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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 1.237 by root, Tue May 6 21:04:37 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;
67
68 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
69 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
71 */ 147 */
72 148
73 /* For each field in wants, */ 149 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
75 { 151 if (has->kv_get (kv->key) != kv->value)
76 key_value *has_field; 152 return false;
77
78 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key);
80
81 if (has_field == NULL)
82 {
83 /* No field with that name. */
84 return FALSE;
85 }
86
87 /* Found the matching field. */
88 if (has_field->value != wants_field->value)
89 {
90 /* Values don't match, so this half of the comparison is false. */
91 return FALSE;
92 }
93
94 /* If we get here, we found a match. Now for the next field in wants. */
95 }
96 153
97 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
98 return TRUE; 155 return true;
99} 156}
100 157
101/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
102static int 159static bool
103compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
104{ 161{
105 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
106 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
107 */ 164 */
108 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
109} 167}
110 168
111/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
112 * they can be merged together. 170 * they can be merged together.
113 * 171 *
114 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
117 * 175 *
118 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
119 * 177 *
120 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
121 * check weight 179 * check weight
122 */ 180 */
123
124bool object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
125{ 182{
126 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
128 return 0; 189 return 0;
129 190
130 if (ob1->speed != ob2->speed) 191 /* Do not merge objects if nrof would overflow. First part checks
192 * for unsigned overflow (2c), second part checks whether the result
193 * would fit into a 32 bit signed int, which is often used to hold
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
131 return 0; 197 return 0;
132 198
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof).
136 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31)
138 return 0;
139
140 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
141 * This is to the comparison of the flags below will be OK. We 200 * This is to the comparison of the flags below will be OK. We
142 * just can't ignore the been applied or identified flags, as they 201 * just can't ignore the been applied or identified flags, as they
143 * are not equal - just if it has been identified, the been_applied 202 * are not equal - just if it has been identified, the been_applied
144 * flags lose any meaning. 203 * flags lose any meaning.
145 */ 204 */
146 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 207
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 210
152 211 if (ob1->arch->name != ob2->arch->name
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 212 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 213 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 214 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 215 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
168 (ob1->attacktype != ob2->attacktype) || 216 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 217 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 218 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 219 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 220 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 221 || ob1->animation_id != ob2->animation_id
174 (ob1->client_type != ob2->client_type) || 222 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 223 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 224 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 225 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 226 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 227 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 228 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 229 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 230 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
183 return 0; 235 return 0;
184 236
237 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED)
241 .any ())
242 return 0;
243
185 /* This is really a spellbook check - really, we should 244 /* This is really a spellbook check - we should in general
186 * check all objects in the inventory. 245 * not merge objects with real inventories, as splitting them
246 * is hard.
187 */ 247 */
188 if (ob1->inv || ob2->inv) 248 if (ob1->inv || ob2->inv)
189 { 249 {
190 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0;
193
194 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 250 if (!(ob1->inv && ob2->inv))
196 return 0; 251 return 0; /* inventories differ in length */
252
253 if (ob1->inv->below || ob2->inv->below)
254 return 0; /* more than one object in inv */
255
256 if (!object::can_merge (ob1->inv, ob2->inv))
257 return 0; /* inventory objects differ */
197 258
198 /* inventory ok - still need to check rest of this object to see 259 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 260 * if it is valid.
200 */ 261 */
201 } 262 }
209 270
210 /* Note sure why the following is the case - either the object has to 271 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 272 * be animated or have a very low speed. Is this an attempted monster
212 * check? 273 * check?
213 */ 274 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 276 return 0;
216 277
217 switch (ob1->type) 278 switch (ob1->type)
218 { 279 {
219 case SCROLL: 280 case SCROLL:
220 if (ob1->level != ob2->level) 281 if (ob1->level != ob2->level)
221 return 0; 282 return 0;
222 break; 283 break;
223 } 284 }
224 285
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 286 if (ob1->key_values || ob2->key_values)
226 { 287 {
227 /* At least one of these has key_values. */ 288 /* At least one of these has key_values. */
228 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 289 if ((!ob1->key_values) != (!ob2->key_values))
229 /* One has fields, but the other one doesn't. */ 290 return 0; /* One has fields, but the other one doesn't. */
291
292 if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 293 return 0;
231 else if (!compare_ob_value_lists (ob1, ob2))
232 return 0;
233 } 294 }
234 295
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self) 296 if (ob1->self || ob2->self)
237 { 297 {
238 ob1->optimise (); 298 ob1->optimise ();
239 ob2->optimise (); 299 ob2->optimise ();
240 300
241 if (ob1->self || ob2->self) 301 if (ob1->self || ob2->self)
302 {
303 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
304 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
305
306 if (k1 != k2)
242 return 0; 307 return 0;
308
309 if (k1 == 0)
310 return 1;
311
312 if (!cfperl_can_merge (ob1, ob2))
313 return 0;
314 }
243 } 315 }
244 316
245 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
246 return 1; 318 return 1;
247} 319}
248 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
357// adjust weight per container type ("of holding")
358static sint32
359weight_adjust_for (object *op, sint32 weight)
360{
361 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight;
364}
365
249/* 366/*
367 * adjust_weight(object, weight) adds the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying.
369 */
370static void
371adjust_weight (object *op, sint32 weight)
372{
373 while (op)
374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
382
383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
389 op = op->env;
390 }
391}
392
393/*
250 * sum_weight() is a recursive function which calculates the weight 394 * this is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 395 * an object is carrying. It goes through op and figures out how much
252 * containers are carrying, and sums it up. 396 * containers are carrying, and sums it up.
253 */ 397 */
254signed long 398void
255sum_weight (object *op) 399object::update_weight ()
256{ 400{
257 signed long sum; 401 sint32 sum = 0;
258 object *inv;
259 402
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 403 for (object *op = inv; op; op = op->below)
261 { 404 {
262 if (inv->inv) 405 if (op->inv)
263 sum_weight (inv); 406 op->update_weight ();
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 407
408 sum += op->total_weight ();
409 }
410
411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
265 } 414 {
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; 415 carrying = sum;
270 return sum;
271}
272 416
273/** 417 if (object *pl = visible_to ())
274 * Return the outermost environment object for a given object. 418 if (pl != this) // player is handled lazily
275 */ 419 esrv_update_item (UPD_WEIGHT, pl, this);
276
277object *
278object_get_env_recursive (object *op)
279{
280 while (op->env != NULL)
281 op = op->env;
282 return op;
283}
284
285/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array.
304 */
305
306void
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 { 420 }
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354} 421}
355 422
356/* 423/*
357 * Dumps an object. Returns output in the static global errmsg array. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
358 */ 425 */
359 426char *
360void
361dump_object (object *op) 427dump_object (object *op)
362{ 428{
363 if (op == NULL) 429 if (!op)
364 { 430 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 431
372void 432 object_freezer freezer;
373dump_all_objects (void) 433 op->write (freezer);
374{ 434 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} 435}
383 436
384/* 437/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 438 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 439 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned. 440 * If it's not a multi-object, it is returned.
388 */ 441 */
389
390object * 442object *
391get_nearest_part (object *op, const object *pl) 443get_nearest_part (object *op, const object *pl)
392{ 444{
393 object *tmp, *closest; 445 object *tmp, *closest;
394 int last_dist, i; 446 int last_dist, i;
395 447
396 if (op->more == NULL) 448 if (!op->more)
397 return op; 449 return op;
450
398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
399 if ((i = distance (tmp, pl)) < last_dist) 454 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i; 455 closest = tmp, last_dist = i;
456
401 return closest; 457 return closest;
402} 458}
403 459
404/* 460/*
405 * Returns the object which has the count-variable equal to the argument. 461 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow.
406 */ 463 */
407
408object * 464object *
409find_object (tag_t i) 465find_object (tag_t i)
410{ 466{
411 object *op; 467 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 468 if (op->count == i)
415 break;
416 return op; 469 return op;
470
471 return 0;
417} 472}
418 473
419/* 474/*
420 * Returns the first object which has a name equal to the argument. 475 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 476 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 477 * Enables features like "patch <name-of-other-player> food 999"
423 */ 478 */
424
425object * 479object *
426find_object_name (const char *str) 480find_object_name (const char *str)
427{ 481{
428 const char *name = shstr::find (str); 482 shstr_cmp str_ (str);
429 object *op; 483 object *op;
430 484
431 for (op = objects; op != NULL; op = op->next) 485 for_all_objects (op)
432 if (&op->name == name) 486 if (op->name == str_)
433 break; 487 break;
434 488
435 return op; 489 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} 490}
481 491
482/* 492/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 493 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 494 * skill and experience objects.
485 */ 495 * ACTUALLY NO! investigate! TODO
486void
487set_owner (object *op, object *owner)
488{
489 if (owner == NULL || op == NULL)
490 return;
491
492 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid.
498 */ 496 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 497void
498object::set_owner (object *owner)
499{
500 // allow objects which own objects
501 if (owner)
502 while (owner->owner)
500 owner = owner->owner; 503 owner = owner->owner;
501 504
502 /* IF the owner still has an owner, we did not resolve to a final owner. 505 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 { 506 {
531 /* players don't have owners - they own themselves. Update 507 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; 508 return;
509 }
510
511 this->owner = owner;
512}
513
514int
515object::slottype () const
516{
517 if (type == SKILL)
538 } 518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529}
539 530
540 set_owner (op, owner); 531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
541} 578}
542 579
543/* Zero the key_values on op, decrementing the shared-string 580/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 581 * refcounts and freeing the links.
545 */ 582 */
546static void 583static void
547free_key_values (object *op) 584free_key_values (object *op)
548{ 585{
549 for (key_value *i = op->key_values; i != 0;) 586 for (key_value *i = op->key_values; i; )
550 { 587 {
551 key_value *next = i->next; 588 key_value *next = i->next;
552 delete i; 589 delete i;
553 590
554 i = next; 591 i = next;
555 } 592 }
556 593
557 op->key_values = 0; 594 op->key_values = 0;
558} 595}
559 596
560void object::clear ()
561{
562 attachable_base::clear ();
563
564 free_key_values (this);
565
566 clear_owner (this);
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/* 597/*
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, 598 * copy_to first frees everything allocated by the dst object,
627 * and then copies the contends of the first object into the second 599 * and then copies the contents of itself into the second
628 * object, allocating what needs to be allocated. Basically, any 600 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 601 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630 * if the first object is freed, the pointers in the new object 602 * if the first object is freed, the pointers in the new object
631 * will point at garbage. 603 * will point at garbage.
