 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)) 244 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
183 return 0; 249 return 0;
184 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
185 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
186 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
187 */ 261 */
188 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
189 { 263 {
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)) 264 if (!(ob1->inv && ob2->inv))
196 return 0; 265 return 0; /* inventories differ in length */
266
267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
270 if (!object::can_merge (ob1->inv, ob2->inv))
271 return 0; /* inventory objects differ */
197 272
198 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 274 * if it is valid.
200 */ 275 */
201 } 276 }
209 284
210 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
212 * check? 287 * check?
213 */ 288 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 290 return 0;
216 291
217 switch (ob1->type) 292 switch (ob1->type)
218 { 293 {
219 case SCROLL: 294 case SCROLL:
220 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
221 return 0; 296 return 0;
222 break; 297 break;
223 } 298 }
224 299
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
226 { 301 {
227 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
228 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
229 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 307 return 0;
231 else if (!compare_ob_value_lists (ob1, ob2))
232 return 0;
233 } 308 }
234 309
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
237 { 311 {
238 ob1->optimise (); 312 ob1->optimise ();
239 ob2->optimise (); 313 ob2->optimise ();
240 314
241 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
242 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
243 } 329 }
244 330
245 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
246 return 1; 332 return 1;
247} 333}
248 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
371// adjust weight per container type ("of holding")
372static sint32
373weight_adjust (object *op, sint32 weight)
374{
375 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight;
378}
379
249/* 380/*
381 * adjust_weight(object, weight) adds the specified weight to an object,
382 * and also updates how much the environment(s) is/are carrying.
383 */
384static void
385adjust_weight (object *op, sint32 weight)
386{
387 while (op)
388 {
389 weight = weight_adjust (op, weight);
390
391 if (!weight)
392 return;
393
394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
400 op = op->env;
401 }
402}
403
404/*
250 * sum_weight() is a recursive function which calculates the weight 405 * this is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 406 * an object is carrying. It goes through op and figures out how much
252 * containers are carrying, and sums it up. 407 * containers are carrying, and sums it up.
253 */ 408 */
254signed long
255sum_weight (object *op)
256{
257 signed long sum;
258 object *inv;
259
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 {
262 if (inv->inv)
263 sum_weight (inv);
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
265 }
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;
270 return sum;
271}
272
273/**
274 * Return the outermost environment object for a given object.
275 */
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 409void
307dump_object2 (object *op) 410object::update_weight ()
308{ 411{
309 errmsg[0] = 0; 412 sint32 sum = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314 413
315/* object *tmp;*/ 414 for (object *op = inv; op; op = op->below)
316
317 if (op->arch != NULL)
318 {
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 } 415 {
337 else 416 if (op->inv)
417 op->update_weight ();
418
419 sum += op->total_weight ();
338 { 420 }
339 strcat (errmsg, "Object "); 421
340 if (op->name == NULL) 422 sum = weight_adjust (this, sum);
341 strcat (errmsg, "(null)"); 423
342 else 424 if (sum != carrying)
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 } 425 {
353#endif 426 carrying = sum;
354}
355 427
356/* 428 if (object *pl = visible_to ())
357 * Dumps an object. Returns output in the static global errmsg array. 429 if (pl != this) // player is handled lazily
358 */ 430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
432}
359 433
360void 434/*
435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
436 */
437char *
361dump_object (object *op) 438dump_object (object *op)
362{ 439{
363 if (op == NULL) 440 if (!op)
364 { 441 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 442
372void 443 object_freezer freezer;
373dump_all_objects (void) 444 op->write (freezer);
374{ 445 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} 446}
383 447
384/* 448/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 449 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 450 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned. 451 * If it's not a multi-object, it is returned.
388 */ 452 */
389
390object * 453object *
391get_nearest_part (object *op, const object *pl) 454get_nearest_part (object *op, const object *pl)
392{ 455{
393 object *tmp, *closest; 456 object *tmp, *closest;
394 int last_dist, i; 457 int last_dist, i;
395 458
396 if (op->more == NULL) 459 if (!op->more)
397 return op; 460 return op;
461
398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 462 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
463 tmp;
464 tmp = tmp->more)
399 if ((i = distance (tmp, pl)) < last_dist) 465 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i; 466 closest = tmp, last_dist = i;
467
401 return closest; 468 return closest;
402} 469}
403 470
404/* 471/*
405 * Returns the object which has the count-variable equal to the argument. 472 * Returns the object which has the count-variable equal to the argument.
473 * VERRRY slow.
406 */ 474 */
407
408object * 475object *
409find_object (tag_t i) 476find_object (tag_t i)
410{ 477{
411 object *op; 478 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 479 if (op->count == i)
415 break;
416 return op; 480 return op;
481
482 return 0;
417} 483}
418 484
419/* 485/*
420 * Returns the first object which has a name equal to the argument. 486 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 487 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 488 * Enables features like "patch <name-of-other-player> food 999"
423 */ 489 */
424
425object * 490object *
426find_object_name (const char *str) 491find_object_name (const char *str)
427{ 492{
428 const char *name = shstr::find (str); 493 shstr_cmp str_ (str);
429 object *op; 494 object *op;
430 495
431 for (op = objects; op != NULL; op = op->next) 496 for_all_objects (op)
432 if (&op->name == name) 497 if (op->name == str_)
433 break; 498 break;
434 499
435 return op; 500 return op;
436}
437
438void
439free_all_object_data ()
440{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480} 501}
481 502
482/* 503/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 504 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 505 * skill and experience objects.
506 * ACTUALLY NO! investigate! TODO
485 */ 507 */
486void 508void
487set_owner (object *op, object *owner) 509object::set_owner (object *owner)
488{ 510{
489 if (owner == NULL || op == NULL) 511 // allow objects which own objects
490 return; 512 if (owner)
491 513 while (owner->owner)
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 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
500 owner = owner->owner; 514 owner = owner->owner;
501 515
502 /* IF the owner still has an owner, we did not resolve to a final owner. 516 if (flag [FLAG_FREED])
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{
527 object *owner = get_owner (clone);
528
529 if (owner == NULL)
530 { 517 {
531 /* players don't have owners - they own themselves. Update 518 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return; 519 return;
520 }
521
522 this->owner = owner;
523}
524
525int
526object::slottype () const
527{
528 if (type == SKILL)
538 } 529 {
530 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
531 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
532 }
533 else
534 {
535 if (slot [body_combat].info) return slot_combat;
536 if (slot [body_range ].info) return slot_ranged;
537 }
538
539 return slot_none;
540}
539 541
540 set_owner (op, owner); 542bool
543object::change_weapon (object *ob)
544{
545 if (current_weapon == ob)
546 return true;
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = false;
550
551 current_weapon = ob;
552 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
553
554 if (chosen_skill)
555 chosen_skill->flag [FLAG_APPLIED] = true;
556
557 update_stats ();
558
559 if (ob)
560 {
561 // now check wether any body locations became invalid, in which case
562 // we cannot apply the weapon at the moment.
563 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
564 if (slot[i].used < 0)
565 {
566 current_weapon = chosen_skill = 0;
567 update_stats ();
568
569 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name);
573 return false;
574 }
575
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 }
578 else
579 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
580
581 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
582 {
583 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
584 &name, ob->debug_desc ());
585 return false;
586 }
587
588 return true;
541} 589}
542 590
543/* Zero the key_values on op, decrementing the shared-string 591/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 592 * refcounts and freeing the links.
545 */ 593 */
546static void 594static void
547free_key_values (object *op) 595free_key_values (object *op)
548{ 596{
549 for (key_value *i = op->key_values; i != 0;) 597 for (key_value *i = op->key_values; i; )
550 { 598 {
551 key_value *next = i->next; 599 key_value *next = i->next;
552 delete i; 600 delete i;
553 601
554 i = next; 602 i = next;
555 } 603 }
556 604
557 op->key_values = 0; 605 op->key_values = 0;
558} 606}
559 607
560void object::clear () 608object &
609object::operator =(const object &src)
561{ 610{
562 attachable_base::clear (); 611 remove ();
563 612
564 free_key_values (this); 613 *(object_copy *)this = src;
565 614
566 clear_owner (this); 615 flag [FLAG_REMOVED] = true;
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object,
627 * and then copies the contends of the first object into the second
628 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630 * if the first object is freed, the pointers in the new object
631 * will point at garbage.
632 */
633
634void
635copy_object (object *op2, object *op)
636{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
639
640 op2->clone (op);
641
642 if (is_freed)
643 SET_FLAG (op, FLAG_FREED);
644 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED);
646
647 if (op2->speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
649 616
650 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
651 if (op2->key_values) 618 if (src.key_values)
652 { 619 {
653 key_value *tail = 0; 620 key_value *tail = 0;
654 key_value *i;
655
656 op->key_values = 0; 621 key_values = 0;
657 622
658 for (i = op2->key_values; i; i = i->next) 623 for (key_value *i = src.key_values; i; i = i->next)
659 { 624 {
660 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
661 626
662 new_link->next = 0; 627 new_link->next = 0;
663 new_link->key = i->key; 628 new_link->key = i->key;
664 new_link->value = i->value; 629 new_link->value = i->value;
665 630
666 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
667 if (!op->key_values) 632 if (!key_values)
668 { 633 {
669 op->key_values = new_link; 634 key_values = new_link;
670 tail = new_link; 635 tail = new_link;
671 } 636 }
672 else 637 else
673 { 638 {
674 tail->next = new_link; 639 tail->next = new_link;
675 tail = new_link; 640 tail = new_link;
676 } 641 }
677 } 642 }
678 } 643 }
644}
679 645
680 update_ob_speed (op); 646/*
647 * copy_to first frees everything allocated by the dst object,
648 * and then copies the contents of itself into the second
649 * object, allocating what needs to be allocated. Basically, any
650 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651 * if the first object is freed, the pointers in the new object
652 * will point at garbage.
653 */
654void
655object::copy_to (object *dst)
656{
657 *dst = *this;
658
659 if (speed < 0)
660 dst->speed_left -= rndm ();
661
662 dst->set_speed (dst->speed);
663}
664
665void
666object::instantiate ()
667{
668 if (!uuid.seq) // HACK
669 uuid = UUID::gen ();
670
671 speed_left = -0.1f;
672 /* copy the body_info to the body_used - this is only really
673 * need for monsters, but doesn't hurt to do it for everything.
674 * by doing so, when a monster is created, it has good starting
675 * values for the body_used info, so when items are created
676 * for it, they can be properly equipped.
677 */
678 for (int i = NUM_BODY_LOCATIONS; i--; )
679 slot[i].used = slot[i].info;
680
681 attachable::instantiate ();
682}
683
684object *
685object::clone ()
686{
687 object *neu = create ();
688 copy_to (neu);
689 return neu;
681} 690}
682 691
683/* 692/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 693 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * to the closest player being on the other side, this function can 694 * to the closest player being on the other side, this function can
686 * be called to update the face variable, _and_ how it looks on the map. 695 * be called to update the face variable, _and_ how it looks on the map.
687 */ 696 */
688
689void 697void
690update_turn_face (object *op) 698update_turn_face (object *op)
691{ 699{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 700 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 701 return;
702
694 SET_ANIMATION (op, op->direction); 703 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 704 update_object (op, UP_OBJ_FACE);
696} 705}
697 706
698/* 707/*
699 * Updates the speed of an object. If the speed changes from 0 to another 708 * Updates the speed of an object. If the speed changes from 0 to another
700 * value, or vice versa, then add/remove the object from the active list. 709 * value, or vice versa, then add/remove the object from the active list.
701 * This function needs to be called whenever the speed of an object changes. 710 * This function needs to be called whenever the speed of an object changes.
702 */ 711 */
703
704void 712void
705update_ob_speed (object *op) 713object::set_speed (float speed)
706{ 714{
707 extern int arch_init; 715 if (flag [FLAG_FREED] && speed)
708
709 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated.
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 { 716 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 717 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 718 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 719 }
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731 720
732 /* process_events() expects us to insert the object at the beginning 721 this->speed = speed;
733 * of the list. */ 722
734 op->active_next = active_objects; 723 if (has_active_speed ())
735 if (op->active_next != NULL) 724 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 725 else
740 { 726 deactivate ();
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760} 727}
761 728
762/* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770void
771remove_from_active_list (object *op)
772{
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791}
792
793/* 729/*
794 * update_object() updates the array which represents the map. 730 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 731 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 732 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 733 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 734 * If the object being updated is beneath a player, the look-window
799 * of that player is updated (this might be a suboptimal way of 735 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 736 * updating that window, though, since update_object() is called _often_)
801 * 737 *
802 * action is a hint of what the caller believes need to be done. 738 * action is a hint of what the caller believes need to be done.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 739 * current action are:
808 * UP_OBJ_INSERT: op was inserted 740 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 741 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 742 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811 * as that is easier than trying to look at what may have changed. 743 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 744 * UP_OBJ_FACE: only the objects face has changed.
