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Comparing deliantra/server/common/object.C (file contents):
Revision 1.28 by root, Mon Sep 11 12:10:21 2006 UTC vs.
Revision 1.252 by root, Mon Aug 11 23:23:41 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <skills.h>
34#include <loader.h> 30#include <loader.h>
35 31
36int nrofallocobjects = 0; 32#include <bitset>
37 33
38object *objects; /* Pointer to the list of used objects */ 34UUID UUID::cur;
39object *active_objects; /* List of active objects that need to be processed */ 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
40 37
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 38objectvec objects;
39activevec actives;
40
41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 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
43}; 46};
44short 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,
45 -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
46}; 52};
47int 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,
48 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
49}; 58};
50int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
51 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,
52 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
53}; 64};
54 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
55/* 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. */
56static int 141static bool
57compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
58{ 143{
59 key_value *wants_field;
60
61 /* 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
62 * 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
63 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
64 */ 147 */
65 148
66 /* For each field in wants, */ 149 /* For each field in wants, */
67 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)
68 { 151 if (has->kv_get (kv->key) != kv->value)
69 key_value *has_field; 152 return false;
70
71 /* Look for a field in has with the same key. */
72 has_field = get_ob_key_link (has, wants_field->key);
73
74 if (has_field == NULL)
75 {
76 /* No field with that name. */
77 return FALSE;
78 }
79
80 /* Found the matching field. */
81 if (has_field->value != wants_field->value)
82 {
83 /* Values don't match, so this half of the comparison is false. */
84 return FALSE;
85 }
86
87 /* If we get here, we found a match. Now for the next field in wants. */
88 }
89 153
90 /* 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. */
91 return TRUE; 155 return true;
92} 156}
93 157
94/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
95static int 159static bool
96compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
97{ 161{
98 /* 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,
99 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
100 */ 164 */
101 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);
102} 167}
103 168
104/* 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
105 * they can be merged together. 170 * they can be merged together.
106 * 171 *
107 * 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
108 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
109 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
110 * 175 *
111 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
112 * 177 *
113 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
114 * check weight 179 * check weight
115 */ 180 */
116
117bool object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
118{ 182{
119 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
120 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)
121 return 0; 189 return 0;
122 190
123 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))
124 return 0; 197 return 0;
125 198
126 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
127 * value could not be stored in a sint32 (which unfortunately sometimes is
128 * used to store nrof).
129 */
130 if (ob1->nrof + ob2->nrof >= 1UL << 31)
131 return 0;
132
133 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
134 * 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
135 * 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
136 * 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
137 * flags lose any meaning. 203 * flags lose any meaning.
138 */ 204 */
139 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
140 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
141 207
142 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
143 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
144 210
145 211 if (ob1->arch->archname != ob2->arch->archname
146 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
147 * being locked in inventory should prevent merging.
148 * 0x4 in flags3 is CLIENT_SENT
149 */
150 if ((ob1->arch != ob2->arch) ||
151 (ob1->flags[0] != ob2->flags[0]) ||
152 (ob1->flags[1] != ob2->flags[1]) ||
153 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
154 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
155 (ob1->name != ob2->name) || 212 || ob1->name != ob2->name
156 (ob1->title != ob2->title) || 213 || ob1->title != ob2->title
157 (ob1->msg != ob2->msg) || 214 || ob1->msg != ob2->msg
158 (ob1->weight != ob2->weight) || 215 || ob1->weight != ob2->weight
159 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
160 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
161 (ob1->attacktype != ob2->attacktype) || 216 || ob1->attacktype != ob2->attacktype
162 (ob1->magic != ob2->magic) || 217 || ob1->magic != ob2->magic
163 (ob1->slaying != ob2->slaying) || 218 || ob1->slaying != ob2->slaying
164 (ob1->skill != ob2->skill) || 219 || ob1->skill != ob2->skill
165 (ob1->value != ob2->value) || 220 || ob1->value != ob2->value
166 (ob1->animation_id != ob2->animation_id) || 221 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
167 (ob1->client_type != ob2->client_type) || 223 || ob1->client_type != ob2->client_type
168 (ob1->materialname != ob2->materialname) || 224 || ob1->materialname != ob2->materialname
169 (ob1->lore != ob2->lore) || 225 || ob1->lore != ob2->lore
170 (ob1->subtype != ob2->subtype) || 226 || ob1->subtype != ob2->subtype
171 (ob1->move_type != ob2->move_type) || 227 || ob1->move_type != ob2->move_type
172 (ob1->move_block != ob2->move_block) || 228 || ob1->move_block != ob2->move_block
173 (ob1->move_allow != ob2->move_allow) || 229 || ob1->move_allow != ob2->move_allow
174 (ob1->move_on != ob2->move_on) || 230 || ob1->move_on != ob2->move_on
175 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 231 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
176 return 0; 236 return 0;
177 237
238 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
178 /* This is really a spellbook check - really, we should 245 /* This is really a spellbook check - we should in general
179 * check all objects in the inventory. 246 * not merge objects with real inventories, as splitting them
247 * is hard.
180 */ 248 */
181 if (ob1->inv || ob2->inv) 249 if (ob1->inv || ob2->inv)
182 { 250 {
183 /* if one object has inventory but the other doesn't, not equiv */
184 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
185 return 0;
186
187 /* Now check to see if the two inventory objects could merge */
188 if (!CAN_MERGE (ob1->inv, ob2->inv)) 251 if (!(ob1->inv && ob2->inv))
189 return 0; 252 return 0; /* inventories differ in length */
253
254 if (ob1->inv->below || ob2->inv->below)
255 return 0; /* more than one object in inv */
256
257 if (!object::can_merge (ob1->inv, ob2->inv))
258 return 0; /* inventory objects differ */
190 259
191 /* inventory ok - still need to check rest of this object to see 260 /* inventory ok - still need to check rest of this object to see
192 * if it is valid. 261 * if it is valid.
193 */ 262 */
194 } 263 }
202 271
203 /* Note sure why the following is the case - either the object has to 272 /* Note sure why the following is the case - either the object has to
204 * be animated or have a very low speed. Is this an attempted monster 273 * be animated or have a very low speed. Is this an attempted monster
205 * check? 274 * check?
206 */ 275 */
207 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
208 return 0; 277 return 0;
209 278
210 switch (ob1->type) 279 switch (ob1->type)
211 { 280 {
212 case SCROLL: 281 case SCROLL:
213 if (ob1->level != ob2->level) 282 if (ob1->level != ob2->level)
214 return 0; 283 return 0;
215 break; 284 break;
216 } 285 }
217 286
218 if (ob1->key_values != NULL || ob2->key_values != NULL) 287 if (ob1->key_values || ob2->key_values)
219 { 288 {
220 /* At least one of these has key_values. */ 289 /* At least one of these has key_values. */
221 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 290 if ((!ob1->key_values) != (!ob2->key_values))
222 /* One has fields, but the other one doesn't. */ 291 return 0; /* One has fields, but the other one doesn't. */
292
293 if (!compare_ob_value_lists (ob1, ob2))
223 return 0; 294 return 0;
224 else if (!compare_ob_value_lists (ob1, ob2))
225 return 0;
226 } 295 }
227 296
228 //TODO: generate an event or call into perl for additional checks
229 if (ob1->self || ob2->self) 297 if (ob1->self || ob2->self)
230 { 298 {
231 ob1->optimise (); 299 ob1->optimise ();
232 ob2->optimise (); 300 ob2->optimise ();
233 301
234 if (ob1->self || ob2->self) 302 if (ob1->self || ob2->self)
303 {
304 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
305 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
306
307 if (k1 != k2)
235 return 0; 308 return 0;
309
310 if (k1 == 0)
311 return 1;
312
313 if (!cfperl_can_merge (ob1, ob2))
314 return 0;
315 }
236 } 316 }
237 317
238 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
239 return 1; 319 return 1;
240} 320}
241 321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->type == PLAYER)
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
351 || this == pl->container)
352 return pl;
353 }
354 }
355
356 return 0;
357}
358
359// adjust weight per container type ("of holding")
360static sint32
361weight_adjust_for (object *op, sint32 weight)
362{
363 return op->type == CONTAINER
364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
365 : weight;
366}
367
242/* 368/*
369 * adjust_weight(object, weight) adds the specified weight to an object,
370 * and also updates how much the environment(s) is/are carrying.
371 */
372static void
373adjust_weight (object *op, sint32 weight)
374{
375 while (op)
376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381
382 if (!weight)
383 return;
384
385 op->carrying += weight;
386
387 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op);
390
391 op = op->env;
392 }
393}
394
395/*
243 * sum_weight() is a recursive function which calculates the weight 396 * this is a recursive function which calculates the weight
244 * an object is carrying. It goes through in figures out how much 397 * an object is carrying. It goes through op and figures out how much
245 * containers are carrying, and sums it up. 398 * containers are carrying, and sums it up.
246 */ 399 */
247long 400void
248sum_weight (object *op) 401object::update_weight ()
249{ 402{
250 long sum; 403 sint32 sum = 0;
251 object *inv;
252 404
253 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 405 for (object *op = inv; op; op = op->below)
254 { 406 {
255 if (inv->inv) 407 if (op->inv)
256 sum_weight (inv); 408 op->update_weight ();
257 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 409
410 sum += op->total_weight ();
411 }
412
413 sum = weight_adjust_for (this, sum);
414
415 if (sum != carrying)
258 } 416 {
259 if (op->type == CONTAINER && op->stats.Str)
260 sum = (sum * (100 - op->stats.Str)) / 100;
261 if (op->carrying != sum)
262 op->carrying = sum; 417 carrying = sum;
263 return sum;
264}
265 418
266/** 419 if (object *pl = visible_to ())
267 * Return the outermost environment object for a given object. 420 if (pl != this) // player is handled lazily
268 */ 421 esrv_update_item (UPD_WEIGHT, pl, this);
269
270object *
271object_get_env_recursive (object *op)
272{
273 while (op->env != NULL)
274 op = op->env;
275 return op;
276}
277
278/*
279 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
280 * a better check. We basically keeping traversing up until we can't
281 * or find a player.
282 */
283
284object *
285is_player_inv (object *op)
286{
287 for (; op != NULL && op->type != PLAYER; op = op->env)
288 if (op->env == op)
289 op->env = NULL;
290 return op;
291}
292
293/*
294 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
295 * Some error messages.
296 * The result of the dump is stored in the static global errmsg array.
297 */
298
299void
300dump_object2 (object *op)
301{
302 errmsg[0] = 0;
303 return;
304 //TODO//D#d#
305#if 0
306 char *cp;
307
308/* object *tmp;*/
309
310 if (op->arch != NULL)
311 { 422 }
312 strcat (errmsg, "arch ");
313 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
314 strcat (errmsg, "\n");
315 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
316 strcat (errmsg, cp);
317# if 0
318 /* Don't dump player diffs - they are too long, mostly meaningless, and
319 * will overflow the buffer.
320 * Changed so that we don't dump inventory either. This may
321 * also overflow the buffer.
322 */
323 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
324 strcat (errmsg, cp);
325 for (tmp = op->inv; tmp; tmp = tmp->below)
326 dump_object2 (tmp);
327# endif
328 strcat (errmsg, "end\n");
329 }
330 else
331 {
332 strcat (errmsg, "Object ");
333 if (op->name == NULL)
334 strcat (errmsg, "(null)");
335 else
336 strcat (errmsg, op->name);
337 strcat (errmsg, "\n");
338# if 0
339 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
340 strcat (errmsg, cp);
341 for (tmp = op->inv; tmp; tmp = tmp->below)
342 dump_object2 (tmp);
343# endif
344 strcat (errmsg, "end\n");
345 }
346#endif
347} 423}
348 424
349/* 425/*
350 * Dumps an object. Returns output in the static global errmsg array. 426 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
351 */ 427 */
352 428char *
353void
354dump_object (object *op) 429dump_object (object *op)
355{ 430{
356 if (op == NULL) 431 if (!op)
357 { 432 return strdup ("[NULLOBJ]");
358 strcpy (errmsg, "[NULL pointer]");
359 return;
360 }
361 errmsg[0] = '\0';
362 dump_object2 (op);
363}
364 433
365void 434 object_freezer freezer;
366dump_all_objects (void) 435 op->write (freezer);
367{ 436 return freezer.as_string ();
368 object *op;
369
370 for (op = objects; op != NULL; op = op->next)
371 {
372 dump_object (op);
373 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
374 }
375} 437}
376 438
377/* 439/*
378 * get_nearest_part(multi-object, object 2) returns the part of the 440 * get_nearest_part(multi-object, object 2) returns the part of the
379 * multi-object 1 which is closest to the second object. 441 * multi-object 1 which is closest to the second object.
380 * If it's not a multi-object, it is returned. 442 * If it's not a multi-object, it is returned.
381 */ 443 */
382
383object * 444object *
384get_nearest_part (object *op, const object *pl) 445get_nearest_part (object *op, const object *pl)
385{ 446{
386 object *tmp, *closest; 447 object *tmp, *closest;
387 int last_dist, i; 448 int last_dist, i;
388 449
389 if (op->more == NULL) 450 if (!op->more)
390 return op; 451 return op;
452
391 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
392 if ((i = distance (tmp, pl)) < last_dist) 456 if ((i = distance (tmp, pl)) < last_dist)
393 closest = tmp, last_dist = i; 457 closest = tmp, last_dist = i;
458
394 return closest; 459 return closest;
395} 460}
396 461
397/* 462/*
398 * Returns the object which has the count-variable equal to the argument. 463 * Returns the object which has the count-variable equal to the argument.
464 * VERRRY slow.
399 */ 465 */
400
401object * 466object *
402find_object (tag_t i) 467find_object (tag_t i)
403{ 468{
404 object *op; 469 for_all_objects (op)
405
406 for (op = objects; op != NULL; op = op->next)
407 if (op->count == i) 470 if (op->count == i)
408 break;
409 return op; 471 return op;
472
473 return 0;
410} 474}
411 475
412/* 476/*
413 * Returns the first object which has a name equal to the argument. 477 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 478 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 479 * Enables features like "patch <name-of-other-player> food 999"
416 */ 480 */
417
418object * 481object *
419find_object_name (const char *str) 482find_object_name (const char *str)
420{ 483{
421 const char *name = shstr::find (str); 484 shstr_cmp str_ (str);
422 object *op;
423 485
424 for (op = objects; op != NULL; op = op->next) 486 if (str_)
487 for_all_objects (op)
425 if (&op->name == name) 488 if (op->name == str_)
426 break; 489 return op;
427 490
428 return op; 491 return 0;
429}
430
431void
432free_all_object_data ()
433{
434 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
435}
436
437/*
438 * Returns the object which this object marks as being the owner.