632 */ 604 */
633
634void 605void
635copy_object (object *op2, object *op) 606object::copy_to (object *dst)
636{ 607{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 608 dst->remove ();
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 609 *(object_copy *)dst = *this;
639 610 dst->flag [FLAG_REMOVED] = true;
640 op2->clone (op);
641
642 if (is_freed)
643 SET_FLAG (op, FLAG_FREED);
644 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED);
646
647 if (op2->speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
649 611
650 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
651 if (op2->key_values) 613 if (key_values)
652 { 614 {
653 key_value *tail = 0; 615 key_value *tail = 0;
654 key_value *i;
655
656 op->key_values = 0; 616 dst->key_values = 0;
657 617
658 for (i = op2->key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
659 { 619 {
660 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
661 621
662 new_link->next = 0; 622 new_link->next = 0;
663 new_link->key = i->key; 623 new_link->key = i->key;
664 new_link->value = i->value; 624 new_link->value = i->value;
665 625
666 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
667 if (!op->key_values) 627 if (!dst->key_values)
668 { 628 {
669 op->key_values = new_link; 629 dst->key_values = new_link;
670 tail = new_link; 630 tail = new_link;
671 } 631 }
672 else 632 else
673 { 633 {
674 tail->next = new_link; 634 tail->next = new_link;
675 tail = new_link; 635 tail = new_link;
676 } 636 }
677 } 637 }
678 } 638 }
679 639
680 update_ob_speed (op); 640 if (speed < 0)
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644}
645
646void
647object::instantiate ()
648{
649 if (!uuid.seq) // HACK
650 uuid = UUID::gen ();
651
652 speed_left = -0.1f;
653 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped.
658 */
659 for (int i = NUM_BODY_LOCATIONS; i--; )
660 slot[i].used = slot[i].info;
661
662 attachable::instantiate ();
663}
664
665object *
666object::clone ()
667{
668 object *neu = create ();
669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
671 return neu;
681} 672}
682 673
683/* 674/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * to the closest player being on the other side, this function can 676 * to the closest player being on the other side, this function can
686 * be called to update the face variable, _and_ how it looks on the map. 677 * be called to update the face variable, _and_ how it looks on the map.
687 */ 678 */
688
689void 679void
690update_turn_face (object *op) 680update_turn_face (object *op)
691{ 681{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 683 return;
684
694 SET_ANIMATION (op, op->direction); 685 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 686 update_object (op, UP_OBJ_FACE);
696} 687}
697 688
698/* 689/*
699 * Updates the speed of an object. If the speed changes from 0 to another 690 * Updates the speed of an object. If the speed changes from 0 to another
700 * value, or vice versa, then add/remove the object from the active list. 691 * value, or vice versa, then add/remove the object from the active list.
701 * This function needs to be called whenever the speed of an object changes. 692 * This function needs to be called whenever the speed of an object changes.
702 */ 693 */
703
704void 694void
705update_ob_speed (object *op) 695object::set_speed (float speed)
706{ 696{
707 extern int arch_init; 697 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 { 698 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 700 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 701 }
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;
731 702
732 /* process_events() expects us to insert the object at the beginning 703 this->speed = speed;
733 * of the list. */ 704
734 op->active_next = active_objects; 705 if (has_active_speed ())
735 if (op->active_next != NULL) 706 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 707 else
740 { 708 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} 709}
761 710
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/* 711/*
794 * update_object() updates the array which represents the map. 712 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 714 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 715 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 716 * If the object being updated is beneath a player, the look-window
799 * of that player is updated (this might be a suboptimal way of 717 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 718 * updating that window, though, since update_object() is called _often_)
801 * 719 *
802 * action is a hint of what the caller believes need to be done. 720 * action is a hint of what the caller believes need to be done.
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: 721 * current action are:
808 * UP_OBJ_INSERT: op was inserted 722 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 723 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811 * as that is easier than trying to look at what may have changed. 725 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
813 */ 727 */
814
815void 728void
816update_object (object *op, int action) 729update_object (object *op, int action)
817{ 730{
818 int update_now = 0, flags; 731 if (!op)
819 MoveType move_on, move_off, move_block, move_slow;
820
821 if (op == NULL)
822 { 732 {
823 /* this should never happen */ 733 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
825 return; 735 return;
826 } 736 }
827 737
828 if (op->env != NULL) 738 if (!op->is_on_map ())
829 { 739 {
830 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
831 * to do in this case. 741 * to do in this case.
832 */ 742 */
833 return; 743 return;
834 } 744 }
835 745
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 */ 746 /* 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)) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 748 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 750#ifdef MANY_CORES
847 abort (); 751 abort ();
848#endif 752#endif
849 return; 753 return;
850 } 754 }
851 755
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 756 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);
858 757
758 if (!(m.flags_ & P_UPTODATE))
759 /* nop */;
859 if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
860 { 761 {
762 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 763 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)) 764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
866 766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 768 || (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) 769 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 770 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 771 || (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 772 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 773 * to have move_allow right now.
884 */ 774 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 777 m.flags_ = 0;
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 778 }
891 /* if the object is being removed, we can't make intelligent 779 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 780 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 781 * that is being removed.
894 */ 782 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 { 784 m.flags_ = 0;
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE) 785 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */ 786 /* Nothing to do for that case */ ;
902 }
903 else 787 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 788 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907 789
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) 790 if (op->more)
915 update_object (op->more, action); 791 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} 792}
932 793
933object::object () 794object::object ()
934{ 795{
935 SET_FLAG (this, FLAG_REMOVED); 796 SET_FLAG (this, FLAG_REMOVED);
936 797
937 expmul = 1.0; 798 expmul = 1.0;
938 face = blank_face; 799 face = blank_face;
939 attacked_by_count = -1;
940} 800}
941 801
942object::~object () 802object::~object ()
943{ 803{
804 unlink ();
805
944 free_key_values (this); 806 free_key_values (this);
945} 807}
946 808
809static int object_count;
810
947void object::link () 811void object::link ()
948{ 812{
813 assert (!index);//D
814 uuid = UUID::gen ();
949 count = ++ob_count; 815 count = ++object_count;
950 816
951 prev = 0; 817 refcnt_inc ();
952 next = objects; 818 objects.insert (this);
953
954 if (objects)
955 objects->prev = this;
956
957 objects = this;
958} 819}
959 820
960void object::unlink () 821void object::unlink ()
961{ 822{
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) 823 if (!index)
972 { 824 return;
973 next->prev = prev; 825
974 next = 0; 826 objects.erase (this);
827 refcnt_dec ();
828}
829
830void
831object::activate ()
832{
833 /* If already on active list, don't do anything */
834 if (active)
835 return;
836
837 if (has_active_speed ())
838 actives.insert (this);
839}
840
841void
842object::activate_recursive ()
843{
844 activate ();
845
846 for (object *op = inv; op; op = op->below)
847 op->activate_recursive ();
848}
849
850/* This function removes object 'op' from the list of active
851 * objects.
852 * This should only be used for style maps or other such
853 * reference maps where you don't want an object that isn't
854 * in play chewing up cpu time getting processed.
855 * The reverse of this is to call update_ob_speed, which
856 * will do the right thing based on the speed of the object.
857 */
858void
859object::deactivate ()
860{
861 /* If not on the active list, nothing needs to be done */
862 if (!active)
863 return;
864
865 actives.erase (this);
866}
867
868void
869object::deactivate_recursive ()
870{
871 for (object *op = inv; op; op = op->below)
872 op->deactivate_recursive ();
873
874 deactivate ();
875}
876
877void
878object::set_flag_inv (int flag, int value)
879{
880 for (object *op = inv; op; op = op->below)
975 } 881 {
882 op->flag [flag] = value;
883 op->set_flag_inv (flag, value);
884 }
885}
976 886
977 if (this == objects) 887/*
978 objects = next; 888 * Remove and free all objects in the inventory of the given object.
889 * object.c ?
890 */
891void
892object::destroy_inv (bool drop_to_ground)
893{
894 // need to check first, because the checks below might segfault
895 // as we might be on an invalid mapspace and crossfire code
896 // is too buggy to ensure that the inventory is empty.
897 // corollary: if you create arrows etc. with stuff in its inventory,
898 // cf will crash below with off-map x and y
899 if (!inv)
900 return;
901
902 /* Only if the space blocks everything do we not process -
903 * if some form of movement is allowed, let objects
904 * drop on that space.
905 */
906 if (!drop_to_ground
907 || !map
908 || map->in_memory != MAP_ACTIVE
909 || map->nodrop
910 || ms ().move_block == MOVE_ALL)
911 {
912 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy ();
916 }
917 }
918 else
919 { /* Put objects in inventory onto this space */
920 while (inv)
921 {
922 object *op = inv;
923
924 if (op->flag [FLAG_STARTEQUIP]
925 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE
927 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true);
931 else
932 map->insert (op, x, y);
933 }
934 }
979} 935}
980 936
981object *object::create () 937object *object::create ()
982{ 938{
983 object *op;
984
985 if (freed.empty ())
986 op = new object; 939 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 (); 940 op->link ();
996 return op; 941 return op;
997} 942}
998 943
999/* 944static 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{ 945{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 946 freed_map ()
1012 { 947 {
1013 LOG (llevDebug, "Free object called with non removed object\n"); 948 path = "<freed objects map>";
1014 dump_object (this); 949 name = "/internal/freed_objects_map";
1015#ifdef MANY_CORES 950 width = 3;
1016 abort (); 951 height = 3;
1017#endif 952 nodrop = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
1018 } 956 }
1019 957
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 958 ~freed_map ()
1021 { 959 {
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
964void
965object::do_destroy ()
966{
967 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this);
969
970 if (flag [FLAG_FRIENDLY])
1023 remove_friendly_object (this); 971 remove_friendly_object (this);
972
973 remove ();
974
975 attachable::do_destroy ();
976
977 deactivate ();
978 unlink ();
979
980 flag [FLAG_FREED] = 1;
981
982 // hack to ensure that freed objects still have a valid map
983 map = &freed_map;
984 x = 1;
985 y = 1;
986
987 if (more)
1024 } 988 {
1025 989 more->destroy ();
1026 if (QUERY_FLAG (this, FLAG_FREED)) 990 more = 0;
1027 { 991 }
1028 dump_object (this); 992
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 993 head = 0;
994
995 // clear those pointers that likely might cause circular references
996 owner = 0;
997 enemy = 0;
998 attacked_by = 0;
999 current_weapon = 0;
1000}
1001
1002void
1003object::destroy (bool destroy_inventory)
1004{
1005 if (destroyed ())
1006 return;
1007
1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory);
1030 return; 1012 return;
1031 } 1013 }
1032 1014
1033 if (more) 1015 destroy_inv (!destroy_inventory);
1034 {
1035 more->free (free_inventory);
1036 more = 0;
1037 }
1038 1016
1039 if (inv) 1017 if (is_head ())
1040 { 1018 if (sound_destroy)
1041 /* Only if the space blocks everything do we not process - 1019 play_sound (sound_destroy);
1042 * if some form of movement is allowed, let objects 1020 else if (flag [FLAG_MONSTER])
1043 * drop on that space. 1021 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 1022
1050 while (op) 1023 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} 1024}
1099 1025
1100/* 1026/* 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 1027 * 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 1028 * which it is currently tied to. When this function is done, the
1122 * object will have no environment. If the object previously had an 1029 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 1030 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 1031 * the previous environment.