813 */ 745 */
814
815void 746void
816update_object (object *op, int action) 747update_object (object *op, int action)
817{ 748{
818 int update_now = 0, flags; 749 if (!op)
819 MoveType move_on, move_off, move_block, move_slow;
820
821 if (op == NULL)
822 { 750 {
823 /* this should never happen */ 751 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 752 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
825 return; 753 return;
826 } 754 }
827 755
828 if (op->env != NULL) 756 if (!op->is_on_map ())
829 { 757 {
830 /* Animation is currently handled by client, so nothing 758 /* Animation is currently handled by client, so nothing
831 * to do in this case. 759 * to do in this case.
832 */ 760 */
833 return; 761 return;
834 } 762 }
835 763
836 /* If the map is saving, don't do anything as everything is
837 * going to get freed anyways.
838 */
839 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return;
841
842 /* make sure the object is within map boundaries */ 764 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 765 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 766 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 767 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 768#ifdef MANY_CORES
847 abort (); 769 abort ();
848#endif 770#endif
849 return; 771 return;
850 } 772 }
851 773
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 774 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 775
776 if (!(m.flags_ & P_UPTODATE))
777 /* nop */;
859 if (action == UP_OBJ_INSERT) 778 else if (action == UP_OBJ_INSERT)
860 { 779 {
780 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 783 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on) 787 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 788 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 789 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* This isn't perfect, but I don't expect a lot of objects to 790 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 791 * to have move_allow right now.
884 */ 792 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 793 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 794 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 795 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 796 }
891 /* if the object is being removed, we can't make intelligent 797 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 798 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 799 * that is being removed.
894 */ 800 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 { 802 m.flags_ = 0;
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE) 803 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */ 804 /* Nothing to do for that case */ ;
902 }
903 else 805 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 806 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907 807
908 if (update_now)
909 {
910 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
911 update_position (op->map, op->x, op->y);
912 }
913
914 if (op->more != NULL) 808 if (op->more)
915 update_object (op->more, action); 809 update_object (op->more, action);
916}
917
918static unordered_vector<object *> mortals;
919static std::vector<object *> freed;
920
921void object::free_mortals ()
922{
923 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924 if (!(*i)->refcount)
925 {
926 freed.push_back (*i);
927 mortals.erase (i);
928 }
929 else
930 ++i;
931} 810}
932 811
933object::object () 812object::object ()
934{ 813{
935 SET_FLAG (this, FLAG_REMOVED); 814 SET_FLAG (this, FLAG_REMOVED);
936 815
937 expmul = 1.0; 816 expmul = 1.0;
938 face = blank_face; 817 face = blank_face;
939 attacked_by_count = -1;
940} 818}
941 819
942object::~object () 820object::~object ()
943{ 821{
822 unlink ();
823
944 free_key_values (this); 824 free_key_values (this);
945} 825}
946 826
827static int object_count;
828
947void object::link () 829void object::link ()
948{ 830{
831 assert (!index);//D
832 uuid = UUID::gen ();
949 count = ++ob_count; 833 count = ++object_count;
950 834
951 prev = 0; 835 refcnt_inc ();
952 next = objects; 836 objects.insert (this);
953
954 if (objects)
955 objects->prev = this;
956
957 objects = this;
958} 837}
959 838
960void object::unlink () 839void object::unlink ()
961{ 840{
962 count = 0;
963
964 /* Remove this object from the list of used objects */
965 if (prev)
966 {
967 prev->next = next;
968 prev = 0;
969 }
970
971 if (next) 841 if (!index)
972 { 842 return;
973 next->prev = prev; 843
974 next = 0; 844 objects.erase (this);
845 refcnt_dec ();
846}
847
848void
849object::activate ()
850{
851 /* If already on active list, don't do anything */
852 if (active)
853 return;
854
855 if (has_active_speed ())
856 actives.insert (this);
857}
858
859void
860object::activate_recursive ()
861{
862 activate ();
863
864 for (object *op = inv; op; op = op->below)
865 op->activate_recursive ();
866}
867
868/* This function removes object 'op' from the list of active
869 * objects.
870 * This should only be used for style maps or other such
871 * reference maps where you don't want an object that isn't
872 * in play chewing up cpu time getting processed.
873 * The reverse of this is to call update_ob_speed, which
874 * will do the right thing based on the speed of the object.
875 */
876void
877object::deactivate ()
878{
879 /* If not on the active list, nothing needs to be done */
880 if (!active)
881 return;
882
883 actives.erase (this);
884}
885
886void
887object::deactivate_recursive ()
888{
889 for (object *op = inv; op; op = op->below)
890 op->deactivate_recursive ();
891
892 deactivate ();
893}
894
895void
896object::set_flag_inv (int flag, int value)
897{
898 for (object *op = inv; op; op = op->below)
975 } 899 {
900 op->flag [flag] = value;
901 op->set_flag_inv (flag, value);
902 }
903}
976 904
977 if (this == objects) 905/*
978 objects = next; 906 * Remove and free all objects in the inventory of the given object.
907 * object.c ?
908 */
909void
910object::destroy_inv (bool drop_to_ground)
911{
912 // need to check first, because the checks below might segfault
913 // as we might be on an invalid mapspace and crossfire code
914 // is too buggy to ensure that the inventory is empty.
915 // corollary: if you create arrows etc. with stuff in its inventory,
916 // cf will crash below with off-map x and y
917 if (!inv)
918 return;
919
920 /* Only if the space blocks everything do we not process -
921 * if some form of movement is allowed, let objects
922 * drop on that space.
923 */
924 if (!drop_to_ground
925 || !map
926 || map->in_memory != MAP_ACTIVE
927 || map->nodrop
928 || ms ().move_block == MOVE_ALL)
929 {
930 while (inv)
931 {
932 inv->destroy_inv (false);
933 inv->destroy ();
934 }
935 }
936 else
937 { /* Put objects in inventory onto this space */
938 while (inv)
939 {
940 object *op = inv;
941
942 if (op->flag [FLAG_STARTEQUIP]
943 || op->flag [FLAG_NO_DROP]
944 || op->type == RUNE
945 || op->type == TRAP
946 || op->flag [FLAG_IS_A_TEMPLATE]
947 || op->flag [FLAG_DESTROY_ON_DEATH])
948 op->destroy (true);
949 else
950 map->insert (op, x, y);
951 }
952 }
979} 953}
980 954
981object *object::create () 955object *object::create ()
982{ 956{
983 object *op;
984
985 if (freed.empty ())
986 op = new object; 957 object *op = new object;
987 else
988 {
989 // highly annoying, but the only way to get it stable right now
990 op = freed.back (); freed.pop_back ();
991 op->~object ();
992 new ((void *)op) object;
993 }
994
995 op->link (); 958 op->link ();
996 return op; 959 return op;
997} 960}
998 961
999/* 962static struct freed_map : maptile
1000 * free_object() frees everything allocated by an object, removes
1001 * it from the list of used objects, and puts it on the list of
1002 * free objects. The IS_FREED() flag is set in the object.
1003 * The object must have been removed by remove_ob() first for
1004 * this function to succeed.
1005 *
1006 * If free_inventory is set, free inventory as well. Else drop items in
1007 * inventory to the ground.
1008 */
1009void object::free (bool free_inventory)
1010{ 963{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 964 freed_map ()
1012 { 965 {
1013 LOG (llevDebug, "Free object called with non removed object\n"); 966 path = "<freed objects map>";
1014 dump_object (this); 967 name = "/internal/freed_objects_map";
1015#ifdef MANY_CORES 968 width = 3;
1016 abort (); 969 height = 3;
1017#endif 970 nodrop = 1;
971
972 alloc ();
973 in_memory = MAP_ACTIVE;
1018 } 974 }
975} freed_map; // freed objects are moved here to avoid crashes
1019 976
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 977void
1021 { 978object::do_destroy ()
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 979{
980 if (flag [FLAG_IS_LINKED])
981 remove_button_link (this);
982
983 if (flag [FLAG_FRIENDLY])
1023 remove_friendly_object (this); 984 remove_friendly_object (this);
985
986 remove ();
987
988 attachable::do_destroy ();
989
990 deactivate ();
991 unlink ();
992
993 flag [FLAG_FREED] = 1;
994
995 // hack to ensure that freed objects still have a valid map
996 map = &freed_map;
997 x = 1;
998 y = 1;
999
1000 if (more)
1024 } 1001 {
1025 1002 more->destroy ();
1026 if (QUERY_FLAG (this, FLAG_FREED)) 1003 more = 0;
1027 { 1004 }
1028 dump_object (this); 1005
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 1006 head = 0;
1007
1008 // clear those pointers that likely might cause circular references
1009 owner = 0;
1010 enemy = 0;
1011 attacked_by = 0;
1012 current_weapon = 0;
1013}
1014
1015void
1016object::destroy (bool destroy_inventory)
1017{
1018 if (destroyed ())
1019 return;
1020
1021 if (!is_head () && !head->destroyed ())
1022 {
1023 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1024 head->destroy (destroy_inventory);
1030 return; 1025 return;
1031 } 1026 }
1032 1027
1033 if (more) 1028 destroy_inv (!destroy_inventory);
1034 {
1035 more->free (free_inventory);
1036 more = 0;
1037 }
1038 1029
1039 if (inv) 1030 if (is_head ())
1040 { 1031 if (sound_destroy)
1041 /* Only if the space blocks everything do we not process - 1032 play_sound (sound_destroy);
1042 * if some form of movement is allowed, let objects 1033 else if (flag [FLAG_MONSTER])
1043 * drop on that space. 1034 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1044 */
1045 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1046 {
1047 object *
1048 op = inv;
1049 1035
1050 while (op) 1036 attachable::destroy ();
1051 {
1052 object *
1053 tmp = op->below;
1054
1055 remove_ob (op);
1056 op->free (free_inventory);
1057 op = tmp;
1058 }
1059 }
1060 else
1061 { /* Put objects in inventory onto this space */
1062 object *
1063 op = inv;
1064
1065 while (op)
1066 {
1067 object *
1068 tmp = op->below;
1069
1070 remove_ob (op);
1071
1072 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1073 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1074 free_object (op);
1075 else
1076 {
1077 op->x = x;
1078 op->y = y;
1079 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1080 }
1081
1082 op = tmp;
1083 }
1084 }
1085 }
1086
1087 clear_owner (this);
1088
1089 /* Remove object from the active list */
1090 speed = 0;
1091 update_ob_speed (this);
1092
1093 unlink ();
1094
1095 SET_FLAG (this, FLAG_FREED);
1096
1097 mortals.push_back (this);
1098} 1037}
1099 1038
1100/* 1039/* op->remove ():
1101 * sub_weight() recursively (outwards) subtracts a number from the
1102 * weight of an object (and what is carried by it's environment(s)).
1103 */
1104
1105void
1106sub_weight (object *op, signed long weight)
1107{
1108 while (op != NULL)
1109 {
1110 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 }
1114 op->carrying -= weight;
1115 op = op->env;
1116 }
1117}
1118
1119/* remove_ob(op):
1120 * This function removes the object op from the linked list of objects 1040 * This function removes the object op from the linked list of objects
1121 * which it is currently tied to. When this function is done, the 1041 * which it is currently tied to. When this function is done, the
1122 * object will have no environment. If the object previously had an 1042 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 1043 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 1044 * the previous environment.
1125 * Beware: This function is called from the editor as well!
1126 */ 1045 */
1127
1128void 1046void
1129remove_ob (object *op) 1047object::do_remove ()
1130{ 1048{
1049 object *tmp, *last = 0;
1131 object * 1050 object *otmp;
1132 tmp, *
1133 last = NULL;
1134 object *
1135 otmp;
1136 tag_t
1137 tag;
1138 int
1139 check_walk_off;
1140 mapstruct *
1141 m;
1142 sint16
1143 x,
1144 y;
1145 1051
1052 if (flag [FLAG_REMOVED])
1053 return;
1146 1054
1147 if (QUERY_FLAG (op, FLAG_REMOVED)) 1055 INVOKE_OBJECT (REMOVE, this);
1148 {
1149 dump_object (op);
1150 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1151 1056
1152 /* Changed it to always dump core in this case. As has been learned 1057 flag [FLAG_REMOVED] = true;
1153 * in the past, trying to recover from errors almost always
1154 * make things worse, and this is a real error here - something
1155 * that should not happen.
1156 * Yes, if this was a mission critical app, trying to do something
1157 * to recover may make sense, but that is because failure of the app
1158 * may have other disastrous problems. Cf runs out of a script
1159 * so is easily enough restarted without any real problems.
1160 * MSW 2001-07-01
1161 */
1162 abort ();
1163 }
1164 if (op->more != NULL)
1165 remove_ob (op->more);
1166 1058
1167 SET_FLAG (op, FLAG_REMOVED); 1059 if (more)
1060 more->remove ();
1168 1061
1169 /* 1062 /*
1170 * In this case, the object to be removed is in someones 1063 * In this case, the object to be removed is in someones
1171 * inventory. 1064 * inventory.
