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Comparing deliantra/server/common/object.C (file contents):
Revision 1.42 by root, Thu Sep 14 01:19:47 2006 UTC vs.
Revision 1.256 by root, Sun Aug 31 05:47:14 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36int nrofallocobjects = 0; 32#include <bitset>
37static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
38const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
39 37
40object *objects; /* Pointer to the list of used objects */ 38objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 39activevec actives;
42 40
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 46};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48}; 52};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 58};
52int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 64};
56 65
57static void 66static void
58write_uuid (void) 67write_uuid (uval64 skip, bool sync)
59{ 68{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
61 70 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 73 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 74}
77 75
78static void 76static void
79read_uuid (void) 77read_uuid (void)
80{ 78{
81 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
82 80
83 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84 84
85 FILE *fp; 85 FILE *fp;
86 86
87 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
88 { 88 {
89 if (errno == ENOENT) 89 if (errno == ENOENT)
90 { 90 {
91 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 92 UUID::cur.seq = 0;
93 write_uuid (); 93 write_uuid (UUID_GAP, true);
94 return; 94 return;
95 } 95 }
96 96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 98 _exit (1);
99 } 99 }
100 100
101 int version; 101 UUID::BUF buf;
102 unsigned long long uid; 102 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
104 { 106 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 108 _exit (1);
107 } 109 }
108 110
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
112 fclose (fp); 114 fclose (fp);
113} 115}
114 116
115UUID 117UUID
116gen_uuid () 118UUID::gen ()
117{ 119{
118 UUID uid; 120 UUID uid;
119 121
120 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
121 123
122 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
124 130
125 return uid; 131 return uid;
126} 132}
127 133
128void 134void
129init_uuid () 135UUID::init ()
130{ 136{
131 read_uuid (); 137 read_uuid ();
132} 138}
133 139
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 141static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
137{ 143{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
143 */ 147 */
144 148
145 /* For each field in wants, */ 149 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 151 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 152 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
181} 167}
182 168
183/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
186 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
189 * 175 *
190 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
191 * 177 *
192 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
193 * check weight 179 * check weight
194 */ 180 */
195
196bool object::can_merge (object *ob1, object *ob2) 181bool object::can_merge_slow (object *ob1, object *ob2)
197{ 182{
198 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
200 return 0; 189 return 0;
201 190
202 if (ob1->speed != ob2->speed) 191 /* Do not merge objects if nrof would overflow, assume nrof
192 * is always 0 .. 2**31-1 */
193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
203 return 0; 194 return 0;
204 195
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof).
208 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
214 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
215 * are not equal - just if it has been identified, the been_applied 199 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning. 200 * flags lose any meaning.
217 */ 201 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 204
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 207
224 208 if (ob1->arch->archname != ob2->arch->archname
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 209 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 210 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 211 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 212 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) || 213 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 214 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 215 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 216 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 217 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
246 (ob1->client_type != ob2->client_type) || 220 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 221 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 222 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 223 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 224 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 225 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 226 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 227 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 228 || ob1->move_off != ob2->move_off
229 || ob1->move_slow != ob2->move_slow
230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
255 return 0; 233 return 0;
256 234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
239 return 0;
240
257 /* This is really a spellbook check - really, we should 241 /* This is really a spellbook check - we should in general
258 * check all objects in the inventory. 242 * not merge objects with real inventories, as splitting them
243 * is hard.
259 */ 244 */
260 if (ob1->inv || ob2->inv) 245 if (ob1->inv || ob2->inv)
261 { 246 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0;
265
266 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 247 if (!(ob1->inv && ob2->inv))
268 return 0; 248 return 0; /* inventories differ in length */
249
250 if (ob1->inv->below || ob2->inv->below)
251 return 0; /* more than one object in inv */
252
253 if (!object::can_merge (ob1->inv, ob2->inv))
254 return 0; /* inventory objects differ */
269 255
270 /* inventory ok - still need to check rest of this object to see 256 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 257 * if it is valid.
272 */ 258 */
273 } 259 }
281 267
282 /* Note sure why the following is the case - either the object has to 268 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 269 * be animated or have a very low speed. Is this an attempted monster
284 * check? 270 * check?
285 */ 271 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 272 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 273 return 0;
288 274
289 switch (ob1->type) 275 switch (ob1->type)
290 { 276 {
291 case SCROLL: 277 case SCROLL:
292 if (ob1->level != ob2->level) 278 if (ob1->level != ob2->level)
293 return 0; 279 return 0;
294 break; 280 break;
295 } 281 }
296 282
297 if (ob1->key_values != NULL || ob2->key_values != NULL) 283 if (ob1->key_values || ob2->key_values)
298 { 284 {
299 /* At least one of these has key_values. */ 285 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 286 if ((!ob1->key_values) != (!ob2->key_values))
301 /* One has fields, but the other one doesn't. */ 287 return 0; /* One has fields, but the other one doesn't. */
288
289 if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 290 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0;
305 } 291 }
306 292
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 293 if (ob1->self || ob2->self)
309 { 294 {
310 ob1->optimise (); 295 ob1->optimise ();
311 ob2->optimise (); 296 ob2->optimise ();
312 297
313 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
299 {
300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
302
303 if (k1 != k2)
314 return 0; 304 return 0;
305
306 if (k1 == 0)
307 return 1;
308
309 if (!cfperl_can_merge (ob1, ob2))
310 return 0;
311 }
315 } 312 }
316 313
317 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
318 return 1; 315 return 1;
319} 316}
320 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
355// adjust weight per container type ("of holding")
356static sint32
357weight_adjust_for (object *op, sint32 weight)
358{
359 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361 : weight;
362}
363
321/* 364/*
365 * adjust_weight(object, weight) adds the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying.
367 */
368static void
369adjust_weight (object *op, sint32 weight)
370{
371 while (op)
372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
380
381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
387 op = op->env;
388 }
389}
390
391/*
322 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
323 * an object is carrying. It goes through in figures out how much 393 * an object is carrying. It goes through op and figures out how much
324 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
325 */ 395 */
326long 396void
327sum_weight (object *op) 397object::update_weight ()
328{ 398{
329 long sum; 399 sint32 sum = 0;
330 object *inv;
331 400
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 401 for (object *op = inv; op; op = op->below)
333 { 402 {
334 if (inv->inv) 403 if (op->inv)
335 sum_weight (inv); 404 op->update_weight ();
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 405
406 sum += op->total_weight ();
407 }
408
409 sum = weight_adjust_for (this, sum);
410
411 if (sum != carrying)
337 } 412 {
338
339 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100;
341
342 if (op->carrying != sum)
343 op->carrying = sum; 413 carrying = sum;
344 414
345 return sum; 415 if (object *pl = visible_to ())
346} 416 if (pl != this) // player is handled lazily
347 417 esrv_update_item (UPD_WEIGHT, pl, this);
348/**
349 * Return the outermost environment object for a given object.
350 */
351
352object *
353object_get_env_recursive (object *op)
354{
355 while (op->env != NULL)
356 op = op->env;
357 return op;
358}
359
360/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array.
379 */
380
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 { 418 }
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429} 419}
430 420
431/* 421/*
432 * Dumps an object. Returns output in the static global errmsg array. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
433 */ 423 */
434 424char *
435void
436dump_object (object *op) 425dump_object (object *op)
437{ 426{
438 if (op == NULL) 427 if (!op)
439 { 428 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 429
447void 430 object_freezer freezer;
448dump_all_objects (void) 431 op->write (freezer);
449{ 432 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 433}
458 434
459/* 435/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 436 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 437 * multi-object 1 which is closest to the second object.
462 * If it's not a multi-object, it is returned. 438 * If it's not a multi-object, it is returned.
463 */ 439 */
464
465object * 440object *
466get_nearest_part (object *op, const object *pl) 441get_nearest_part (object *op, const object *pl)
467{ 442{
468 object *tmp, *closest; 443 object *tmp, *closest;
469 int last_dist, i; 444 int last_dist, i;
470 445
471 if (op->more == NULL) 446 if (!op->more)
472 return op; 447 return op;
448
473 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
474 if ((i = distance (tmp, pl)) < last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
475 closest = tmp, last_dist = i; 453 closest = tmp, last_dist = i;
454
476 return closest; 455 return closest;
477} 456}
478 457
479/* 458/*
480 * Returns the object which has the count-variable equal to the argument. 459 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow.