1125 * Beware: This function is called from the editor as well!
1126 */ 1032 */
1127
1128void 1033void
1129remove_ob (object *op) 1034object::do_remove ()
1130{ 1035{
1036 object *tmp, *last = 0;
1131 object * 1037 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 1038
1039 if (flag [FLAG_REMOVED])
1040 return;
1146 1041
1147 if (QUERY_FLAG (op, FLAG_REMOVED)) 1042 INVOKE_OBJECT (REMOVE, this);
1148 {
1149 dump_object (op);
1150 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1151 1043
1152 /* Changed it to always dump core in this case. As has been learned 1044 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 1045
1167 SET_FLAG (op, FLAG_REMOVED); 1046 if (more)
1047 more->remove ();
1168 1048
1169 /* 1049 /*
1170 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1171 * inventory. 1051 * inventory.
1172 */ 1052 */
1173 if (op->env != NULL) 1053 if (env)
1174 { 1054 {
1175 if (op->nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1176 sub_weight (op->env, op->weight * op->nrof); 1056 if (object *pl = visible_to ())
1177 else 1057 esrv_del_item (pl->contr, count);
1178 sub_weight (op->env, op->weight + op->carrying); 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 /* we set up values so that it could be inserted into
1063 * the map, but we don't actually do that - it is up
1064 * to the caller to decide what we want to do.
1065 */
1066 map = env->map;
1067 x = env->x;
1068 y = env->y;
1069
1070 // make sure cmov optimisation is applicable
1071 *(above ? &above->below : &env->inv) = below;
1072 *(below ? &below->above : &above ) = above; // &above is just a dummy
1073
1074 above = 0;
1075 below = 0;
1076 env = 0;
1179 1077
1180 /* NO_FIX_PLAYER is set when a great many changes are being 1078 /* NO_FIX_PLAYER is set when a great many changes are being
1181 * made to players inventory. If set, avoiding the call 1079 * made to players inventory. If set, avoiding the call
1182 * to save cpu time. 1080 * to save cpu time.
1183 */ 1081 */
1184 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1185 fix_player (otmp); 1083 otmp->update_stats ();
1084 }
1085 else if (map)
1086 {
1087 map->dirty = true;
1088 mapspace &ms = this->ms ();
1186 1089
1187 if (op->above != NULL) 1090 if (object *pl = ms.player ())
1188 op->above->below = op->below; 1091 {
1092 if (type == PLAYER) // this == pl(!)
1093 {
1094 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent.
1098 close_container ();
1099
1100 --map->players;
1101 map->touch ();
1102 }
1103 else if (pl->container == this)
1104 {
1105 // removing a container should close it
1106 close_container ();
1107 }
1108
1109 esrv_del_item (pl->contr, count);
1110 }
1111
1112 /* link the object above us */
1113 // re-link, make sure compiler can easily use cmove
1114 *(above ? &above->below : &ms.top) = below;
1115 *(below ? &below->above : &ms.bot) = above;
1116
1117 above = 0;
1118 below = 0;
1119
1120 if (map->in_memory == MAP_SAVING)
1121 return;
1122
1123 int check_walk_off = !flag [FLAG_NO_APPLY];
1124
1125 if (object *pl = ms.player ())
1126 {
1127 if (pl->container == this)
1128 /* If a container that the player is currently using somehow gets
1129 * removed (most likely destroyed), update the player view
1130 * appropriately.
1131 */
1132 pl->close_container ();
1133
1134 //TODO: the floorbox prev/next might need updating
1135 //esrv_del_item (pl->contr, count);
1136 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns)
1138 pl->contr->ns->floorbox_update ();
1139 }
1140
1141 for (tmp = ms.bot; tmp; tmp = tmp->above)
1142 {
1143 /* No point updating the players look faces if he is the object
1144 * being removed.
1145 */
1146
1147 /* See if object moving off should effect something */
1148 if (check_walk_off
1149 && ((move_type & tmp->move_off)
1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1151 {
1152 move_apply (tmp, this, 0);
1153
1154 if (destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 }
1157
1158 last = tmp;
1159 }
1160
1161 /* last == NULL if there are no objects on this space */
1162 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last)
1164 map->at (x, y).flags_ = 0;
1189 else 1165 else
1190 op->env->inv = op->below;
1191
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 */
1241 if (op->below)
1242 {
1243 op->below->above = op->above;
1244 }
1245 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 {
1253 dump_object (op);
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",
1255 errmsg);
1256 dump_object (GET_MAP_OB (m, x, y));
1257 LOG (llevError, "%s\n", errmsg);
1258 }
1259 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1260 }
1261 op->above = NULL;
1262 op->below = NULL;
1263
1264 if (op->map->in_memory == MAP_SAVING)
1265 return;
1266
1267 tag = op->count;
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
1275 if (tmp->type == PLAYER && tmp != op)
1276 {
1277 /* If a container that the player is currently using somehow gets
1278 * removed (most likely destroyed), update the player view
1279 * appropriately.
1280 */
1281 if (tmp->container == op)
1282 {
1283 CLEAR_FLAG (op, FLAG_APPLIED);
1284 tmp->container = NULL;
1285 }
1286 tmp->contr->socket.update_look = 1;
1287 }
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
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 */
1306 if (last == NULL)
1307 {
1308 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
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
1317 update_object (last, UP_OBJ_REMOVE); 1166 update_object (last, UP_OBJ_REMOVE);
1318 1167
1319 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1168 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1320 update_all_los (op->map, op->x, op->y); 1169 update_all_los (map, x, y);
1321 1170 }
1322} 1171}
1323 1172
1324/* 1173/*
1325 * merge_ob(op,top): 1174 * merge_ob(op,top):
1326 * 1175 *
1327 * This function goes through all objects below and including top, and 1176 * This function goes through all objects below and including top, and
1328 * merges op to the first matching object. 1177 * merges op to the first matching object.
1329 * If top is NULL, it is calculated. 1178 * If top is NULL, it is calculated.
1330 * Returns pointer to object if it succeded in the merge, otherwise NULL 1179 * Returns pointer to object if it succeded in the merge, otherwise NULL
1331 */ 1180 */
1332
1333object * 1181object *
1334merge_ob (object *op, object *top) 1182merge_ob (object *op, object *top)
1335{ 1183{
1336 if (!op->nrof) 1184 if (!op->nrof)
1337 return 0; 1185 return 0;
1338 if (top == NULL) 1186
1187 if (!top)
1339 for (top = op; top != NULL && top->above != NULL; top = top->above); 1188 for (top = op; top && top->above; top = top->above)
1189 ;
1190
1340 for (; top != NULL; top = top->below) 1191 for (; top; top = top->below)
1341 { 1192 if (object::can_merge (op, top))
1342 if (top == op)
1343 continue;
1344 if (CAN_MERGE (op, top))
1345 { 1193 {
1346 top->nrof += op->nrof; 1194 top->nrof += op->nrof;
1347 1195
1348/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1196 if (object *pl = top->visible_to ())
1349 op->weight = 0; /* Don't want any adjustements now */ 1197 esrv_update_item (UPD_NROF, pl, top);
1350 remove_ob (op); 1198
1351 free_object (op); 1199 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already
1201
1202 op->destroy (1);
1203
1352 return top; 1204 return top;
1353 } 1205 }
1354 } 1206
1355 return NULL; 1207 return 0;
1356} 1208}
1357 1209
1210void
1211object::expand_tail ()
1212{
1213 if (more)
1214 return;
1215
1216 object *prev = this;
1217
1218 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1219 {
1220 object *op = arch_to_object (at);
1221
1222 op->name = name;
1223 op->name_pl = name_pl;
1224 op->title = title;
1225
1226 op->head = this;
1227 prev->more = op;
1228
1229 prev = op;
1230 }
1231}
1232
1358/* 1233/*
1359 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1234 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1360 * job preparing multi-part monsters 1235 * job preparing multi-part monsters.
1361 */ 1236 */
1362object * 1237object *
1363insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1238insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1364{ 1239{
1365 object *
1366 tmp;
1367
1368 if (op->head)
1369 op = op->head;
1370 for (tmp = op; tmp; tmp = tmp->more) 1240 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1371 { 1241 {
1372 tmp->x = x + tmp->arch->clone.x; 1242 tmp->x = x + tmp->arch->x;
1373 tmp->y = y + tmp->arch->clone.y; 1243 tmp->y = y + tmp->arch->y;
1374 } 1244 }
1245
1375 return insert_ob_in_map (op, m, originator, flag); 1246 return insert_ob_in_map (op, m, originator, flag);
1376} 1247}
1377 1248
1378/* 1249/*
1379 * insert_ob_in_map (op, map, originator, flag): 1250 * insert_ob_in_map (op, map, originator, flag):
1393 * Return value: 1264 * Return value:
1394 * new object if 'op' was merged with other object 1265 * new object if 'op' was merged with other object
1395 * NULL if 'op' was destroyed 1266 * NULL if 'op' was destroyed
1396 * just 'op' otherwise 1267 * just 'op' otherwise
1397 */ 1268 */
1398
1399object * 1269object *
1400insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1401{ 1271{
1402 object *tmp, *top, *floor = NULL; 1272 op->remove ();
1403 sint16 x, y;
1404
1405 if (QUERY_FLAG (op, FLAG_FREED))
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 1273
1473 /* Ideally, the caller figures this out. However, it complicates a lot 1274 /* 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 1275 * of areas of callers (eg, anything that uses find_free_spot would now
1475 * need extra work 1276 * need extra work
1476 */ 1277 */
1477 op->map = get_map_from_coord (m, &op->x, &op->y); 1278 if (!xy_normalise (m, op->x, op->y))
1478 x = op->x; 1279 {
1479 y = op->y; 1280 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1281 return 0;
1282 }
1283
1284 if (object *more = op->more)
1285 if (!insert_ob_in_map (more, m, originator, flag))
1286 return 0;
1287
1288 CLEAR_FLAG (op, FLAG_REMOVED);
1289
1290 op->map = m;
1291 mapspace &ms = op->ms ();
1480 1292
1481 /* this has to be done after we translate the coordinates. 1293 /* this has to be done after we translate the coordinates.