1172 */ 1065 */
1173 if (op->env != NULL) 1066 if (env)
1174 { 1067 {
1175 if (op->nrof) 1068 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1176 sub_weight (op->env, op->weight * op->nrof); 1069 if (object *pl = visible_to ())
1177 else 1070 esrv_del_item (pl->contr, count);
1178 sub_weight (op->env, op->weight + op->carrying); 1071 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1072
1073 adjust_weight (env, -total_weight ());
1074
1075 *(above ? &above->below : &env->inv) = below;
1076
1077 if (below)
1078 below->above = above;
1079
1080 /* we set up values so that it could be inserted into
1081 * the map, but we don't actually do that - it is up
1082 * to the caller to decide what we want to do.
1083 */
1084 map = env->map;
1085 x = env->x;
1086 y = env->y;
1087 above = 0;
1088 below = 0;
1089 env = 0;
1179 1090
1180 /* NO_FIX_PLAYER is set when a great many changes are being 1091 /* NO_FIX_PLAYER is set when a great many changes are being
1181 * made to players inventory. If set, avoiding the call 1092 * made to players inventory. If set, avoiding the call
1182 * to save cpu time. 1093 * to save cpu time.
1183 */ 1094 */
1184 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1095 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1185 fix_player (otmp); 1096 otmp->update_stats ();
1097 }
1098 else if (map)
1099 {
1100 map->dirty = true;
1101 mapspace &ms = this->ms ();
1186 1102
1187 if (op->above != NULL) 1103 if (object *pl = ms.player ())
1104 {
1105 if (type == PLAYER) // this == pl(!)
1106 {
1107 // leaving a spot always closes any open container on the ground
1108 if (container && !container->env)
1109 // this causes spurious floorbox updates, but it ensures
1110 // that the CLOSE event is being sent.
1111 close_container ();
1112
1113 --map->players;
1114 map->touch ();
1115 }
1116 else if (pl->container == this)
1117 {
1118 // removing a container should close it
1119 close_container ();
1120 }
1121
1122 esrv_del_item (pl->contr, count);
1123 }
1124
1125 /* link the object above us */
1126 if (above)
1188 op->above->below = op->below; 1127 above->below = below;
1189 else 1128 else
1190 op->env->inv = op->below; 1129 ms.top = below; /* we were top, set new top */
1191 1130
1192 if (op->below != NULL)
1193 op->below->above = op->above;
1194
1195 /* we set up values so that it could be inserted into
1196 * the map, but we don't actually do that - it is up
1197 * to the caller to decide what we want to do.
1198 */
1199 op->x = op->env->x, op->y = op->env->y;
1200 op->map = op->env->map;
1201 op->above = NULL, op->below = NULL;
1202 op->env = NULL;
1203 return;
1204 }
1205
1206 /* If we get here, we are removing it from a map */
1207 if (op->map == NULL)
1208 return;
1209
1210 x = op->x;
1211 y = op->y;
1212 m = get_map_from_coord (op->map, &x, &y);
1213
1214 if (!m)
1215 {
1216 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1217 op->map->path, op->x, op->y);
1218 /* in old days, we used to set x and y to 0 and continue.
1219 * it seems if we get into this case, something is probablye
1220 * screwed up and should be fixed.
1221 */
1222 abort ();
1223 }
1224 if (op->map != m)
1225 {
1226 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1227 op->map->path, m->path, op->x, op->y, x, y);
1228 }
1229
1230 /* Re did the following section of code - it looks like it had
1231 * lots of logic for things we no longer care about
1232 */
1233
1234 /* link the object above us */
1235 if (op->above)
1236 op->above->below = op->below;
1237 else
1238 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1239
1240 /* Relink the object below us, if there is one */ 1131 /* Relink the object below us, if there is one */
1241 if (op->below) 1132 if (below)
1242 {
1243 op->below->above = op->above; 1133 below->above = above;
1244 }
1245 else 1134 else
1246 {
1247 /* Nothing below, which means we need to relink map object for this space
1248 * use translated coordinates in case some oddness with map tiling is
1249 * evident
1250 */
1251 if (GET_MAP_OB (m, x, y) != op)
1252 { 1135 {
1253 dump_object (op); 1136 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is
1138 * evident
1139 */
1140 if (GET_MAP_OB (map, x, y) != this)
1254 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", 1141 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1255 errmsg); 1142
1256 dump_object (GET_MAP_OB (m, x, y)); 1143 ms.bot = above; /* goes on above it. */
1257 LOG (llevError, "%s\n", errmsg);
1258 } 1144 }
1259 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1260 }
1261 op->above = NULL;
1262 op->below = NULL;
1263 1145
1146 above = 0;
1147 below = 0;
1148
1264 if (op->map->in_memory == MAP_SAVING) 1149 if (map->in_memory == MAP_SAVING)
1265 return; 1150 return;
1266 1151
1267 tag = op->count; 1152 int check_walk_off = !flag [FLAG_NO_APPLY];
1268 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1269 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1270 {
1271 /* No point updating the players look faces if he is the object
1272 * being removed.
1273 */
1274 1153
1275 if (tmp->type == PLAYER && tmp != op) 1154 if (object *pl = ms.player ())
1276 { 1155 {
1156 if (pl->container == this)
1277 /* If a container that the player is currently using somehow gets 1157 /* If a container that the player is currently using somehow gets
1278 * removed (most likely destroyed), update the player view 1158 * removed (most likely destroyed), update the player view
1279 * appropriately. 1159 * appropriately.
1160 */
1161 pl->close_container ();
1162
1163 //TODO: the floorbox prev/next might need updating
1164 esrv_del_item (pl->contr, count);
1165 }
1166
1167 for (tmp = ms.bot; tmp; tmp = tmp->above)
1168 {
1169 /* No point updating the players look faces if he is the object
1170 * being removed.
1280 */ 1171 */
1281 if (tmp->container == op) 1172
1173 /* See if object moving off should effect something */
1174 if (check_walk_off
1175 && ((move_type & tmp->move_off)
1176 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1282 { 1177 {
1283 CLEAR_FLAG (op, FLAG_APPLIED); 1178 move_apply (tmp, this, 0);
1284 tmp->container = NULL; 1179
1180 if (destroyed ())
1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1285 } 1182 }
1286 tmp->contr->socket.update_look = 1; 1183
1184 last = tmp;
1287 } 1185 }
1288 /* See if player moving off should effect something */
1289 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1290 {
1291 1186
1292 move_apply (tmp, op, NULL);
1293 if (was_destroyed (op, tag))
1294 {
1295 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1296 }
1297 }
1298
1299 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1300
1301 if (tmp->above == tmp)
1302 tmp->above = NULL;
1303 last = tmp;
1304 }
1305 /* last == NULL of there are no objects on this space */ 1187 /* last == NULL if there are no objects on this space */
1306 if (last == NULL) 1188 //TODO: this makes little sense, why only update the topmost object?
1307 { 1189 if (!last)
1308 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1190 map->at (x, y).flags_ = 0;
1309 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1310 * those out anyways, and if there are any flags set right now, they won't
1311 * be correct anyways.
1312 */
1313 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1314 update_position (op->map, op->x, op->y);
1315 }
1316 else 1191 else
1317 update_object (last, UP_OBJ_REMOVE); 1192 update_object (last, UP_OBJ_REMOVE);
1318 1193
1319 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1194 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1320 update_all_los (op->map, op->x, op->y); 1195 update_all_los (map, x, y);
1321 1196 }
1322} 1197}
1323 1198
1324/* 1199/*
1325 * merge_ob(op,top): 1200 * merge_ob(op,top):
1326 * 1201 *
1327 * This function goes through all objects below and including top, and 1202 * This function goes through all objects below and including top, and
1328 * merges op to the first matching object. 1203 * merges op to the first matching object.
1329 * If top is NULL, it is calculated. 1204 * If top is NULL, it is calculated.
1330 * Returns pointer to object if it succeded in the merge, otherwise NULL 1205 * Returns pointer to object if it succeded in the merge, otherwise NULL
1331 */ 1206 */
1332
1333object * 1207object *
1334merge_ob (object *op, object *top) 1208merge_ob (object *op, object *top)
1335{ 1209{
1336 if (!op->nrof) 1210 if (!op->nrof)
1337 return 0; 1211 return 0;
1338 if (top == NULL) 1212
1213 if (!top)
1339 for (top = op; top != NULL && top->above != NULL; top = top->above); 1214 for (top = op; top && top->above; top = top->above)
1215 ;
1216
1340 for (; top != NULL; top = top->below) 1217 for (; top; top = top->below)
1341 { 1218 if (object::can_merge (op, top))
1342 if (top == op)
1343 continue;
1344 if (CAN_MERGE (op, top))
1345 { 1219 {
1346 top->nrof += op->nrof; 1220 top->nrof += op->nrof;
1347 1221
1348/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1222 if (object *pl = top->visible_to ())
1349 op->weight = 0; /* Don't want any adjustements now */ 1223 esrv_update_item (UPD_NROF, pl, top);
1350 remove_ob (op); 1224
1351 free_object (op); 1225 op->weight = 0; // cancel the addition above
1226 op->carrying = 0; // must be 0 already
1227
1228 op->destroy (1);
1229
1352 return top; 1230 return top;
1353 } 1231 }
1354 } 1232
1355 return NULL; 1233 return 0;
1356} 1234}
1357 1235
1236void
1237object::expand_tail ()
1238{
1239 if (more)
1240 return;
1241
1242 object *prev = this;
1243
1244 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1245 {
1246 object *op = arch_to_object (at);
1247
1248 op->name = name;
1249 op->name_pl = name_pl;
1250 op->title = title;
1251
1252 op->head = this;
1253 prev->more = op;
1254
1255 prev = op;
1256 }
1257}
1258
1358/* 1259/*
1359 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1260 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1360 * job preparing multi-part monsters 1261 * job preparing multi-part monsters.
1361 */ 1262 */
1362object * 1263object *
1363insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1264insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1364{ 1265{
1365 object *
1366 tmp;
1367
1368 if (op->head)
1369 op = op->head;
1370 for (tmp = op; tmp; tmp = tmp->more) 1266 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1371 { 1267 {
1372 tmp->x = x + tmp->arch->clone.x; 1268 tmp->x = x + tmp->arch->x;
1373 tmp->y = y + tmp->arch->clone.y; 1269 tmp->y = y + tmp->arch->y;
1374 } 1270 }
1271
1375 return insert_ob_in_map (op, m, originator, flag); 1272 return insert_ob_in_map (op, m, originator, flag);
1376} 1273}
1377 1274
1378/* 1275/*
1379 * insert_ob_in_map (op, map, originator, flag): 1276 * insert_ob_in_map (op, map, originator, flag):
1393 * Return value: 1290 * Return value:
1394 * new object if 'op' was merged with other object 1291 * new object if 'op' was merged with other object
1395 * NULL if 'op' was destroyed 1292 * NULL if 'op' was destroyed
1396 * just 'op' otherwise 1293 * just 'op' otherwise
1397 */ 1294 */
1398
1399object * 1295object *
1400insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1296insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1401{ 1297{
1402 object *tmp, *top, *floor = NULL; 1298 assert (!op->flag [FLAG_FREED]);
1403 sint16 x, y;
1404 1299
1405 if (QUERY_FLAG (op, FLAG_FREED)) 1300 op->remove ();
1406 {
1407 LOG (llevError, "Trying to insert freed object!\n");
1408 return NULL;
1409 }
1410
1411 if (m == NULL)
1412 {
1413 dump_object (op);
1414 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1415 return op;
1416 }
1417
1418 if (out_of_map (m, op->x, op->y))
1419 {
1420 dump_object (op);
1421 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1422#ifdef MANY_CORES
1423 /* Better to catch this here, as otherwise the next use of this object
1424 * is likely to cause a crash. Better to find out where it is getting
1425 * improperly inserted.
1426 */
1427 abort ();
1428#endif
1429 return op;
1430 }
1431
1432 if (!QUERY_FLAG (op, FLAG_REMOVED))
1433 {
1434 dump_object (op);
1435 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1436 return op;
1437 }
1438
1439 if (op->more != NULL)
1440 {
1441 /* The part may be on a different map. */
1442
1443 object *
1444 more = op->more;
1445
1446 /* We really need the caller to normalize coordinates - if
1447 * we set the map, that doesn't work if the location is within
1448 * a map and this is straddling an edge. So only if coordinate
1449 * is clear wrong do we normalize it.
1450 */
1451 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1452 {
1453 more->map = get_map_from_coord (m, &more->x, &more->y);
1454 }
1455 else if (!more->map)
1456 {
1457 /* For backwards compatibility - when not dealing with tiled maps,
1458 * more->map should always point to the parent.