481 */ 461 */
482
483object * 462object *
484find_object (tag_t i) 463find_object (tag_t i)
485{ 464{
486 object *op; 465 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 466 if (op->count == i)
490 break;
491 return op; 467 return op;
468
469 return 0;
492} 470}
493 471
494/* 472/*
495 * Returns the first object which has a name equal to the argument. 473 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 474 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 475 * Enables features like "patch <name-of-other-player> food 999"
498 */ 476 */
499
500object * 477object *
501find_object_name (const char *str) 478find_object_name (const char *str)
502{ 479{
503 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
504 object *op;
505 481
506 for (op = objects; op != NULL; op = op->next) 482 if (str_)
483 for_all_objects (op)
507 if (op->name == str_) 484 if (op->name == str_)
508 break; 485 return op;
509 486
510 return op; 487 return 0;
511}
512
513void
514free_all_object_data ()
515{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 488}
539 489
540/* 490/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 492 * skill and experience objects.
493 * ACTUALLY NO! investigate! TODO
543 */ 494 */
544void 495void
545object::set_owner (object *owner) 496object::set_owner (object *owner)
546{ 497{
498 // allow objects which own objects
547 if (!owner) 499 if (owner)
548 return;
549
550 /* next line added to allow objects which own objects */
551 /* Add a check for ownercounts in here, as I got into an endless loop
552 * with the fireball owning a poison cloud which then owned the
553 * fireball. I believe that was caused by one of the objects getting
554 * freed and then another object replacing it. Since the ownercounts
555 * didn't match, this check is valid and I believe that cause is valid.
556 */
557 while (owner->owner) 500 while (owner->owner)
558 owner = owner->owner; 501 owner = owner->owner;
502
503 if (flag [FLAG_FREED])
504 {
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506 return;
507 }
559 508
560 this->owner = owner; 509 this->owner = owner;
510}
511
512int
513object::slottype () const
514{
515 if (type == SKILL)
516 {
517 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
518 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519 }
520 else
521 {
522 if (slot [body_combat].info) return slot_combat;
523 if (slot [body_range ].info) return slot_ranged;
524 }
525
526 return slot_none;
527}
528
529bool
530object::change_weapon (object *ob)
531{
532 if (current_weapon == ob)
533 return true;
534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
538 current_weapon = ob;
539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
543
544 update_stats ();
545
546 if (ob)
547 {
548 // now check wether any body locations became invalid, in which case
549 // we cannot apply the weapon at the moment.
550 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551 if (slot[i].used < 0)
552 {
553 current_weapon = chosen_skill = 0;
554 update_stats ();
555
556 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name);
560 return false;
561 }
562
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 }
565 else
566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569 {
570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
574
575 return true;
561} 576}
562 577
563/* Zero the key_values on op, decrementing the shared-string 578/* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links. 579 * refcounts and freeing the links.
565 */ 580 */
566static void 581static void
567free_key_values (object *op) 582free_key_values (object *op)
568{ 583{
569 for (key_value *i = op->key_values; i != 0;) 584 for (key_value *i = op->key_values; i; )
570 { 585 {
571 key_value *next = i->next; 586 key_value *next = i->next;
572 delete i; 587 delete i;
573 588
574 i = next; 589 i = next;
575 } 590 }
576 591
577 op->key_values = 0; 592 op->key_values = 0;
578} 593}
579 594
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 595/*
633 * copy object first frees everything allocated by the second object, 596 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 597 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 598 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 599 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object 600 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 601 * will point at garbage.
639 */ 602 */
640void 603void
641copy_object (object *op2, object *op) 604object::copy_to (object *dst)
642{ 605{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 606 dst->remove ();
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 607 *(object_copy *)dst = *this;
645 608 dst->flag [FLAG_REMOVED] = true;
646 op2->clone (op);
647
648 if (is_freed)
649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED);
652
653 if (op2->speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655 609
656 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
657 if (op2->key_values) 611 if (key_values)
658 { 612 {
659 key_value *tail = 0; 613 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 614 dst->key_values = 0;
663 615
664 for (i = op2->key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
665 { 617 {
666 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
667 619
668 new_link->next = 0; 620 new_link->next = 0;
669 new_link->key = i->key; 621 new_link->key = i->key;
670 new_link->value = i->value; 622 new_link->value = i->value;
671 623
672 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
673 if (!op->key_values) 625 if (!dst->key_values)
674 { 626 {
675 op->key_values = new_link; 627 dst->key_values = new_link;
676 tail = new_link; 628 tail = new_link;
677 } 629 }
678 else 630 else
679 { 631 {
680 tail->next = new_link; 632 tail->next = new_link;
681 tail = new_link; 633 tail = new_link;
682 } 634 }
683 } 635 }
684 } 636 }
685 637
686 update_ob_speed (op); 638 if (speed < 0)
639 dst->speed_left -= rndm ();
640
641 dst->activate ();
642}
643
644void
645object::instantiate ()
646{
647 if (!uuid.seq) // HACK
648 uuid = UUID::gen ();
649
650 speed_left = -0.1f;
651 /* copy the body_info to the body_used - this is only really
652 * need for monsters, but doesn't hurt to do it for everything.
653 * by doing so, when a monster is created, it has good starting
654 * values for the body_used info, so when items are created
655 * for it, they can be properly equipped.
656 */
657 for (int i = NUM_BODY_LOCATIONS; i--; )
658 slot[i].used = slot[i].info;
659
660 attachable::instantiate ();
661}
662
663object *
664object::clone ()
665{
666 object *neu = create ();
667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
669 return neu;
687} 670}
688 671
689/* 672/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 674 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 675 * be called to update the face variable, _and_ how it looks on the map.
693 */ 676 */
694
695void 677void
696update_turn_face (object *op) 678update_turn_face (object *op)
697{ 679{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 680 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 681 return;
682
700 SET_ANIMATION (op, op->direction); 683 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 684 update_object (op, UP_OBJ_FACE);
702} 685}
703 686
704/* 687/*
705 * Updates the speed of an object. If the speed changes from 0 to another 688 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 689 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 690 * This function needs to be called whenever the speed of an object changes.
708 */ 691 */
709void 692void
710update_ob_speed (object *op) 693object::set_speed (float speed)
711{ 694{
712 extern int arch_init; 695 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 696 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 698 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 699 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 700
737 /* process_events() expects us to insert the object at the beginning 701 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 702
741 if (op->active_next != NULL) 703 if (has_active_speed ())
742 op->active_next->active_prev = op; 704 activate ();
743
744 active_objects = op;
745 }
746 else 705 else
747 { 706 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 707}
771 708
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 709/*
804 * update_object() updates the array which represents the map. 710 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 711 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 712 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 713 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 714 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 715 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 716 * updating that window, though, since update_object() is called _often_)
811 * 717 *
812 * action is a hint of what the caller believes need to be done. 718 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 719 * current action are:
818 * UP_OBJ_INSERT: op was inserted 720 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 721 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 722 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 723 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
823 */ 725 */
824
825void 726void
826update_object (object *op, int action) 727update_object (object *op, int action)
827{ 728{
828 int update_now = 0, flags; 729 if (!op)
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL)
832 { 730 {
833 /* this should never happen */ 731 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
835 return; 733 return;
836 } 734 }
837 735
838 if (op->env != NULL) 736 if (!op->is_on_map ())
839 { 737 {
840 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
841 * to do in this case. 739 * to do in this case.
842 */ 740 */
843 return; 741 return;
844 } 742 }
845 743
846 /* If the map is saving, don't do anything as everything is
847 * going to get freed anyways.
848 */
849 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return;
851
852 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 746 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 748#ifdef MANY_CORES
857 abort (); 749 abort ();
858#endif 750#endif
859 return; 751 return;
860 } 752 }
861 753
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 754 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 755
756 if (!(m.flags_ & P_UPTODATE))
757 /* nop */;
869 if (action == UP_OBJ_INSERT) 758 else if (action == UP_OBJ_INSERT)
870 { 759 {
760 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
876 764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 767 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 768 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 769 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 771 * have move_allow right now.