1482 */ 1294 */
1483 if (op->nrof && !(flag & INS_NO_MERGE)) 1295 if (op->nrof && !(flag & INS_NO_MERGE))
1484 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1485 if (CAN_MERGE (op, tmp)) 1297 if (object::can_merge (op, tmp))
1486 { 1298 {
1299 // TODO: we actually want to update tmp, not op,
1300 // but some caller surely breaks when we return tmp
1301 // from here :/
1487 op->nrof += tmp->nrof; 1302 op->nrof += tmp->nrof;
1488 remove_ob (tmp); 1303 tmp->destroy (1);
1489 free_object (tmp);
1490 } 1304 }
1491 1305
1492 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1306 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1493 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1307 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1494 1308
1495 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1309 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 CLEAR_FLAG (op, FLAG_NO_STEAL); 1310 CLEAR_FLAG (op, FLAG_NO_STEAL);
1497 1311
1498 if (flag & INS_BELOW_ORIGINATOR) 1312 if (flag & INS_BELOW_ORIGINATOR)
1499 { 1313 {
1500 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1314 if (originator->map != op->map || originator->x != op->x || originator->y != op->y || !originator->is_on_map ())
1501 { 1315 {
1502 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1316 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1503 abort (); 1317 abort ();
1504 } 1318 }
1505 1319
1506 op->above = originator; 1320 op->above = originator;
1507 op->below = originator->below; 1321 op->below = originator->below;
1508
1509 if (op->below)
1510 op->below->above = op;
1511 else
1512 SET_MAP_OB (op->map, op->x, op->y, op);
1513
1514 /* since *below* originator, no need to update top */
1515 originator->below = op; 1322 originator->below = op;
1323
1324 *(op->below ? &op->below->above : &ms.bot) = op;
1516 } 1325 }
1517 else 1326 else
1518 { 1327 {
1328 object *floor = 0;
1329 object *top = ms.top;
1330
1519 /* If there are other objects, then */ 1331 /* If there are other objects, then */
1520 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1332 if (top)
1521 { 1333 {
1522 object *last = NULL;
1523
1524 /* 1334 /*
1525 * If there are multiple objects on this space, we do some trickier handling. 1335 * If there are multiple objects on this space, we do some trickier handling.
1526 * We've already dealt with merging if appropriate. 1336 * We've already dealt with merging if appropriate.
1527 * Generally, we want to put the new object on top. But if 1337 * Generally, we want to put the new object on top. But if
1528 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1338 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1531 * once we get to them. This reduces the need to traverse over all of 1341 * once we get to them. This reduces the need to traverse over all of
1532 * them when adding another one - this saves quite a bit of cpu time 1342 * them when adding another one - this saves quite a bit of cpu time
1533 * when lots of spells are cast in one area. Currently, it is presumed 1343 * when lots of spells are cast in one area. Currently, it is presumed
1534 * that flying non pickable objects are spell objects. 1344 * that flying non pickable objects are spell objects.
1535 */ 1345 */
1536 1346 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1537 while (top != NULL)
1538 { 1347 {
1539 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1348 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1540 floor = top; 1349 floor = tmp;
1350
1541 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1351 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1542 { 1352 {
1543 /* We insert above top, so we want this object below this */ 1353 /* We insert above top, so we want this object below this */
1544 top = top->below; 1354 top = tmp->below;
1545 break; 1355 break;
1546 } 1356 }
1547 last = top; 1357
1548 top = top->above; 1358 top = tmp;
1549 } 1359 }
1550 /* Don't want top to be NULL, so set it to the last valid object */
1551 top = last;
1552 1360
1553 /* We let update_position deal with figuring out what the space 1361 /* We let update_position deal with figuring out what the space
1554 * looks like instead of lots of conditions here. 1362 * looks like instead of lots of conditions here.
1555 * makes things faster, and effectively the same result. 1363 * makes things faster, and effectively the same result.
1556 */ 1364 */
1557 1365
1558 /* Have object 'fall below' other objects that block view. 1366 /* Have object 'fall below' other objects that block view.
1559 * Unless those objects are exits, type 66 1367 * Unless those objects are exits.
1560 * If INS_ON_TOP is used, don't do this processing 1368 * If INS_ON_TOP is used, don't do this processing
1561 * Need to find the object that in fact blocks view, otherwise 1369 * Need to find the object that in fact blocks view, otherwise
1562 * stacking is a bit odd. 1370 * stacking is a bit odd.
1563 */ 1371 */
1564 if (!(flag & INS_ON_TOP) && 1372 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)) 1373 && ms.flags () & P_BLOCKSVIEW
1374 && (op->face && !faces [op->face].visibility))
1566 { 1375 {
1376 object *last;
1377
1567 for (last = top; last != floor; last = last->below) 1378 for (last = top; last != floor; last = last->below)
1568 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1569 break; 1380 break;
1381
1570 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1571 * and make sure we have a below pointer for it so that 1383 * and make sure we have a below pointer for it so that
1572 * we can get inserted below this one, which requires we 1384 * we can get inserted below this one, which requires we
1573 * set top to the object below us. 1385 * set top to the object below us.
1574 */ 1386 */
1575 if (last && last->below && last != floor) 1387 if (last && last->below && last != floor)
1576 top = last->below; 1388 top = last->below;
1577 } 1389 }
1578 } /* If objects on this space */ 1390 } /* If objects on this space */
1579 1391
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) 1392 if (flag & INS_ABOVE_FLOOR_ONLY)
1584 top = floor; 1393 top = floor;
1585 1394
1586 /* Top is the object that our object (op) is going to get inserted above. 1395 /* Top is the object that our object (op) is going to get inserted above.
1587 */ 1396 */
1588 1397
1589 /* First object on this space */ 1398 /* no top found, insert on top */
1590 if (!top) 1399 if (!top)
1591 { 1400 {
1592 op->above = GET_MAP_OB (op->map, op->x, op->y);
1593
1594 if (op->above)
1595 op->above->below = op; 1401 op->above = 0;
1596
1597 op->below = NULL; 1402 op->below = ms.top;
1598 SET_MAP_OB (op->map, op->x, op->y, op); 1403 ms.top = op;
1404
1405 *(op->below ? &op->below->above : &ms.bot) = op;
1599 } 1406 }
1600 else 1407 else
1601 { /* get inserted into the stack above top */ 1408 { /* get inserted into the stack above top */
1602 op->above = top->above; 1409 op->above = top->above;
1603
1604 if (op->above)
1605 op->above->below = op; 1410 top->above = op;
1606 1411
1607 op->below = top; 1412 op->below = top;
1608 top->above = op; 1413 *(op->above ? &op->above->below : &ms.top) = op;
1609 } 1414 }
1610
1611 if (op->above == NULL)
1612 SET_MAP_TOP (op->map, op->x, op->y, op);
1613 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1614 1416
1615 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1418 {
1616 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1420 ++op->map->players;
1421 op->map->touch ();
1422 }
1617 1423
1618 /* If we have a floor, we know the player, if any, will be above 1424 op->map->dirty = true;
1619 * it, so save a few ticks and start from there. 1425
1620 */ 1426 if (object *pl = ms.player ())
1621 if (!(flag & INS_MAP_LOAD)) 1427 //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) 1428 //esrv_send_item (pl, op);
1623 if (tmp->type == PLAYER) 1429 //TODO: update floorbox to preserve ordering
1624 tmp->contr->socket.update_look = 1; 1430 if (pl->contr->ns)
1431 pl->contr->ns->floorbox_update ();
1625 1432
1626 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1627 * visible to others on this map. But update_all_los is really 1434 * visible to others on this map. But update_all_los is really
1628 * an inefficient way to do this, as it means los for all players 1435 * an inefficient way to do this, as it means los for all players
1629 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well
1630 * be far away from this change and not affected in any way - 1437 * be far away from this change and not affected in any way -
1631 * this should get redone to only look for players within range, 1438 * this should get redone to only look for players within range,
1632 * or just updating the P_NEED_UPDATE for spaces within this area 1439 * or just updating the P_UPTODATE for spaces within this area
1633 * of effect may be sufficient. 1440 * of effect may be sufficient.
1634 */ 1441 */
1635 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1442 if (op->map->darkness && (op->glow_radius != 0))
1636 update_all_los (op->map, op->x, op->y); 1443 update_all_los (op->map, op->x, op->y);
1637
1638 1444
1639 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1445 /* updates flags (blocked, alive, no magic, etc) for this map space */
1640 update_object (op, UP_OBJ_INSERT); 1446 update_object (op, UP_OBJ_INSERT);
1641 1447
1448 INVOKE_OBJECT (INSERT, op);
1642 1449
1643 /* Don't know if moving this to the end will break anything. However, 1450 /* Don't know if moving this to the end will break anything. However,
1644 * we want to have update_look set above before calling this. 1451 * we want to have floorbox_update called before calling this.
1645 * 1452 *
1646 * check_move_on() must be after this because code called from 1453 * check_move_on() must be after this because code called from
1647 * check_move_on() depends on correct map flags (so functions like 1454 * check_move_on() depends on correct map flags (so functions like
1648 * blocked() and wall() work properly), and these flags are updated by 1455 * blocked() and wall() work properly), and these flags are updated by
1649 * update_object(). 1456 * update_object().
1650 */ 1457 */
1651 1458
1652 /* if this is not the head or flag has been passed, don't check walk on status */ 1459 /* if this is not the head or flag has been passed, don't check walk on status */
1653 if (!(flag & INS_NO_WALK_ON) && !op->head) 1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1654 { 1461 {
1655 if (check_move_on (op, originator)) 1462 if (check_move_on (op, originator))
1656 return NULL; 1463 return 0;
1657 1464
1658 /* If we are a multi part object, lets work our way through the check 1465 /* If we are a multi part object, lets work our way through the check
1659 * walk on's. 1466 * walk on's.
1660 */ 1467 */
1661 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1662 if (check_move_on (tmp, originator)) 1469 if (check_move_on (tmp, originator))
1663 return NULL; 1470 return 0;
1664 } 1471 }
1665 1472
1666 return op; 1473 return op;
1667} 1474}
1668 1475
1669/* this function inserts an object in the map, but if it 1476/* 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. 1477 * 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. 1478 * op is the object to insert it under: supplies x and the map.
1672 */ 1479 */
1673void 1480void
1674replace_insert_ob_in_map (const char *arch_string, object *op) 1481replace_insert_ob_in_map (const char *arch_string, object *op)
1675{ 1482{
1676 object *tmp;
1677 object *tmp1;
1678
1679 /* first search for itself and remove any old instances */ 1483 /* first search for itself and remove any old instances */
1680 1484
1681 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1485 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1682 {
1683 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1486 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1684 { 1487 tmp->destroy (1);
1685 remove_ob (tmp);
1686 free_object (tmp);
1687 }
1688 }
1689 1488
1690 tmp1 = arch_to_object (find_archetype (arch_string)); 1489 object *tmp = arch_to_object (archetype::find (arch_string));
1691 1490
1692 tmp1->x = op->x; 1491 tmp->x = op->x;
1693 tmp1->y = op->y; 1492 tmp->y = op->y;
1493
1694 insert_ob_in_map (tmp1, op->map, op, 0); 1494 insert_ob_in_map (tmp, op->map, op, 0);
1695} 1495}
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 1496
1705object * 1497object *
1706get_split_ob (object *orig_ob, uint32 nr) 1498object::insert_at (object *where, object *originator, int flags)
1707{ 1499{
1708 object * 1500 if (where->env)
1709 newob; 1501 return where->env->insert (this);
1710 int 1502 else
1711 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1503 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} 1504}
1740 1505
1741/* 1506/*
1742 * decrease_ob_nr(object, number) decreases a specified number from 1507 * decrease(object, number) decreases a specified number from
1743 * the amount of an object. If the amount reaches 0, the object 1508 * the amount of an object. If the amount reaches 0, the object
1744 * is subsequently removed and freed. 1509 * is subsequently removed and freed.