1459 */
1460 more->map = m;
1461 }
1462
1463 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1464 {
1465 if (!op->head)
1466 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1467 return NULL;
1468 }
1469 }
1470
1471 CLEAR_FLAG (op, FLAG_REMOVED);
1472 1301
1473 /* Ideally, the caller figures this out. However, it complicates a lot 1302 /* Ideally, the caller figures this out. However, it complicates a lot
1474 * of areas of callers (eg, anything that uses find_free_spot would now 1303 * of areas of callers (eg, anything that uses find_free_spot would now
1475 * need extra work 1304 * need extra work
1476 */ 1305 */
1477 op->map = get_map_from_coord (m, &op->x, &op->y); 1306 if (!xy_normalise (m, op->x, op->y))
1478 x = op->x; 1307 {
1479 y = op->y; 1308 op->destroy (1);
1309 return 0;
1310 }
1311
1312 if (object *more = op->more)
1313 if (!insert_ob_in_map (more, m, originator, flag))
1314 return 0;
1315
1316 CLEAR_FLAG (op, FLAG_REMOVED);
1317
1318 op->map = m;
1319 mapspace &ms = op->ms ();
1480 1320
1481 /* this has to be done after we translate the coordinates. 1321 /* this has to be done after we translate the coordinates.
1482 */ 1322 */
1483 if (op->nrof && !(flag & INS_NO_MERGE)) 1323 if (op->nrof && !(flag & INS_NO_MERGE))
1484 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1324 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1485 if (CAN_MERGE (op, tmp)) 1325 if (object::can_merge (op, tmp))
1486 { 1326 {
1327 // TODO: we atcually want to update tmp, not op,
1328 // but some caller surely breaks when we return tmp
1329 // from here :/
1487 op->nrof += tmp->nrof; 1330 op->nrof += tmp->nrof;
1488 remove_ob (tmp); 1331 tmp->destroy (1);
1489 free_object (tmp);
1490 } 1332 }
1491 1333
1492 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1334 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1493 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1335 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1494 1336
1507 op->below = originator->below; 1349 op->below = originator->below;
1508 1350
1509 if (op->below) 1351 if (op->below)
1510 op->below->above = op; 1352 op->below->above = op;
1511 else 1353 else
1512 SET_MAP_OB (op->map, op->x, op->y, op); 1354 ms.bot = op;
1513 1355
1514 /* since *below* originator, no need to update top */ 1356 /* since *below* originator, no need to update top */
1515 originator->below = op; 1357 originator->below = op;
1516 } 1358 }
1517 else 1359 else
1518 { 1360 {
1361 object *top, *floor = NULL;
1362
1363 top = ms.bot;
1364
1519 /* If there are other objects, then */ 1365 /* If there are other objects, then */
1520 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1366 if (top)
1521 { 1367 {
1522 object *last = NULL; 1368 object *last = 0;
1523 1369
1524 /* 1370 /*
1525 * If there are multiple objects on this space, we do some trickier handling. 1371 * If there are multiple objects on this space, we do some trickier handling.
1526 * We've already dealt with merging if appropriate. 1372 * We've already dealt with merging if appropriate.
1527 * Generally, we want to put the new object on top. But if 1373 * Generally, we want to put the new object on top. But if
1531 * once we get to them. This reduces the need to traverse over all of 1377 * once we get to them. This reduces the need to traverse over all of
1532 * them when adding another one - this saves quite a bit of cpu time 1378 * them when adding another one - this saves quite a bit of cpu time
1533 * when lots of spells are cast in one area. Currently, it is presumed 1379 * when lots of spells are cast in one area. Currently, it is presumed
1534 * that flying non pickable objects are spell objects. 1380 * that flying non pickable objects are spell objects.
1535 */ 1381 */
1536 1382 for (top = ms.bot; top; top = top->above)
1537 while (top != NULL)
1538 { 1383 {
1539 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1384 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1540 floor = top; 1385 floor = top;
1386
1541 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1387 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1542 { 1388 {
1543 /* We insert above top, so we want this object below this */ 1389 /* We insert above top, so we want this object below this */
1544 top = top->below; 1390 top = top->below;
1545 break; 1391 break;
1546 } 1392 }
1393
1547 last = top; 1394 last = top;
1548 top = top->above;
1549 } 1395 }
1396
1550 /* Don't want top to be NULL, so set it to the last valid object */ 1397 /* Don't want top to be NULL, so set it to the last valid object */
1551 top = last; 1398 top = last;
1552 1399
1553 /* We let update_position deal with figuring out what the space 1400 /* We let update_position deal with figuring out what the space
1554 * looks like instead of lots of conditions here. 1401 * looks like instead of lots of conditions here.
1555 * makes things faster, and effectively the same result. 1402 * makes things faster, and effectively the same result.
1556 */ 1403 */
1557 1404
1558 /* Have object 'fall below' other objects that block view. 1405 /* Have object 'fall below' other objects that block view.
1559 * Unless those objects are exits, type 66 1406 * Unless those objects are exits.
1560 * If INS_ON_TOP is used, don't do this processing 1407 * If INS_ON_TOP is used, don't do this processing
1561 * Need to find the object that in fact blocks view, otherwise 1408 * Need to find the object that in fact blocks view, otherwise
1562 * stacking is a bit odd. 1409 * stacking is a bit odd.
1563 */ 1410 */
1564 if (!(flag & INS_ON_TOP) && 1411 if (!(flag & INS_ON_TOP)
1565 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1412 && ms.flags () & P_BLOCKSVIEW
1413 && (op->face && !faces [op->face].visibility))
1566 { 1414 {
1567 for (last = top; last != floor; last = last->below) 1415 for (last = top; last != floor; last = last->below)
1568 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1416 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1569 break; 1417 break;
1418
1570 /* Check to see if we found the object that blocks view, 1419 /* Check to see if we found the object that blocks view,
1571 * and make sure we have a below pointer for it so that 1420 * and make sure we have a below pointer for it so that
1572 * we can get inserted below this one, which requires we 1421 * we can get inserted below this one, which requires we
1573 * set top to the object below us. 1422 * set top to the object below us.
1574 */ 1423 */
1575 if (last && last->below && last != floor) 1424 if (last && last->below && last != floor)
1576 top = last->below; 1425 top = last->below;
1577 } 1426 }
1578 } /* If objects on this space */ 1427 } /* If objects on this space */
1579 1428
1580 if (flag & INS_MAP_LOAD)
1581 top = GET_MAP_TOP (op->map, op->x, op->y);
1582
1583 if (flag & INS_ABOVE_FLOOR_ONLY) 1429 if (flag & INS_ABOVE_FLOOR_ONLY)
1584 top = floor; 1430 top = floor;
1585 1431
1586 /* Top is the object that our object (op) is going to get inserted above. 1432 /* Top is the object that our object (op) is going to get inserted above.
1587 */ 1433 */
1588 1434
1589 /* First object on this space */ 1435 /* First object on this space */
1590 if (!top) 1436 if (!top)
1591 { 1437 {
1592 op->above = GET_MAP_OB (op->map, op->x, op->y); 1438 op->above = ms.bot;
1593 1439
1594 if (op->above) 1440 if (op->above)
1595 op->above->below = op; 1441 op->above->below = op;
1596 1442
1597 op->below = NULL; 1443 op->below = 0;
1598 SET_MAP_OB (op->map, op->x, op->y, op); 1444 ms.bot = op;
1599 } 1445 }
1600 else 1446 else
1601 { /* get inserted into the stack above top */ 1447 { /* get inserted into the stack above top */
1602 op->above = top->above; 1448 op->above = top->above;
1603 1449
1606 1452
1607 op->below = top; 1453 op->below = top;
1608 top->above = op; 1454 top->above = op;
1609 } 1455 }
1610 1456
1611 if (op->above == NULL) 1457 if (!op->above)
1612 SET_MAP_TOP (op->map, op->x, op->y, op); 1458 ms.top = op;
1613 } /* else not INS_BELOW_ORIGINATOR */ 1459 } /* else not INS_BELOW_ORIGINATOR */
1614 1460
1615 if (op->type == PLAYER) 1461 if (op->type == PLAYER)
1462 {
1616 op->contr->do_los = 1; 1463 op->contr->do_los = 1;
1464 ++op->map->players;
1465 op->map->touch ();
1466 }
1617 1467
1618 /* If we have a floor, we know the player, if any, will be above 1468 op->map->dirty = true;
1619 * it, so save a few ticks and start from there. 1469
1620 */ 1470 if (object *pl = ms.player ())
1621 if (!(flag & INS_MAP_LOAD)) 1471 //TODO: the floorbox prev/next might need updating
1622 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1472 esrv_send_item (pl, op);
1623 if (tmp->type == PLAYER)
1624 tmp->contr->socket.update_look = 1;
1625 1473
1626 /* If this object glows, it may affect lighting conditions that are 1474 /* If this object glows, it may affect lighting conditions that are
1627 * visible to others on this map. But update_all_los is really 1475 * visible to others on this map. But update_all_los is really
1628 * an inefficient way to do this, as it means los for all players 1476 * an inefficient way to do this, as it means los for all players
1629 * on the map will get recalculated. The players could very well 1477 * on the map will get recalculated. The players could very well
1630 * be far away from this change and not affected in any way - 1478 * be far away from this change and not affected in any way -
1631 * this should get redone to only look for players within range, 1479 * this should get redone to only look for players within range,
1632 * or just updating the P_NEED_UPDATE for spaces within this area 1480 * or just updating the P_UPTODATE for spaces within this area
1633 * of effect may be sufficient. 1481 * of effect may be sufficient.
1634 */ 1482 */
1635 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1483 if (op->map->darkness && (op->glow_radius != 0))
1636 update_all_los (op->map, op->x, op->y); 1484 update_all_los (op->map, op->x, op->y);
1637
1638 1485
1639 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1486 /* updates flags (blocked, alive, no magic, etc) for this map space */
1640 update_object (op, UP_OBJ_INSERT); 1487 update_object (op, UP_OBJ_INSERT);
1641 1488
1489 INVOKE_OBJECT (INSERT, op);
1642 1490
1643 /* Don't know if moving this to the end will break anything. However, 1491 /* Don't know if moving this to the end will break anything. However,
1644 * we want to have update_look set above before calling this. 1492 * we want to have floorbox_update called before calling this.
1645 * 1493 *
1646 * check_move_on() must be after this because code called from 1494 * check_move_on() must be after this because code called from
1647 * check_move_on() depends on correct map flags (so functions like 1495 * check_move_on() depends on correct map flags (so functions like
1648 * blocked() and wall() work properly), and these flags are updated by 1496 * blocked() and wall() work properly), and these flags are updated by
1649 * update_object(). 1497 * update_object().
1650 */ 1498 */
1651 1499
1652 /* if this is not the head or flag has been passed, don't check walk on status */ 1500 /* if this is not the head or flag has been passed, don't check walk on status */
1653 if (!(flag & INS_NO_WALK_ON) && !op->head) 1501 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1654 { 1502 {
1655 if (check_move_on (op, originator)) 1503 if (check_move_on (op, originator))
1656 return NULL; 1504 return 0;
1657 1505
1658 /* If we are a multi part object, lets work our way through the check 1506 /* If we are a multi part object, lets work our way through the check
1659 * walk on's. 1507 * walk on's.
1660 */ 1508 */
1661 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1509 for (object *tmp = op->more; tmp; tmp = tmp->more)
1662 if (check_move_on (tmp, originator)) 1510 if (check_move_on (tmp, originator))
1663 return NULL; 1511 return 0;
1664 } 1512 }
1665 1513
1666 return op; 1514 return op;
1667} 1515}
1668 1516
1669/* this function inserts an object in the map, but if it 1517/* this function inserts an object in the map, but if it
1670 * finds an object of its own type, it'll remove that one first. 1518 * finds an object of its own type, it'll remove that one first.
1671 * op is the object to insert it under: supplies x and the map. 1519 * op is the object to insert it under: supplies x and the map.
1672 */ 1520 */
1673void 1521void
1674replace_insert_ob_in_map (const char *arch_string, object *op) 1522replace_insert_ob_in_map (const char *arch_string, object *op)
1675{ 1523{
1676 object *tmp;
1677 object *tmp1;
1678
1679 /* first search for itself and remove any old instances */ 1524 /* first search for itself and remove any old instances */
1680 1525
1681 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1526 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1682 {
1683 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1527 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1684 { 1528 tmp->destroy (1);
1685 remove_ob (tmp);
1686 free_object (tmp);
1687 }
1688 }
1689 1529
1690 tmp1 = arch_to_object (find_archetype (arch_string)); 1530 object *tmp = arch_to_object (archetype::find (arch_string));
1691 1531
1692 tmp1->x = op->x; 1532 tmp->x = op->x;
1693 tmp1->y = op->y; 1533 tmp->y = op->y;
1534
1694 insert_ob_in_map (tmp1, op->map, op, 0); 1535 insert_ob_in_map (tmp, op->map, op, 0);
1695} 1536}
1696
1697/*
1698 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1699 * is returned contains nr objects, and the remaining parts contains
1700 * the rest (or is removed and freed if that number is 0).
1701 * On failure, NULL is returned, and the reason put into the
1702 * global static errmsg array.