894 */ 772 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 775 m.flags_ = 0;
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 776 }
901 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 779 * that is being removed.
904 */ 780 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 782 m.flags_ = 0;
907 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
909 else 785 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 787
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 788 if (op->more)
919 update_object (op->more, action); 789 update_object (op->more, action);
920}
921
922static unordered_vector<object *> mortals;
923
924void object::free_mortals ()
925{
926 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
927 if ((*i)->refcnt)
928 ++i; // further delay freeing
929 else
930 {
931 delete *i;
932 mortals.erase (i);
933 }
934
935 static int lastmortals = 0;//D
936
937 if (mortals.size() != lastmortals)//D
938 {
939 lastmortals = mortals.size ();//D
940 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
941 }
942} 790}
943 791
944object::object () 792object::object ()
945{ 793{
946 SET_FLAG (this, FLAG_REMOVED); 794 SET_FLAG (this, FLAG_REMOVED);
947 795
948 expmul = 1.0; 796 expmul = 1.0;
949 face = blank_face; 797 face = blank_face;
950 attacked_by_count = -1;
951} 798}
952 799
953object::~object () 800object::~object ()
954{ 801{
802 unlink ();
803
955 free_key_values (this); 804 free_key_values (this);
956} 805}
957 806
807static int object_count;
808
958void object::link () 809void object::link ()
959{ 810{
811 assert (!index);//D
812 uuid = UUID::gen ();
960 count = ++ob_count; 813 count = ++object_count;
961 uuid = gen_uuid ();
962 814
963 prev = 0; 815 refcnt_inc ();
964 next = objects; 816 objects.insert (this);
965
966 if (objects)
967 objects->prev = this;
968
969 objects = this;
970} 817}
971 818
972void object::unlink () 819void object::unlink ()
973{ 820{
974 //count = 0;//D 821 if (!index)
975 if (!prev && !next) return;//D 822 return;
976 823
977 if (this == objects) 824 objects.erase (this);
978 objects = next; 825 refcnt_dec ();
826}
979 827
980 /* Remove this object from the list of used objects */ 828void
981 if (prev) prev->next = next; 829object::activate ()
982 if (next) next->prev = prev; 830{
831 /* If already on active list, don't do anything */
832 if (active)
833 return;
983 834
984 prev = 0; 835 if (has_active_speed () && flag [FLAG_FREED ]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
985 next = 0; 836
837 if (has_active_speed ())
838 actives.insert (this);
839}
840
841void
842object::activate_recursive ()
843{
844 activate ();
845
846 for (object *op = inv; op; op = op->below)
847 op->activate_recursive ();
848}
849
850/* This function removes object 'op' from the list of active
851 * objects.
852 * This should only be used for style maps or other such
853 * reference maps where you don't want an object that isn't
854 * in play chewing up cpu time getting processed.
855 * The reverse of this is to call update_ob_speed, which
856 * will do the right thing based on the speed of the object.
857 */
858void
859object::deactivate ()
860{
861 /* If not on the active list, nothing needs to be done */
862 if (!active)
863 return;
864
865 actives.erase (this);
866}
867
868void
869object::deactivate_recursive ()
870{
871 for (object *op = inv; op; op = op->below)
872 op->deactivate_recursive ();
873
874 deactivate ();
875}
876
877void
878object::set_flag_inv (int flag, int value)
879{
880 for (object *op = inv; op; op = op->below)
881 {
882 op->flag [flag] = value;
883 op->set_flag_inv (flag, value);
884 }
885}
886
887/*
888 * Remove and free all objects in the inventory of the given object.
889 * object.c ?
890 */
891void
892object::destroy_inv (bool drop_to_ground)
893{
894 // need to check first, because the checks below might segfault
895 // as we might be on an invalid mapspace and crossfire code
896 // is too buggy to ensure that the inventory is empty.
897 // corollary: if you create arrows etc. with stuff in its inventory,
898 // cf will crash below with off-map x and y
899 if (!inv)
900 return;
901
902 /* Only if the space blocks everything do we not process -
903 * if some form of movement is allowed, let objects
904 * drop on that space.
905 */
906 if (!drop_to_ground
907 || !map
908 || map->in_memory != MAP_ACTIVE
909 || map->no_drop
910 || ms ().move_block == MOVE_ALL)
911 {
912 while (inv)
913 inv->destroy (true);
914 }
915 else
916 { /* Put objects in inventory onto this space */
917 while (inv)
918 {
919 object *op = inv;
920
921 if (op->flag [FLAG_STARTEQUIP]
922 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE
924 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true);
928 else
929 map->insert (op, x, y);
930 }
931 }
986} 932}
987 933
988object *object::create () 934object *object::create ()
989{ 935{
990 object *op = new object; 936 object *op = new object;
991 op->link (); 937 op->link ();
992 return op; 938 return op;
993} 939}
994 940
995/* 941static struct freed_map : maptile
996 * free_object() frees everything allocated by an object, removes
997 * it from the list of used objects, and puts it on the list of
998 * free objects. The IS_FREED() flag is set in the object.
999 * The object must have been removed by remove_ob() first for
1000 * this function to succeed.
1001 *
1002 * If free_inventory is set, free inventory as well. Else drop items in
1003 * inventory to the ground.
1004 */
1005void object::free (bool free_inventory)
1006{ 942{
1007 if (QUERY_FLAG (this, FLAG_FREED)) 943 freed_map ()
944 {
945 path = "<freed objects map>";
946 name = "/internal/freed_objects_map";
947 width = 3;
948 height = 3;
949 no_drop = 1;
950 no_reset = 1;
951
952 alloc ();
953 in_memory = MAP_ACTIVE;
954 }
955
956 ~freed_map ()
957 {
958 destroy ();
959 }
960} freed_map; // freed objects are moved here to avoid crashes
961
962void
963object::do_destroy ()
964{
965 if (flag [FLAG_IS_LINKED])
966 remove_button_link (this);
967
968 if (flag [FLAG_FRIENDLY])
969 remove_friendly_object (this);
970
971 remove ();
972
973 attachable::do_destroy ();
974
975 deactivate ();
976 unlink ();
977
978 flag [FLAG_FREED] = 1;
979
980 // hack to ensure that freed objects still have a valid map
981 map = &freed_map;
982 x = 1;
983 y = 1;
984
985 if (more)
986 {
987 more->destroy ();
988 more = 0;
989 }
990
991 head = 0;
992
993 // clear those pointers that likely might cause circular references
994 owner = 0;
995 enemy = 0;
996 attacked_by = 0;
997 current_weapon = 0;
998}
999
1000void
1001object::destroy (bool destroy_inventory)
1002{
1003 if (destroyed ())
1008 return; 1004 return;
1009 1005
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1006 if (!is_head () && !head->destroyed ())
1011 remove_friendly_object (this);
1012
1013 if (!QUERY_FLAG (this, FLAG_REMOVED))
1014 remove_ob (this);
1015
1016 SET_FLAG (this, FLAG_FREED);
1017
1018 if (more)
1019 {
1020 more->free (free_inventory);
1021 more = 0;
1022 } 1007 {
1023 1008 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1024 if (inv) 1009 head->destroy (destroy_inventory);
1010 return;
1025 { 1011 }
1026 /* Only if the space blocks everything do we not process -
1027 * if some form of movement is allowed, let objects
1028 * drop on that space.