1745 * 1510 *
1746 * Return value: 'op' if something is left, NULL if the amount reached 0 1511 * Return value: 'op' if something is left, NULL if the amount reached 0
1747 */ 1512 */
1513bool
1514object::decrease (sint32 nr)
1515{
1516 if (!nr)
1517 return true;
1748 1518
1519 nr = min (nr, nrof);
1520
1521 nrof -= nr;
1522
1523 if (nrof)
1524 {
1525 adjust_weight (env, -weight * nr); // carrying == 0
1526
1527 if (object *pl = visible_to ())
1528 esrv_update_item (UPD_NROF, pl, this);
1529
1530 return true;
1531 }
1532 else
1533 {
1534 destroy (1);
1535 return false;
1536 }
1537}
1538
1539/*
1540 * split(ob,nr) splits up ob into two parts. The part which
1541 * is returned contains nr objects, and the remaining parts contains
1542 * the rest (or is removed and returned if that number is 0).
1543 * On failure, NULL is returned.
1544 */
1749object * 1545object *
1750decrease_ob_nr (object *op, uint32 i) 1546object::split (sint32 nr)
1751{ 1547{
1752 object * 1548 int have = number_of ();
1753 tmp;
1754 player *
1755 pl;
1756 1549
1757 if (i == 0) /* objects with op->nrof require this check */ 1550 if (have < nr)
1758 return op; 1551 return 0;
1759 1552 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 } 1553 {
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); 1554 remove ();
1802 op->nrof = 0; 1555 return this;
1803 if (tmp)
1804 {
1805 esrv_del_item (tmp->contr, op->count);
1806 }
1807 }
1808 } 1556 }
1809 else 1557 else
1810 { 1558 {
1811 object * 1559 decrease (nr);
1812 above = op->above;
1813 1560
1814 if (i < op->nrof) 1561 object *op = deep_clone ();
1815 {
1816 op->nrof -= i;
1817 }
1818 else
1819 {
1820 remove_ob (op);
1821 op->nrof = 0; 1562 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; 1563 return op;
1837 } 1564 }
1838 else 1565}
1566
1567object *
1568insert_ob_in_ob (object *op, object *where)
1569{
1570 if (!where)
1839 { 1571 {
1840 free_object (op); 1572 char *dump = dump_object (op);
1573 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1574 free (dump);
1841 return NULL; 1575 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 { 1576 }
1855 if (op->type == CONTAINER) 1577
1856 { 1578 if (where->head_ () != where)
1857 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1858 }
1859 op->carrying += weight;
1860 op = op->env;
1861 } 1579 {
1862} 1580 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1581 where = where->head;
1582 }
1863 1583
1584 return where->insert (op);
1585}
1586
1864/* 1587/*
1865 * insert_ob_in_ob(op,environment): 1588 * env->insert (op)
1866 * This function inserts the object op in the linked list 1589 * This function inserts the object op in the linked list
1867 * inside the object environment. 1590 * inside the object environment.
1868 * 1591 *
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 1592 * The function returns now pointer to inserted item, and return value can
1875 * be != op, if items are merged. -Tero 1593 * be != op, if items are merged. -Tero
1876 */ 1594 */
1877
1878object * 1595object *
1879insert_ob_in_ob (object *op, object *where) 1596object::insert (object *op)
1880{ 1597{
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) 1598 if (op->more)
1903 { 1599 {
1904 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1600 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1905 return op; 1601 return op;
1906 } 1602 }
1907 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1603
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1604 op->remove ();
1605
1606 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1607
1909 if (op->nrof) 1608 if (op->nrof)
1910 {
1911 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1609 for (object *tmp = inv; tmp; tmp = tmp->below)
1912 if (CAN_MERGE (tmp, op)) 1610 if (object::can_merge (tmp, op))
1913 { 1611 {
1914 /* return the original object and remove inserted object 1612 /* return the original object and remove inserted object
1915 (client needs the original object) */ 1613 (client needs the original object) */
1916 tmp->nrof += op->nrof; 1614 tmp->nrof += op->nrof;
1917 /* Weight handling gets pretty funky. Since we are adding to 1615
1918 * tmp->nrof, we need to increase the weight. 1616 if (object *pl = tmp->visible_to ())
1919 */ 1617 esrv_update_item (UPD_NROF, pl, tmp);
1920 add_weight (where, op->weight * op->nrof); 1618
1921 SET_FLAG (op, FLAG_REMOVED); 1619 adjust_weight (this, op->total_weight ());
1922 free_object (op); /* free the inserted object */ 1620
1621 op->destroy (1);
1923 op = tmp; 1622 op = tmp;
1924 remove_ob (op); /* and fix old object's links */ 1623 goto inserted;
1925 CLEAR_FLAG (op, FLAG_REMOVED);
1926 break;
1927 } 1624 }
1928 1625
1929 /* I assume combined objects have no inventory 1626 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; 1627 op->map = 0;
1948 op->env = where; 1628 op->x = 0;
1629 op->y = 0;
1630
1949 op->above = NULL; 1631 op->above = 0;
1950 op->below = NULL; 1632 op->below = inv;
1951 op->x = 0, op->y = 0; 1633 op->env = this;
1952 1634
1635 if (inv)
1636 inv->above = op;
1637
1638 inv = op;
1639
1640 op->flag [FLAG_REMOVED] = 0;
1641
1642 if (object *pl = op->visible_to ())
1643 esrv_send_item (pl, op);
1644
1645 adjust_weight (this, op->total_weight ());
1646
1647inserted:
1953 /* reset the light list and los of the players on the map */ 1648 /* reset the light list and los of the players on the map */
1954 if ((op->glow_radius != 0) && where->map) 1649 if (op->glow_radius && map && map->darkness)
1955 { 1650 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 1651
1963 /* Client has no idea of ordering so lets not bother ordering it here. 1652 // if this is a player's inventory, update stats
1964 * It sure simplifies this function... 1653 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1965 */ 1654 update_stats ();
1966 if (where->inv == NULL) 1655
1967 where->inv = op; 1656 INVOKE_OBJECT (INSERT, this);
1968 else 1657
1969 {
1970 op->below = where->inv;
1971 op->below->above = op;
1972 where->inv = op;
1973 }
1974 return op; 1658 return op;
1975} 1659}
1976 1660
1977/* 1661/*
1978 * Checks if any objects has a move_type that matches objects 1662 * Checks if any objects has a move_type that matches objects
1992 * 1676 *
1993 * MSW 2001-07-08: Check all objects on space, not just those below 1677 * MSW 2001-07-08: Check all objects on space, not just those below
1994 * object being inserted. insert_ob_in_map may not put new objects 1678 * object being inserted. insert_ob_in_map may not put new objects
1995 * on top. 1679 * on top.
1996 */ 1680 */
1997
1998int 1681int
1999check_move_on (object *op, object *originator) 1682check_move_on (object *op, object *originator)
2000{ 1683{
2001 object * 1684 object *tmp;
2002 tmp; 1685 maptile *m = op->map;
2003 tag_t
2004 tag;
2005 mapstruct *
2006 m = op->map;
2007 int
2008 x = op->x, y = op->y; 1686 int x = op->x, y = op->y;
2009 MoveType 1687
2010 move_on, 1688 MoveType move_on, move_slow, move_block;
2011 move_slow,
2012 move_block;
2013 1689
2014 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1690 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2015 return 0; 1691 return 0;
2016
2017 tag = op->count;
2018 1692
2019 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1693 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2020 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1694 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2021 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1695 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2022 1696
2038 1712
2039 /* The objects have to be checked from top to bottom. 1713 /* The objects have to be checked from top to bottom.
2040 * Hence, we first go to the top: 1714 * Hence, we first go to the top:
2041 */ 1715 */
2042 1716
2043 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1717 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2044 { 1718 {
2045 /* Trim the search when we find the first other spell effect 1719 /* Trim the search when we find the first other spell effect
2046 * this helps performance so that if a space has 50 spell objects, 1720 * this helps performance so that if a space has 50 spell objects,
2047 * we don't need to check all of them. 1721 * we don't need to check all of them.
2048 */ 1722 */
2049 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1723 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2050 break; 1724 break;
2051 } 1725 }
1726
2052 for (; tmp != NULL; tmp = tmp->below) 1727 for (; tmp; tmp = tmp->below)
2053 { 1728 {
2054 if (tmp == op) 1729 if (tmp == op)
2055 continue; /* Can't apply yourself */ 1730 continue; /* Can't apply yourself */
2056 1731
2057 /* Check to see if one of the movement types should be slowed down. 1732 /* Check to see if one of the movement types should be slowed down.
2065 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1740 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)) 1741 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2067 { 1742 {
2068 1743
2069 float 1744 float
2070 diff;
2071
2072 diff = tmp->move_slow_penalty * FABS (op->speed); 1745 diff = tmp->move_slow_penalty * fabs (op->speed);
1746
2073 if (op->type == PLAYER) 1747 if (op->type == PLAYER)
2074 {
2075 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1748 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2076 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1749 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2077 {
2078 diff /= 4.0; 1750 diff /= 4.0;
2079 } 1751
2080 }
2081 op->speed_left -= diff; 1752 op->speed_left -= diff;
2082 } 1753 }
2083 } 1754 }
2084 1755
2085 /* Basically same logic as above, except now for actual apply. */ 1756 /* Basically same logic as above, except now for actual apply. */
2086 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1757 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)) 1758 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2088 { 1759 {
2089
2090 move_apply (tmp, op, originator); 1760 move_apply (tmp, op, originator);
1761
2091 if (was_destroyed (op, tag)) 1762 if (op->destroyed ())
2092 return 1; 1763 return 1;
2093 1764
2094 /* what the person/creature stepped onto has moved the object 1765 /* what the person/creature stepped onto has moved the object
2095 * someplace new. Don't process any further - if we did, 1766 * someplace new. Don't process any further - if we did,
2096 * have a feeling strange problems would result. 1767 * have a feeling strange problems would result.
2097 */ 1768 */
2098 if (op->map != m || op->x != x || op->y != y) 1769 if (op->map != m || op->x != x || op->y != y)
2099 return 0; 1770 return 0;
2100 } 1771 }
2101 } 1772 }
1773
2102 return 0; 1774 return 0;
2103} 1775}
2104 1776
2105/* 1777/*
2106 * present_arch(arch, map, x, y) searches for any objects with 1778 * present_arch(arch, map, x, y) searches for any objects with
2107 * a matching archetype at the given map and coordinates. 1779 * a matching archetype at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1780 * The first matching object is returned, or NULL if none.