439 * A id-scheme is used to avoid pointing to objects which have been
440 * freed and are now reused. If this is detected, the owner is
441 * set to NULL, and NULL is returned.
442 * Changed 2004-02-12 - if the player is setting at the play again
443 * prompt, he is removed, and we don't want to treat him as an owner of
444 * anything, so check removed flag. I don't expect that this should break
445 * anything - once an object is removed, it is basically dead anyways.
446 */
447
448object *
449get_owner (object *op)
450{
451 if (op->owner == NULL)
452 return NULL;
453
454 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
455 return op->owner;
456
457 op->owner = NULL;
458 op->ownercount = 0;
459 return NULL;
460}
461
462void
463clear_owner (object *op)
464{
465 if (!op)
466 return;
467
468 if (op->owner && op->ownercount == op->owner->count)
469 op->owner->refcount--;
470
471 op->owner = NULL;
472 op->ownercount = 0;
473} 492}
474 493
475/* 494/*
476 * Sets the owner and sets the skill and exp pointers to owner's current 495 * Sets the owner and sets the skill and exp pointers to owner's current
477 * skill and experience objects. 496 * skill and experience objects.
478 */ 497 * ACTUALLY NO! investigate! TODO
479void
480set_owner (object *op, object *owner)
481{
482 if (owner == NULL || op == NULL)
483 return;
484
485 /* next line added to allow objects which own objects */
486 /* Add a check for ownercounts in here, as I got into an endless loop
487 * with the fireball owning a poison cloud which then owned the
488 * fireball. I believe that was caused by one of the objects getting
489 * freed and then another object replacing it. Since the ownercounts
490 * didn't match, this check is valid and I believe that cause is valid.
491 */ 498 */
492 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 499void
500object::set_owner (object *owner)
501{
502 // allow objects which own objects
503 if (owner)
504 while (owner->owner)
493 owner = owner->owner; 505 owner = owner->owner;
494 506
495 /* IF the owner still has an owner, we did not resolve to a final owner. 507 if (flag [FLAG_FREED])
496 * so lets not add to that.
497 */
498 if (owner->owner)
499 return;
500
501 op->owner = owner;
502
503 op->ownercount = owner->count;
504 owner->refcount++;
505}
506
507/* Set the owner to clone's current owner and set the skill and experience
508 * objects to clone's objects (typically those objects that where the owner's
509 * current skill and experience objects at the time when clone's owner was
510 * set - not the owner's current skill and experience objects).
511 *
512 * Use this function if player created an object (e.g. fire bullet, swarm
513 * spell), and this object creates further objects whose kills should be
514 * accounted for the player's original skill, even if player has changed
515 * skills meanwhile.
516 */
517void
518copy_owner (object *op, object *clone)
519{
520 object *owner = get_owner (clone);
521
522 if (owner == NULL)
523 { 508 {
524 /* players don't have owners - they own themselves. Update 509 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
525 * as appropriate.
526 */
527 if (clone->type == PLAYER)
528 owner = clone;
529 else
530 return; 510 return;
511 }
512
513 this->owner = owner;
514}
515
516int
517object::slottype () const
518{
519 if (type == SKILL)
531 } 520 {
521 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
522 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
523 }
524 else
525 {
526 if (slot [body_combat].info) return slot_combat;
527 if (slot [body_range ].info) return slot_ranged;
528 }
529
530 return slot_none;
531}
532 532
533 set_owner (op, owner); 533bool
534object::change_weapon (object *ob)
535{
536 if (current_weapon == ob)
537 return true;
538
539 if (chosen_skill)
540 chosen_skill->flag [FLAG_APPLIED] = false;
541
542 current_weapon = ob;
543 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = true;
547
548 update_stats ();
549
550 if (ob)
551 {
552 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0)
556 {
557 current_weapon = chosen_skill = 0;
558 update_stats ();
559
560 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name);
564 return false;
565 }
566
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 }
569 else
570 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571
572 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
573 {
574 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
575 &name, ob->debug_desc ());
576 return false;
577 }
578
579 return true;
534} 580}
535 581
536/* Zero the key_values on op, decrementing the shared-string 582/* Zero the key_values on op, decrementing the shared-string
537 * refcounts and freeing the links. 583 * refcounts and freeing the links.
538 */ 584 */
539static void 585static void
540free_key_values (object *op) 586free_key_values (object *op)
541{ 587{
542 for (key_value *i = op->key_values; i != 0;) 588 for (key_value *i = op->key_values; i; )
543 { 589 {
544 key_value *next = i->next; 590 key_value *next = i->next;
545 delete i; 591 delete i;
546 592
547 i = next; 593 i = next;
548 } 594 }
549 595
550 op->key_values = 0; 596 op->key_values = 0;
551} 597}
552 598
553void object::clear ()
554{
555 attachable_base::clear ();
556
557 free_key_values (this);
558
559 clear_owner (this);
560
561 name = 0;
562 name_pl = 0;
563 title = 0;
564 race = 0;
565 slaying = 0;
566 skill = 0;
567 msg = 0;
568 lore = 0;
569 custom_name = 0;
570 materialname = 0;
571
572 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
573
574 SET_FLAG (this, FLAG_REMOVED);
575}
576
577void object::clone (object *destination)
578{
579 *(object_copy *) destination = *this;
580 *(object_pod *) destination = *this;
581
582 if (self || cb)
583 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
584}
585
586/* 599/*
587 * clear_object() frees everything allocated by an object, and also
588 * clears all variables and flags to default settings.
589 */
590
591void
592clear_object (object *op)
593{
594 op->clear ();
595
596 op->contr = NULL;
597 op->below = NULL;
598 op->above = NULL;
599 op->inv = NULL;
600 op->container = NULL;
601 op->env = NULL;
602 op->more = NULL;
603 op->head = NULL;
604 op->map = NULL;
605 op->refcount = 0;
606 op->active_next = NULL;
607 op->active_prev = NULL;
608 /* What is not cleared is next, prev, and count */
609
610 op->expmul = 1.0;
611 op->face = blank_face;
612 op->attacked_by_count = -1;
613
614 if (settings.casting_time)
615 op->casting_time = -1;
616}
617
618/*
619 * copy object first frees everything allocated by the second object, 600 * copy_to first frees everything allocated by the dst object,
620 * and then copies the contends of the first object into the second 601 * and then copies the contents of itself into the second
621 * object, allocating what needs to be allocated. Basically, any 602 * object, allocating what needs to be allocated. Basically, any
622 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 603 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
623 * if the first object is freed, the pointers in the new object 604 * if the first object is freed, the pointers in the new object
624 * will point at garbage. 605 * will point at garbage.
625 */ 606 */
626
627void 607void
628copy_object (object *op2, object *op) 608object::copy_to (object *dst)
629{ 609{
630 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 610 dst->remove ();
631 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 611 *(object_copy *)dst = *this;
632 612 dst->flag [FLAG_REMOVED] = true;
633 op2->clone (op);
634
635 if (is_freed)
636 SET_FLAG (op, FLAG_FREED);
637 if (is_removed)
638 SET_FLAG (op, FLAG_REMOVED);
639
640 if (op2->speed < 0)
641 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
642 613
643 /* Copy over key_values, if any. */ 614 /* Copy over key_values, if any. */
644 if (op2->key_values) 615 if (key_values)
645 { 616 {
646 key_value *tail = 0; 617 key_value *tail = 0;
647 key_value *i;
648
649 op->key_values = 0; 618 dst->key_values = 0;
650 619
651 for (i = op2->key_values; i; i = i->next) 620 for (key_value *i = key_values; i; i = i->next)
652 { 621 {
653 key_value *new_link = new key_value; 622 key_value *new_link = new key_value;
654 623
655 new_link->next = 0; 624 new_link->next = 0;
656 new_link->key = i->key; 625 new_link->key = i->key;
657 new_link->value = i->value; 626 new_link->value = i->value;
658 627
659 /* Try and be clever here, too. */ 628 /* Try and be clever here, too. */
660 if (!op->key_values) 629 if (!dst->key_values)
661 { 630 {
662 op->key_values = new_link; 631 dst->key_values = new_link;
663 tail = new_link; 632 tail = new_link;
664 } 633 }
665 else 634 else
666 { 635 {
667 tail->next = new_link; 636 tail->next = new_link;
668 tail = new_link; 637 tail = new_link;
669 } 638 }
670 } 639 }
671 } 640 }
672 641
673 update_ob_speed (op); 642 if (speed < 0)
643 dst->speed_left -= rndm ();
644
645 dst->set_speed (dst->speed);
646}
647
648void
649object::instantiate ()
650{
651 if (!uuid.seq) // HACK
652 uuid = UUID::gen ();
653
654 speed_left = -0.1f;
655 /* copy the body_info to the body_used - this is only really
656 * need for monsters, but doesn't hurt to do it for everything.
657 * by doing so, when a monster is created, it has good starting
658 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped.
660 */
661 for (int i = NUM_BODY_LOCATIONS; i--; )
662 slot[i].used = slot[i].info;
663
664 attachable::instantiate ();
665}
666
667object *
668object::clone ()
669{
670 object *neu = create ();
671 copy_to (neu);
672 neu->map = map; // not copied by copy_to
673 return neu;
674} 674}
675 675
676/* 676/*
677 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
678 * to the closest player being on the other side, this function can 678 * to the closest player being on the other side, this function can
679 * be called to update the face variable, _and_ how it looks on the map. 679 * be called to update the face variable, _and_ how it looks on the map.
680 */ 680 */
681
682void 681void
683update_turn_face (object *op) 682update_turn_face (object *op)
684{ 683{
685 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 684 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
686 return; 685 return;
686
687 SET_ANIMATION (op, op->direction); 687 SET_ANIMATION (op, op->direction);
688 update_object (op, UP_OBJ_FACE); 688 update_object (op, UP_OBJ_FACE);
689} 689}
690 690
691/* 691/*
692 * Updates the speed of an object. If the speed changes from 0 to another 692 * Updates the speed of an object. If the speed changes from 0 to another
693 * value, or vice versa, then add/remove the object from the active list. 693 * value, or vice versa, then add/remove the object from the active list.
694 * This function needs to be called whenever the speed of an object changes. 694 * This function needs to be called whenever the speed of an object changes.
695 */ 695 */
696
697void 696void
698update_ob_speed (object *op) 697object::set_speed (float speed)
699{ 698{
700 extern int arch_init; 699 if (flag [FLAG_FREED] && speed)
701
702 /* No reason putting the archetypes objects on the speed list,
703 * since they never really need to be updated.
704 */
705
706 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
707 { 700 {
708 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 701 LOG (llevError, "Object %s is freed but has speed.\n", &name);
709#ifdef MANY_CORES
710 abort ();
711#else
712 op->speed = 0; 702 speed = 0;
713#endif
714 }
715 if (arch_init)
716 { 703 }
717 return;
718 }
719 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
720 {
721 /* If already on active list, don't do anything */
722 if (op->active_next || op->active_prev || op == active_objects)
723 return;
724 704
725 /* process_events() expects us to insert the object at the beginning 705 this->speed = speed;
726 * of the list. */ 706
727 op->active_next = active_objects; 707 if (has_active_speed ())
728 if (op->active_next != NULL) 708 activate ();
729 op->active_next->active_prev = op;
730 active_objects = op;
731 }
732 else 709 else
733 { 710 deactivate ();
734 /* If not on the active list, nothing needs to be done */
735 if (!op->active_next && !op->active_prev && op != active_objects)
736 return;
737
738 if (op->active_prev == NULL)
739 {
740 active_objects = op->active_next;
741 if (op->active_next != NULL)
742 op->active_next->active_prev = NULL;
743 }
744 else
745 {
746 op->active_prev->active_next = op->active_next;
747 if (op->active_next)
748 op->active_next->active_prev = op->active_prev;
749 }
750 op->active_next = NULL;
751 op->active_prev = NULL;
752 }
753} 711}
754 712
755/* This function removes object 'op' from the list of active
756 * objects.
757 * This should only be used for style maps or other such
758 * reference maps where you don't want an object that isn't
759 * in play chewing up cpu time getting processed.
760 * The reverse of this is to call update_ob_speed, which
761 * will do the right thing based on the speed of the object.
762 */
763void
764remove_from_active_list (object *op)
765{
766 /* If not on the active list, nothing needs to be done */
767 if (!op->active_next && !op->active_prev && op != active_objects)
768 return;
769
770 if (op->active_prev == NULL)
771 {
772 active_objects = op->active_next;
773 if (op->active_next != NULL)
774 op->active_next->active_prev = NULL;
775 }
776 else
777 {
778 op->active_prev->active_next = op->active_next;
779 if (op->active_next)
780 op->active_next->active_prev = op->active_prev;
781 }
782 op->active_next = NULL;
783 op->active_prev = NULL;
784}
785
786/* 713/*
787 * update_object() updates the array which represents the map. 714 * update_object() updates the the map.
788 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
789 * by invisible objects by whatever is below them (unless it's another 716 * by invisible objects by whatever is below them (unless it's another
790 * invisible object, etc...) 717 * invisible object, etc...)
791 * If the object being updated is beneath a player, the look-window 718 * If the object being updated is beneath a player, the look-window
792 * of that player is updated (this might be a suboptimal way of 719 * of that player is updated (this might be a suboptimal way of
793 * updating that window, though, since update_object() is called _often_) 720 * updating that window, though, since update_object() is called _often_)
794 * 721 *
795 * action is a hint of what the caller believes need to be done. 722 * action is a hint of what the caller believes need to be done.
796 * For example, if the only thing that has changed is the face (due to
797 * an animation), we don't need to call update_position until that actually
798 * comes into view of a player. OTOH, many other things, like addition/removal
799 * of walls or living creatures may need us to update the flags now.