1703 */
1704 1537
1705object * 1538object *
1706get_split_ob (object *orig_ob, uint32 nr) 1539object::insert_at (object *where, object *originator, int flags)
1707{ 1540{
1708 object * 1541 if (where->env)
1709 newob; 1542 return where->env->insert (this);
1710 int 1543 else
1711 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1544 return where->map->insert (this, where->x, where->y, originator, flags);
1712
1713 if (orig_ob->nrof < nr)
1714 {
1715 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1716 return NULL;
1717 }
1718 newob = object_create_clone (orig_ob);
1719 if ((orig_ob->nrof -= nr) < 1)
1720 {
1721 if (!is_removed)
1722 remove_ob (orig_ob);
1723 free_object2 (orig_ob, 1);
1724 }
1725 else if (!is_removed)
1726 {
1727 if (orig_ob->env != NULL)
1728 sub_weight (orig_ob->env, orig_ob->weight * nr);
1729 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1730 {
1731 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1732 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1733 return NULL;
1734 }
1735 }
1736 newob->nrof = nr;
1737
1738 return newob;
1739} 1545}
1740 1546
1741/* 1547/*
1742 * decrease_ob_nr(object, number) decreases a specified number from 1548 * decrease(object, number) decreases a specified number from
1743 * the amount of an object. If the amount reaches 0, the object 1549 * the amount of an object. If the amount reaches 0, the object
1744 * is subsequently removed and freed. 1550 * is subsequently removed and freed.
1745 * 1551 *
1746 * Return value: 'op' if something is left, NULL if the amount reached 0 1552 * Return value: 'op' if something is left, NULL if the amount reached 0
1747 */ 1553 */
1554bool
1555object::decrease (sint32 nr)
1556{
1557 if (!nr)
1558 return true;
1748 1559
1560 nr = min (nr, nrof);
1561
1562 nrof -= nr;
1563
1564 if (nrof)
1565 {
1566 adjust_weight (env, -weight * nr); // carrying == 0
1567
1568 if (object *pl = visible_to ())
1569 esrv_update_item (UPD_NROF, pl, this);
1570
1571 return true;
1572 }
1573 else
1574 {
1575 destroy (1);
1576 return false;
1577 }
1578}
1579
1580/*
1581 * split(ob,nr) splits up ob into two parts. The part which
1582 * is returned contains nr objects, and the remaining parts contains
1583 * the rest (or is removed and returned if that number is 0).
1584 * On failure, NULL is returned.
1585 */
1749object * 1586object *
1750decrease_ob_nr (object *op, uint32 i) 1587object::split (sint32 nr)
1751{ 1588{
1752 object * 1589 int have = number_of ();
1753 tmp;
1754 player *
1755 pl;
1756 1590
1757 if (i == 0) /* objects with op->nrof require this check */ 1591 if (have < nr)
1758 return op; 1592 return 0;
1759 1593 else if (have == nr)
1760 if (i > op->nrof)
1761 i = op->nrof;
1762
1763 if (QUERY_FLAG (op, FLAG_REMOVED))
1764 {
1765 op->nrof -= i;
1766 } 1594 {
1767 else if (op->env != NULL)
1768 {
1769 /* is this object in the players inventory, or sub container
1770 * therein?
1771 */
1772 tmp = is_player_inv (op->env);
1773 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player.
1778 */
1779 if (!tmp)
1780 {
1781 for (pl = first_player; pl; pl = pl->next)
1782 if (pl->ob->container == op->env)
1783 break;
1784 if (pl)
1785 tmp = pl->ob;
1786 else
1787 tmp = NULL;
1788 }
1789
1790 if (i < op->nrof)
1791 {
1792 sub_weight (op->env, op->weight * i);
1793 op->nrof -= i;
1794 if (tmp)
1795 {
1796 esrv_send_item (tmp, op);
1797 }
1798 }
1799 else
1800 {
1801 remove_ob (op); 1595 remove ();
1802 op->nrof = 0; 1596 return this;
1803 if (tmp)
1804 {
1805 esrv_del_item (tmp->contr, op->count);
1806 }
1807 }
1808 } 1597 }
1809 else 1598 else
1810 { 1599 {
1811 object * 1600 decrease (nr);
1812 above = op->above;
1813 1601
1814 if (i < op->nrof) 1602 object *op = object_create_clone (this);
1815 {
1816 op->nrof -= i;
1817 }
1818 else
1819 {
1820 remove_ob (op);
1821 op->nrof = 0; 1603 op->nrof = nr;
1822 }
1823 /* Since we just removed op, op->above is null */
1824 for (tmp = above; tmp != NULL; tmp = tmp->above)
1825 if (tmp->type == PLAYER)
1826 {
1827 if (op->nrof)
1828 esrv_send_item (tmp, op);
1829 else
1830 esrv_del_item (tmp->contr, op->count);
1831 }
1832 }
1833
1834 if (op->nrof)
1835 {
1836 return op; 1604 return op;
1837 } 1605 }
1838 else 1606}
1607
1608object *
1609insert_ob_in_ob (object *op, object *where)
1610{
1611 if (!where)
1839 { 1612 {
1840 free_object (op); 1613 char *dump = dump_object (op);
1614 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1615 free (dump);
1841 return NULL; 1616 return op;
1842 }
1843}
1844
1845/*
1846 * add_weight(object, weight) adds the specified weight to an object,
1847 * and also updates how much the environment(s) is/are carrying.
1848 */
1849
1850void
1851add_weight (object *op, signed long weight)
1852{
1853 while (op != NULL)
1854 { 1617 }
1855 if (op->type == CONTAINER) 1618
1856 { 1619 if (where->head_ () != where)
1857 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1858 }
1859 op->carrying += weight;
1860 op = op->env;
1861 } 1620 {
1862} 1621 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1622 where = where->head;
1623 }
1863 1624
1625 return where->insert (op);
1626}
1627
1864/* 1628/*
1865 * insert_ob_in_ob(op,environment): 1629 * env->insert (op)
1866 * This function inserts the object op in the linked list 1630 * This function inserts the object op in the linked list
1867 * inside the object environment. 1631 * inside the object environment.
1868 * 1632 *
1869 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1870 * the inventory at the last position or next to other objects of the same
1871 * type.
1872 * Frank: Now sorted by type, archetype and magic!
1873 *
1874 * The function returns now pointer to inserted item, and return value can 1633 * The function returns now pointer to inserted item, and return value can
1875 * be != op, if items are merged. -Tero 1634 * be != op, if items are merged. -Tero
1876 */ 1635 */
1877
1878object * 1636object *
1879insert_ob_in_ob (object *op, object *where) 1637object::insert (object *op)
1880{ 1638{
1881 object *
1882 tmp, *
1883 otmp;
1884
1885 if (!QUERY_FLAG (op, FLAG_REMOVED))
1886 {
1887 dump_object (op);
1888 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1889 return op;
1890 }
1891 if (where == NULL)
1892 {
1893 dump_object (op);
1894 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1895 return op;
1896 }
1897 if (where->head)
1898 {
1899 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1900 where = where->head;
1901 }
1902 if (op->more) 1639 if (op->more)
1903 { 1640 {
1904 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1641 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1905 return op; 1642 return op;
1906 } 1643 }
1907 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1644
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1645 op->remove ();
1646
1647 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1648
1909 if (op->nrof) 1649 if (op->nrof)
1910 {
1911 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1650 for (object *tmp = inv; tmp; tmp = tmp->below)
1912 if (CAN_MERGE (tmp, op)) 1651 if (object::can_merge (tmp, op))
1913 { 1652 {
1914 /* return the original object and remove inserted object 1653 /* return the original object and remove inserted object
1915 (client needs the original object) */ 1654 (client needs the original object) */
1916 tmp->nrof += op->nrof; 1655 tmp->nrof += op->nrof;
1917 /* Weight handling gets pretty funky. Since we are adding to 1656
1918 * tmp->nrof, we need to increase the weight. 1657 if (object *pl = tmp->visible_to ())
1919 */ 1658 esrv_update_item (UPD_NROF, pl, tmp);
1920 add_weight (where, op->weight * op->nrof); 1659
1921 SET_FLAG (op, FLAG_REMOVED); 1660 adjust_weight (this, op->total_weight ());
1922 free_object (op); /* free the inserted object */ 1661
1662 op->destroy (1);
1923 op = tmp; 1663 op = tmp;
1924 remove_ob (op); /* and fix old object's links */ 1664 goto inserted;
1925 CLEAR_FLAG (op, FLAG_REMOVED);
1926 break;
1927 } 1665 }
1928 1666
1929 /* I assume combined objects have no inventory 1667 op->owner = 0; // it's his/hers now. period.
1930 * We add the weight - this object could have just been removed
1931 * (if it was possible to merge). calling remove_ob will subtract
1932 * the weight, so we need to add it in again, since we actually do
1933 * the linking below
1934 */
1935 add_weight (where, op->weight * op->nrof);
1936 }
1937 else
1938 add_weight (where, (op->weight + op->carrying));
1939
1940 otmp = is_player_inv (where);
1941 if (otmp && otmp->contr != NULL)
1942 {
1943 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1944 fix_player (otmp);
1945 }
1946
1947 op->map = NULL; 1668 op->map = 0;
1948 op->env = where; 1669 op->x = 0;
1670 op->y = 0;
1671
1949 op->above = NULL; 1672 op->above = 0;
1950 op->below = NULL; 1673 op->below = inv;
1951 op->x = 0, op->y = 0; 1674 op->env = this;
1952 1675
1676 if (inv)
1677 inv->above = op;
1678
1679 inv = op;
1680
1681 op->flag [FLAG_REMOVED] = 0;
1682
1683 if (object *pl = op->visible_to ())
1684 esrv_send_item (pl, op);
1685
1686 adjust_weight (this, op->total_weight ());
1687
1688inserted:
1953 /* reset the light list and los of the players on the map */ 1689 /* reset the light list and los of the players on the map */
1954 if ((op->glow_radius != 0) && where->map) 1690 if (op->glow_radius && map && map->darkness)
1955 { 1691 update_all_los (map, x, y);
1956#ifdef DEBUG_LIGHTS
1957 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1958#endif /* DEBUG_LIGHTS */
1959 if (MAP_DARKNESS (where->map))
1960 update_all_los (where->map, where->x, where->y);
1961 }
1962 1692
1963 /* Client has no idea of ordering so lets not bother ordering it here. 1693 // if this is a player's inventory, update stats
1964 * It sure simplifies this function... 1694 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1965 */ 1695 update_stats ();
1966 if (where->inv == NULL) 1696
1967 where->inv = op; 1697 INVOKE_OBJECT (INSERT, this);
1968 else 1698
1969 {
1970 op->below = where->inv;
1971 op->below->above = op;
1972 where->inv = op;
1973 }
1974 return op; 1699 return op;
1975} 1700}
1976 1701
1977/* 1702/*
1978 * Checks if any objects has a move_type that matches objects 1703 * Checks if any objects has a move_type that matches objects
1992 * 1717 *
1993 * MSW 2001-07-08: Check all objects on space, not just those below 1718 * MSW 2001-07-08: Check all objects on space, not just those below
1994 * object being inserted. insert_ob_in_map may not put new objects 1719 * object being inserted. insert_ob_in_map may not put new objects
1995 * on top. 1720 * on top.
1996 */ 1721 */
1997
1998int 1722int
1999check_move_on (object *op, object *originator) 1723check_move_on (object *op, object *originator)
2000{ 1724{
2001 object * 1725 object *tmp;
2002 tmp; 1726 maptile *m = op->map;
2003 tag_t
2004 tag;
2005 mapstruct *
2006 m = op->map;
2007 int
2008 x = op->x, y = op->y; 1727 int x = op->x, y = op->y;
2009 MoveType 1728
2010 move_on, 1729 MoveType move_on, move_slow, move_block;
2011 move_slow,
2012 move_block;
2013 1730
2014 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1731 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2015 return 0; 1732 return 0;
2016
2017 tag = op->count;
2018 1733
2019 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1734 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2020 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1735 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2021 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1736 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2022 1737
2038 1753
2039 /* The objects have to be checked from top to bottom. 1754 /* The objects have to be checked from top to bottom.
2040 * Hence, we first go to the top: 1755 * Hence, we first go to the top:
2041 */ 1756 */
2042 1757
2043 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1758 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2044 { 1759 {
2045 /* Trim the search when we find the first other spell effect 1760 /* Trim the search when we find the first other spell effect
2046 * this helps performance so that if a space has 50 spell objects, 1761 * this helps performance so that if a space has 50 spell objects,
2047 * we don't need to check all of them. 1762 * we don't need to check all of them.
2048 */ 1763 */
2049 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1764 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2050 break; 1765 break;
2051 } 1766 }
1767
2052 for (; tmp != NULL; tmp = tmp->below) 1768 for (; tmp; tmp = tmp->below)
2053 { 1769 {
2054 if (tmp == op) 1770 if (tmp == op)
2055 continue; /* Can't apply yourself */ 1771 continue; /* Can't apply yourself */
2056 1772
2057 /* Check to see if one of the movement types should be slowed down. 1773 /* Check to see if one of the movement types should be slowed down.