2109 */ 1781 */
2110
2111object * 1782object *
2112present_arch (const archetype *at, mapstruct *m, int x, int y) 1783present_arch (const archetype *at, maptile *m, int x, int y)
2113{ 1784{
2114 object *
2115 tmp;
2116
2117 if (m == NULL || out_of_map (m, x, y)) 1785 if (!m || out_of_map (m, x, y))
2118 { 1786 {
2119 LOG (llevError, "Present_arch called outside map.\n"); 1787 LOG (llevError, "Present_arch called outside map.\n");
2120 return NULL; 1788 return NULL;
2121 } 1789 }
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1790
2123 if (tmp->arch == at) 1791 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1792 if (tmp->arch->archname == at->archname)
2124 return tmp; 1793 return tmp;
1794
2125 return NULL; 1795 return NULL;
2126} 1796}
2127 1797
2128/* 1798/*
2129 * present(type, map, x, y) searches for any objects with 1799 * present(type, map, x, y) searches for any objects with
2130 * a matching type variable at the given map and coordinates. 1800 * a matching type variable at the given map and coordinates.
2131 * The first matching object is returned, or NULL if none. 1801 * The first matching object is returned, or NULL if none.
2132 */ 1802 */
2133
2134object * 1803object *
2135present (unsigned char type, mapstruct *m, int x, int y) 1804present (unsigned char type, maptile *m, int x, int y)
2136{ 1805{
2137 object *
2138 tmp;
2139
2140 if (out_of_map (m, x, y)) 1806 if (out_of_map (m, x, y))
2141 { 1807 {
2142 LOG (llevError, "Present called outside map.\n"); 1808 LOG (llevError, "Present called outside map.\n");
2143 return NULL; 1809 return NULL;
2144 } 1810 }
2145 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1811
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2146 if (tmp->type == type) 1813 if (tmp->type == type)
2147 return tmp; 1814 return tmp;
1815
2148 return NULL; 1816 return NULL;
2149} 1817}
2150 1818
2151/* 1819/*
2152 * present_in_ob(type, object) searches for any objects with 1820 * present_in_ob(type, object) searches for any objects with
2153 * a matching type variable in the inventory of the given object. 1821 * a matching type variable in the inventory of the given object.
2154 * The first matching object is returned, or NULL if none. 1822 * The first matching object is returned, or NULL if none.
2155 */ 1823 */
2156
2157object * 1824object *
2158present_in_ob (unsigned char type, const object *op) 1825present_in_ob (unsigned char type, const object *op)
2159{ 1826{
2160 object *
2161 tmp;
2162
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1827 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 if (tmp->type == type) 1828 if (tmp->type == type)
2165 return tmp; 1829 return tmp;
1830
2166 return NULL; 1831 return NULL;
2167} 1832}
2168 1833
2169/* 1834/*
2170 * present_in_ob (type, str, object) searches for any objects with 1835 * present_in_ob (type, str, object) searches for any objects with
2178 * str is the string to match against. Note that we match against 1843 * str is the string to match against. Note that we match against
2179 * the object name, not the archetype name. this is so that the 1844 * the object name, not the archetype name. this is so that the
2180 * spell code can use one object type (force), but change it's name 1845 * spell code can use one object type (force), but change it's name
2181 * to be unique. 1846 * to be unique.
2182 */ 1847 */
2183
2184object * 1848object *
2185present_in_ob_by_name (int type, const char *str, const object *op) 1849present_in_ob_by_name (int type, const char *str, const object *op)
2186{ 1850{
2187 object *
2188 tmp;
2189
2190 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1851 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2191 {
2192 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1852 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2193 return tmp; 1853 return tmp;
2194 } 1854
2195 return NULL; 1855 return 0;
2196} 1856}
2197 1857
2198/* 1858/*
2199 * present_arch_in_ob(archetype, object) searches for any objects with 1859 * present_arch_in_ob(archetype, object) searches for any objects with
2200 * a matching archetype in the inventory of the given object. 1860 * a matching archetype in the inventory of the given object.
2201 * The first matching object is returned, or NULL if none. 1861 * The first matching object is returned, or NULL if none.
2202 */ 1862 */
2203
2204object * 1863object *
2205present_arch_in_ob (const archetype *at, const object *op) 1864present_arch_in_ob (const archetype *at, const object *op)
2206{ 1865{
2207 object *
2208 tmp;
2209
2210 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2211 if (tmp->arch == at) 1867 if (tmp->arch->archname == at->archname)
2212 return tmp; 1868 return tmp;
1869
2213 return NULL; 1870 return NULL;
2214} 1871}
2215 1872
2216/* 1873/*
2217 * activate recursively a flag on an object inventory 1874 * activate recursively a flag on an object inventory
2218 */ 1875 */
2219void 1876void
2220flag_inv (object *op, int flag) 1877flag_inv (object *op, int flag)
2221{ 1878{
2222 object *
2223 tmp;
2224
2225 if (op->inv)
2226 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2227 { 1880 {
2228 SET_FLAG (tmp, flag); 1881 SET_FLAG (tmp, flag);
2229 flag_inv (tmp, flag); 1882 flag_inv (tmp, flag);
2230 } 1883 }
2231} /* 1884}
1885
1886/*
2232 * desactivate recursively a flag on an object inventory 1887 * deactivate recursively a flag on an object inventory
2233 */ 1888 */
2234void 1889void
2235unflag_inv (object *op, int flag) 1890unflag_inv (object *op, int flag)
2236{ 1891{
2237 object *
2238 tmp;
2239
2240 if (op->inv)
2241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1892 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2242 { 1893 {
2243 CLEAR_FLAG (tmp, flag); 1894 CLEAR_FLAG (tmp, flag);
2244 unflag_inv (tmp, flag); 1895 unflag_inv (tmp, flag);
2245 } 1896 }
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} 1897}
2261 1898
2262/* 1899/*
2263 * find_free_spot(object, map, x, y, start, stop) will search for 1900 * find_free_spot(object, map, x, y, start, stop) will search for
2264 * a spot at the given map and coordinates which will be able to contain 1901 * a spot at the given map and coordinates which will be able to contain
2266 * to search (see the freearr_x/y[] definition). 1903 * to search (see the freearr_x/y[] definition).
2267 * It returns a random choice among the alternatives found. 1904 * 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 1905 * 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 1906 * 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) 1907 * 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 1908 * Note: This function does correctly handle tiled maps, but does not
2275 * inform the caller. However, insert_ob_in_map will update as 1909 * inform the caller. However, insert_ob_in_map will update as
2276 * necessary, so the caller shouldn't need to do any special work. 1910 * necessary, so the caller shouldn't need to do any special work.
2277 * Note - updated to take an object instead of archetype - this is necessary 1911 * Note - updated to take an object instead of archetype - this is necessary
2278 * because arch_blocked (now ob_blocked) needs to know the movement type 1912 * because arch_blocked (now ob_blocked) needs to know the movement type
2279 * to know if the space in question will block the object. We can't use 1913 * to know if the space in question will block the object. We can't use
2280 * the archetype because that isn't correct if the monster has been 1914 * the archetype because that isn't correct if the monster has been
2281 * customized, changed states, etc. 1915 * customized, changed states, etc.
2282 */ 1916 */
2283
2284int 1917int
2285find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1918find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2286{ 1919{
2287 int
2288 i,
2289 index = 0, flag;
2290 static int
2291 altern[SIZEOFFREE]; 1920 int altern[SIZEOFFREE];
1921 int index = 0, flag;
2292 1922
2293 for (i = start; i < stop; i++) 1923 for (int i = start; i < stop; i++)
2294 { 1924 {
2295 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1925 mapxy pos (m, x, y); pos.move (i);
2296 if (!flag) 1926
1927 if (!pos.normalise ())
1928 continue;
1929
1930 mapspace &ms = *pos;
1931
1932 if (ms.flags () & P_IS_ALIVE)
1933 continue;
1934
1935 /* However, often
1936 * ob doesn't have any move type (when used to place exits)
1937 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1938 */
1939 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1940 {
2297 altern[index++] = i; 1941 altern [index++] = i;
1942 continue;
1943 }
2298 1944
2299 /* Basically, if we find a wall on a space, we cut down the search size. 1945 /* Basically, if we find a wall on a space, we cut down the search size.
2300 * In this way, we won't return spaces that are on another side of a wall. 1946 * In this way, we won't return spaces that are on another side of a wall.
2301 * This mostly work, but it cuts down the search size in all directions - 1947 * This mostly work, but it cuts down the search size in all directions -
2302 * if the space being examined only has a wall to the north and empty 1948 * if the space being examined only has a wall to the north and empty
2303 * spaces in all the other directions, this will reduce the search space 1949 * spaces in all the other directions, this will reduce the search space
2304 * to only the spaces immediately surrounding the target area, and 1950 * to only the spaces immediately surrounding the target area, and
2305 * won't look 2 spaces south of the target space. 1951 * won't look 2 spaces south of the target space.
2306 */ 1952 */
2307 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1953 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1954 {
2308 stop = maxfree[i]; 1955 stop = maxfree[i];
1956 continue;
1957 }
1958
1959 /* Note it is intentional that we check ob - the movement type of the
1960 * head of the object should correspond for the entire object.
1961 */
1962 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1963 continue;
1964
1965 if (ob->blocked (m, pos.x, pos.y))
1966 continue;
1967
1968 altern [index++] = i;
2309 } 1969 }
1970
2310 if (!index) 1971 if (!index)
2311 return -1; 1972 return -1;
1973
2312 return altern[RANDOM () % index]; 1974 return altern [rndm (index)];
2313} 1975}
2314 1976
2315/* 1977/*
2316 * find_first_free_spot(archetype, mapstruct, x, y) works like 1978 * find_first_free_spot(archetype, maptile, x, y) works like
2317 * find_free_spot(), but it will search max number of squares. 1979 * find_free_spot(), but it will search max number of squares.
2318 * But it will return the first available spot, not a random choice. 1980 * But it will return the first available spot, not a random choice.
2319 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1981 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2320 */ 1982 */
2321
2322int 1983int
2323find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 1984find_first_free_spot (const object *ob, maptile *m, int x, int y)
2324{ 1985{
2325 int
2326 i;
2327
2328 for (i = 0; i < SIZEOFFREE; i++) 1986 for (int i = 0; i < SIZEOFFREE; i++)
2329 {
2330 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1987 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2331 return i; 1988 return i;
2332 } 1989
2333 return -1; 1990 return -1;
2334} 1991}
2335 1992
2336/* 1993/*
2337 * The function permute(arr, begin, end) randomly reorders the array 1994 * The function permute(arr, begin, end) randomly reorders the array
2338 * arr[begin..end-1]. 1995 * arr[begin..end-1].