800 * current action are: 723 * current action are:
801 * UP_OBJ_INSERT: op was inserted 724 * UP_OBJ_INSERT: op was inserted
802 * UP_OBJ_REMOVE: op was removed 725 * UP_OBJ_REMOVE: op was removed
803 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 726 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
804 * as that is easier than trying to look at what may have changed. 727 * as that is easier than trying to look at what may have changed.
805 * UP_OBJ_FACE: only the objects face has changed. 728 * UP_OBJ_FACE: only the objects face has changed.
806 */ 729 */
807
808void 730void
809update_object (object *op, int action) 731update_object (object *op, int action)
810{ 732{
811 int update_now = 0, flags; 733 if (!op)
812 MoveType move_on, move_off, move_block, move_slow;
813
814 if (op == NULL)
815 { 734 {
816 /* this should never happen */ 735 /* this should never happen */
817 LOG (llevDebug, "update_object() called for NULL object.\n"); 736 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
818 return; 737 return;
819 } 738 }
820 739
821 if (op->env != NULL) 740 if (!op->is_on_map ())
822 { 741 {
823 /* Animation is currently handled by client, so nothing 742 /* Animation is currently handled by client, so nothing
824 * to do in this case. 743 * to do in this case.
825 */ 744 */
826 return; 745 return;
827 } 746 }
828 747
829 /* If the map is saving, don't do anything as everything is
830 * going to get freed anyways.
831 */
832 if (!op->map || op->map->in_memory == MAP_SAVING)
833 return;
834
835 /* make sure the object is within map boundaries */ 748 /* make sure the object is within map boundaries */
836 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 749 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
837 { 750 {
838 LOG (llevError, "update_object() called for object out of map!\n"); 751 LOG (llevError, "update_object() called for object out of map!\n");
839#ifdef MANY_CORES 752#ifdef MANY_CORES
840 abort (); 753 abort ();
841#endif 754#endif
842 return; 755 return;
843 } 756 }
844 757
845 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 758 mapspace &m = op->ms ();
846 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
847 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
848 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
849 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
850 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
851 759
760 if (!(m.flags_ & P_UPTODATE))
761 /* nop */;
852 if (action == UP_OBJ_INSERT) 762 else if (action == UP_OBJ_INSERT)
853 { 763 {
764 // this is likely overkill, TODO: revisit (schmorp)
854 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
858 update_now = 1; 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
859 768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
860 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
861 update_now = 1;
862
863 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
864 update_now = 1;
865
866 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
867 update_now = 1;
868
869 if ((move_on | op->move_on) != move_on) 770 || (m.move_on | op->move_on ) != m.move_on
870 update_now = 1;
871
872 if ((move_off | op->move_off) != move_off) 771 || (m.move_off | op->move_off ) != m.move_off
873 update_now = 1; 772 || (m.move_slow | op->move_slow) != m.move_slow
874
875 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
876 * to have move_allow right now. 774 * have move_allow right now.
877 */ 775 */
878 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
879 update_now = 1; 777 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
880 778 m.flags_ = 0;
881 if ((move_slow | op->move_slow) != move_slow)
882 update_now = 1;
883 } 779 }
884 /* if the object is being removed, we can't make intelligent 780 /* if the object is being removed, we can't make intelligent
885 * decisions, because remove_ob can't really pass the object 781 * decisions, because remove_ob can't really pass the object
886 * that is being removed. 782 * that is being removed.
887 */ 783 */
888 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 784 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
889 update_now = 1; 785 m.flags_ = 0;
890 else if (action == UP_OBJ_FACE) 786 else if (action == UP_OBJ_FACE)
891 /* Nothing to do for that case */; 787 /* Nothing to do for that case */ ;
892 else 788 else
893 LOG (llevError, "update_object called with invalid action: %d\n", action); 789 LOG (llevError, "update_object called with invalid action: %d\n", action);
894 790
895 if (update_now)
896 {
897 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
898 update_position (op->map, op->x, op->y);
899 }
900
901 if (op->more != NULL) 791 if (op->more)
902 update_object (op->more, action); 792 update_object (op->more, action);
903}
904
905static unordered_vector<object *> mortals;
906static std::vector<object *> freed;
907
908void object::free_mortals ()
909{
910 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
911 if (!(*i)->refcount)
912 {
913 freed.push_back (*i);
914 mortals.erase (i);
915 }
916 else
917 ++i;
918} 793}
919 794
920object::object () 795object::object ()
921{ 796{
922 SET_FLAG (this, FLAG_REMOVED); 797 SET_FLAG (this, FLAG_REMOVED);
923 798
924 expmul = 1.0; 799 expmul = 1.0;
925 face = blank_face; 800 face = blank_face;
926 attacked_by_count = -1;
927} 801}
928 802
929object::~object () 803object::~object ()
930{ 804{
805 unlink ();
806
931 free_key_values (this); 807 free_key_values (this);
932} 808}
933 809
810static int object_count;
811
934void object::link () 812void object::link ()
935{ 813{
814 assert (!index);//D
815 uuid = UUID::gen ();
936 count = ++ob_count; 816 count = ++object_count;
937 817
938 prev = 0; 818 refcnt_inc ();
939 next = objects; 819 objects.insert (this);
940
941 if (objects)
942 objects->prev = this;
943
944 objects = this;
945} 820}
946 821
947void object::unlink () 822void object::unlink ()
948{ 823{
949 count = 0;
950
951 /* Remove this object from the list of used objects */
952 if (prev)
953 {
954 prev->next = next;
955 prev = 0;
956 }
957
958 if (next) 824 if (!index)
959 { 825 return;
960 next->prev = prev; 826
961 next = 0; 827 objects.erase (this);
828 refcnt_dec ();
829}
830
831void
832object::activate ()
833{
834 /* If already on active list, don't do anything */
835 if (active)
836 return;
837
838 if (has_active_speed ())
839 actives.insert (this);
840}
841
842void
843object::activate_recursive ()
844{
845 activate ();
846
847 for (object *op = inv; op; op = op->below)
848 op->activate_recursive ();
849}
850
851/* This function removes object 'op' from the list of active
852 * objects.
853 * This should only be used for style maps or other such
854 * reference maps where you don't want an object that isn't
855 * in play chewing up cpu time getting processed.
856 * The reverse of this is to call update_ob_speed, which
857 * will do the right thing based on the speed of the object.
858 */
859void
860object::deactivate ()
861{
862 /* If not on the active list, nothing needs to be done */
863 if (!active)
864 return;
865
866 actives.erase (this);
867}
868
869void
870object::deactivate_recursive ()
871{
872 for (object *op = inv; op; op = op->below)
873 op->deactivate_recursive ();
874
875 deactivate ();
876}
877
878void
879object::set_flag_inv (int flag, int value)
880{
881 for (object *op = inv; op; op = op->below)
962 } 882 {
883 op->flag [flag] = value;
884 op->set_flag_inv (flag, value);
885 }
886}
963 887
964 if (this == objects) 888/*
965 objects = next; 889 * Remove and free all objects in the inventory of the given object.
890 * object.c ?
891 */
892void
893object::destroy_inv (bool drop_to_ground)
894{
895 // need to check first, because the checks below might segfault
896 // as we might be on an invalid mapspace and crossfire code
897 // is too buggy to ensure that the inventory is empty.
898 // corollary: if you create arrows etc. with stuff in its inventory,
899 // cf will crash below with off-map x and y
900 if (!inv)
901 return;
902
903 /* Only if the space blocks everything do we not process -
904 * if some form of movement is allowed, let objects
905 * drop on that space.
906 */
907 if (!drop_to_ground
908 || !map
909 || map->in_memory != MAP_ACTIVE
910 || map->no_drop
911 || ms ().move_block == MOVE_ALL)
912 {
913 while (inv)
914 inv->destroy (true);
915 }
916 else
917 { /* Put objects in inventory onto this space */
918 while (inv)
919 {
920 object *op = inv;
921
922 if (op->flag [FLAG_STARTEQUIP]
923 || op->flag [FLAG_NO_DROP]
924 || op->type == RUNE
925 || op->type == TRAP
926 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH])
928 op->destroy (true);
929 else
930 map->insert (op, x, y);
931 }
932 }
966} 933}
967 934
968object *object::create () 935object *object::create ()
969{ 936{
970 object *op;
971
972 if (freed.empty ())
973 op = new object; 937 object *op = new object;
974 else
975 {
976 // highly annoying, but the only way to get it stable right now
977 op = freed.back (); freed.pop_back ();
978 op->~object ();
979 new ((void *)op) object;
980 }
981
982 op->link (); 938 op->link ();
983 return op; 939 return op;
984} 940}
985 941
986/* 942static struct freed_map : maptile
987 * free_object() frees everything allocated by an object, removes
988 * it from the list of used objects, and puts it on the list of
989 * free objects. The IS_FREED() flag is set in the object.
990 * The object must have been removed by remove_ob() first for
991 * this function to succeed.
992 *
993 * If free_inventory is set, free inventory as well. Else drop items in
994 * inventory to the ground.
995 */
996void object::free (bool free_inventory)
997{ 943{
998 if (!QUERY_FLAG (this, FLAG_REMOVED)) 944 freed_map ()
999 { 945 {
1000 LOG (llevDebug, "Free object called with non removed object\n"); 946 path = "<freed objects map>";
1001 dump_object (this); 947 name = "/internal/freed_objects_map";
1002#ifdef MANY_CORES 948 width = 3;
1003 abort (); 949 height = 3;
1004#endif 950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
1005 } 955 }
1006 956
1007 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 957 ~freed_map ()
1008 { 958 {
1009 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
963void
964object::do_destroy ()
965{
966 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this);
968
969 if (flag [FLAG_FRIENDLY])
1010 remove_friendly_object (this); 970 remove_friendly_object (this);
971
972 remove ();
973
974 attachable::do_destroy ();
975
976 deactivate ();
977 unlink ();
978
979 flag [FLAG_FREED] = 1;
980
981 // hack to ensure that freed objects still have a valid map
982 map = &freed_map;
983 x = 1;
984 y = 1;
985
986 if (more)
1011 } 987 {
1012 988 more->destroy ();
1013 if (QUERY_FLAG (this, FLAG_FREED)) 989 more = 0;
1014 { 990 }
1015 dump_object (this); 991
1016 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 992 head = 0;
993
994 // clear those pointers that likely might cause circular references
995 owner = 0;
996 enemy = 0;
997 attacked_by = 0;
998 current_weapon = 0;
999}
1000
1001void
1002object::destroy (bool destroy_inventory)
1003{
1004 if (destroyed ())
1005 return;
1006
1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (destroy_inventory);
1017 return; 1011 return;
1018 } 1012 }
1019 1013
1020 if (more) 1014 destroy_inv (!destroy_inventory);
1021 {
1022 more->free (free_inventory);
1023 more = 0;
1024 }
1025 1015
1026 if (inv) 1016 if (is_head ())
1027 { 1017 if (sound_destroy)
1028 /* Only if the space blocks everything do we not process - 1018 play_sound (sound_destroy);
1029 * if some form of movement is allowed, let objects 1019 else if (flag [FLAG_MONSTER])
1030 * drop on that space. 1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1031 */
1032 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1033 {
1034 object *
1035 op = inv;
1036 1021
1037 while (op) 1022 attachable::destroy ();
1038 {
1039 object *
1040 tmp = op->below;
1041
1042 remove_ob (op);
1043 op->free (free_inventory);
1044 op = tmp;
1045 }
1046 }
1047 else
1048 { /* Put objects in inventory onto this space */
1049 object *
1050 op = inv;
1051
1052 while (op)
1053 {
1054 object *
1055 tmp = op->below;
1056
1057 remove_ob (op);
1058
1059 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1060 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1061 free_object (op);
1062 else
1063 {
1064 op->x = x;
1065 op->y = y;
1066 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1067 }
1068
1069 op = tmp;
1070 }
1071 }
1072 }
1073
1074 clear_owner (this);
1075
1076 /* Remove object from the active list */
1077 speed = 0;
1078 update_ob_speed (this);
1079
1080 unlink ();
1081
1082 SET_FLAG (this, FLAG_FREED);
1083
1084 mortals.push_back (this);
1085} 1023}
1086 1024
1087/* 1025/* op->remove ():
1088 * sub_weight() recursively (outwards) subtracts a number from the
1089 * weight of an object (and what is carried by it's environment(s)).
1090 */
1091
1092void
1093sub_weight (object *op, signed long weight)
1094{
1095 while (op != NULL)
1096 {
1097 if (op->type == CONTAINER)
1098 {
1099 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1100 }
1101 op->carrying -= weight;
1102 op = op->env;
1103 }
1104}
1105
1106/* remove_ob(op):
1107 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
1108 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
1109 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
1110 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
1111 * the previous environment. 1030 * the previous environment.
1112 * Beware: This function is called from the editor as well!
1113 */ 1031 */
1114
1115void 1032void
1116remove_ob (object *op) 1033object::do_remove ()
1117{ 1034{
1118 object *tmp, *last = NULL; 1035 object *tmp, *last = 0;
1119 object *otmp; 1036 object *otmp;
1120 1037
1121 tag_t tag; 1038 if (flag [FLAG_REMOVED])
1122 int check_walk_off; 1039 return;
1123 mapstruct *m;
1124 1040
1125 sint16 x, y; 1041 INVOKE_OBJECT (REMOVE, this);
1126 1042
1127 if (QUERY_FLAG (op, FLAG_REMOVED)) 1043 flag [FLAG_REMOVED] = true;
1128 {
1129 dump_object (op);
1130 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1131 1044
1132 /* Changed it to always dump core in this case. As has been learned 1045 if (more)
1133 * in the past, trying to recover from errors almost always 1046 more->remove ();
1134 * make things worse, and this is a real error here - something
1135 * that should not happen.
1136 * Yes, if this was a mission critical app, trying to do something
1137 * to recover may make sense, but that is because failure of the app
1138 * may have other disastrous problems. Cf runs out of a script
1139 * so is easily enough restarted without any real problems.