2065 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1781 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2066 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1782 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2067 { 1783 {
2068 1784
2069 float 1785 float
2070 diff;
2071
2072 diff = tmp->move_slow_penalty * FABS (op->speed); 1786 diff = tmp->move_slow_penalty * fabs (op->speed);
1787
2073 if (op->type == PLAYER) 1788 if (op->type == PLAYER)
2074 {
2075 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1789 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2076 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1790 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2077 {
2078 diff /= 4.0; 1791 diff /= 4.0;
2079 } 1792
2080 }
2081 op->speed_left -= diff; 1793 op->speed_left -= diff;
2082 } 1794 }
2083 } 1795 }
2084 1796
2085 /* Basically same logic as above, except now for actual apply. */ 1797 /* Basically same logic as above, except now for actual apply. */
2086 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1798 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2087 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1799 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2088 { 1800 {
2089
2090 move_apply (tmp, op, originator); 1801 move_apply (tmp, op, originator);
1802
2091 if (was_destroyed (op, tag)) 1803 if (op->destroyed ())
2092 return 1; 1804 return 1;
2093 1805
2094 /* what the person/creature stepped onto has moved the object 1806 /* what the person/creature stepped onto has moved the object
2095 * someplace new. Don't process any further - if we did, 1807 * someplace new. Don't process any further - if we did,
2096 * have a feeling strange problems would result. 1808 * have a feeling strange problems would result.
2097 */ 1809 */
2098 if (op->map != m || op->x != x || op->y != y) 1810 if (op->map != m || op->x != x || op->y != y)
2099 return 0; 1811 return 0;
2100 } 1812 }
2101 } 1813 }
1814
2102 return 0; 1815 return 0;
2103} 1816}
2104 1817
2105/* 1818/*
2106 * present_arch(arch, map, x, y) searches for any objects with 1819 * present_arch(arch, map, x, y) searches for any objects with
2107 * a matching archetype at the given map and coordinates. 1820 * a matching archetype at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1821 * The first matching object is returned, or NULL if none.
2109 */ 1822 */
2110
2111object * 1823object *
2112present_arch (const archetype *at, mapstruct *m, int x, int y) 1824present_arch (const archetype *at, maptile *m, int x, int y)
2113{ 1825{
2114 object *
2115 tmp;
2116
2117 if (m == NULL || out_of_map (m, x, y)) 1826 if (!m || out_of_map (m, x, y))
2118 { 1827 {
2119 LOG (llevError, "Present_arch called outside map.\n"); 1828 LOG (llevError, "Present_arch called outside map.\n");
2120 return NULL; 1829 return NULL;
2121 } 1830 }
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1831
1832 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2123 if (tmp->arch == at) 1833 if (tmp->arch == at)
2124 return tmp; 1834 return tmp;
1835
2125 return NULL; 1836 return NULL;
2126} 1837}
2127 1838
2128/* 1839/*
2129 * present(type, map, x, y) searches for any objects with 1840 * present(type, map, x, y) searches for any objects with
2130 * a matching type variable at the given map and coordinates. 1841 * a matching type variable at the given map and coordinates.
2131 * The first matching object is returned, or NULL if none. 1842 * The first matching object is returned, or NULL if none.
2132 */ 1843 */
2133
2134object * 1844object *
2135present (unsigned char type, mapstruct *m, int x, int y) 1845present (unsigned char type, maptile *m, int x, int y)
2136{ 1846{
2137 object *
2138 tmp;
2139
2140 if (out_of_map (m, x, y)) 1847 if (out_of_map (m, x, y))
2141 { 1848 {
2142 LOG (llevError, "Present called outside map.\n"); 1849 LOG (llevError, "Present called outside map.\n");
2143 return NULL; 1850 return NULL;
2144 } 1851 }
2145 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1852
1853 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2146 if (tmp->type == type) 1854 if (tmp->type == type)
2147 return tmp; 1855 return tmp;
1856
2148 return NULL; 1857 return NULL;
2149} 1858}
2150 1859
2151/* 1860/*
2152 * present_in_ob(type, object) searches for any objects with 1861 * present_in_ob(type, object) searches for any objects with
2153 * a matching type variable in the inventory of the given object. 1862 * a matching type variable in the inventory of the given object.
2154 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
2155 */ 1864 */
2156
2157object * 1865object *
2158present_in_ob (unsigned char type, const object *op) 1866present_in_ob (unsigned char type, const object *op)
2159{ 1867{
2160 object *
2161 tmp;
2162
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1868 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 if (tmp->type == type) 1869 if (tmp->type == type)
2165 return tmp; 1870 return tmp;
1871
2166 return NULL; 1872 return NULL;
2167} 1873}
2168 1874
2169/* 1875/*
2170 * present_in_ob (type, str, object) searches for any objects with 1876 * present_in_ob (type, str, object) searches for any objects with
2178 * str is the string to match against. Note that we match against 1884 * str is the string to match against. Note that we match against
2179 * the object name, not the archetype name. this is so that the 1885 * the object name, not the archetype name. this is so that the
2180 * spell code can use one object type (force), but change it's name 1886 * spell code can use one object type (force), but change it's name
2181 * to be unique. 1887 * to be unique.
2182 */ 1888 */
2183
2184object * 1889object *
2185present_in_ob_by_name (int type, const char *str, const object *op) 1890present_in_ob_by_name (int type, const char *str, const object *op)
2186{ 1891{
2187 object *
2188 tmp;
2189
2190 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2191 {
2192 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1893 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2193 return tmp; 1894 return tmp;
2194 } 1895
2195 return NULL; 1896 return 0;
2196} 1897}
2197 1898
2198/* 1899/*
2199 * present_arch_in_ob(archetype, object) searches for any objects with 1900 * present_arch_in_ob(archetype, object) searches for any objects with
2200 * a matching archetype in the inventory of the given object. 1901 * a matching archetype in the inventory of the given object.
2201 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
2202 */ 1903 */
2203
2204object * 1904object *
2205present_arch_in_ob (const archetype *at, const object *op) 1905present_arch_in_ob (const archetype *at, const object *op)
2206{ 1906{
2207 object *
2208 tmp;
2209
2210 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2211 if (tmp->arch == at) 1908 if (tmp->arch == at)
2212 return tmp; 1909 return tmp;
1910
2213 return NULL; 1911 return NULL;
2214} 1912}
2215 1913
2216/* 1914/*
2217 * activate recursively a flag on an object inventory 1915 * activate recursively a flag on an object inventory
2218 */ 1916 */
2219void 1917void
2220flag_inv (object *op, int flag) 1918flag_inv (object *op, int flag)
2221{ 1919{
2222 object *
2223 tmp;
2224
2225 if (op->inv)
2226 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2227 { 1921 {
2228 SET_FLAG (tmp, flag); 1922 SET_FLAG (tmp, flag);
2229 flag_inv (tmp, flag); 1923 flag_inv (tmp, flag);
2230 } 1924 }
2231} /* 1925}
1926
1927/*
2232 * desactivate recursively a flag on an object inventory 1928 * deactivate recursively a flag on an object inventory
2233 */ 1929 */
2234void 1930void
2235unflag_inv (object *op, int flag) 1931unflag_inv (object *op, int flag)
2236{ 1932{
2237 object *
2238 tmp;
2239
2240 if (op->inv)
2241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1933 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2242 { 1934 {
2243 CLEAR_FLAG (tmp, flag); 1935 CLEAR_FLAG (tmp, flag);
2244 unflag_inv (tmp, flag); 1936 unflag_inv (tmp, flag);
2245 } 1937 }
2246}
2247
2248/*
2249 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2250 * all it's inventory (recursively).
2251 * If checksums are used, a player will get set_cheat called for
2252 * him/her-self and all object carried by a call to this function.
2253 */
2254
2255void
2256set_cheat (object *op)
2257{
2258 SET_FLAG (op, FLAG_WAS_WIZ);
2259 flag_inv (op, FLAG_WAS_WIZ);
2260} 1938}
2261 1939
2262/* 1940/*
2263 * find_free_spot(object, map, x, y, start, stop) will search for 1941 * find_free_spot(object, map, x, y, start, stop) will search for
2264 * a spot at the given map and coordinates which will be able to contain 1942 * a spot at the given map and coordinates which will be able to contain
2266 * to search (see the freearr_x/y[] definition). 1944 * to search (see the freearr_x/y[] definition).
2267 * It returns a random choice among the alternatives found. 1945 * It returns a random choice among the alternatives found.
2268 * start and stop are where to start relative to the free_arr array (1,9 1946 * start and stop are where to start relative to the free_arr array (1,9
2269 * does all 4 immediate directions). This returns the index into the 1947 * does all 4 immediate directions). This returns the index into the
2270 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1948 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2271 * Note - this only checks to see if there is space for the head of the
2272 * object - if it is a multispace object, this should be called for all
2273 * pieces.
2274 * Note2: This function does correctly handle tiled maps, but does not 1949 * Note: This function does correctly handle tiled maps, but does not
2275 * inform the caller. However, insert_ob_in_map will update as 1950 * inform the caller. However, insert_ob_in_map will update as
2276 * necessary, so the caller shouldn't need to do any special work. 1951 * necessary, so the caller shouldn't need to do any special work.
2277 * Note - updated to take an object instead of archetype - this is necessary 1952 * Note - updated to take an object instead of archetype - this is necessary
2278 * because arch_blocked (now ob_blocked) needs to know the movement type 1953 * because arch_blocked (now ob_blocked) needs to know the movement type
2279 * to know if the space in question will block the object. We can't use 1954 * to know if the space in question will block the object. We can't use
2280 * the archetype because that isn't correct if the monster has been 1955 * the archetype because that isn't correct if the monster has been
2281 * customized, changed states, etc. 1956 * customized, changed states, etc.
2282 */ 1957 */
2283
2284int 1958int
2285find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1959find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2286{ 1960{
2287 int
2288 i,
2289 index = 0, flag;
2290 static int
2291 altern[SIZEOFFREE]; 1961 int altern[SIZEOFFREE];
1962 int index = 0, flag;
2292 1963
2293 for (i = start; i < stop; i++) 1964 for (int i = start; i < stop; i++)
2294 { 1965 {
2295 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1966 mapxy pos (m, x, y); pos.move (i);
2296 if (!flag) 1967
1968 if (!pos.normalise ())
1969 continue;
1970
1971 mapspace &ms = *pos;
1972
1973 if (ms.flags () & P_IS_ALIVE)
1974 continue;
1975
1976 /* However, often
1977 * ob doesn't have any move type (when used to place exits)
1978 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1979 */
1980 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1981 {
2297 altern[index++] = i; 1982 altern [index++] = i;
1983 continue;
1984 }
2298 1985
2299 /* Basically, if we find a wall on a space, we cut down the search size. 1986 /* Basically, if we find a wall on a space, we cut down the search size.
2300 * In this way, we won't return spaces that are on another side of a wall. 1987 * In this way, we won't return spaces that are on another side of a wall.
2301 * This mostly work, but it cuts down the search size in all directions - 1988 * This mostly work, but it cuts down the search size in all directions -
2302 * if the space being examined only has a wall to the north and empty 1989 * if the space being examined only has a wall to the north and empty
2303 * spaces in all the other directions, this will reduce the search space 1990 * spaces in all the other directions, this will reduce the search space
2304 * to only the spaces immediately surrounding the target area, and 1991 * to only the spaces immediately surrounding the target area, and
2305 * won't look 2 spaces south of the target space. 1992 * won't look 2 spaces south of the target space.
2306 */ 1993 */
2307 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1994 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1995 {
2308 stop = maxfree[i]; 1996 stop = maxfree[i];
1997 continue;
1998 }
1999
2000 /* Note it is intentional that we check ob - the movement type of the
2001 * head of the object should correspond for the entire object.
2002 */
2003 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2004 continue;
2005
2006 if (ob->blocked (m, pos.x, pos.y))
2007 continue;
2008
2009 altern [index++] = i;
2309 } 2010 }
2011
2310 if (!index) 2012 if (!index)
2311 return -1; 2013 return -1;
2014
2312 return altern[RANDOM () % index]; 2015 return altern [rndm (index)];
2313} 2016}
2314 2017
2315/* 2018/*
2316 * find_first_free_spot(archetype, mapstruct, x, y) works like 2019 * find_first_free_spot(archetype, maptile, x, y) works like
2317 * find_free_spot(), but it will search max number of squares. 2020 * find_free_spot(), but it will search max number of squares.
2318 * But it will return the first available spot, not a random choice. 2021 * But it will return the first available spot, not a random choice.
2319 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2022 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2320 */ 2023 */
2321
2322int 2024int
2323find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2025find_first_free_spot (const object *ob, maptile *m, int x, int y)
2324{ 2026{
2325 int
2326 i;
2327
2328 for (i = 0; i < SIZEOFFREE; i++) 2027 for (int i = 0; i < SIZEOFFREE; i++)
2329 {
2330 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2028 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2331 return i; 2029 return i;
2332 } 2030
2333 return -1; 2031 return -1;
2334} 2032}
2335 2033
2336/* 2034/*
2337 * The function permute(arr, begin, end) randomly reorders the array 2035 * The function permute(arr, begin, end) randomly reorders the array
2338 * arr[begin..end-1]. 2036 * arr[begin..end-1].