1029 */
1030 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1031 {
1032 object *op = inv;
1033 1012
1034 while (op) 1013 destroy_inv (!destroy_inventory);
1035 {
1036 object *tmp = op->below;
1037 op->free (free_inventory);
1038 op = tmp;
1039 }
1040 }
1041 else
1042 { /* Put objects in inventory onto this space */
1043 object *op = inv;
1044 1014
1045 while (op) 1015 if (is_head ())
1046 { 1016 if (sound_destroy)
1047 object *tmp = op->below; 1017 play_sound (sound_destroy);
1018 else if (flag [FLAG_MONSTER])
1019 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1048 1020
1049 remove_ob (op); 1021 attachable::destroy ();
1050
1051 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1052 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1053 free_object (op);
1054 else
1055 {
1056 op->x = x;
1057 op->y = y;
1058 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1059 }
1060
1061 op = tmp;
1062 }
1063 }
1064 }
1065
1066 owner = 0;
1067
1068 /* Remove object from the active list */
1069 speed = 0;
1070 update_ob_speed (this);
1071
1072 unlink ();
1073
1074 mortals.push_back (this);
1075} 1022}
1076 1023
1077/* 1024/* op->remove ():
1078 * sub_weight() recursively (outwards) subtracts a number from the
1079 * weight of an object (and what is carried by it's environment(s)).
1080 */
1081
1082void
1083sub_weight (object *op, signed long weight)
1084{
1085 while (op != NULL)
1086 {
1087 if (op->type == CONTAINER)
1088 {
1089 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1090 }
1091 op->carrying -= weight;
1092 op = op->env;
1093 }
1094}
1095
1096/* remove_ob(op):
1097 * This function removes the object op from the linked list of objects 1025 * This function removes the object op from the linked list of objects
1098 * which it is currently tied to. When this function is done, the 1026 * which it is currently tied to. When this function is done, the
1099 * object will have no environment. If the object previously had an 1027 * object will have no environment. If the object previously had an
1100 * environment, the x and y coordinates will be updated to 1028 * environment, the x and y coordinates will be updated to
1101 * the previous environment. 1029 * the previous environment.
1102 * Beware: This function is called from the editor as well!
1103 */ 1030 */
1104
1105void 1031void
1106remove_ob (object *op) 1032object::do_remove ()
1107{ 1033{
1034 object *tmp, *last = 0;
1108 object * 1035 object *otmp;
1109 tmp, *
1110 last = NULL;
1111 object *
1112 otmp;
1113 1036
1114 tag_t 1037 if (flag [FLAG_REMOVED])
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120
1121 sint16
1122 x,
1123 y;
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED))
1126 return; 1038 return;
1127 1039
1128 SET_FLAG (op, FLAG_REMOVED); 1040 INVOKE_OBJECT (REMOVE, this);
1129 1041
1130 if (op->more != NULL) 1042 flag [FLAG_REMOVED] = true;
1131 remove_ob (op->more); 1043
1044 if (more)
1045 more->remove ();
1132 1046
1133 /* 1047 /*
1134 * In this case, the object to be removed is in someones 1048 * In this case, the object to be removed is in someones
1135 * inventory. 1049 * inventory.
1136 */ 1050 */
1137 if (op->env != NULL) 1051 if (env)
1138 { 1052 {
1139 if (op->nrof) 1053 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1140 sub_weight (op->env, op->weight * op->nrof); 1054 if (object *pl = visible_to ())
1141 else 1055 esrv_del_item (pl->contr, count);
1142 sub_weight (op->env, op->weight + op->carrying); 1056 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1057
1058 adjust_weight (env, -total_weight ());
1059
1060 /* we set up values so that it could be inserted into
1061 * the map, but we don't actually do that - it is up
1062 * to the caller to decide what we want to do.
1063 */
1064 map = env->map;
1065 x = env->x;
1066 y = env->y;
1067
1068 // make sure cmov optimisation is applicable
1069 *(above ? &above->below : &env->inv) = below;
1070 *(below ? &below->above : &above ) = above; // &above is just a dummy
1071
1072 above = 0;
1073 below = 0;
1074 env = 0;
1143 1075
1144 /* NO_FIX_PLAYER is set when a great many changes are being 1076 /* NO_FIX_PLAYER is set when a great many changes are being
1145 * made to players inventory. If set, avoiding the call 1077 * made to players inventory. If set, avoiding the call
1146 * to save cpu time. 1078 * to save cpu time.
1147 */ 1079 */
1148 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1080 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1149 fix_player (otmp); 1081 otmp->update_stats ();
1150
1151 if (op->above != NULL)
1152 op->above->below = op->below;
1153 else
1154 op->env->inv = op->below;
1155
1156 if (op->below != NULL)
1157 op->below->above = op->above;
1158
1159 /* we set up values so that it could be inserted into
1160 * the map, but we don't actually do that - it is up
1161 * to the caller to decide what we want to do.
1162 */
1163 op->x = op->env->x, op->y = op->env->y;
1164 op->map = op->env->map;
1165 op->above = NULL, op->below = NULL;
1166 op->env = NULL;
1167 } 1082 }
1168 else if (op->map) 1083 else if (map)
1169 { 1084 {
1170 x = op->x; 1085 map->dirty = true;
1171 y = op->y; 1086 mapspace &ms = this->ms ();
1172 m = get_map_from_coord (op->map, &x, &y);
1173 1087
1174 if (!m) 1088 if (object *pl = ms.player ())
1175 { 1089 {
1176 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1090 if (type == PLAYER) // this == pl(!)
1177 op->map->path, op->x, op->y);
1178 /* in old days, we used to set x and y to 0 and continue.
1179 * it seems if we get into this case, something is probablye
1180 * screwed up and should be fixed.
1181 */ 1091 {
1182 abort (); 1092 // leaving a spot always closes any open container on the ground
1093 if (container && !container->env)
1094 // this causes spurious floorbox updates, but it ensures
1095 // that the CLOSE event is being sent.
1096 close_container ();
1097
1098 --map->players;
1099 map->touch ();
1100 }
1101 else if (pl->container == this)
1102 {
1103 // removing a container should close it
1104 close_container ();
1105 }
1106
1107 esrv_del_item (pl->contr, count);
1183 } 1108 }
1184 1109
1185 if (op->map != m)
1186 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188
1189 /* Re did the following section of code - it looks like it had
1190 * lots of logic for things we no longer care about
1191 */
1192
1193 /* link the object above us */ 1110 /* link the object above us */
1194 if (op->above) 1111 // re-link, make sure compiler can easily use cmove
1195 op->above->below = op->below; 1112 *(above ? &above->below : &ms.top) = below;
1196 else 1113 *(below ? &below->above : &ms.bot) = above;
1197 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1198 1114
1199 /* Relink the object below us, if there is one */ 1115 above = 0;
1200 if (op->below) 1116 below = 0;
1201 op->below->above = op->above; 1117
1202 else 1118 ms.flags_ = 0;
1119
1120 if (map->in_memory == MAP_SAVING)
1121 return;
1122
1123 int check_walk_off = !flag [FLAG_NO_APPLY];
1124
1125 if (object *pl = ms.player ())
1203 { 1126 {
1204 /* Nothing below, which means we need to relink map object for this space 1127 if (pl->container == this)
1205 * use translated coordinates in case some oddness with map tiling is 1128 /* If a container that the player is currently using somehow gets
1206 * evident 1129 * removed (most likely destroyed), update the player view
1130 * appropriately.
1207 */ 1131 */
1208 if (GET_MAP_OB (m, x, y) != op) 1132 pl->close_container ();
1209 {
1210 dump_object (op);
1211 LOG (llevError,
1212 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1213 dump_object (GET_MAP_OB (m, x, y));
1214 LOG (llevError, "%s\n", errmsg);
1215 }
1216 1133
1217 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1134 //TODO: the floorbox prev/next might need updating
1135 //esrv_del_item (pl->contr, count);
1136 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns)
1138 pl->contr->ns->floorbox_update ();
1218 } 1139 }
1219 1140
1220 op->above = 0; 1141 for (tmp = ms.bot; tmp; tmp = tmp->above)
1221 op->below = 0;
1222
1223 if (op->map->in_memory == MAP_SAVING)
1224 return;
1225
1226 tag = op->count;
1227 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1228
1229 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1230 { 1142 {
1231 /* No point updating the players look faces if he is the object 1143 /* No point updating the players look faces if he is the object
1232 * being removed. 1144 * being removed.