1140 * MSW 2001-07-01
1141 */
1142 abort ();
1143 }
1144
1145 if (op->more != NULL)
1146 remove_ob (op->more);
1147
1148 SET_FLAG (op, FLAG_REMOVED);
1149 1047
1150 /* 1048 /*
1151 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1152 * inventory. 1050 * inventory.
1153 */ 1051 */
1154 if (op->env != NULL) 1052 if (env)
1155 { 1053 {
1156 if (op->nrof) 1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1157 sub_weight (op->env, op->weight * op->nrof); 1055 if (object *pl = visible_to ())
1158 else 1056 esrv_del_item (pl->contr, count);
1159 sub_weight (op->env, op->weight + op->carrying); 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1059 adjust_weight (env, -total_weight ());
1060
1061 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do.
1064 */
1065 map = env->map;
1066 x = env->x;
1067 y = env->y;
1068
1069 // make sure cmov optimisation is applicable
1070 *(above ? &above->below : &env->inv) = below;
1071 *(below ? &below->above : &above ) = above; // &above is just a dummy
1072
1073 above = 0;
1074 below = 0;
1075 env = 0;
1160 1076
1161 /* NO_FIX_PLAYER is set when a great many changes are being 1077 /* NO_FIX_PLAYER is set when a great many changes are being
1162 * made to players inventory. If set, avoiding the call 1078 * made to players inventory. If set, avoiding the call
1163 * to save cpu time. 1079 * to save cpu time.
1164 */ 1080 */
1165 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1166 fix_player (otmp); 1082 otmp->update_stats ();
1083 }
1084 else if (map)
1085 {
1086 map->dirty = true;
1087 mapspace &ms = this->ms ();
1167 1088
1168 if (op->above != NULL) 1089 if (object *pl = ms.player ())
1169 op->above->below = op->below; 1090 {
1091 if (type == PLAYER) // this == pl(!)
1092 {
1093 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent.
1097 close_container ();
1098
1099 --map->players;
1100 map->touch ();
1101 }
1102 else if (pl->container == this)
1103 {
1104 // removing a container should close it
1105 close_container ();
1106 }
1107
1108 esrv_del_item (pl->contr, count);
1109 }
1110
1111 /* link the object above us */
1112 // re-link, make sure compiler can easily use cmove
1113 *(above ? &above->below : &ms.top) = below;
1114 *(below ? &below->above : &ms.bot) = above;
1115
1116 above = 0;
1117 below = 0;
1118
1119 if (map->in_memory == MAP_SAVING)
1120 return;
1121
1122 int check_walk_off = !flag [FLAG_NO_APPLY];
1123
1124 if (object *pl = ms.player ())
1125 {
1126 if (pl->container == this)
1127 /* If a container that the player is currently using somehow gets
1128 * removed (most likely destroyed), update the player view
1129 * appropriately.
1130 */
1131 pl->close_container ();
1132
1133 //TODO: the floorbox prev/next might need updating
1134 //esrv_del_item (pl->contr, count);
1135 //TODO: update floorbox to preserve ordering
1136 if (pl->contr->ns)
1137 pl->contr->ns->floorbox_update ();
1138 }
1139
1140 for (tmp = ms.bot; tmp; tmp = tmp->above)
1141 {
1142 /* No point updating the players look faces if he is the object
1143 * being removed.
1144 */
1145
1146 /* See if object moving off should effect something */
1147 if (check_walk_off
1148 && ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1150 {
1151 move_apply (tmp, this, 0);
1152
1153 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 }
1156
1157 last = tmp;
1158 }
1159
1160 /* last == NULL if there are no objects on this space */
1161 //TODO: this makes little sense, why only update the topmost object?
1162 if (!last)
1163 map->at (x, y).flags_ = 0;
1170 else 1164 else
1171 op->env->inv = op->below;
1172
1173 if (op->below != NULL)
1174 op->below->above = op->above;
1175
1176 /* we set up values so that it could be inserted into
1177 * the map, but we don't actually do that - it is up
1178 * to the caller to decide what we want to do.
1179 */
1180 op->x = op->env->x, op->y = op->env->y;
1181 op->map = op->env->map;
1182 op->above = NULL, op->below = NULL;
1183 op->env = NULL;
1184 return;
1185 }
1186
1187 /* If we get here, we are removing it from a map */
1188 if (op->map == NULL)
1189 return;
1190
1191 x = op->x;
1192 y = op->y;
1193 m = get_map_from_coord (op->map, &x, &y);
1194
1195 if (!m)
1196 {
1197 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1198 op->map->path, op->x, op->y);
1199 /* in old days, we used to set x and y to 0 and continue.
1200 * it seems if we get into this case, something is probablye
1201 * screwed up and should be fixed.
1202 */
1203 abort ();
1204 }
1205 if (op->map != m)
1206 {
1207 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1208 op->map->path, m->path, op->x, op->y, x, y);
1209 }
1210
1211 /* Re did the following section of code - it looks like it had
1212 * lots of logic for things we no longer care about
1213 */
1214
1215 /* link the object above us */
1216 if (op->above)
1217 op->above->below = op->below;
1218 else
1219 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1220
1221 /* Relink the object below us, if there is one */
1222 if (op->below)
1223 op->below->above = op->above;
1224 else
1225 {
1226 /* Nothing below, which means we need to relink map object for this space
1227 * use translated coordinates in case some oddness with map tiling is
1228 * evident
1229 */
1230 if (GET_MAP_OB (m, x, y) != op)
1231 {
1232 dump_object (op);
1233 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",
1234 errmsg);
1235 dump_object (GET_MAP_OB (m, x, y));
1236 LOG (llevError, "%s\n", errmsg);
1237 }
1238
1239 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1240 }
1241
1242 op->above = NULL;
1243 op->below = NULL;
1244
1245 if (op->map->in_memory == MAP_SAVING)
1246 return;
1247
1248 tag = op->count;
1249 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1250
1251 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1252 {
1253 /* No point updating the players look faces if he is the object
1254 * being removed.
1255 */
1256
1257 if (tmp->type == PLAYER && tmp != op)
1258 {
1259 /* If a container that the player is currently using somehow gets
1260 * removed (most likely destroyed), update the player view
1261 * appropriately.
1262 */
1263 if (tmp->container == op)
1264 {
1265 CLEAR_FLAG (op, FLAG_APPLIED);
1266 tmp->container = NULL;
1267 }
1268
1269 tmp->contr->socket.update_look = 1;
1270 }
1271 /* See if player moving off should effect something */
1272 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1273 {
1274 move_apply (tmp, op, NULL);
1275
1276 if (was_destroyed (op, tag))
1277 {
1278 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1279 }
1280 }
1281
1282 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1283
1284 if (tmp->above == tmp)
1285 tmp->above = NULL;
1286
1287 last = tmp;
1288 }
1289
1290 /* last == NULL of there are no objects on this space */
1291 if (last == NULL)
1292 {
1293 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1294 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1295 * those out anyways, and if there are any flags set right now, they won't
1296 * be correct anyways.
1297 */
1298 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1299 update_position (op->map, op->x, op->y);
1300 }
1301 else
1302 update_object (last, UP_OBJ_REMOVE); 1165 update_object (last, UP_OBJ_REMOVE);
1303 1166
1304 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1167 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1305 update_all_los (op->map, op->x, op->y); 1168 update_all_los (map, x, y);
1169 }
1306} 1170}
1307 1171
1308/* 1172/*
1309 * merge_ob(op,top): 1173 * merge_ob(op,top):
1310 * 1174 *
1311 * This function goes through all objects below and including top, and 1175 * This function goes through all objects below and including top, and
1312 * merges op to the first matching object. 1176 * merges op to the first matching object.
1313 * If top is NULL, it is calculated. 1177 * If top is NULL, it is calculated.
1314 * Returns pointer to object if it succeded in the merge, otherwise NULL 1178 * Returns pointer to object if it succeded in the merge, otherwise NULL
1315 */ 1179 */
1316
1317object * 1180object *
1318merge_ob (object *op, object *top) 1181merge_ob (object *op, object *top)
1319{ 1182{
1320 if (!op->nrof) 1183 if (!op->nrof)
1321 return 0; 1184 return 0;
1322 if (top == NULL) 1185
1186 if (!top)
1323 for (top = op; top != NULL && top->above != NULL; top = top->above); 1187 for (top = op; top && top->above; top = top->above)
1188 ;
1189
1324 for (; top != NULL; top = top->below) 1190 for (; top; top = top->below)
1325 { 1191 if (object::can_merge (op, top))
1326 if (top == op)
1327 continue;
1328 if (CAN_MERGE (op, top))
1329 { 1192 {
1330 top->nrof += op->nrof; 1193 top->nrof += op->nrof;
1331 1194
1332/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1195 if (object *pl = top->visible_to ())
1333 op->weight = 0; /* Don't want any adjustements now */ 1196 esrv_update_item (UPD_NROF, pl, top);
1334 remove_ob (op); 1197
1335 free_object (op); 1198 op->weight = 0; // cancel the addition above
1199 op->carrying = 0; // must be 0 already
1200
1201 op->destroy (1);
1202
1336 return top; 1203 return top;
1337 } 1204 }
1338 } 1205
1339 return NULL; 1206 return 0;
1340} 1207}
1341 1208
1209void
1210object::expand_tail ()
1211{
1212 if (more)
1213 return;
1214
1215 object *prev = this;
1216
1217 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1218 {
1219 object *op = arch_to_object (at);
1220
1221 op->name = name;
1222 op->name_pl = name_pl;
1223 op->title = title;
1224
1225 op->head = this;
1226 prev->more = op;
1227
1228 prev = op;
1229 }
1230}
1231
1342/* 1232/*
1343 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1233 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1344 * job preparing multi-part monsters 1234 * job preparing multi-part monsters.
1345 */ 1235 */
1346object * 1236object *
1347insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1237insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1348{ 1238{
1349 object * 1239 op->remove ();
1350 tmp;
1351 1240
1352 if (op->head)
1353 op = op->head;
1354 for (tmp = op; tmp; tmp = tmp->more) 1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1355 { 1242 {
1356 tmp->x = x + tmp->arch->clone.x; 1243 tmp->x = x + tmp->arch->x;
1357 tmp->y = y + tmp->arch->clone.y; 1244 tmp->y = y + tmp->arch->y;
1358 } 1245 }
1246
1359 return insert_ob_in_map (op, m, originator, flag); 1247 return insert_ob_in_map (op, m, originator, flag);
1360} 1248}
1361 1249
1362/* 1250/*
1363 * insert_ob_in_map (op, map, originator, flag): 1251 * insert_ob_in_map (op, map, originator, flag):
1377 * Return value: 1265 * Return value:
1378 * new object if 'op' was merged with other object 1266 * new object if 'op' was merged with other object
1379 * NULL if 'op' was destroyed 1267 * NULL if 'op' was destroyed
1380 * just 'op' otherwise 1268 * just 'op' otherwise
1381 */ 1269 */
1382
1383object * 1270object *
1384insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1385{ 1272{
1386 object *tmp, *top, *floor = NULL; 1273 if (op->is_on_map ())
1387 sint16 x, y;
1388
1389 if (QUERY_FLAG (op, FLAG_FREED))
1390 {
1391 LOG (llevError, "Trying to insert freed object!\n");
1392 return NULL;
1393 } 1274 {
1394 1275 LOG (llevError, "insert_ob_in_map called for object already on map");
1395 if (m == NULL)
1396 {
1397 dump_object (op);
1398 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1399 return op;
1400 }
1401
1402 if (out_of_map (m, op->x, op->y))
1403 {
1404 dump_object (op);
1405 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1406#ifdef MANY_CORES
1407 /* Better to catch this here, as otherwise the next use of this object
1408 * is likely to cause a crash. Better to find out where it is getting
1409 * improperly inserted.
1410 */
1411 abort (); 1276 abort ();
1412#endif
1413 return op;
1414 }
1415
1416 if (!QUERY_FLAG (op, FLAG_REMOVED))
1417 { 1277 }
1418 dump_object (op); 1278
1419 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1279 if (op->env)
1420 return op;
1421 } 1280 {
1422 1281 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1423 if (op->more != NULL) 1282 op->remove ();
1424 { 1283 }
1425 /* The part may be on a different map. */
1426 1284
1427 object *more = op->more; 1285 if (op->face && !face_info (op->face))//D TODO: remove soon
1428 1286 {//D
1429 /* We really need the caller to normalize coordinates - if 1287 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1430 * we set the map, that doesn't work if the location is within 1288 op->face = 1;//D
1431 * a map and this is straddling an edge. So only if coordinate
1432 * is clear wrong do we normalize it.
1433 */
1434 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1435 more->map = get_map_from_coord (m, &more->x, &more->y);
1436 else if (!more->map)
1437 {
1438 /* For backwards compatibility - when not dealing with tiled maps,
1439 * more->map should always point to the parent.
1440 */
1441 more->map = m;
1442 }
1443
1444 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1445 {
1446 if (!op->head)
1447 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1448
1449 return NULL;
1450 }
1451 } 1289 }//D
1452
1453 CLEAR_FLAG (op, FLAG_REMOVED);
1454 1290
1455 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* Ideally, the caller figures this out. However, it complicates a lot
1456 * of areas of callers (eg, anything that uses find_free_spot would now 1292 * of areas of callers (eg, anything that uses find_free_spot would now
1457 * need extra work 1293 * need extra work
1458 */ 1294 */
1459 op->map = get_map_from_coord (m, &op->x, &op->y); 1295 if (!xy_normalise (m, op->x, op->y))
1460 x = op->x; 1296 {
1461 y = op->y; 1297 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1298 return 0;
1299 }
1300
1301 if (object *more = op->more)
1302 if (!insert_ob_in_map (more, m, originator, flag))
1303 return 0;
1304
1305 CLEAR_FLAG (op, FLAG_REMOVED);
1306
1307 op->map = m;
1308 mapspace &ms = op->ms ();
1462 1309
1463 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1464 */ 1311 */
1465 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1466 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1467 if (CAN_MERGE (op, tmp)) 1314 if (object::can_merge (op, tmp))
1468 { 1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1469 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1470 remove_ob (tmp); 1320 tmp->destroy (1);
1471 free_object (tmp);
1472 } 1321 }
1473 1322
1474 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1475 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1476 1325
1483 { 1332 {
1484 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1485 abort (); 1334 abort ();
1486 } 1335 }
1487 1336
1337 if (!originator->is_on_map ())
1338 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1339 op->debug_desc (), originator->debug_desc ());
1340
1488 op->above = originator; 1341 op->above = originator;
1489 op->below = originator->below; 1342 op->below = originator->below;
1490
1491 if (op->below)
1492 op->below->above = op;
1493 else
1494 SET_MAP_OB (op->map, op->x, op->y, op);
1495
1496 /* since *below* originator, no need to update top */
1497 originator->below = op; 1343 originator->below = op;
1344
1345 *(op->below ? &op->below->above : &ms.bot) = op;
1498 } 1346 }
1499 else 1347 else
1500 { 1348 {
1349 object *floor = 0;
1350 object *top = ms.top;
1351
1501 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1502 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1353 if (top)
1503 { 1354 {
1504 object *last = NULL;
1505
1506 /* 1355 /*
1507 * If there are multiple objects on this space, we do some trickier handling. 1356 * If there are multiple objects on this space, we do some trickier handling.