2037 * now uses a fisher-yates shuffle, old permute was broken
2339 */ 2038 */
2340static void 2039static void
2341permute (int *arr, int begin, int end) 2040permute (int *arr, int begin, int end)
2342{ 2041{
2343 int 2042 arr += begin;
2344 i,
2345 j,
2346 tmp,
2347 len;
2348
2349 len = end - begin; 2043 end -= begin;
2350 for (i = begin; i < end; i++)
2351 {
2352 j = begin + RANDOM () % len;
2353 2044
2354 tmp = arr[i]; 2045 while (--end)
2355 arr[i] = arr[j]; 2046 swap (arr [end], arr [rndm (end + 1)]);
2356 arr[j] = tmp;
2357 }
2358} 2047}
2359 2048
2360/* new function to make monster searching more efficient, and effective! 2049/* new function to make monster searching more efficient, and effective!
2361 * This basically returns a randomized array (in the passed pointer) of 2050 * This basically returns a randomized array (in the passed pointer) of
2362 * the spaces to find monsters. In this way, it won't always look for 2051 * the spaces to find monsters. In this way, it won't always look for
2365 * the 3x3 area will be searched, just not in a predictable order. 2054 * the 3x3 area will be searched, just not in a predictable order.
2366 */ 2055 */
2367void 2056void
2368get_search_arr (int *search_arr) 2057get_search_arr (int *search_arr)
2369{ 2058{
2370 int 2059 int i;
2371 i;
2372 2060
2373 for (i = 0; i < SIZEOFFREE; i++) 2061 for (i = 0; i < SIZEOFFREE; i++)
2374 {
2375 search_arr[i] = i; 2062 search_arr[i] = i;
2376 }
2377 2063
2378 permute (search_arr, 1, SIZEOFFREE1 + 1); 2064 permute (search_arr, 1, SIZEOFFREE1 + 1);
2379 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2065 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2380 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2066 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2381} 2067}
2390 * Perhaps incorrectly, but I'm making the assumption that exclude 2076 * Perhaps incorrectly, but I'm making the assumption that exclude
2391 * is actually want is going to try and move there. We need this info 2077 * is actually want is going to try and move there. We need this info
2392 * because we have to know what movement the thing looking to move 2078 * because we have to know what movement the thing looking to move
2393 * there is capable of. 2079 * there is capable of.
2394 */ 2080 */
2395
2396int 2081int
2397find_dir (mapstruct *m, int x, int y, object *exclude) 2082find_dir (maptile *m, int x, int y, object *exclude)
2398{ 2083{
2399 int
2400 i,
2401 max = SIZEOFFREE, mflags; 2084 int i, max = SIZEOFFREE, mflags;
2402 sint16 2085
2403 nx, 2086 sint16 nx, ny;
2404 ny;
2405 object * 2087 object *tmp;
2406 tmp; 2088 maptile *mp;
2407 mapstruct *
2408 mp;
2409 MoveType
2410 blocked,
2411 move_type;
2412 2089
2090 MoveType blocked, move_type;
2091
2413 if (exclude && exclude->head) 2092 if (exclude && exclude->head_ () != exclude)
2414 { 2093 {
2415 exclude = exclude->head; 2094 exclude = exclude->head;
2416 move_type = exclude->move_type; 2095 move_type = exclude->move_type;
2417 } 2096 }
2418 else 2097 else
2426 mp = m; 2105 mp = m;
2427 nx = x + freearr_x[i]; 2106 nx = x + freearr_x[i];
2428 ny = y + freearr_y[i]; 2107 ny = y + freearr_y[i];
2429 2108
2430 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2109 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2110
2431 if (mflags & P_OUT_OF_MAP) 2111 if (mflags & P_OUT_OF_MAP)
2432 {
2433 max = maxfree[i]; 2112 max = maxfree[i];
2434 }
2435 else 2113 else
2436 { 2114 {
2437 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2115 mapspace &ms = mp->at (nx, ny);
2116
2117 blocked = ms.move_block;
2438 2118
2439 if ((move_type & blocked) == move_type) 2119 if ((move_type & blocked) == move_type)
2440 {
2441 max = maxfree[i]; 2120 max = maxfree[i];
2442 }
2443 else if (mflags & P_IS_ALIVE) 2121 else if (mflags & P_IS_ALIVE)
2444 { 2122 {
2445 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2123 for (tmp = ms.bot; tmp; tmp = tmp->above)
2446 { 2124 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2447 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2125 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2448 {
2449 break; 2126 break;
2450 } 2127
2451 }
2452 if (tmp) 2128 if (tmp)
2453 {
2454 return freedir[i]; 2129 return freedir[i];
2455 }
2456 } 2130 }
2457 } 2131 }
2458 } 2132 }
2133
2459 return 0; 2134 return 0;
2460} 2135}
2461 2136
2462/* 2137/*
2463 * distance(object 1, object 2) will return the square of the 2138 * distance(object 1, object 2) will return the square of the
2464 * distance between the two given objects. 2139 * distance between the two given objects.
2465 */ 2140 */
2466
2467int 2141int
2468distance (const object *ob1, const object *ob2) 2142distance (const object *ob1, const object *ob2)
2469{ 2143{
2470 int
2471 i;
2472
2473 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2144 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2474 return i;
2475} 2145}
2476 2146
2477/* 2147/*
2478 * find_dir_2(delta-x,delta-y) will return a direction in which 2148 * find_dir_2(delta-x,delta-y) will return a direction in which
2479 * an object which has subtracted the x and y coordinates of another 2149 * an object which has subtracted the x and y coordinates of another
2480 * object, needs to travel toward it. 2150 * object, needs to travel toward it.
2481 */ 2151 */
2482
2483int 2152int
2484find_dir_2 (int x, int y) 2153find_dir_2 (int x, int y)
2485{ 2154{
2486 int 2155 int q;
2487 q;
2488 2156
2489 if (y) 2157 if (y)
2490 q = x * 100 / y; 2158 q = x * 100 / y;
2491 else if (x) 2159 else if (x)
2492 q = -300 * x; 2160 q = -300 * x;
2517 2185
2518 return 3; 2186 return 3;
2519} 2187}
2520 2188
2521/* 2189/*
2522 * absdir(int): Returns a number between 1 and 8, which represent
2523 * the "absolute" direction of a number (it actually takes care of
2524 * "overflow" in previous calculations of a direction).
2525 */
2526
2527int
2528absdir (int d)
2529{
2530 while (d < 1)
2531 d += 8;
2532 while (d > 8)
2533 d -= 8;
2534 return d;
2535}
2536
2537/*
2538 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2190 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2539 * between two directions (which are expected to be absolute (see absdir()) 2191 * between two directions (which are expected to be absolute (see absdir())
2540 */ 2192 */
2541
2542int 2193int
2543dirdiff (int dir1, int dir2) 2194dirdiff (int dir1, int dir2)
2544{ 2195{
2545 int 2196 int d;
2546 d;
2547 2197
2548 d = abs (dir1 - dir2); 2198 d = abs (dir1 - dir2);
2549 if (d > 4) 2199 if (d > 4)
2550 d = 8 - d; 2200 d = 8 - d;
2201
2551 return d; 2202 return d;
2552} 2203}
2553 2204
2554/* peterm: 2205/* peterm:
2555 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2206 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2558 * This basically means that if direction is 15, then it could either go 2209 * This basically means that if direction is 15, then it could either go
2559 * direction 4, 14, or 16 to get back to where we are. 2210 * direction 4, 14, or 16 to get back to where we are.
2560 * Moved from spell_util.c to object.c with the other related direction 2211 * Moved from spell_util.c to object.c with the other related direction
2561 * functions. 2212 * functions.
2562 */ 2213 */
2563
2564int
2565 reduction_dir[SIZEOFFREE][3] = { 2214int reduction_dir[SIZEOFFREE][3] = {
2566 {0, 0, 0}, /* 0 */ 2215 {0, 0, 0}, /* 0 */
2567 {0, 0, 0}, /* 1 */ 2216 {0, 0, 0}, /* 1 */
2568 {0, 0, 0}, /* 2 */ 2217 {0, 0, 0}, /* 2 */
2569 {0, 0, 0}, /* 3 */ 2218 {0, 0, 0}, /* 3 */
2570 {0, 0, 0}, /* 4 */ 2219 {0, 0, 0}, /* 4 */
2618 * find a path to that monster that we found. If not, 2267 * find a path to that monster that we found. If not,
2619 * we don't bother going toward it. Returns 1 if we 2268 * we don't bother going toward it. Returns 1 if we
2620 * can see a direct way to get it 2269 * can see a direct way to get it
2621 * Modified to be map tile aware -.MSW 2270 * Modified to be map tile aware -.MSW
2622 */ 2271 */
2623
2624
2625int 2272int
2626can_see_monsterP (mapstruct *m, int x, int y, int dir) 2273can_see_monsterP (maptile *m, int x, int y, int dir)
2627{ 2274{
2628 sint16 2275 sint16 dx, dy;
2629 dx,
2630 dy;
2631 int
2632 mflags; 2276 int mflags;
2633 2277
2634 if (dir < 0) 2278 if (dir < 0)
2635 return 0; /* exit condition: invalid direction */ 2279 return 0; /* exit condition: invalid direction */
2636 2280
2637 dx = x + freearr_x[dir]; 2281 dx = x + freearr_x[dir];
2650 return 0; 2294 return 0;
2651 2295
2652 /* yes, can see. */ 2296 /* yes, can see. */
2653 if (dir < 9) 2297 if (dir < 9)
2654 return 1; 2298 return 1;
2299
2655 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2300 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2656 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2301 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2302 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2657} 2303}
2658
2659
2660 2304
2661/* 2305/*
2662 * can_pick(picker, item): finds out if an object is possible to be 2306 * can_pick(picker, item): finds out if an object is possible to be
2663 * picked up by the picker. Returnes 1 if it can be 2307 * picked up by the picker. Returnes 1 if it can be
2664 * picked up, otherwise 0. 2308 * picked up, otherwise 0.
2666 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2310 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2667 * core dumps if they do. 2311 * core dumps if they do.
2668 * 2312 *
2669 * Add a check so we can't pick up invisible objects (0.93.8) 2313 * Add a check so we can't pick up invisible objects (0.93.8)
2670 */ 2314 */
2671
2672int 2315int
2673can_pick (const object *who, const object *item) 2316can_pick (const object *who, const object *item)
2674{ 2317{
2675 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2676 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2677 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2320 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2678} 2321}
2679 2322
2680
2681/* 2323/*
2682 * create clone from object to another 2324 * create clone from object to another
2683 */ 2325 */
2684object * 2326object *
2685object_create_clone (object *asrc) 2327object_create_clone (object *asrc)
2686{ 2328{
2687 object * 2329 object *dst = 0;
2688 dst = NULL, *tmp, *src, *part, *prev, *item;
2689 2330
2690 if (!asrc) 2331 if (!asrc)
2691 return NULL; 2332 return 0;
2692 src = asrc;
2693 if (src->head)
2694 src = src->head;
2695 2333
2696 prev = NULL; 2334 object *src = asrc->head_ ();
2335
2336 object *prev = 0;
2697 for (part = src; part; part = part->more) 2337 for (object *part = src; part; part = part->more)
2698 { 2338 {
2699 tmp = get_object (); 2339 object *tmp = part->clone ();
2700 copy_object (part, tmp); 2340
2701 tmp->x -= src->x; 2341 tmp->x -= src->x;
2702 tmp->y -= src->y; 2342 tmp->y -= src->y;
2343
2703 if (!part->head) 2344 if (!part->head)
2704 { 2345 {
2705 dst = tmp; 2346 dst = tmp;
2706 tmp->head = NULL; 2347 tmp->head = 0;
2707 } 2348 }
2708 else 2349 else
2709 {
2710 tmp->head = dst; 2350 tmp->head = dst;
2711 } 2351
2712 tmp->more = NULL; 2352 tmp->more = 0;
2353
2713 if (prev) 2354 if (prev)
2714 prev->more = tmp; 2355 prev->more = tmp;
2356
2715 prev = tmp; 2357 prev = tmp;
2716 } 2358 }
2717 2359
2718 /*** copy inventory ***/
2719 for (item = src->inv; item; item = item->below) 2360 for (object *item = src->inv; item; item = item->below)
2720 {
2721 (void) insert_ob_in_ob (object_create_clone (item), dst); 2361 insert_ob_in_ob (object_create_clone (item), dst);
2722 }
2723 2362
2724 return dst; 2363 return dst;
2725}
2726
2727/* return true if the object was destroyed, 0 otherwise */
2728int
2729was_destroyed (const object *op, tag_t old_tag)
2730{
2731 /* checking for FLAG_FREED isn't necessary, but makes this function more
2732 * robust */
2733 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2734}
2735
2736/* GROS - Creates an object using a string representing its content. */
2737
2738/* Basically, we save the content of the string to a temp file, then call */
2739
2740/* load_object on it. I admit it is a highly inefficient way to make things, */
2741
2742/* but it was simple to make and allows reusing the load_object function. */
2743
2744/* Remember not to use load_object_str in a time-critical situation. */
2745
2746/* Also remember that multiparts objects are not supported for now. */
2747
2748object *
2749load_object_str (const char *obstr)
2750{
2751 object *
2752 op;
2753 char
2754 filename[MAX_BUF];
2755
2756 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2757
2758 FILE *
2759 tempfile = fopen (filename, "w");
2760
2761 if (tempfile == NULL)
2762 {
2763 LOG (llevError, "Error - Unable to access load object temp file\n");
2764 return NULL;
2765 };
2766 fprintf (tempfile, obstr);
2767 fclose (tempfile);
2768
2769 op = get_object ();
2770
2771 object_thawer
2772 thawer (filename);
2773
2774 if (thawer)
2775 load_object (thawer, op, 0);
2776
2777 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2778 CLEAR_FLAG (op, FLAG_REMOVED);
2779
2780 return op;
2781} 2364}
2782 2365
2783/* This returns the first object in who's inventory that 2366/* This returns the first object in who's inventory that
2784 * has the same type and subtype match. 2367 * has the same type and subtype match.