1233 */ 1145 */
1234 1146
1235 if (tmp->type == PLAYER && tmp != op) 1147 /* See if object moving off should effect something */
1148 if (check_walk_off
1149 && ((move_type & tmp->move_off)
1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1236 { 1151 {
1237 /* If a container that the player is currently using somehow gets 1152 move_apply (tmp, this, 0);
1238 * removed (most likely destroyed), update the player view
1239 * appropriately.
1240 */
1241 if (tmp->container == op)
1242 {
1243 CLEAR_FLAG (op, FLAG_APPLIED);
1244 tmp->container = NULL;
1245 }
1246 1153
1247 tmp->contr->socket.update_look = 1; 1154 if (destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1248 } 1156 }
1249
1250 /* See if player moving off should effect something */
1251 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1252 {
1253 move_apply (tmp, op, NULL);
1254
1255 if (was_destroyed (op, tag))
1256 {
1257 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1258 }
1259 }
1260
1261 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1262
1263 if (tmp->above == tmp)
1264 tmp->above = NULL;
1265 1157
1266 last = tmp; 1158 last = tmp;
1267 } 1159 }
1268 1160
1269 /* last == NULL of there are no objects on this space */ 1161 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1270 if (last == NULL)
1271 {
1272 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1273 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1274 * those out anyways, and if there are any flags set right now, they won't
1275 * be correct anyways.
1276 */
1277 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1278 update_position (op->map, op->x, op->y);
1279 }
1280 else
1281 update_object (last, UP_OBJ_REMOVE);
1282
1283 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1284 update_all_los (op->map, op->x, op->y); 1162 update_all_los (map, x, y);
1285 } 1163 }
1286} 1164}
1287 1165
1288/* 1166/*
1289 * merge_ob(op,top): 1167 * merge_ob(op,top):
1297merge_ob (object *op, object *top) 1175merge_ob (object *op, object *top)
1298{ 1176{
1299 if (!op->nrof) 1177 if (!op->nrof)
1300 return 0; 1178 return 0;
1301 1179
1302 if (top == NULL) 1180 if (!top)
1303 for (top = op; top != NULL && top->above != NULL; top = top->above); 1181 for (top = op; top && top->above; top = top->above)
1182 ;
1304 1183
1305 for (; top != NULL; top = top->below) 1184 for (; top; top = top->below)
1306 { 1185 if (object::can_merge (op, top))
1307 if (top == op)
1308 continue;
1309 if (CAN_MERGE (op, top))
1310 { 1186 {
1311 top->nrof += op->nrof; 1187 top->nrof += op->nrof;
1312 1188
1313/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1189 if (object *pl = top->visible_to ())
1314 op->weight = 0; /* Don't want any adjustements now */ 1190 esrv_update_item (UPD_NROF, pl, top);
1315 remove_ob (op); 1191
1316 free_object (op); 1192 op->weight = 0; // cancel the addition above
1193 op->carrying = 0; // must be 0 already
1194
1195 op->destroy (1);
1196
1317 return top; 1197 return top;
1318 } 1198 }
1319 }
1320 1199
1321 return NULL; 1200 return 0;
1322} 1201}
1323 1202
1203void
1204object::expand_tail ()
1205{
1206 if (more)
1207 return;
1208
1209 object *prev = this;
1210
1211 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1212 {
1213 object *op = arch_to_object (at);
1214
1215 op->name = name;
1216 op->name_pl = name_pl;
1217 op->title = title;
1218
1219 op->head = this;
1220 prev->more = op;
1221
1222 prev = op;
1223 }
1224}
1225
1324/* 1226/*
1325 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1227 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1326 * job preparing multi-part monsters 1228 * job preparing multi-part monsters.
1327 */ 1229 */
1328object * 1230object *
1329insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1231insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1330{ 1232{
1331 object *tmp; 1233 op->remove ();
1332 1234
1333 if (op->head)
1334 op = op->head;
1335
1336 for (tmp = op; tmp; tmp = tmp->more) 1235 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1337 { 1236 {
1338 tmp->x = x + tmp->arch->clone.x; 1237 tmp->x = x + tmp->arch->x;
1339 tmp->y = y + tmp->arch->clone.y; 1238 tmp->y = y + tmp->arch->y;
1340 } 1239 }
1341 1240
1342 return insert_ob_in_map (op, m, originator, flag); 1241 return insert_ob_in_map (op, m, originator, flag);
1343} 1242}
1344 1243
1360 * Return value: 1259 * Return value:
1361 * new object if 'op' was merged with other object 1260 * new object if 'op' was merged with other object
1362 * NULL if 'op' was destroyed 1261 * NULL if 'op' was destroyed
1363 * just 'op' otherwise 1262 * just 'op' otherwise
1364 */ 1263 */
1365
1366object * 1264object *
1367insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1368{ 1266{
1369 object *tmp, *top, *floor = NULL; 1267 if (op->is_on_map ())
1370 sint16 x, y;
1371
1372 if (QUERY_FLAG (op, FLAG_FREED))
1373 {
1374 LOG (llevError, "Trying to insert freed object!\n");
1375 return NULL;
1376 } 1268 {
1377 1269 LOG (llevError, "insert_ob_in_map called for object already on map");
1378 if (m == NULL)
1379 {
1380 dump_object (op);
1381 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1382 return op;
1383 }
1384
1385 if (out_of_map (m, op->x, op->y))
1386 {
1387 dump_object (op);
1388 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1389#ifdef MANY_CORES
1390 /* Better to catch this here, as otherwise the next use of this object
1391 * is likely to cause a crash. Better to find out where it is getting
1392 * improperly inserted.
1393 */
1394 abort (); 1270 abort ();
1395#endif
1396 return op;
1397 }
1398
1399 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400 { 1271 }
1401 dump_object (op); 1272
1402 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1273 if (op->env)
1403 return op;
1404 } 1274 {
1405 1275 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1406 if (op->more != NULL) 1276 op->remove ();
1407 { 1277 }
1408 /* The part may be on a different map. */
1409 1278
1410 object *more = op->more; 1279 if (op->face && !face_info (op->face))//D TODO: remove soon
1411 1280 {//D
1412 /* We really need the caller to normalize coordinates - if 1281 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1413 * we set the map, that doesn't work if the location is within 1282 op->face = 1;//D
1414 * a map and this is straddling an edge. So only if coordinate
1415 * is clear wrong do we normalize it.
1416 */
1417 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1418 more->map = get_map_from_coord (m, &more->x, &more->y);
1419 else if (!more->map)
1420 {
1421 /* For backwards compatibility - when not dealing with tiled maps,
1422 * more->map should always point to the parent.
1423 */
1424 more->map = m;
1425 }
1426
1427 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1428 {
1429 if (!op->head)
1430 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1431
1432 return NULL;
1433 }
1434 } 1283 }//D
1435
1436 CLEAR_FLAG (op, FLAG_REMOVED);
1437 1284
1438 /* Ideally, the caller figures this out. However, it complicates a lot 1285 /* Ideally, the caller figures this out. However, it complicates a lot
1439 * of areas of callers (eg, anything that uses find_free_spot would now 1286 * of areas of callers (eg, anything that uses find_free_spot would now
1440 * need extra work 1287 * need extra work
1441 */ 1288 */
1442 op->map = get_map_from_coord (m, &op->x, &op->y); 1289 if (!xy_normalise (m, op->x, op->y))
1443 x = op->x; 1290 {
1444 y = op->y; 1291 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1292 return 0;
1293 }
1294
1295 if (object *more = op->more)
1296 if (!insert_ob_in_map (more, m, originator, flag))
1297 return 0;
1298
1299 CLEAR_FLAG (op, FLAG_REMOVED);
1300
1301 op->map = m;
1302 mapspace &ms = op->ms ();
1445 1303
1446 /* this has to be done after we translate the coordinates. 1304 /* this has to be done after we translate the coordinates.