1996 * now uses a fisher-yates shuffle, old permute was broken
2339 */ 1997 */
2340static void 1998static void
2341permute (int *arr, int begin, int end) 1999permute (int *arr, int begin, int end)
2342{ 2000{
2343 int 2001 arr += begin;
2344 i,
2345 j,
2346 tmp,
2347 len;
2348
2349 len = end - begin; 2002 end -= begin;
2350 for (i = begin; i < end; i++)
2351 {
2352 j = begin + RANDOM () % len;
2353 2003
2354 tmp = arr[i]; 2004 while (--end)
2355 arr[i] = arr[j]; 2005 swap (arr [end], arr [rndm (end + 1)]);
2356 arr[j] = tmp;
2357 }
2358} 2006}
2359 2007
2360/* new function to make monster searching more efficient, and effective! 2008/* new function to make monster searching more efficient, and effective!
2361 * This basically returns a randomized array (in the passed pointer) of 2009 * 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 2010 * 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. 2013 * the 3x3 area will be searched, just not in a predictable order.
2366 */ 2014 */
2367void 2015void
2368get_search_arr (int *search_arr) 2016get_search_arr (int *search_arr)
2369{ 2017{
2370 int 2018 int i;
2371 i;
2372 2019
2373 for (i = 0; i < SIZEOFFREE; i++) 2020 for (i = 0; i < SIZEOFFREE; i++)
2374 {
2375 search_arr[i] = i; 2021 search_arr[i] = i;
2376 }
2377 2022
2378 permute (search_arr, 1, SIZEOFFREE1 + 1); 2023 permute (search_arr, 1, SIZEOFFREE1 + 1);
2379 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2024 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2380 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2025 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2381} 2026}
2390 * Perhaps incorrectly, but I'm making the assumption that exclude 2035 * 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 2036 * 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 2037 * because we have to know what movement the thing looking to move
2393 * there is capable of. 2038 * there is capable of.
2394 */ 2039 */
2395
2396int 2040int
2397find_dir (mapstruct *m, int x, int y, object *exclude) 2041find_dir (maptile *m, int x, int y, object *exclude)
2398{ 2042{
2399 int
2400 i,
2401 max = SIZEOFFREE, mflags; 2043 int i, max = SIZEOFFREE, mflags;
2402 sint16 2044
2403 nx, 2045 sint16 nx, ny;
2404 ny;
2405 object * 2046 object *tmp;
2406 tmp; 2047 maptile *mp;
2407 mapstruct *
2408 mp;
2409 MoveType
2410 blocked,
2411 move_type;
2412 2048
2049 MoveType blocked, move_type;
2050
2413 if (exclude && exclude->head) 2051 if (exclude && exclude->head_ () != exclude)
2414 { 2052 {
2415 exclude = exclude->head; 2053 exclude = exclude->head;
2416 move_type = exclude->move_type; 2054 move_type = exclude->move_type;
2417 } 2055 }
2418 else 2056 else
2426 mp = m; 2064 mp = m;
2427 nx = x + freearr_x[i]; 2065 nx = x + freearr_x[i];
2428 ny = y + freearr_y[i]; 2066 ny = y + freearr_y[i];
2429 2067
2430 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2068 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2069
2431 if (mflags & P_OUT_OF_MAP) 2070 if (mflags & P_OUT_OF_MAP)
2432 {
2433 max = maxfree[i]; 2071 max = maxfree[i];
2434 }
2435 else 2072 else
2436 { 2073 {
2437 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2074 mapspace &ms = mp->at (nx, ny);
2075
2076 blocked = ms.move_block;
2438 2077
2439 if ((move_type & blocked) == move_type) 2078 if ((move_type & blocked) == move_type)
2440 {
2441 max = maxfree[i]; 2079 max = maxfree[i];
2442 }
2443 else if (mflags & P_IS_ALIVE) 2080 else if (mflags & P_IS_ALIVE)
2444 { 2081 {
2445 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2082 for (tmp = ms.bot; tmp; tmp = tmp->above)
2446 { 2083 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))) 2084 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2448 {
2449 break; 2085 break;
2450 } 2086
2451 }
2452 if (tmp) 2087 if (tmp)
2453 {
2454 return freedir[i]; 2088 return freedir[i];
2455 }
2456 } 2089 }
2457 } 2090 }
2458 } 2091 }
2092
2459 return 0; 2093 return 0;
2460} 2094}
2461 2095
2462/* 2096/*
2463 * distance(object 1, object 2) will return the square of the 2097 * distance(object 1, object 2) will return the square of the
2464 * distance between the two given objects. 2098 * distance between the two given objects.
2465 */ 2099 */
2466
2467int 2100int
2468distance (const object *ob1, const object *ob2) 2101distance (const object *ob1, const object *ob2)
2469{ 2102{
2470 int
2471 i;
2472
2473 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2103 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2474 return i;
2475} 2104}
2476 2105
2477/* 2106/*
2478 * find_dir_2(delta-x,delta-y) will return a direction in which 2107 * find_dir_2(delta-x,delta-y) will return a direction in which
2479 * an object which has subtracted the x and y coordinates of another 2108 * an object which has subtracted the x and y coordinates of another
2480 * object, needs to travel toward it. 2109 * object, needs to travel toward it.
2481 */ 2110 */
2482
2483int 2111int
2484find_dir_2 (int x, int y) 2112find_dir_2 (int x, int y)
2485{ 2113{
2486 int 2114 int q;
2487 q;
2488 2115
2489 if (y) 2116 if (y)
2490 q = x * 100 / y; 2117 q = x * 100 / y;
2491 else if (x) 2118 else if (x)
2492 q = -300 * x; 2119 q = -300 * x;
2517 2144
2518 return 3; 2145 return 3;
2519} 2146}
2520 2147
2521/* 2148/*
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 2149 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2539 * between two directions (which are expected to be absolute (see absdir()) 2150 * between two directions (which are expected to be absolute (see absdir())
2540 */ 2151 */
2541
2542int 2152int
2543dirdiff (int dir1, int dir2) 2153dirdiff (int dir1, int dir2)
2544{ 2154{
2545 int 2155 int d;
2546 d;
2547 2156
2548 d = abs (dir1 - dir2); 2157 d = abs (dir1 - dir2);
2549 if (d > 4) 2158 if (d > 4)
2550 d = 8 - d; 2159 d = 8 - d;
2160
2551 return d; 2161 return d;
2552} 2162}
2553 2163
2554/* peterm: 2164/* peterm:
2555 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2165 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2558 * This basically means that if direction is 15, then it could either go 2168 * This basically means that if direction is 15, then it could either go
2559 * direction 4, 14, or 16 to get back to where we are. 2169 * direction 4, 14, or 16 to get back to where we are.
2560 * Moved from spell_util.c to object.c with the other related direction 2170 * Moved from spell_util.c to object.c with the other related direction
2561 * functions. 2171 * functions.
2562 */ 2172 */
2563
2564int
2565 reduction_dir[SIZEOFFREE][3] = { 2173int reduction_dir[SIZEOFFREE][3] = {
2566 {0, 0, 0}, /* 0 */ 2174 {0, 0, 0}, /* 0 */
2567 {0, 0, 0}, /* 1 */ 2175 {0, 0, 0}, /* 1 */
2568 {0, 0, 0}, /* 2 */ 2176 {0, 0, 0}, /* 2 */
2569 {0, 0, 0}, /* 3 */ 2177 {0, 0, 0}, /* 3 */
2570 {0, 0, 0}, /* 4 */ 2178 {0, 0, 0}, /* 4 */
2618 * find a path to that monster that we found. If not, 2226 * find a path to that monster that we found. If not,
2619 * we don't bother going toward it. Returns 1 if we 2227 * we don't bother going toward it. Returns 1 if we
2620 * can see a direct way to get it 2228 * can see a direct way to get it
2621 * Modified to be map tile aware -.MSW 2229 * Modified to be map tile aware -.MSW
2622 */ 2230 */
2623
2624
2625int 2231int
2626can_see_monsterP (mapstruct *m, int x, int y, int dir) 2232can_see_monsterP (maptile *m, int x, int y, int dir)
2627{ 2233{
2628 sint16 2234 sint16 dx, dy;
2629 dx,
2630 dy;
2631 int
2632 mflags; 2235 int mflags;
2633 2236
2634 if (dir < 0) 2237 if (dir < 0)
2635 return 0; /* exit condition: invalid direction */ 2238 return 0; /* exit condition: invalid direction */
2636 2239
2637 dx = x + freearr_x[dir]; 2240 dx = x + freearr_x[dir];
2650 return 0; 2253 return 0;
2651 2254
2652 /* yes, can see. */ 2255 /* yes, can see. */
2653 if (dir < 9) 2256 if (dir < 9)
2654 return 1; 2257 return 1;
2258
2655 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2259 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]); 2260 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2261 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2657} 2262}
2658
2659
2660 2263
2661/* 2264/*
2662 * can_pick(picker, item): finds out if an object is possible to be 2265 * can_pick(picker, item): finds out if an object is possible to be
2663 * picked up by the picker. Returnes 1 if it can be 2266 * picked up by the picker. Returnes 1 if it can be
2664 * picked up, otherwise 0. 2267 * picked up, otherwise 0.
2666 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2269 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2667 * core dumps if they do. 2270 * core dumps if they do.
2668 * 2271 *
2669 * Add a check so we can't pick up invisible objects (0.93.8) 2272 * Add a check so we can't pick up invisible objects (0.93.8)
2670 */ 2273 */
2671
2672int 2274int
2673can_pick (const object *who, const object *item) 2275can_pick (const object *who, const object *item)
2674{ 2276{
2675 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2277 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2676 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2278 (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)); 2279 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2678} 2280}
2679 2281
2680
2681/* 2282/*
2682 * create clone from object to another 2283 * create clone from object to another
2683 */ 2284 */
2684object * 2285object *
2685object_create_clone (object *asrc) 2286object::deep_clone ()
2686{ 2287{
2687 object * 2288 assert (("deep_clone called on non-head object", is_head ()));
2688 dst = NULL, *tmp, *src, *part, *prev, *item;
2689 2289
2690 if (!asrc) 2290 object *dst = clone ();
2691 return NULL;
2692 src = asrc;
2693 if (src->head)
2694 src = src->head;
2695 2291
2696 prev = NULL; 2292 object *prev = dst;
2697 for (part = src; part; part = part->more) 2293 for (object *part = this->more; part; part = part->more)
2698 { 2294 {
2699 tmp = get_object (); 2295 object *tmp = part->clone ();
2700 copy_object (part, tmp);
2701 tmp->x -= src->x;
2702 tmp->y -= src->y;
2703 if (!part->head)
2704 {
2705 dst = tmp;
2706 tmp->head = NULL;
2707 }
2708 else
2709 {
2710 tmp->head = dst; 2296 tmp->head = dst;
2711 }
2712 tmp->more = NULL;
2713 if (prev)
2714 prev->more = tmp; 2297 prev->more = tmp;
2715 prev = tmp; 2298 prev = tmp;
2716 } 2299 }
2717 2300
2718 /*** copy inventory ***/
2719 for (item = src->inv; item; item = item->below) 2301 for (object *item = inv; item; item = item->below)
2720 { 2302 insert_ob_in_ob (item->deep_clone (), dst);
2721 (void) insert_ob_in_ob (object_create_clone (item), dst);
2722 }
2723 2303
2724 return dst; 2304 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} 2305}
2782 2306
2783/* This returns the first object in who's inventory that 2307/* This returns the first object in who's inventory that
2784 * has the same type and subtype match. 2308 * has the same type and subtype match.