1508 * We've already dealt with merging if appropriate. 1357 * We've already dealt with merging if appropriate.
1509 * Generally, we want to put the new object on top. But if 1358 * Generally, we want to put the new object on top. But if
1510 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1359 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1513 * once we get to them. This reduces the need to traverse over all of 1362 * once we get to them. This reduces the need to traverse over all of
1514 * them when adding another one - this saves quite a bit of cpu time 1363 * them when adding another one - this saves quite a bit of cpu time
1515 * when lots of spells are cast in one area. Currently, it is presumed 1364 * when lots of spells are cast in one area. Currently, it is presumed
1516 * that flying non pickable objects are spell objects. 1365 * that flying non pickable objects are spell objects.
1517 */ 1366 */
1518 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1519 while (top != NULL)
1520 { 1368 {
1521 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1369 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1522 floor = top; 1370 floor = tmp;
1523 1371
1524 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1525 { 1373 {
1526 /* We insert above top, so we want this object below this */ 1374 /* We insert above top, so we want this object below this */
1527 top = top->below; 1375 top = tmp->below;
1528 break; 1376 break;
1529 } 1377 }
1530 1378
1531 last = top;
1532 top = top->above; 1379 top = tmp;
1533 } 1380 }
1534
1535 /* Don't want top to be NULL, so set it to the last valid object */
1536 top = last;
1537 1381
1538 /* We let update_position deal with figuring out what the space 1382 /* We let update_position deal with figuring out what the space
1539 * looks like instead of lots of conditions here. 1383 * looks like instead of lots of conditions here.
1540 * makes things faster, and effectively the same result. 1384 * makes things faster, and effectively the same result.
1541 */ 1385 */
1542 1386
1543 /* Have object 'fall below' other objects that block view. 1387 /* Have object 'fall below' other objects that block view.
1544 * Unless those objects are exits, type 66 1388 * Unless those objects are exits.
1545 * If INS_ON_TOP is used, don't do this processing 1389 * If INS_ON_TOP is used, don't do this processing
1546 * Need to find the object that in fact blocks view, otherwise 1390 * Need to find the object that in fact blocks view, otherwise
1547 * stacking is a bit odd. 1391 * stacking is a bit odd.
1548 */ 1392 */
1549 if (!(flag & INS_ON_TOP) && 1393 if (!(flag & INS_ON_TOP)
1550 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1394 && ms.flags () & P_BLOCKSVIEW
1395 && (op->face && !faces [op->face].visibility))
1551 { 1396 {
1397 object *last;
1398
1552 for (last = top; last != floor; last = last->below) 1399 for (last = top; last != floor; last = last->below)
1553 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1400 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1554 break; 1401 break;
1402
1555 /* Check to see if we found the object that blocks view, 1403 /* Check to see if we found the object that blocks view,
1556 * and make sure we have a below pointer for it so that 1404 * and make sure we have a below pointer for it so that
1557 * we can get inserted below this one, which requires we 1405 * we can get inserted below this one, which requires we
1558 * set top to the object below us. 1406 * set top to the object below us.
1559 */ 1407 */
1560 if (last && last->below && last != floor) 1408 if (last && last->below && last != floor)
1561 top = last->below; 1409 top = last->below;
1562 } 1410 }
1563 } /* If objects on this space */ 1411 } /* If objects on this space */
1564 1412
1565 if (flag & INS_MAP_LOAD)
1566 top = GET_MAP_TOP (op->map, op->x, op->y);
1567
1568 if (flag & INS_ABOVE_FLOOR_ONLY) 1413 if (flag & INS_ABOVE_FLOOR_ONLY)
1569 top = floor; 1414 top = floor;
1570 1415
1571 /* Top is the object that our object (op) is going to get inserted above. 1416 // insert object above top, or bottom-most if top = 0
1572 */
1573
1574 /* First object on this space */
1575 if (!top) 1417 if (!top)
1576 { 1418 {
1577 op->above = GET_MAP_OB (op->map, op->x, op->y);
1578
1579 if (op->above)
1580 op->above->below = op;
1581
1582 op->below = NULL; 1419 op->below = 0;
1583 SET_MAP_OB (op->map, op->x, op->y, op); 1420 op->above = ms.bot;
1421 ms.bot = op;
1422
1423 *(op->above ? &op->above->below : &ms.top) = op;
1584 } 1424 }
1585 else 1425 else
1586 { /* get inserted into the stack above top */ 1426 {
1587 op->above = top->above; 1427 op->above = top->above;
1588
1589 if (op->above)
1590 op->above->below = op; 1428 top->above = op;
1591 1429
1592 op->below = top; 1430 op->below = top;
1593 top->above = op; 1431 *(op->above ? &op->above->below : &ms.top) = op;
1594 } 1432 }
1595 1433 }
1596 if (op->above == NULL)
1597 SET_MAP_TOP (op->map, op->x, op->y, op);
1598 } /* else not INS_BELOW_ORIGINATOR */
1599 1434
1600 if (op->type == PLAYER) 1435 if (op->type == PLAYER)
1436 {
1601 op->contr->do_los = 1; 1437 op->contr->do_los = 1;
1438 ++op->map->players;
1439 op->map->touch ();
1440 }
1602 1441
1603 /* If we have a floor, we know the player, if any, will be above 1442 op->map->dirty = true;
1604 * it, so save a few ticks and start from there. 1443
1605 */ 1444 if (object *pl = ms.player ())
1606 if (!(flag & INS_MAP_LOAD)) 1445 //TODO: the floorbox prev/next might need updating
1607 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1446 //esrv_send_item (pl, op);
1608 if (tmp->type == PLAYER) 1447 //TODO: update floorbox to preserve ordering
1609 tmp->contr->socket.update_look = 1; 1448 if (pl->contr->ns)
1449 pl->contr->ns->floorbox_update ();
1610 1450
1611 /* If this object glows, it may affect lighting conditions that are 1451 /* If this object glows, it may affect lighting conditions that are
1612 * visible to others on this map. But update_all_los is really 1452 * visible to others on this map. But update_all_los is really
1613 * an inefficient way to do this, as it means los for all players 1453 * an inefficient way to do this, as it means los for all players
1614 * on the map will get recalculated. The players could very well 1454 * on the map will get recalculated. The players could very well
1615 * be far away from this change and not affected in any way - 1455 * be far away from this change and not affected in any way -
1616 * this should get redone to only look for players within range, 1456 * this should get redone to only look for players within range,
1617 * or just updating the P_NEED_UPDATE for spaces within this area 1457 * or just updating the P_UPTODATE for spaces within this area
1618 * of effect may be sufficient. 1458 * of effect may be sufficient.
1619 */ 1459 */
1620 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1460 if (op->map->darkness && (op->glow_radius != 0))
1621 update_all_los (op->map, op->x, op->y); 1461 update_all_los (op->map, op->x, op->y);
1622 1462
1623 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1624 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1625 1465
1466 INVOKE_OBJECT (INSERT, op);
1467
1626 /* Don't know if moving this to the end will break anything. However, 1468 /* Don't know if moving this to the end will break anything. However,
1627 * we want to have update_look set above before calling this. 1469 * we want to have floorbox_update called before calling this.
1628 * 1470 *
1629 * check_move_on() must be after this because code called from 1471 * check_move_on() must be after this because code called from
1630 * check_move_on() depends on correct map flags (so functions like 1472 * check_move_on() depends on correct map flags (so functions like
1631 * blocked() and wall() work properly), and these flags are updated by 1473 * blocked() and wall() work properly), and these flags are updated by
1632 * update_object(). 1474 * update_object().
1633 */ 1475 */
1634 1476
1635 /* if this is not the head or flag has been passed, don't check walk on status */ 1477 /* if this is not the head or flag has been passed, don't check walk on status */
1636 if (!(flag & INS_NO_WALK_ON) && !op->head) 1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1637 { 1479 {
1638 if (check_move_on (op, originator)) 1480 if (check_move_on (op, originator))
1639 return NULL; 1481 return 0;
1640 1482
1641 /* If we are a multi part object, lets work our way through the check 1483 /* If we are a multi part object, lets work our way through the check
1642 * walk on's. 1484 * walk on's.
1643 */ 1485 */
1644 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1486 for (object *tmp = op->more; tmp; tmp = tmp->more)
1645 if (check_move_on (tmp, originator)) 1487 if (check_move_on (tmp, originator))
1646 return NULL; 1488 return 0;
1647 } 1489 }
1648 1490
1649 return op; 1491 return op;
1650} 1492}
1651 1493
1652/* this function inserts an object in the map, but if it 1494/* this function inserts an object in the map, but if it
1653 * finds an object of its own type, it'll remove that one first. 1495 * finds an object of its own type, it'll remove that one first.
1654 * op is the object to insert it under: supplies x and the map. 1496 * op is the object to insert it under: supplies x and the map.
1655 */ 1497 */
1656void 1498void
1657replace_insert_ob_in_map (const char *arch_string, object *op) 1499replace_insert_ob_in_map (const char *arch_string, object *op)
1658{ 1500{
1659 object *tmp;
1660 object *tmp1;
1661
1662 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1663 1502
1664 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1665 {
1666 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1667 { 1505 tmp->destroy (1);
1668 remove_ob (tmp);
1669 free_object (tmp);
1670 }
1671 }
1672 1506
1673 tmp1 = arch_to_object (find_archetype (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (arch_string));
1674 1508
1675 tmp1->x = op->x; 1509 tmp->x = op->x;
1676 tmp1->y = op->y; 1510 tmp->y = op->y;
1511
1677 insert_ob_in_map (tmp1, op->map, op, 0); 1512 insert_ob_in_map (tmp, op->map, op, 0);
1678} 1513}
1679
1680/*
1681 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1682 * is returned contains nr objects, and the remaining parts contains
1683 * the rest (or is removed and freed if that number is 0).
1684 * On failure, NULL is returned, and the reason put into the
1685 * global static errmsg array.
1686 */
1687 1514
1688object * 1515object *
1689get_split_ob (object *orig_ob, uint32 nr) 1516object::insert_at (object *where, object *originator, int flags)
1690{ 1517{
1691 object * 1518 if (where->env)
1692 newob; 1519 return where->env->insert (this);
1693 int 1520 else
1694 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1521 return where->map->insert (this, where->x, where->y, originator, flags);
1695
1696 if (orig_ob->nrof < nr)
1697 {
1698 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1699 return NULL;
1700 }
1701 newob = object_create_clone (orig_ob);
1702 if ((orig_ob->nrof -= nr) < 1)
1703 {
1704 if (!is_removed)
1705 remove_ob (orig_ob);
1706 free_object2 (orig_ob, 1);
1707 }
1708 else if (!is_removed)
1709 {
1710 if (orig_ob->env != NULL)
1711 sub_weight (orig_ob->env, orig_ob->weight * nr);
1712 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1713 {
1714 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1715 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1716 return NULL;
1717 }
1718 }
1719 newob->nrof = nr;
1720
1721 return newob;
1722} 1522}
1723 1523
1724/* 1524/*
1725 * decrease_ob_nr(object, number) decreases a specified number from 1525 * decrease(object, number) decreases a specified number from
1726 * the amount of an object. If the amount reaches 0, the object 1526 * the amount of an object. If the amount reaches 0, the object
1727 * is subsequently removed and freed. 1527 * is subsequently removed and freed.
1728 * 1528 *
1729 * Return value: 'op' if something is left, NULL if the amount reached 0 1529 * Return value: 'op' if something is left, NULL if the amount reached 0
1730 */ 1530 */
1531bool
1532object::decrease (sint32 nr)
1533{
1534 if (!nr)
1535 return true;
1731 1536
1537 nr = min (nr, nrof);
1538
1539 if (nrof > nr)
1540 {
1541 nrof -= nr;
1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1543
1544 if (object *pl = visible_to ())
1545 esrv_update_item (UPD_NROF, pl, this);
1546
1547 return true;
1548 }
1549 else
1550 {
1551 destroy ();
1552 return false;
1553 }
1554}
1555
1556/*
1557 * split(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and returned if that number is 0).
1560 * On failure, NULL is returned.
1561 */
1732object * 1562object *
1733decrease_ob_nr (object *op, uint32 i) 1563object::split (sint32 nr)
1734{ 1564{
1735 object * 1565 int have = number_of ();
1736 tmp;
1737 player *
1738 pl;
1739 1566
1740 if (i == 0) /* objects with op->nrof require this check */ 1567 if (have < nr)
1741 return op; 1568 return 0;
1742 1569 else if (have == nr)
1743 if (i > op->nrof)
1744 i = op->nrof;
1745
1746 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 {
1748 op->nrof -= i;
1749 } 1570 {
1750 else if (op->env != NULL)
1751 {
1752 /* is this object in the players inventory, or sub container
1753 * therein?
1754 */
1755 tmp = is_player_inv (op->env);
1756 /* nope. Is this a container the player has opened?
1757 * If so, set tmp to that player.
1758 * IMO, searching through all the players will mostly
1759 * likely be quicker than following op->env to the map,
1760 * and then searching the map for a player.