1447 */ 1305 */
1448 if (op->nrof && !(flag & INS_NO_MERGE)) 1306 if (op->nrof && !(flag & INS_NO_MERGE))
1449 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1307 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1450 if (CAN_MERGE (op, tmp)) 1308 if (object::can_merge (op, tmp))
1451 { 1309 {
1310 // TODO: we actually want to update tmp, not op,
1311 // but some caller surely breaks when we return tmp
1312 // from here :/
1452 op->nrof += tmp->nrof; 1313 op->nrof += tmp->nrof;
1453 remove_ob (tmp); 1314 tmp->destroy (1);
1454 free_object (tmp);
1455 } 1315 }
1456 1316
1457 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1317 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1458 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1318 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459 1319
1466 { 1326 {
1467 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1327 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1468 abort (); 1328 abort ();
1469 } 1329 }
1470 1330
1331 if (!originator->is_on_map ())
1332 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1333 op->debug_desc (), originator->debug_desc ());
1334
1471 op->above = originator; 1335 op->above = originator;
1472 op->below = originator->below; 1336 op->below = originator->below;
1473
1474 if (op->below)
1475 op->below->above = op;
1476 else
1477 SET_MAP_OB (op->map, op->x, op->y, op);
1478
1479 /* since *below* originator, no need to update top */
1480 originator->below = op; 1337 originator->below = op;
1338
1339 *(op->below ? &op->below->above : &ms.bot) = op;
1481 } 1340 }
1482 else 1341 else
1483 { 1342 {
1343 object *floor = 0;
1344 object *top = ms.top;
1345
1484 /* If there are other objects, then */ 1346 /* If there are other objects, then */
1485 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1347 if (top)
1486 { 1348 {
1487 object *last = NULL;
1488
1489 /* 1349 /*
1490 * If there are multiple objects on this space, we do some trickier handling. 1350 * If there are multiple objects on this space, we do some trickier handling.
1491 * We've already dealt with merging if appropriate. 1351 * We've already dealt with merging if appropriate.
1492 * Generally, we want to put the new object on top. But if 1352 * Generally, we want to put the new object on top. But if
1493 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1353 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1496 * once we get to them. This reduces the need to traverse over all of 1356 * once we get to them. This reduces the need to traverse over all of
1497 * them when adding another one - this saves quite a bit of cpu time 1357 * them when adding another one - this saves quite a bit of cpu time
1498 * when lots of spells are cast in one area. Currently, it is presumed 1358 * when lots of spells are cast in one area. Currently, it is presumed
1499 * that flying non pickable objects are spell objects. 1359 * that flying non pickable objects are spell objects.
1500 */ 1360 */
1501 1361 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1502 while (top != NULL)
1503 { 1362 {
1504 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1363 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1505 floor = top; 1364 floor = tmp;
1506 1365
1507 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1366 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1508 { 1367 {
1509 /* We insert above top, so we want this object below this */ 1368 /* We insert above top, so we want this object below this */
1510 top = top->below; 1369 top = tmp->below;
1511 break; 1370 break;
1512 } 1371 }
1513 1372
1514 last = top;
1515 top = top->above; 1373 top = tmp;
1516 } 1374 }
1517
1518 /* Don't want top to be NULL, so set it to the last valid object */
1519 top = last;
1520 1375
1521 /* We let update_position deal with figuring out what the space 1376 /* We let update_position deal with figuring out what the space
1522 * looks like instead of lots of conditions here. 1377 * looks like instead of lots of conditions here.
1523 * makes things faster, and effectively the same result. 1378 * makes things faster, and effectively the same result.
1524 */ 1379 */
1525 1380
1526 /* Have object 'fall below' other objects that block view. 1381 /* Have object 'fall below' other objects that block view.
1527 * Unless those objects are exits, type 66 1382 * Unless those objects are exits.
1528 * If INS_ON_TOP is used, don't do this processing 1383 * If INS_ON_TOP is used, don't do this processing
1529 * Need to find the object that in fact blocks view, otherwise 1384 * Need to find the object that in fact blocks view, otherwise
1530 * stacking is a bit odd. 1385 * stacking is a bit odd.
1531 */ 1386 */
1532 if (!(flag & INS_ON_TOP) && 1387 if (!(flag & INS_ON_TOP)
1533 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1388 && ms.flags () & P_BLOCKSVIEW
1389 && (op->face && !faces [op->face].visibility))
1534 { 1390 {
1391 object *last;
1392
1535 for (last = top; last != floor; last = last->below) 1393 for (last = top; last != floor; last = last->below)
1536 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1394 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537 break; 1395 break;
1396
1538 /* Check to see if we found the object that blocks view, 1397 /* Check to see if we found the object that blocks view,
1539 * and make sure we have a below pointer for it so that 1398 * and make sure we have a below pointer for it so that
1540 * we can get inserted below this one, which requires we 1399 * we can get inserted below this one, which requires we
1541 * set top to the object below us. 1400 * set top to the object below us.
1542 */ 1401 */
1543 if (last && last->below && last != floor) 1402 if (last && last->below && last != floor)
1544 top = last->below; 1403 top = last->below;
1545 } 1404 }
1546 } /* If objects on this space */ 1405 } /* If objects on this space */
1547 1406
1548 if (flag & INS_MAP_LOAD)
1549 top = GET_MAP_TOP (op->map, op->x, op->y);
1550
1551 if (flag & INS_ABOVE_FLOOR_ONLY) 1407 if (flag & INS_ABOVE_FLOOR_ONLY)
1552 top = floor; 1408 top = floor;
1553 1409
1554 /* Top is the object that our object (op) is going to get inserted above. 1410 // insert object above top, or bottom-most if top = 0
1555 */
1556
1557 /* First object on this space */
1558 if (!top) 1411 if (!top)
1559 { 1412 {
1560 op->above = GET_MAP_OB (op->map, op->x, op->y);
1561
1562 if (op->above)
1563 op->above->below = op;
1564
1565 op->below = NULL; 1413 op->below = 0;
1566 SET_MAP_OB (op->map, op->x, op->y, op); 1414 op->above = ms.bot;
1415 ms.bot = op;
1416
1417 *(op->above ? &op->above->below : &ms.top) = op;
1567 } 1418 }
1568 else 1419 else
1569 { /* get inserted into the stack above top */ 1420 {
1570 op->above = top->above; 1421 op->above = top->above;
1571
1572 if (op->above)
1573 op->above->below = op; 1422 top->above = op;
1574 1423
1575 op->below = top; 1424 op->below = top;
1576 top->above = op; 1425 *(op->above ? &op->above->below : &ms.top) = op;
1577 } 1426 }
1578 1427 }
1579 if (op->above == NULL)
1580 SET_MAP_TOP (op->map, op->x, op->y, op);
1581 } /* else not INS_BELOW_ORIGINATOR */
1582 1428
1583 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1430 {
1584 op->contr->do_los = 1; 1431 op->contr->do_los = 1;
1432 ++op->map->players;
1433 op->map->touch ();
1434 }
1585 1435
1586 /* If we have a floor, we know the player, if any, will be above 1436 op->map->dirty = true;
1587 * it, so save a few ticks and start from there. 1437
1588 */ 1438 if (object *pl = ms.player ())
1589 if (!(flag & INS_MAP_LOAD)) 1439 //TODO: the floorbox prev/next might need updating
1590 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1440 //esrv_send_item (pl, op);
1591 if (tmp->type == PLAYER) 1441 //TODO: update floorbox to preserve ordering
1592 tmp->contr->socket.update_look = 1; 1442 if (pl->contr->ns)
1443 pl->contr->ns->floorbox_update ();
1593 1444
1594 /* If this object glows, it may affect lighting conditions that are 1445 /* If this object glows, it may affect lighting conditions that are
1595 * visible to others on this map. But update_all_los is really 1446 * visible to others on this map. But update_all_los is really
1596 * an inefficient way to do this, as it means los for all players 1447 * an inefficient way to do this, as it means los for all players
1597 * on the map will get recalculated. The players could very well 1448 * on the map will get recalculated. The players could very well
1598 * be far away from this change and not affected in any way - 1449 * be far away from this change and not affected in any way -
1599 * this should get redone to only look for players within range, 1450 * this should get redone to only look for players within range,
1600 * or just updating the P_NEED_UPDATE for spaces within this area 1451 * or just updating the P_UPTODATE for spaces within this area
1601 * of effect may be sufficient. 1452 * of effect may be sufficient.