2785 * returns NULL if no match. 2368 * returns NULL if no match.
2786 */ 2369 */
2787object * 2370object *
2788find_obj_by_type_subtype (const object *who, int type, int subtype) 2371find_obj_by_type_subtype (const object *who, int type, int subtype)
2789{ 2372{
2790 object *
2791 tmp;
2792
2793 for (tmp = who->inv; tmp; tmp = tmp->below) 2373 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2794 if (tmp->type == type && tmp->subtype == subtype) 2374 if (tmp->type == type && tmp->subtype == subtype)
2795 return tmp; 2375 return tmp;
2796 2376
2797 return NULL; 2377 return 0;
2798} 2378}
2799 2379
2800/* If ob has a field named key, return the link from the list, 2380/* If ob has a field named key, return the link from the list,
2801 * otherwise return NULL. 2381 * otherwise return NULL.
2802 * 2382 *
2804 * do the desired thing. 2384 * do the desired thing.
2805 */ 2385 */
2806key_value * 2386key_value *
2807get_ob_key_link (const object *ob, const char *key) 2387get_ob_key_link (const object *ob, const char *key)
2808{ 2388{
2809 key_value *
2810 link;
2811
2812 for (link = ob->key_values; link != NULL; link = link->next) 2389 for (key_value *link = ob->key_values; link; link = link->next)
2813 {
2814 if (link->key == key) 2390 if (link->key == key)
2815 {
2816 return link; 2391 return link;
2817 }
2818 }
2819 2392
2820 return NULL; 2393 return 0;
2821} 2394}
2822 2395
2823/* 2396/*
2824 * Returns the value of op has an extra_field for key, or NULL. 2397 * Returns the value of op has an extra_field for key, or NULL.
2825 * 2398 *
2828 * The returned string is shared. 2401 * The returned string is shared.
2829 */ 2402 */
2830const char * 2403const char *
2831get_ob_key_value (const object *op, const char *const key) 2404get_ob_key_value (const object *op, const char *const key)
2832{ 2405{
2833 key_value * 2406 key_value *link;
2834 link; 2407 shstr_cmp canonical_key (key);
2835 const char *
2836 canonical_key;
2837 2408
2838 canonical_key = shstr::find (key);
2839
2840 if (canonical_key == NULL) 2409 if (!canonical_key)
2841 { 2410 {
2842 /* 1. There being a field named key on any object 2411 /* 1. There being a field named key on any object
2843 * implies there'd be a shared string to find. 2412 * implies there'd be a shared string to find.
2844 * 2. Since there isn't, no object has this field. 2413 * 2. Since there isn't, no object has this field.
2845 * 3. Therefore, *this* object doesn't have this field. 2414 * 3. Therefore, *this* object doesn't have this field.
2846 */ 2415 */
2847 return NULL; 2416 return 0;
2848 } 2417 }
2849 2418
2850 /* This is copied from get_ob_key_link() above - 2419 /* This is copied from get_ob_key_link() above -
2851 * only 4 lines, and saves the function call overhead. 2420 * only 4 lines, and saves the function call overhead.
2852 */ 2421 */
2853 for (link = op->key_values; link != NULL; link = link->next) 2422 for (link = op->key_values; link; link = link->next)
2854 {
2855 if (link->key == canonical_key) 2423 if (link->key == canonical_key)
2856 {
2857 return link->value; 2424 return link->value;
2858 } 2425
2859 }
2860 return NULL; 2426 return 0;
2861} 2427}
2862
2863 2428
2864/* 2429/*
2865 * Updates the canonical_key in op to value. 2430 * Updates the canonical_key in op to value.
2866 * 2431 *
2867 * canonical_key is a shared string (value doesn't have to be). 2432 * canonical_key is a shared string (value doesn't have to be).
2872 * Returns TRUE on success. 2437 * Returns TRUE on success.
2873 */ 2438 */
2874int 2439int
2875set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2440set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2876{ 2441{
2877 key_value *
2878 field = NULL, *last = NULL; 2442 key_value *field = NULL, *last = NULL;
2879 2443
2880 for (field = op->key_values; field != NULL; field = field->next) 2444 for (field = op->key_values; field != NULL; field = field->next)
2881 { 2445 {
2882 if (field->key != canonical_key) 2446 if (field->key != canonical_key)
2883 { 2447 {
2892 /* Basically, if the archetype has this key set, 2456 /* Basically, if the archetype has this key set,
2893 * we need to store the null value so when we save 2457 * we need to store the null value so when we save
2894 * it, we save the empty value so that when we load, 2458 * it, we save the empty value so that when we load,
2895 * we get this value back again. 2459 * we get this value back again.
2896 */ 2460 */
2897 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2461 if (get_ob_key_link (op->arch, canonical_key))
2898 field->value = 0; 2462 field->value = 0;
2899 else 2463 else
2900 { 2464 {
2901 if (last) 2465 if (last)
2902 last->next = field->next; 2466 last->next = field->next;
2903 else 2467 else
2904 op->key_values = field->next; 2468 op->key_values = field->next;
2905 2469
2906 delete
2907 field; 2470 delete field;
2908 } 2471 }
2909 } 2472 }
2910 return TRUE; 2473 return TRUE;
2911 } 2474 }
2912 /* IF we get here, key doesn't exist */ 2475 /* IF we get here, key doesn't exist */
2913 2476
2914 /* No field, we'll have to add it. */ 2477 /* No field, we'll have to add it. */
2915 2478
2916 if (!add_key) 2479 if (!add_key)
2917 {
2918 return FALSE; 2480 return FALSE;
2919 } 2481
2920 /* There isn't any good reason to store a null 2482 /* There isn't any good reason to store a null
2921 * value in the key/value list. If the archetype has 2483 * value in the key/value list. If the archetype has
2922 * this key, then we should also have it, so shouldn't 2484 * this key, then we should also have it, so shouldn't
2923 * be here. If user wants to store empty strings, 2485 * be here. If user wants to store empty strings,
2924 * should pass in "" 2486 * should pass in ""
2947 * Returns TRUE on success. 2509 * Returns TRUE on success.
2948 */ 2510 */
2949int 2511int
2950set_ob_key_value (object *op, const char *key, const char *value, int add_key) 2512set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2951{ 2513{
2952 shstr
2953 key_ (key); 2514 shstr key_ (key);
2954 2515
2955 return set_ob_key_value_s (op, key_, value, add_key); 2516 return set_ob_key_value_s (op, key_, value, add_key);
2956} 2517}
2518
2519object::depth_iterator::depth_iterator (object *container)
2520: iterator_base (container)
2521{
2522 while (item->inv)
2523 item = item->inv;
2524}
2525
2526void
2527object::depth_iterator::next ()
2528{
2529 if (item->below)
2530 {
2531 item = item->below;
2532
2533 while (item->inv)
2534 item = item->inv;
2535 }
2536 else
2537 item = item->env;
2538}
2539
2540const char *
2541object::flag_desc (char *desc, int len) const
2542{
2543 char *p = desc;
2544 bool first = true;
2545
2546 *p = 0;
2547
2548 for (int i = 0; i < NUM_FLAGS; i++)
2549 {
2550 if (len <= 10) // magic constant!
2551 {
2552 snprintf (p, len, ",...");
2553 break;
2554 }
2555
2556 if (flag [i])
2557 {
2558 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2559 len -= cnt;
2560 p += cnt;
2561 first = false;
2562 }
2563 }
2564
2565 return desc;
2566}
2567
2568// return a suitable string describing an object in enough detail to find it
2569const char *
2570object::debug_desc (char *info) const
2571{
2572 char flagdesc[512];
2573 char info2[256 * 4];
2574 char *p = info;
2575
2576 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2577 count,
2578 uuid.c_str (),
2579 &name,
2580 title ? "\",title:\"" : "",
2581 title ? (const char *)title : "",
2582 flag_desc (flagdesc, 512), type);
2583
2584 if (!flag[FLAG_REMOVED] && env)
2585 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2586
2587 if (map)
2588 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2589
2590 return info;
2591}
2592
2593const char *
2594object::debug_desc () const
2595{
2596 static char info[3][256 * 4];
2597 static int info_idx;
2598
2599 return debug_desc (info [++info_idx % 3]);
2600}
2601
2602struct region *
2603object::region () const
2604{
2605 return map ? map->region (x, y)
2606 : region::default_region ();
2607}
2608
2609const materialtype_t *
2610object::dominant_material () const
2611{
2612 if (materialtype_t *mt = name_to_material (materialname))
2613 return mt;
2614
2615 return name_to_material (shstr_unknown);
2616}
2617
2618void
2619object::open_container (object *new_container)
2620{
2621 if (container == new_container)
2622 return;
2623
2624 object *old_container = container;
2625
2626 if (old_container)
2627 {
2628 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2629 return;
2630
2631#if 0
2632 // remove the "Close old_container" object.
2633 if (object *closer = old_container->inv)
2634 if (closer->type == CLOSE_CON)
2635 closer->destroy ();
2636#endif
2637
2638 // make sure the container is available
2639 esrv_send_item (this, old_container);
2640
2641 old_container->flag [FLAG_APPLIED] = false;
2642 container = 0;
2643
2644 // client needs item update to make it work, client bug requires this to be separate
2645 esrv_update_item (UPD_FLAGS, this, old_container);
2646
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2648 play_sound (sound_find ("chest_close"));
2649 }
2650
2651 if (new_container)
2652 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2654 return;
2655
2656 // TODO: this does not seem to serve any purpose anymore?
2657#if 0
2658 // insert the "Close Container" object.
2659 if (archetype *closer = new_container->other_arch)
2660 {
2661 object *closer = arch_to_object (new_container->other_arch);
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer);
2664 }
2665#endif
2666
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2668
2669 // make sure the container is available, client bug requires this to be separate
2670 esrv_send_item (this, new_container);
2671
2672 new_container->flag [FLAG_APPLIED] = true;
2673 container = new_container;
2674
2675 // client needs flag change
2676 esrv_update_item (UPD_FLAGS, this, new_container);
2677 esrv_send_inventory (this, new_container);
2678 play_sound (sound_find ("chest_open"));
2679 }
2680// else if (!old_container->env && contr && contr->ns)
2681// contr->ns->floorbox_reset ();
2682}
2683
2684object *
2685object::force_find (const shstr name)
2686{
2687 /* cycle through his inventory to look for the MARK we want to
2688 * place
2689 */
2690 for (object *tmp = inv; tmp; tmp = tmp->below)
2691 if (tmp->type == FORCE && tmp->slaying == name)
2692 return splay (tmp);
2693
2694 return 0;
2695}
2696
2697void
2698object::force_add (const shstr name, int duration)
2699{
2700 if (object *force = force_find (name))
2701 force->destroy ();
2702
2703 object *force = get_archetype (FORCE_NAME);
2704
2705 force->slaying = name;
2706 force->stats.food = 1;
2707 force->speed_left = -1.f;
2708
2709 force->set_speed (duration ? 1.f / duration : 0.f);
2710 force->flag [FLAG_IS_USED_UP] = true;
2711 force->flag [FLAG_APPLIED] = true;
2712
2713 insert (force);
2714}
2715
2716void
2717object::play_sound (faceidx sound)
2718{
2719 if (!sound)
2720 return;
2721
2722 if (flag [FLAG_REMOVED])
2723 return;
2724
2725 if (env)
2726 {
2727 if (object *pl = in_player ())
2728 pl->contr->play_sound (sound);
2729 }
2730 else
2731 map->play_sound (sound, x, y);
2732}
2733

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