1761 */
1762 if (!tmp)
1763 {
1764 for (pl = first_player; pl; pl = pl->next)
1765 if (pl->ob->container == op->env)
1766 break;
1767 if (pl)
1768 tmp = pl->ob;
1769 else
1770 tmp = NULL;
1771 }
1772
1773 if (i < op->nrof)
1774 {
1775 sub_weight (op->env, op->weight * i);
1776 op->nrof -= i;
1777 if (tmp)
1778 {
1779 esrv_send_item (tmp, op);
1780 }
1781 }
1782 else
1783 {
1784 remove_ob (op); 1571 remove ();
1785 op->nrof = 0; 1572 return this;
1786 if (tmp)
1787 {
1788 esrv_del_item (tmp->contr, op->count);
1789 }
1790 }
1791 } 1573 }
1792 else 1574 else
1793 { 1575 {
1794 object * 1576 decrease (nr);
1795 above = op->above;
1796 1577
1797 if (i < op->nrof) 1578 object *op = deep_clone ();
1798 {
1799 op->nrof -= i;
1800 }
1801 else
1802 {
1803 remove_ob (op);
1804 op->nrof = 0; 1579 op->nrof = nr;
1805 }
1806 /* Since we just removed op, op->above is null */
1807 for (tmp = above; tmp != NULL; tmp = tmp->above)
1808 if (tmp->type == PLAYER)
1809 {
1810 if (op->nrof)
1811 esrv_send_item (tmp, op);
1812 else
1813 esrv_del_item (tmp->contr, op->count);
1814 }
1815 }
1816
1817 if (op->nrof)
1818 {
1819 return op; 1580 return op;
1820 } 1581 }
1821 else 1582}
1583
1584object *
1585insert_ob_in_ob (object *op, object *where)
1586{
1587 if (!where)
1822 { 1588 {
1823 free_object (op); 1589 char *dump = dump_object (op);
1590 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1591 free (dump);
1824 return NULL; 1592 return op;
1825 }
1826}
1827
1828/*
1829 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying.
1831 */
1832
1833void
1834add_weight (object *op, signed long weight)
1835{
1836 while (op != NULL)
1837 { 1593 }
1838 if (op->type == CONTAINER) 1594
1839 { 1595 if (where->head_ () != where)
1840 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1841 }
1842 op->carrying += weight;
1843 op = op->env;
1844 } 1596 {
1845} 1597 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1598 where = where->head;
1599 }
1846 1600
1601 return where->insert (op);
1602}
1603
1847/* 1604/*
1848 * insert_ob_in_ob(op,environment): 1605 * env->insert (op)
1849 * This function inserts the object op in the linked list 1606 * This function inserts the object op in the linked list
1850 * inside the object environment. 1607 * inside the object environment.
1851 * 1608 *
1852 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1853 * the inventory at the last position or next to other objects of the same
1854 * type.
1855 * Frank: Now sorted by type, archetype and magic!
1856 *
1857 * The function returns now pointer to inserted item, and return value can 1609 * The function returns now pointer to inserted item, and return value can
1858 * be != op, if items are merged. -Tero 1610 * be != op, if items are merged. -Tero
1859 */ 1611 */
1860
1861object * 1612object *
1862insert_ob_in_ob (object *op, object *where) 1613object::insert (object *op)
1863{ 1614{
1864 object *
1865 tmp, *
1866 otmp;
1867
1868 if (!QUERY_FLAG (op, FLAG_REMOVED))
1869 {
1870 dump_object (op);
1871 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1872 return op;
1873 }
1874 if (where == NULL)
1875 {
1876 dump_object (op);
1877 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1878 return op;
1879 }
1880 if (where->head)
1881 {
1882 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1883 where = where->head;
1884 }
1885 if (op->more) 1615 if (op->more)
1886 { 1616 {
1887 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1888 return op; 1618 return op;
1889 } 1619 }
1890 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1620
1891 CLEAR_FLAG (op, FLAG_REMOVED); 1621 op->remove ();
1622
1623 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1624
1892 if (op->nrof) 1625 if (op->nrof)
1893 {
1894 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1626 for (object *tmp = inv; tmp; tmp = tmp->below)
1895 if (CAN_MERGE (tmp, op)) 1627 if (object::can_merge (tmp, op))
1896 { 1628 {
1897 /* return the original object and remove inserted object 1629 /* return the original object and remove inserted object
1898 (client needs the original object) */ 1630 (client needs the original object) */
1899 tmp->nrof += op->nrof; 1631 tmp->nrof += op->nrof;
1900 /* Weight handling gets pretty funky. Since we are adding to 1632
1901 * tmp->nrof, we need to increase the weight. 1633 if (object *pl = tmp->visible_to ())
1902 */ 1634 esrv_update_item (UPD_NROF, pl, tmp);
1903 add_weight (where, op->weight * op->nrof); 1635
1904 SET_FLAG (op, FLAG_REMOVED); 1636 adjust_weight (this, op->total_weight ());
1905 free_object (op); /* free the inserted object */ 1637
1638 op->destroy (1);
1906 op = tmp; 1639 op = tmp;
1907 remove_ob (op); /* and fix old object's links */ 1640 goto inserted;
1908 CLEAR_FLAG (op, FLAG_REMOVED);
1909 break;
1910 } 1641 }
1911 1642
1912 /* I assume combined objects have no inventory 1643 op->owner = 0; // it's his/hers now. period.
1913 * We add the weight - this object could have just been removed
1914 * (if it was possible to merge). calling remove_ob will subtract
1915 * the weight, so we need to add it in again, since we actually do
1916 * the linking below
1917 */
1918 add_weight (where, op->weight * op->nrof);
1919 }
1920 else
1921 add_weight (where, (op->weight + op->carrying));
1922
1923 otmp = is_player_inv (where);
1924 if (otmp && otmp->contr != NULL)
1925 {
1926 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1927 fix_player (otmp);
1928 }
1929
1930 op->map = NULL; 1644 op->map = 0;
1931 op->env = where; 1645 op->x = 0;
1646 op->y = 0;
1647
1932 op->above = NULL; 1648 op->above = 0;
1933 op->below = NULL; 1649 op->below = inv;
1934 op->x = 0, op->y = 0; 1650 op->env = this;
1935 1651
1652 if (inv)
1653 inv->above = op;
1654
1655 inv = op;
1656
1657 op->flag [FLAG_REMOVED] = 0;
1658
1659 if (object *pl = op->visible_to ())
1660 esrv_send_item (pl, op);
1661
1662 adjust_weight (this, op->total_weight ());
1663
1664inserted:
1936 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1937 if ((op->glow_radius != 0) && where->map) 1666 if (op->glow_radius && map && map->darkness)
1938 { 1667 update_all_los (map, x, y);
1939#ifdef DEBUG_LIGHTS
1940 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1941#endif /* DEBUG_LIGHTS */
1942 if (MAP_DARKNESS (where->map))
1943 update_all_los (where->map, where->x, where->y);
1944 }
1945 1668
1946 /* Client has no idea of ordering so lets not bother ordering it here. 1669 // if this is a player's inventory, update stats
1947 * It sure simplifies this function... 1670 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1948 */ 1671 update_stats ();
1949 if (where->inv == NULL) 1672
1950 where->inv = op; 1673 INVOKE_OBJECT (INSERT, this);
1951 else 1674
1952 {
1953 op->below = where->inv;
1954 op->below->above = op;
1955 where->inv = op;
1956 }
1957 return op; 1675 return op;
1958} 1676}
1959 1677
1960/* 1678/*
1961 * Checks if any objects has a move_type that matches objects 1679 * Checks if any objects has a move_type that matches objects
1975 * 1693 *
1976 * MSW 2001-07-08: Check all objects on space, not just those below 1694 * MSW 2001-07-08: Check all objects on space, not just those below
1977 * object being inserted. insert_ob_in_map may not put new objects 1695 * object being inserted. insert_ob_in_map may not put new objects
1978 * on top. 1696 * on top.
1979 */ 1697 */
1980
1981int 1698int
1982check_move_on (object *op, object *originator) 1699check_move_on (object *op, object *originator)
1983{ 1700{
1984 object *tmp; 1701 object *tmp;
1985 tag_t tag;
1986 mapstruct *m = op->map; 1702 maptile *m = op->map;
1987 int x = op->x, y = op->y; 1703 int x = op->x, y = op->y;
1988 1704
1989 MoveType move_on, move_slow, move_block; 1705 MoveType move_on, move_slow, move_block;
1990 1706
1991 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1707 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1992 return 0; 1708 return 0;
1993
1994 tag = op->count;
1995 1709
1996 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1710 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1997 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1711 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1998 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1712 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1999 1713
2015 1729
2016 /* The objects have to be checked from top to bottom. 1730 /* The objects have to be checked from top to bottom.
2017 * Hence, we first go to the top: 1731 * Hence, we first go to the top:
2018 */ 1732 */
2019 1733
2020 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1734 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2021 { 1735 {
2022 /* Trim the search when we find the first other spell effect 1736 /* Trim the search when we find the first other spell effect
2023 * this helps performance so that if a space has 50 spell objects, 1737 * this helps performance so that if a space has 50 spell objects,
2024 * we don't need to check all of them. 1738 * we don't need to check all of them.
2025 */ 1739 */
2042 { 1756 {
2043 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1757 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2044 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1758 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2045 { 1759 {
2046 1760
1761 float
2047 float diff = tmp->move_slow_penalty * FABS (op->speed); 1762 diff = tmp->move_slow_penalty * fabs (op->speed);
2048 1763
2049 if (op->type == PLAYER) 1764 if (op->type == PLAYER)
2050 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2051 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2052 diff /= 4.0; 1767 diff /= 4.0;
2059 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1774 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2060 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1775 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2061 { 1776 {
2062 move_apply (tmp, op, originator); 1777 move_apply (tmp, op, originator);
2063 1778
2064 if (was_destroyed (op, tag)) 1779 if (op->destroyed ())
2065 return 1; 1780 return 1;
2066 1781
2067 /* what the person/creature stepped onto has moved the object 1782 /* what the person/creature stepped onto has moved the object
2068 * someplace new. Don't process any further - if we did, 1783 * someplace new. Don't process any further - if we did,
2069 * have a feeling strange problems would result. 1784 * have a feeling strange problems would result.
2079/* 1794/*
2080 * present_arch(arch, map, x, y) searches for any objects with 1795 * present_arch(arch, map, x, y) searches for any objects with
2081 * a matching archetype at the given map and coordinates. 1796 * a matching archetype at the given map and coordinates.
2082 * The first matching object is returned, or NULL if none. 1797 * The first matching object is returned, or NULL if none.
2083 */ 1798 */
2084
2085object * 1799object *
2086present_arch (const archetype *at, mapstruct *m, int x, int y) 1800present_arch (const archetype *at, maptile *m, int x, int y)
2087{ 1801{
2088 object *
2089 tmp;
2090
2091 if (m == NULL || out_of_map (m, x, y)) 1802 if (!m || out_of_map (m, x, y))
2092 { 1803 {
2093 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
2094 return NULL; 1805 return NULL;
2095 } 1806 }
2096 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1807
2097 if (tmp->arch == at) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1809 if (tmp->arch->archname == at->archname)
2098 return tmp; 1810 return tmp;
1811
2099 return NULL; 1812 return NULL;
2100} 1813}
2101 1814
2102/* 1815/*
2103 * present(type, map, x, y) searches for any objects with 1816 * present(type, map, x, y) searches for any objects with
2104 * a matching type variable at the given map and coordinates. 1817 * a matching type variable at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1818 * The first matching object is returned, or NULL if none.
2106 */ 1819 */
2107
2108object * 1820object *
2109present (unsigned char type, mapstruct *m, int x, int y) 1821present (unsigned char type, maptile *m, int x, int y)
2110{ 1822{
2111 object *
2112 tmp;
2113
2114 if (out_of_map (m, x, y)) 1823 if (out_of_map (m, x, y))
2115 { 1824 {
2116 LOG (llevError, "Present called outside map.\n"); 1825 LOG (llevError, "Present called outside map.\n");
2117 return NULL; 1826 return NULL;
2118 } 1827 }
2119 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1828
1829 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2120 if (tmp->type == type) 1830 if (tmp->type == type)
2121 return tmp; 1831 return tmp;
1832
2122 return NULL; 1833 return NULL;
2123} 1834}
2124 1835
2125/* 1836/*
2126 * present_in_ob(type, object) searches for any objects with 1837 * present_in_ob(type, object) searches for any objects with
2127 * a matching type variable in the inventory of the given object. 1838 * a matching type variable in the inventory of the given object.
2128 * The first matching object is returned, or NULL if none. 1839 * The first matching object is returned, or NULL if none.
2129 */ 1840 */
2130
2131object * 1841object *
2132present_in_ob (unsigned char type, const object *op) 1842present_in_ob (unsigned char type, const object *op)
2133{ 1843{
2134 object *
2135 tmp;
2136
2137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1844 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if (tmp->type == type) 1845 if (tmp->type == type)
2139 return tmp; 1846 return tmp;
1847
2140 return NULL; 1848 return NULL;
2141} 1849}
2142 1850
2143/* 1851/*
2144 * present_in_ob (type, str, object) searches for any objects with 1852 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1860 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1861 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 1862 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1863 * to be unique.
2156 */ 1864 */
2157
2158object * 1865object *
2159present_in_ob_by_name (int type, const char *str, const object *op) 1866present_in_ob_by_name (int type, const char *str, const object *op)
2160{ 1867{
2161 object *
2162 tmp;
2163
2164 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1868 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2165 {
2166 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1869 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2167 return tmp; 1870 return tmp;
2168 } 1871
2169 return NULL; 1872 return 0;
2170} 1873}
2171 1874
2172/* 1875/*
2173 * present_arch_in_ob(archetype, object) searches for any objects with 1876 * present_arch_in_ob(archetype, object) searches for any objects with
2174 * a matching archetype in the inventory of the given object. 1877 * a matching archetype in the inventory of the given object.