1602 */ 1453 */
1603 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1454 if (op->map->darkness && (op->glow_radius != 0))
1604 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1605 1456
1606 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1457 /* updates flags (blocked, alive, no magic, etc) for this map space */
1607 update_object (op, UP_OBJ_INSERT); 1458 update_object (op, UP_OBJ_INSERT);
1608 1459
1460 INVOKE_OBJECT (INSERT, op);
1461
1609 /* Don't know if moving this to the end will break anything. However, 1462 /* Don't know if moving this to the end will break anything. However,
1610 * we want to have update_look set above before calling this. 1463 * we want to have floorbox_update called before calling this.
1611 * 1464 *
1612 * check_move_on() must be after this because code called from 1465 * check_move_on() must be after this because code called from
1613 * check_move_on() depends on correct map flags (so functions like 1466 * check_move_on() depends on correct map flags (so functions like
1614 * blocked() and wall() work properly), and these flags are updated by 1467 * blocked() and wall() work properly), and these flags are updated by
1615 * update_object(). 1468 * update_object().
1616 */ 1469 */
1617 1470
1618 /* if this is not the head or flag has been passed, don't check walk on status */ 1471 /* if this is not the head or flag has been passed, don't check walk on status */
1619 if (!(flag & INS_NO_WALK_ON) && !op->head) 1472 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1620 { 1473 {
1621 if (check_move_on (op, originator)) 1474 if (check_move_on (op, originator))
1622 return NULL; 1475 return 0;
1623 1476
1624 /* If we are a multi part object, lets work our way through the check 1477 /* If we are a multi part object, lets work our way through the check
1625 * walk on's. 1478 * walk on's.
1626 */ 1479 */
1627 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1480 for (object *tmp = op->more; tmp; tmp = tmp->more)
1628 if (check_move_on (tmp, originator)) 1481 if (check_move_on (tmp, originator))
1629 return NULL; 1482 return 0;
1630 } 1483 }
1631 1484
1632 return op; 1485 return op;
1633} 1486}
1634 1487
1635/* this function inserts an object in the map, but if it 1488/* this function inserts an object in the map, but if it
1636 * finds an object of its own type, it'll remove that one first. 1489 * finds an object of its own type, it'll remove that one first.
1637 * op is the object to insert it under: supplies x and the map. 1490 * op is the object to insert it under: supplies x and the map.
1638 */ 1491 */
1639void 1492void
1640replace_insert_ob_in_map (const char *arch_string, object *op) 1493replace_insert_ob_in_map (const char *arch_string, object *op)
1641{ 1494{
1642 object *
1643 tmp;
1644 object *
1645 tmp1;
1646
1647 /* first search for itself and remove any old instances */ 1495 /* first search for itself and remove any old instances */
1648 1496
1649 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1497 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1650 {
1651 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1498 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1652 { 1499 tmp->destroy (1);
1653 remove_ob (tmp);
1654 free_object (tmp);
1655 }
1656 }
1657 1500
1658 tmp1 = arch_to_object (find_archetype (arch_string)); 1501 object *tmp = arch_to_object (archetype::find (arch_string));
1659 1502
1660 tmp1->x = op->x; 1503 tmp->x = op->x;
1661 tmp1->y = op->y; 1504 tmp->y = op->y;
1505
1662 insert_ob_in_map (tmp1, op->map, op, 0); 1506 insert_ob_in_map (tmp, op->map, op, 0);
1663} 1507}
1664
1665/*
1666 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1667 * is returned contains nr objects, and the remaining parts contains
1668 * the rest (or is removed and freed if that number is 0).
1669 * On failure, NULL is returned, and the reason put into the
1670 * global static errmsg array.
1671 */
1672 1508
1673object * 1509object *
1674get_split_ob (object *orig_ob, uint32 nr) 1510object::insert_at (object *where, object *originator, int flags)
1675{ 1511{
1676 object * 1512 if (where->env)
1677 newob; 1513 return where->env->insert (this);
1678 int 1514 else
1679 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1515 return where->map->insert (this, where->x, where->y, originator, flags);
1680
1681 if (orig_ob->nrof < nr)
1682 {
1683 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1684 return NULL;
1685 }
1686
1687 newob = object_create_clone (orig_ob);
1688
1689 if ((orig_ob->nrof -= nr) < 1)
1690 {
1691 if (!is_removed)
1692 remove_ob (orig_ob);
1693 free_object2 (orig_ob, 1);
1694 }
1695 else if (!is_removed)
1696 {
1697 if (orig_ob->env != NULL)
1698 sub_weight (orig_ob->env, orig_ob->weight * nr);
1699 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1700 {
1701 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1702 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1703 return NULL;
1704 }
1705 }
1706
1707 newob->nrof = nr;
1708
1709 return newob;
1710} 1516}
1711 1517
1712/* 1518/*
1713 * decrease_ob_nr(object, number) decreases a specified number from 1519 * decrease(object, number) decreases a specified number from
1714 * the amount of an object. If the amount reaches 0, the object 1520 * the amount of an object. If the amount reaches 0, the object
1715 * is subsequently removed and freed. 1521 * is subsequently removed and freed.
1716 * 1522 *
1717 * Return value: 'op' if something is left, NULL if the amount reached 0 1523 * Return value: 'op' if something is left, NULL if the amount reached 0
1718 */ 1524 */
1525bool
1526object::decrease (sint32 nr)
1527{
1528 if (!nr)
1529 return true;
1719 1530
1531 nr = min (nr, nrof);
1532
1533 if (nrof > nr)
1534 {
1535 nrof -= nr;
1536 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1537
1538 if (object *pl = visible_to ())
1539 esrv_update_item (UPD_NROF, pl, this);
1540
1541 return true;
1542 }
1543 else
1544 {
1545 destroy ();
1546 return false;
1547 }
1548}
1549
1550/*
1551 * split(ob,nr) splits up ob into two parts. The part which
1552 * is returned contains nr objects, and the remaining parts contains
1553 * the rest (or is removed and returned if that number is 0).
1554 * On failure, NULL is returned.
1555 */
1720object * 1556object *
1721decrease_ob_nr (object *op, uint32 i) 1557object::split (sint32 nr)
1722{ 1558{
1723 object *tmp; 1559 int have = number_of ();
1724 player *pl;
1725 1560
1726 if (i == 0) /* objects with op->nrof require this check */ 1561 if (have < nr)
1727 return op; 1562 return 0;
1728 1563 else if (have == nr)
1729 if (i > op->nrof)
1730 i = op->nrof;
1731
1732 if (QUERY_FLAG (op, FLAG_REMOVED))
1733 op->nrof -= i;
1734 else if (op->env != NULL)
1735 { 1564 {
1736 /* is this object in the players inventory, or sub container
1737 * therein?
1738 */
1739 tmp = is_player_inv (op->env);
1740 /* nope. Is this a container the player has opened?
1741 * If so, set tmp to that player.
1742 * IMO, searching through all the players will mostly
1743 * likely be quicker than following op->env to the map,
1744 * and then searching the map for a player.
1745 */
1746 if (!tmp)
1747 {
1748 for (pl = first_player; pl; pl = pl->next)
1749 if (pl->ob->container == op->env)
1750 break;
1751 if (pl)
1752 tmp = pl->ob;
1753 else
1754 tmp = NULL;
1755 }
1756
1757 if (i < op->nrof)
1758 {
1759 sub_weight (op->env, op->weight * i);
1760 op->nrof -= i;
1761 if (tmp)
1762 {
1763 esrv_send_item (tmp, op);
1764 }
1765 }
1766 else
1767 {
1768 remove_ob (op); 1565 remove ();
1769 op->nrof = 0; 1566 return this;
1770 if (tmp)
1771 {
1772 esrv_del_item (tmp->contr, op->count);
1773 }
1774 }
1775 } 1567 }
1776 else 1568 else
1777 { 1569 {
1778 object *above = op->above; 1570 decrease (nr);
1779 1571
1780 if (i < op->nrof) 1572 object *op = deep_clone ();
1781 op->nrof -= i; 1573 op->nrof = nr;
1782 else
1783 {
1784 remove_ob (op);
1785 op->nrof = 0;
1786 }
1787
1788 /* Since we just removed op, op->above is null */
1789 for (tmp = above; tmp != NULL; tmp = tmp->above)
1790 if (tmp->type == PLAYER)
1791 {
1792 if (op->nrof)
1793 esrv_send_item (tmp, op);
1794 else
1795 esrv_del_item (tmp->contr, op->count);
1796 }
1797 }
1798
1799 if (op->nrof)
1800 return op; 1574 return op;
1801 else
1802 { 1575 }
1803 free_object (op); 1576}
1577
1578object *
1579insert_ob_in_ob (object *op, object *where)
1580{
1581 if (!where)
1582 {
1583 char *dump = dump_object (op);
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump);
1804 return NULL; 1586 return op;
1805 }
1806}
1807
1808/*
1809 * add_weight(object, weight) adds the specified weight to an object,
1810 * and also updates how much the environment(s) is/are carrying.