2785 * returns NULL if no match. 2309 * returns NULL if no match.
2786 */ 2310 */
2787object * 2311object *
2788find_obj_by_type_subtype (const object *who, int type, int subtype) 2312find_obj_by_type_subtype (const object *who, int type, int subtype)
2789{ 2313{
2790 object *
2791 tmp;
2792
2793 for (tmp = who->inv; tmp; tmp = tmp->below) 2314 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2794 if (tmp->type == type && tmp->subtype == subtype) 2315 if (tmp->type == type && tmp->subtype == subtype)
2795 return tmp; 2316 return tmp;
2796 2317
2797 return NULL; 2318 return 0;
2798} 2319}
2799 2320
2800/* If ob has a field named key, return the link from the list, 2321const shstr &
2801 * otherwise return NULL. 2322object::kv_get (const shstr &key) const
2802 *
2803 * key must be a passed in shared string - otherwise, this won't
2804 * do the desired thing.
2805 */
2806key_value *
2807get_ob_key_link (const object *ob, const char *key)
2808{ 2323{
2809 key_value * 2324 for (key_value *kv = key_values; kv; kv = kv->next)
2810 link;
2811
2812 for (link = ob->key_values; link != NULL; link = link->next)
2813 {
2814 if (link->key == key) 2325 if (kv->key == key)
2326 return kv->value;
2327
2328 return shstr_null;
2329}
2330
2331void
2332object::kv_set (const shstr &key, const shstr &value)
2333{
2334 for (key_value *kv = key_values; kv; kv = kv->next)
2335 if (kv->key == key)
2336 {
2337 kv->value = value;
2338 return;
2339 }
2340
2341 key_value *kv = new key_value;
2342
2343 kv->next = key_values;
2344 kv->key = key;
2345 kv->value = value;
2346
2347 key_values = kv;
2348}
2349
2350void
2351object::kv_del (const shstr &key)
2352{
2353 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2354 if ((*kvp)->key == key)
2355 {
2356 key_value *kv = *kvp;
2357 *kvp = (*kvp)->next;
2358 delete kv;
2359 return;
2360 }
2361}
2362
2363object::depth_iterator::depth_iterator (object *container)
2364: iterator_base (container)
2365{
2366 while (item->inv)
2367 item = item->inv;
2368}
2369
2370void
2371object::depth_iterator::next ()
2372{
2373 if (item->below)
2374 {
2375 item = item->below;
2376
2377 while (item->inv)
2378 item = item->inv;
2379 }
2380 else
2381 item = item->env;
2382}
2383
2384const char *
2385object::flag_desc (char *desc, int len) const
2386{
2387 char *p = desc;
2388 bool first = true;
2389
2390 *p = 0;
2391
2392 for (int i = 0; i < NUM_FLAGS; i++)
2393 {
2394 if (len <= 10) // magic constant!
2815 { 2395 {
2816 return link; 2396 snprintf (p, len, ",...");
2397 break;
2817 } 2398 }
2818 }
2819 2399
2820 return NULL; 2400 if (flag [i])
2821} 2401 {
2402 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2403 len -= cnt;
2404 p += cnt;
2405 first = false;
2406 }
2407 }
2822 2408
2823/* 2409 return desc;
2824 * Returns the value of op has an extra_field for key, or NULL. 2410}
2825 * 2411
2826 * The argument doesn't need to be a shared string. 2412// return a suitable string describing an object in enough detail to find it
2827 *
2828 * The returned string is shared.
2829 */
2830const char * 2413const char *
2831get_ob_key_value (const object *op, const char *const key) 2414object::debug_desc (char *info) const
2832{ 2415{
2833 key_value * 2416 char flagdesc[512];
2834 link; 2417 char info2[256 * 4];
2418 char *p = info;
2419
2420 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2421 count,
2422 uuid.c_str (),
2423 &name,
2424 title ? "\",title:\"" : "",
2425 title ? (const char *)title : "",
2426 flag_desc (flagdesc, 512), type);
2427
2428 if (!flag[FLAG_REMOVED] && env)
2429 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2430
2431 if (map)
2432 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2433
2434 return info;
2435}
2436
2835 const char * 2437const char *
2836 canonical_key; 2438object::debug_desc () const
2439{
2440 static char info[3][256 * 4];
2441 static int info_idx;
2837 2442
2838 canonical_key = shstr::find (key); 2443 return debug_desc (info [++info_idx % 3]);
2444}
2839 2445
2840 if (canonical_key == NULL) 2446struct region *
2841 { 2447object::region () const
2842 /* 1. There being a field named key on any object 2448{
2843 * implies there'd be a shared string to find. 2449 return map ? map->region (x, y)
2844 * 2. Since there isn't, no object has this field. 2450 : region::default_region ();
2845 * 3. Therefore, *this* object doesn't have this field. 2451}
2846 */ 2452
2453const materialtype_t *
2454object::dominant_material () const
2455{
2456 if (materialtype_t *mt = name_to_material (materialname))
2457 return mt;
2458
2459 return name_to_material (shstr_unknown);
2460}
2461
2462void
2463object::open_container (object *new_container)
2464{
2465 if (container == new_container)
2847 return NULL; 2466 return;
2467
2468 object *old_container = container;
2469
2470 if (old_container)
2848 } 2471 {
2472 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2473 return;
2849 2474
2850 /* This is copied from get_ob_key_link() above - 2475#if 0
2851 * only 4 lines, and saves the function call overhead. 2476 // remove the "Close old_container" object.
2477 if (object *closer = old_container->inv)
2478 if (closer->type == CLOSE_CON)
2479 closer->destroy ();
2480#endif
2481
2482 // make sure the container is available
2483 esrv_send_item (this, old_container);
2484
2485 old_container->flag [FLAG_APPLIED] = false;
2486 container = 0;
2487
2488 // client needs item update to make it work, client bug requires this to be separate
2489 esrv_update_item (UPD_FLAGS, this, old_container);
2490
2491 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2492 play_sound (sound_find ("chest_close"));
2493 }
2494
2495 if (new_container)
2496 {
2497 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2498 return;
2499
2500 // TODO: this does not seem to serve any purpose anymore?
2501#if 0
2502 // insert the "Close Container" object.
2503 if (archetype *closer = new_container->other_arch)
2504 {
2505 object *closer = arch_to_object (new_container->other_arch);
2506 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2507 new_container->insert (closer);
2508 }
2509#endif
2510
2511 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2512
2513 // make sure the container is available, client bug requires this to be separate
2514 esrv_send_item (this, new_container);
2515
2516 new_container->flag [FLAG_APPLIED] = true;
2517 container = new_container;
2518
2519 // client needs flag change
2520 esrv_update_item (UPD_FLAGS, this, new_container);
2521 esrv_send_inventory (this, new_container);
2522 play_sound (sound_find ("chest_open"));
2523 }
2524// else if (!old_container->env && contr && contr->ns)
2525// contr->ns->floorbox_reset ();
2526}
2527
2528object *
2529object::force_find (const shstr name)
2530{
2531 /* cycle through his inventory to look for the MARK we want to
2532 * place
2852 */ 2533 */
2853 for (link = op->key_values; link != NULL; link = link->next) 2534 for (object *tmp = inv; tmp; tmp = tmp->below)
2854 { 2535 if (tmp->type == FORCE && tmp->slaying == name)
2855 if (link->key == canonical_key) 2536 return splay (tmp);
2856 { 2537
2857 return link->value;
2858 }
2859 }
2860 return NULL; 2538 return 0;
2861} 2539}
2862 2540
2863 2541void
2864/* 2542object::force_add (const shstr name, int duration)
2865 * Updates the canonical_key in op to value.
2866 *
2867 * canonical_key is a shared string (value doesn't have to be).
2868 *
2869 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2870 * keys.
2871 *
2872 * Returns TRUE on success.
2873 */
2874int
2875set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2876{ 2543{
2877 key_value * 2544 if (object *force = force_find (name))
2878 field = NULL, *last = NULL; 2545 force->destroy ();
2879 2546
2880 for (field = op->key_values; field != NULL; field = field->next) 2547 object *force = get_archetype (FORCE_NAME);
2881 {
2882 if (field->key != canonical_key)
2883 {
2884 last = field;
2885 continue;
2886 }
2887 2548
2888 if (value) 2549 force->slaying = name;
2889 field->value = value; 2550 force->stats.food = 1;
2890 else 2551 force->speed_left = -1.f;
2891 {
2892 /* Basically, if the archetype has this key set,
2893 * we need to store the null value so when we save
2894 * it, we save the empty value so that when we load,
2895 * we get this value back again.
2896 */
2897 if (get_ob_key_link (&op->arch->clone, canonical_key))
2898 field->value = 0;
2899 else
2900 {
2901 if (last)
2902 last->next = field->next;
2903 else
2904 op->key_values = field->next;
2905 2552
2906 delete 2553 force->set_speed (duration ? 1.f / duration : 0.f);
2907 field; 2554 force->flag [FLAG_IS_USED_UP] = true;
2908 } 2555 force->flag [FLAG_APPLIED] = true;
2909 }
2910 return TRUE;
2911 }
2912 /* IF we get here, key doesn't exist */
2913 2556
2914 /* No field, we'll have to add it. */ 2557 insert (force);
2558}
2915 2559
2916 if (!add_key) 2560void
2917 { 2561object::play_sound (faceidx sound)
2918 return FALSE; 2562{
2919 } 2563 if (!sound)
2920 /* There isn't any good reason to store a null
2921 * value in the key/value list. If the archetype has
2922 * this key, then we should also have it, so shouldn't
2923 * be here. If user wants to store empty strings,
2924 * should pass in ""
2925 */
2926 if (value == NULL)
2927 return TRUE; 2564 return;
2928 2565
2929 field = new key_value; 2566 if (flag [FLAG_REMOVED])
2567 return;
2930 2568
2931 field->key = canonical_key; 2569 if (env)
2932 field->value = value; 2570 {
2933 /* Usual prepend-addition. */ 2571 if (object *pl = in_player ())
2934 field->next = op->key_values; 2572 pl->contr->play_sound (sound);
2935 op->key_values = field; 2573 }
2936 2574 else
2937 return TRUE; 2575 map->play_sound (sound, x, y);
2938} 2576}
2939 2577
2940/*
2941 * Updates the key in op to value.
2942 *
2943 * If add_key is FALSE, this will only update existing keys,
2944 * and not add new ones.
2945 * In general, should be little reason FALSE is ever passed in for add_key
2946 *
2947 * Returns TRUE on success.
2948 */
2949int
2950set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2951{
2952 shstr
2953 key_ (key);
2954
2955 return set_ob_key_value_s (op, key_, value, add_key);
2956}

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