2175 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
2176 */ 1879 */
2177
2178object * 1880object *
2179present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
2180{ 1882{
2181 object *
2182 tmp;
2183
2184 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2185 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
2186 return tmp; 1885 return tmp;
1886
2187 return NULL; 1887 return NULL;
2188} 1888}
2189 1889
2190/* 1890/*
2191 * activate recursively a flag on an object inventory 1891 * activate recursively a flag on an object inventory
2192 */ 1892 */
2193void 1893void
2194flag_inv (object *op, int flag) 1894flag_inv (object *op, int flag)
2195{ 1895{
2196 object *
2197 tmp;
2198
2199 if (op->inv)
2200 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2201 { 1897 {
2202 SET_FLAG (tmp, flag); 1898 SET_FLAG (tmp, flag);
2203 flag_inv (tmp, flag); 1899 flag_inv (tmp, flag);
2204 } 1900 }
2205} /* 1901}
1902
1903/*
2206 * desactivate recursively a flag on an object inventory 1904 * deactivate recursively a flag on an object inventory
2207 */ 1905 */
2208void 1906void
2209unflag_inv (object *op, int flag) 1907unflag_inv (object *op, int flag)
2210{ 1908{
2211 object *
2212 tmp;
2213
2214 if (op->inv)
2215 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2216 { 1910 {
2217 CLEAR_FLAG (tmp, flag); 1911 CLEAR_FLAG (tmp, flag);
2218 unflag_inv (tmp, flag); 1912 unflag_inv (tmp, flag);
2219 } 1913 }
2220}
2221
2222/*
2223 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2224 * all it's inventory (recursively).
2225 * If checksums are used, a player will get set_cheat called for
2226 * him/her-self and all object carried by a call to this function.
2227 */
2228
2229void
2230set_cheat (object *op)
2231{
2232 SET_FLAG (op, FLAG_WAS_WIZ);
2233 flag_inv (op, FLAG_WAS_WIZ);
2234} 1914}
2235 1915
2236/* 1916/*
2237 * find_free_spot(object, map, x, y, start, stop) will search for 1917 * find_free_spot(object, map, x, y, start, stop) will search for
2238 * a spot at the given map and coordinates which will be able to contain 1918 * a spot at the given map and coordinates which will be able to contain
2240 * to search (see the freearr_x/y[] definition). 1920 * to search (see the freearr_x/y[] definition).
2241 * It returns a random choice among the alternatives found. 1921 * It returns a random choice among the alternatives found.
2242 * start and stop are where to start relative to the free_arr array (1,9 1922 * start and stop are where to start relative to the free_arr array (1,9
2243 * does all 4 immediate directions). This returns the index into the 1923 * does all 4 immediate directions). This returns the index into the
2244 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1924 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2245 * Note - this only checks to see if there is space for the head of the
2246 * object - if it is a multispace object, this should be called for all
2247 * pieces.
2248 * Note2: This function does correctly handle tiled maps, but does not 1925 * Note: This function does correctly handle tiled maps, but does not
2249 * inform the caller. However, insert_ob_in_map will update as 1926 * inform the caller. However, insert_ob_in_map will update as
2250 * necessary, so the caller shouldn't need to do any special work. 1927 * necessary, so the caller shouldn't need to do any special work.
2251 * Note - updated to take an object instead of archetype - this is necessary 1928 * Note - updated to take an object instead of archetype - this is necessary
2252 * because arch_blocked (now ob_blocked) needs to know the movement type 1929 * because arch_blocked (now ob_blocked) needs to know the movement type
2253 * to know if the space in question will block the object. We can't use 1930 * to know if the space in question will block the object. We can't use
2254 * the archetype because that isn't correct if the monster has been 1931 * the archetype because that isn't correct if the monster has been
2255 * customized, changed states, etc. 1932 * customized, changed states, etc.
2256 */ 1933 */
2257
2258int 1934int
2259find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1935find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2260{ 1936{
2261 int
2262 i,
2263 index = 0, flag;
2264 static int
2265 altern[SIZEOFFREE]; 1937 int altern[SIZEOFFREE];
1938 int index = 0, flag;
2266 1939
2267 for (i = start; i < stop; i++) 1940 for (int i = start; i < stop; i++)
2268 { 1941 {
2269 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1942 mapxy pos (m, x, y); pos.move (i);
2270 if (!flag) 1943
1944 if (!pos.normalise ())
1945 continue;
1946
1947 mapspace &ms = *pos;
1948
1949 if (ms.flags () & P_IS_ALIVE)
1950 continue;
1951
1952 /* However, often
1953 * ob doesn't have any move type (when used to place exits)
1954 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1955 */
1956 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1957 {
2271 altern[index++] = i; 1958 altern [index++] = i;
1959 continue;
1960 }
2272 1961
2273 /* Basically, if we find a wall on a space, we cut down the search size. 1962 /* Basically, if we find a wall on a space, we cut down the search size.
2274 * In this way, we won't return spaces that are on another side of a wall. 1963 * In this way, we won't return spaces that are on another side of a wall.
2275 * This mostly work, but it cuts down the search size in all directions - 1964 * This mostly work, but it cuts down the search size in all directions -
2276 * if the space being examined only has a wall to the north and empty 1965 * if the space being examined only has a wall to the north and empty
2277 * spaces in all the other directions, this will reduce the search space 1966 * spaces in all the other directions, this will reduce the search space
2278 * to only the spaces immediately surrounding the target area, and 1967 * to only the spaces immediately surrounding the target area, and
2279 * won't look 2 spaces south of the target space. 1968 * won't look 2 spaces south of the target space.
2280 */ 1969 */
2281 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1970 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1971 {
2282 stop = maxfree[i]; 1972 stop = maxfree[i];
1973 continue;
1974 }
1975
1976 /* Note it is intentional that we check ob - the movement type of the
1977 * head of the object should correspond for the entire object.
1978 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue;
1981
1982 if (ob->blocked (m, pos.x, pos.y))
1983 continue;
1984
1985 altern [index++] = i;
2283 } 1986 }
1987
2284 if (!index) 1988 if (!index)
2285 return -1; 1989 return -1;
1990
2286 return altern[RANDOM () % index]; 1991 return altern [rndm (index)];
2287} 1992}
2288 1993
2289/* 1994/*
2290 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2291 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2292 * But it will return the first available spot, not a random choice. 1997 * But it will return the first available spot, not a random choice.
2293 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2294 */ 1999 */
2295
2296int 2000int
2297find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2298{ 2002{
2299 int
2300 i;
2301
2302 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2303 {
2304 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2305 return i; 2005 return i;
2306 } 2006
2307 return -1; 2007 return -1;
2308} 2008}
2309 2009
2310/* 2010/*
2311 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2312 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2313 */ 2014 */
2314static void 2015static void
2315permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2316{ 2017{
2317 int 2018 arr += begin;
2318 i,
2319 j,
2320 tmp,
2321 len;
2322
2323 len = end - begin; 2019 end -= begin;
2324 for (i = begin; i < end; i++)
2325 {
2326 j = begin + RANDOM () % len;
2327 2020
2328 tmp = arr[i]; 2021 while (--end)
2329 arr[i] = arr[j]; 2022 swap (arr [end], arr [rndm (end + 1)]);
2330 arr[j] = tmp;
2331 }
2332} 2023}
2333 2024
2334/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2335 * This basically returns a randomized array (in the passed pointer) of 2026 * This basically returns a randomized array (in the passed pointer) of
2336 * the spaces to find monsters. In this way, it won't always look for 2027 * the spaces to find monsters. In this way, it won't always look for
2339 * the 3x3 area will be searched, just not in a predictable order. 2030 * the 3x3 area will be searched, just not in a predictable order.
2340 */ 2031 */
2341void 2032void
2342get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2343{ 2034{
2344 int 2035 int i;
2345 i;
2346 2036
2347 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2348 {
2349 search_arr[i] = i; 2038 search_arr[i] = i;
2350 }
2351 2039
2352 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2353 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2354 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2355} 2043}
2364 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2365 * is actually want is going to try and move there. We need this info 2053 * is actually want is going to try and move there. We need this info
2366 * because we have to know what movement the thing looking to move 2054 * because we have to know what movement the thing looking to move
2367 * there is capable of. 2055 * there is capable of.
2368 */ 2056 */
2369
2370int 2057int
2371find_dir (mapstruct *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2372{ 2059{
2373 int
2374 i,
2375 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2376 sint16 2061
2377 nx, 2062 sint16 nx, ny;
2378 ny;
2379 object * 2063 object *tmp;
2380 tmp; 2064 maptile *mp;
2381 mapstruct *
2382 mp;
2383 MoveType
2384 blocked,
2385 move_type;
2386 2065
2066 MoveType blocked, move_type;
2067
2387 if (exclude && exclude->head) 2068 if (exclude && exclude->head_ () != exclude)
2388 { 2069 {
2389 exclude = exclude->head; 2070 exclude = exclude->head;
2390 move_type = exclude->move_type; 2071 move_type = exclude->move_type;
2391 } 2072 }
2392 else 2073 else
2400 mp = m; 2081 mp = m;
2401 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2402 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2403 2084
2404 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2405 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2406 {
2407 max = maxfree[i]; 2088 max = maxfree[i];
2408 }
2409 else 2089 else
2410 { 2090 {
2411 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2412 2094
2413 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2414 {
2415 max = maxfree[i]; 2096 max = maxfree[i];
2416 }
2417 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2418 { 2098 {
2419 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2420 { 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2421 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2422 {
2423 break; 2102 break;
2424 } 2103
2425 }
2426 if (tmp) 2104 if (tmp)
2427 {
2428 return freedir[i]; 2105 return freedir[i];
2429 }
2430 } 2106 }
2431 } 2107 }
2432 } 2108 }
2109
2433 return 0; 2110 return 0;
2434} 2111}
2435 2112
2436/* 2113/*
2437 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2438 * distance between the two given objects. 2115 * distance between the two given objects.
2439 */ 2116 */
2440
2441int 2117int
2442distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2443{ 2119{
2444 int
2445 i;
2446
2447 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2448 return i;
2449} 2121}
2450 2122
2451/* 2123/*
2452 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * find_dir_2(delta-x,delta-y) will return a direction in which
2453 * an object which has subtracted the x and y coordinates of another 2125 * an object which has subtracted the x and y coordinates of another
2454 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2455 */ 2127 */
2456
2457int 2128int
2458find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2459{ 2130{
2460 int 2131 int q;
2461 q;
2462 2132
2463 if (y) 2133 if (y)
2464 q = x * 100 / y; 2134 q = x * 100 / y;
2465 else if (x) 2135 else if (x)
2466 q = -300 * x; 2136 q = -300 * x;
2491 2161
2492 return 3; 2162 return 3;
2493} 2163}
2494 2164
2495/* 2165/*
2496 * absdir(int): Returns a number between 1 and 8, which represent
2497 * the "absolute" direction of a number (it actually takes care of
2498 * "overflow" in previous calculations of a direction).
2499 */
2500
2501int
2502absdir (int d)
2503{
2504 while (d < 1)
2505 d += 8;
2506 while (d > 8)
2507 d -= 8;
2508 return d;
2509}
2510
2511/*
2512 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2166 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2513 * between two directions (which are expected to be absolute (see absdir()) 2167 * between two directions (which are expected to be absolute (see absdir())
2514 */ 2168 */
2515
2516int 2169int
2517dirdiff (int dir1, int dir2) 2170dirdiff (int dir1, int dir2)
2518{ 2171{
2519 int 2172 int d;
2520 d;
2521 2173
2522 d = abs (dir1 - dir2); 2174 d = abs (dir1 - dir2);
2523 if (d > 4) 2175 if (d > 4)
2524 d = 8 - d; 2176 d = 8 - d;
2177
2525 return d; 2178 return d;
2526} 2179}
2527 2180
2528/* peterm: 2181/* peterm:
2529 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2182 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2532 * This basically means that if direction is 15, then it could either go 2185 * This basically means that if direction is 15, then it could either go
2533 * direction 4, 14, or 16 to get back to where we are. 2186 * direction 4, 14, or 16 to get back to where we are.
2534 * Moved from spell_util.c to object.c with the other related direction 2187 * Moved from spell_util.c to object.c with the other related direction
2535 * functions. 2188 * functions.
2536 */ 2189 */
2537
2538int
2539 reduction_dir[SIZEOFFREE][3] = { 2190int reduction_dir[SIZEOFFREE][3] = {
2540 {0, 0, 0}, /* 0 */ 2191 {0, 0, 0}, /* 0 */
2541 {0, 0, 0}, /* 1 */ 2192 {0, 0, 0}, /* 1 */
2542 {0, 0, 0}, /* 2 */ 2193 {0, 0, 0}, /* 2 */
2543 {0, 0, 0}, /* 3 */ 2194 {0, 0, 0}, /* 3 */
2544 {0, 0, 0}, /* 4 */ 2195 {0, 0, 0}, /* 4 */
2592 * find a path to that monster that we found. If not, 2243 * find a path to that monster that we found. If not,
2593 * we don't bother going toward it. Returns 1 if we 2244 * we don't bother going toward it. Returns 1 if we
2594 * can see a direct way to get it 2245 * can see a direct way to get it
2595 * Modified to be map tile aware -.MSW 2246 * Modified to be map tile aware -.MSW
2596 */ 2247 */
2597
2598
2599int 2248int
2600can_see_monsterP (mapstruct *m, int x, int y, int dir) 2249can_see_monsterP (maptile *m, int x, int y, int dir)
2601{ 2250{
2602 sint16 2251 sint16 dx, dy;
2603 dx,
2604 dy;
2605 int
2606 mflags; 2252 int mflags;
2607 2253
2608 if (dir < 0) 2254 if (dir < 0)
2609 return 0; /* exit condition: invalid direction */ 2255 return 0; /* exit condition: invalid direction */
2610 2256
2611 dx = x + freearr_x[dir]; 2257 dx = x + freearr_x[dir];
2624 return 0; 2270 return 0;
2625 2271
2626 /* yes, can see. */ 2272 /* yes, can see. */
2627 if (dir < 9) 2273 if (dir < 9)
2628 return 1; 2274 return 1;
2275
2629 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2276 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2630 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2277 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2278 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2631} 2279}
2632
2633
2634 2280
2635/* 2281/*
2636 * can_pick(picker, item): finds out if an object is possible to be 2282 * can_pick(picker, item): finds out if an object is possible to be
2637 * picked up by the picker. Returnes 1 if it can be 2283 * picked up by the picker. Returnes 1 if it can be
2638 * picked up, otherwise 0. 2284 * picked up, otherwise 0.
2640 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2286 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2641 * core dumps if they do. 2287 * core dumps if they do.
2642 * 2288 *
2643 * Add a check so we can't pick up invisible objects (0.93.8) 2289 * Add a check so we can't pick up invisible objects (0.93.8)
2644 */ 2290 */
2645
2646int 2291int
2647can_pick (const object *who, const object *item) 2292can_pick (const object *who, const object *item)
2648{ 2293{
2649 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2650 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2651 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2652} 2297}
2653 2298
2654
2655/* 2299/*
2656 * create clone from object to another 2300 * create clone from object to another
2657 */ 2301 */
2658object * 2302object *
2659object_create_clone (object *asrc) 2303object::deep_clone ()
2660{ 2304{
2661 object * 2305 assert (("deep_clone called on non-head object", is_head ()));
2662 dst = NULL, *tmp, *src, *part, *prev, *item;
2663 2306
2664 if (!asrc) 2307 object *dst = clone ();
2665 return NULL;
2666 src = asrc;
2667 if (src->head)
2668 src = src->head;
2669 2308
2670 prev = NULL; 2309 object *prev = dst;
2671 for (part = src; part; part = part->more) 2310 for (object *part = this->more; part; part = part->more)
2672 { 2311 {
2673 tmp = get_object (); 2312 object *tmp = part->clone ();
2674 copy_object (part, tmp);
2675 tmp->x -= src->x;
2676 tmp->y -= src->y;
2677 if (!part->head)
2678 {
2679 dst = tmp;
2680 tmp->head = NULL;
2681 }
2682 else
2683 {
2684 tmp->head = dst; 2313 tmp->head = dst;
2685 }
2686 tmp->more = NULL;
2687 if (prev)
2688 prev->more = tmp; 2314 prev->more = tmp;
2689 prev = tmp; 2315 prev = tmp;
2690 } 2316 }
2691 2317
2692 /*** copy inventory ***/
2693 for (item = src->inv; item; item = item->below) 2318 for (object *item = inv; item; item = item->below)
2694 { 2319 insert_ob_in_ob (item->deep_clone (), dst);
2695 (void) insert_ob_in_ob (object_create_clone (item), dst);
2696 }
2697 2320
2698 return dst; 2321 return dst;
2699}
2700
2701/* return true if the object was destroyed, 0 otherwise */
2702int
2703was_destroyed (const object *op, tag_t old_tag)
2704{
2705 /* checking for FLAG_FREED isn't necessary, but makes this function more
2706 * robust */
2707 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2708}
2709
2710/* GROS - Creates an object using a string representing its content. */
2711
2712/* Basically, we save the content of the string to a temp file, then call */
2713
2714/* load_object on it. I admit it is a highly inefficient way to make things, */
2715
2716/* but it was simple to make and allows reusing the load_object function. */
2717
2718/* Remember not to use load_object_str in a time-critical situation. */
2719
2720/* Also remember that multiparts objects are not supported for now. */
2721
2722object *
2723load_object_str (const char *obstr)
2724{
2725 object *
2726 op;
2727 char
2728 filename[MAX_BUF];
2729
2730 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2731
2732 FILE *
2733 tempfile = fopen (filename, "w");
2734
2735 if (tempfile == NULL)
2736 {
2737 LOG (llevError, "Error - Unable to access load object temp file\n");
2738 return NULL;
2739 };
2740 fprintf (tempfile, obstr);
2741 fclose (tempfile);
2742
2743 op = get_object ();
2744
2745 object_thawer
2746 thawer (filename);
2747
2748 if (thawer)
2749 load_object (thawer, op, 0);
2750
2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2752 CLEAR_FLAG (op, FLAG_REMOVED);
2753
2754 return op;
2755} 2322}
2756 2323
2757/* This returns the first object in who's inventory that 2324/* This returns the first object in who's inventory that
2758 * has the same type and subtype match. 2325 * has the same type and subtype match.
2759 * returns NULL if no match. 2326 * returns NULL if no match.
2760 */ 2327 */
2761object * 2328object *
2762find_obj_by_type_subtype (const object *who, int type, int subtype) 2329find_obj_by_type_subtype (const object *who, int type, int subtype)
2763{ 2330{
2764 object *
2765 tmp;
2766
2767 for (tmp = who->inv; tmp; tmp = tmp->below) 2331 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2768 if (tmp->type == type && tmp->subtype == subtype) 2332 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp; 2333 return tmp;
2770 2334
2771 return NULL; 2335 return 0;
2772} 2336}
2773 2337
2774/* If ob has a field named key, return the link from the list, 2338const shstr &
2775 * otherwise return NULL. 2339object::kv_get (const shstr &key) const
2776 *
2777 * key must be a passed in shared string - otherwise, this won't
2778 * do the desired thing.
2779 */
2780key_value *
2781get_ob_key_link (const object *ob, const char *key)
2782{ 2340{
2783 key_value * 2341 for (key_value *kv = key_values; kv; kv = kv->next)
2784 link;
2785
2786 for (link = ob->key_values; link != NULL; link = link->next)
2787 {
2788 if (link->key == key) 2342 if (kv->key == key)
2343 return kv->value;
2344
2345 return shstr_null;
2346}
2347
2348void
2349object::kv_set (const shstr &key, const shstr &value)
2350{
2351 for (key_value *kv = key_values; kv; kv = kv->next)
2352 if (kv->key == key)
2353 {
2354 kv->value = value;
2355 return;
2356 }
2357
2358 key_value *kv = new key_value;
2359
2360 kv->next = key_values;
2361 kv->key = key;
2362 kv->value = value;
2363
2364 key_values = kv;
2365}
2366
2367void
2368object::kv_del (const shstr &key)
2369{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key)
2372 {
2373 key_value *kv = *kvp;
2374 *kvp = (*kvp)->next;
2375 delete kv;
2376 return;
2377 }
2378}
2379
2380object::depth_iterator::depth_iterator (object *container)
2381: iterator_base (container)
2382{
2383 while (item->inv)
2384 item = item->inv;
2385}
2386
2387void
2388object::depth_iterator::next ()
2389{
2390 if (item->below)
2391 {
2392 item = item->below;
2393
2394 while (item->inv)
2395 item = item->inv;
2396 }
2397 else
2398 item = item->env;
2399}
2400
2401const char *
2402object::flag_desc (char *desc, int len) const
2403{
2404 char *p = desc;
2405 bool first = true;
2406
2407 *p = 0;
2408
2409 for (int i = 0; i < NUM_FLAGS; i++)
2410 {
2411 if (len <= 10) // magic constant!
2789 { 2412 {
2790 return link; 2413 snprintf (p, len, ",...");
2414 break;
2791 } 2415 }
2792 }
2793 2416
2794 return NULL; 2417 if (flag [i])
2795} 2418 {
2419 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2420 len -= cnt;
2421 p += cnt;
2422 first = false;
2423 }
2424 }
2796 2425
2797/* 2426 return desc;
2798 * Returns the value of op has an extra_field for key, or NULL. 2427}
2799 * 2428
2800 * The argument doesn't need to be a shared string. 2429// return a suitable string describing an object in enough detail to find it
2801 *
2802 * The returned string is shared.
2803 */
2804const char * 2430const char *
2805get_ob_key_value (const object *op, const char *const key) 2431object::debug_desc (char *info) const
2806{ 2432{
2807 key_value * 2433 char flagdesc[512];
2808 link; 2434 char info2[256 * 4];
2435 char *p = info;
2436
2437 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2438 count,
2439 uuid.c_str (),
2440 &name,
2441 title ? ",title:\"" : "",
2442 title ? (const char *)title : "",
2443 title ? "\"" : "",
2444 flag_desc (flagdesc, 512), type);
2445
2446 if (!flag[FLAG_REMOVED] && env)
2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2448
2449 if (map)
2450 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2451
2452 return info;
2453}
2454
2809 const char * 2455const char *
2810 canonical_key; 2456object::debug_desc () const
2457{
2458 static char info[3][256 * 4];
2459 static int info_idx;
2811 2460
2812 canonical_key = shstr::find (key); 2461 return debug_desc (info [++info_idx % 3]);
2462}
2813 2463
2814 if (canonical_key == NULL) 2464struct region *
2815 { 2465object::region () const
2816 /* 1. There being a field named key on any object 2466{
2817 * implies there'd be a shared string to find. 2467 return map ? map->region (x, y)
2818 * 2. Since there isn't, no object has this field. 2468 : region::default_region ();
2819 * 3. Therefore, *this* object doesn't have this field. 2469}
2820 */ 2470
2471const materialtype_t *
2472object::dominant_material () const
2473{
2474 if (materialtype_t *mt = name_to_material (materialname))
2475 return mt;
2476
2477 return name_to_material (shstr_unknown);
2478}
2479
2480void
2481object::open_container (object *new_container)
2482{
2483 if (container == new_container)
2821 return NULL; 2484 return;
2485
2486 object *old_container = container;
2487
2488 if (old_container)
2822 } 2489 {
2490 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2491 return;
2823 2492
2824 /* This is copied from get_ob_key_link() above - 2493#if 0
2825 * only 4 lines, and saves the function call overhead. 2494 // remove the "Close old_container" object.
2495 if (object *closer = old_container->inv)
2496 if (closer->type == CLOSE_CON)
2497 closer->destroy ();
2498#endif
2499
2500 // make sure the container is available
2501 esrv_send_item (this, old_container);
2502
2503 old_container->flag [FLAG_APPLIED] = false;
2504 container = 0;
2505
2506 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container);
2508
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2510 play_sound (sound_find ("chest_close"));
2511 }
2512
2513 if (new_container)
2514 {
2515 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2516 return;
2517
2518 // TODO: this does not seem to serve any purpose anymore?
2519#if 0
2520 // insert the "Close Container" object.
2521 if (archetype *closer = new_container->other_arch)
2522 {
2523 object *closer = arch_to_object (new_container->other_arch);
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer);
2526 }
2527#endif
2528
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2530
2531 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container);
2533
2534 new_container->flag [FLAG_APPLIED] = true;
2535 container = new_container;
2536
2537 // client needs flag change
2538 esrv_update_item (UPD_FLAGS, this, new_container);
2539 esrv_send_inventory (this, new_container);
2540 play_sound (sound_find ("chest_open"));
2541 }
2542// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset ();
2544}
2545
2546object *
2547object::force_find (const shstr name)
2548{
2549 /* cycle through his inventory to look for the MARK we want to
2550 * place
2826 */ 2551 */
2827 for (link = op->key_values; link != NULL; link = link->next) 2552 for (object *tmp = inv; tmp; tmp = tmp->below)
2828 { 2553 if (tmp->type == FORCE && tmp->slaying == name)
2829 if (link->key == canonical_key) 2554 return splay (tmp);
2830 { 2555
2831 return link->value;
2832 }
2833 }
2834 return NULL; 2556 return 0;
2835} 2557}
2836 2558
2837 2559void
2838/* 2560object::force_add (const shstr name, int duration)
2839 * Updates the canonical_key in op to value.
2840 *
2841 * canonical_key is a shared string (value doesn't have to be).
2842 *
2843 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2844 * keys.
2845 *
2846 * Returns TRUE on success.
2847 */
2848int
2849set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2850{ 2561{
2851 key_value * 2562 if (object *force = force_find (name))
2852 field = NULL, *last = NULL; 2563 force->destroy ();
2853 2564
2854 for (field = op->key_values; field != NULL; field = field->next) 2565 object *force = get_archetype (FORCE_NAME);
2855 {
2856 if (field->key != canonical_key)
2857 {
2858 last = field;
2859 continue;
2860 }
2861 2566
2862 if (value) 2567 force->slaying = name;
2863 field->value = value; 2568 force->stats.food = 1;
2864 else 2569 force->speed_left = -1.f;
2865 {
2866 /* Basically, if the archetype has this key set,
2867 * we need to store the null value so when we save
2868 * it, we save the empty value so that when we load,
2869 * we get this value back again.
2870 */
2871 if (get_ob_key_link (&op->arch->clone, canonical_key))
2872 field->value = 0;
2873 else
2874 {
2875 if (last)
2876 last->next = field->next;
2877 else
2878 op->key_values = field->next;
2879 2570
2880 delete 2571 force->set_speed (duration ? 1.f / duration : 0.f);
2881 field; 2572 force->flag [FLAG_IS_USED_UP] = true;
2882 } 2573 force->flag [FLAG_APPLIED] = true;
2883 }
2884 return TRUE;
2885 }
2886 /* IF we get here, key doesn't exist */
2887 2574
2888 /* No field, we'll have to add it. */ 2575 insert (force);
2576}
2889 2577
2890 if (!add_key) 2578void
2891 { 2579object::play_sound (faceidx sound)
2892 return FALSE; 2580{
2893 } 2581 if (!sound)
2894 /* There isn't any good reason to store a null
2895 * value in the key/value list. If the archetype has
2896 * this key, then we should also have it, so shouldn't
2897 * be here. If user wants to store empty strings,
2898 * should pass in ""
2899 */
2900 if (value == NULL)
2901 return TRUE; 2582 return;
2902 2583
2903 field = new key_value; 2584 if (flag [FLAG_REMOVED])
2585 return;
2904 2586
2905 field->key = canonical_key; 2587 if (env)
2906 field->value = value; 2588 {
2907 /* Usual prepend-addition. */ 2589 if (object *pl = in_player ())
2908 field->next = op->key_values; 2590 pl->contr->play_sound (sound);
2909 op->key_values = field; 2591 }
2910 2592 else
2911 return TRUE; 2593 map->play_sound (sound, x, y);
2912} 2594}
2913 2595
2914/*
2915 * Updates the key in op to value.
2916 *
2917 * If add_key is FALSE, this will only update existing keys,
2918 * and not add new ones.
2919 * In general, should be little reason FALSE is ever passed in for add_key
2920 *
2921 * Returns TRUE on success.
2922 */
2923int
2924set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2925{
2926 shstr
2927 key_ (key);
2928
2929 return set_ob_key_value_s (op, key_, value, add_key);
2930}

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