1811 */
1812
1813void
1814add_weight (object *op, signed long weight)
1815{
1816 while (op != NULL)
1817 { 1587 }
1818 if (op->type == CONTAINER)
1819 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1820 1588
1821 op->carrying += weight; 1589 if (where->head_ () != where)
1822 op = op->env;
1823 } 1590 {
1824} 1591 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head;
1593 }
1825 1594
1595 return where->insert (op);
1596}
1597
1826/* 1598/*
1827 * insert_ob_in_ob(op,environment): 1599 * env->insert (op)
1828 * This function inserts the object op in the linked list 1600 * This function inserts the object op in the linked list
1829 * inside the object environment. 1601 * inside the object environment.
1830 * 1602 *
1831 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1832 * the inventory at the last position or next to other objects of the same
1833 * type.
1834 * Frank: Now sorted by type, archetype and magic!
1835 *
1836 * The function returns now pointer to inserted item, and return value can 1603 * The function returns now pointer to inserted item, and return value can
1837 * be != op, if items are merged. -Tero 1604 * be != op, if items are merged. -Tero
1838 */ 1605 */
1839
1840object * 1606object *
1841insert_ob_in_ob (object *op, object *where) 1607object::insert (object *op)
1842{ 1608{
1843 object *
1844 tmp, *
1845 otmp;
1846
1847 if (!QUERY_FLAG (op, FLAG_REMOVED))
1848 {
1849 dump_object (op);
1850 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1851 return op;
1852 }
1853
1854 if (where == NULL)
1855 {
1856 dump_object (op);
1857 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1858 return op;
1859 }
1860
1861 if (where->head)
1862 {
1863 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1864 where = where->head;
1865 }
1866
1867 if (op->more) 1609 if (op->more)
1868 { 1610 {
1869 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1611 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1870 return op; 1612 return op;
1871 } 1613 }
1872 1614
1873 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1615 op->remove ();
1874 CLEAR_FLAG (op, FLAG_REMOVED); 1616
1617 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1618
1875 if (op->nrof) 1619 if (op->nrof)
1876 {
1877 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1620 for (object *tmp = inv; tmp; tmp = tmp->below)
1878 if (CAN_MERGE (tmp, op)) 1621 if (object::can_merge (tmp, op))
1879 { 1622 {
1880 /* return the original object and remove inserted object 1623 /* return the original object and remove inserted object
1881 (client needs the original object) */ 1624 (client needs the original object) */
1882 tmp->nrof += op->nrof; 1625 tmp->nrof += op->nrof;
1883 /* Weight handling gets pretty funky. Since we are adding to 1626
1884 * tmp->nrof, we need to increase the weight. 1627 if (object *pl = tmp->visible_to ())
1885 */ 1628 esrv_update_item (UPD_NROF, pl, tmp);
1886 add_weight (where, op->weight * op->nrof); 1629
1887 SET_FLAG (op, FLAG_REMOVED); 1630 adjust_weight (this, op->total_weight ());
1888 free_object (op); /* free the inserted object */ 1631
1632 op->destroy (1);
1889 op = tmp; 1633 op = tmp;
1890 remove_ob (op); /* and fix old object's links */ 1634 goto inserted;
1891 CLEAR_FLAG (op, FLAG_REMOVED);
1892 break;
1893 } 1635 }
1894 1636
1895 /* I assume combined objects have no inventory 1637 op->owner = 0; // it's his/hers now. period.
1896 * We add the weight - this object could have just been removed
1897 * (if it was possible to merge). calling remove_ob will subtract
1898 * the weight, so we need to add it in again, since we actually do
1899 * the linking below
1900 */
1901 add_weight (where, op->weight * op->nrof);
1902 }
1903 else
1904 add_weight (where, (op->weight + op->carrying));
1905
1906 otmp = is_player_inv (where);
1907 if (otmp && otmp->contr != NULL)
1908 {
1909 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1910 fix_player (otmp);
1911 }
1912
1913 op->map = NULL; 1638 op->map = 0;
1914 op->env = where; 1639 op->x = 0;
1640 op->y = 0;
1641
1915 op->above = NULL; 1642 op->above = 0;
1916 op->below = NULL; 1643 op->below = inv;
1917 op->x = 0, op->y = 0; 1644 op->env = this;
1918 1645
1646 if (inv)
1647 inv->above = op;
1648
1649 inv = op;
1650
1651 op->flag [FLAG_REMOVED] = 0;
1652
1653 if (object *pl = op->visible_to ())
1654 esrv_send_item (pl, op);
1655
1656 adjust_weight (this, op->total_weight ());
1657
1658inserted:
1919 /* reset the light list and los of the players on the map */ 1659 /* reset the light list and los of the players on the map */
1920 if ((op->glow_radius != 0) && where->map) 1660 if (op->glow_radius && map && map->darkness)
1921 { 1661 update_all_los (map, x, y);
1922#ifdef DEBUG_LIGHTS
1923 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1924#endif /* DEBUG_LIGHTS */
1925 if (MAP_DARKNESS (where->map))
1926 update_all_los (where->map, where->x, where->y);
1927 }
1928 1662
1929 /* Client has no idea of ordering so lets not bother ordering it here. 1663 // if this is a player's inventory, update stats
1930 * It sure simplifies this function... 1664 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1931 */ 1665 update_stats ();
1932 if (where->inv == NULL) 1666
1933 where->inv = op; 1667 INVOKE_OBJECT (INSERT, this);
1934 else 1668
1935 {
1936 op->below = where->inv;
1937 op->below->above = op;
1938 where->inv = op;
1939 }
1940 return op; 1669 return op;
1941} 1670}
1942 1671
1943/* 1672/*
1944 * Checks if any objects has a move_type that matches objects 1673 * Checks if any objects has a move_type that matches objects
1958 * 1687 *
1959 * MSW 2001-07-08: Check all objects on space, not just those below 1688 * MSW 2001-07-08: Check all objects on space, not just those below
1960 * object being inserted. insert_ob_in_map may not put new objects 1689 * object being inserted. insert_ob_in_map may not put new objects
1961 * on top. 1690 * on top.
1962 */ 1691 */
1963
1964int 1692int
1965check_move_on (object *op, object *originator) 1693check_move_on (object *op, object *originator)
1966{ 1694{
1967 object * 1695 object *tmp;
1968 tmp; 1696 maptile *m = op->map;
1969 tag_t
1970 tag;
1971 mapstruct *
1972 m = op->map;
1973 int
1974 x = op->x, y = op->y; 1697 int x = op->x, y = op->y;
1975 1698
1976 MoveType 1699 MoveType move_on, move_slow, move_block;
1977 move_on,
1978 move_slow,
1979 move_block;
1980 1700
1981 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1701 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1982 return 0; 1702 return 0;
1983
1984 tag = op->count;
1985 1703
1986 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1704 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1987 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1705 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1988 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1706 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1989 1707
2005 1723
2006 /* The objects have to be checked from top to bottom. 1724 /* The objects have to be checked from top to bottom.
2007 * Hence, we first go to the top: 1725 * Hence, we first go to the top:
2008 */ 1726 */
2009 1727
2010 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1728 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2011 { 1729 {
2012 /* Trim the search when we find the first other spell effect 1730 /* Trim the search when we find the first other spell effect
2013 * this helps performance so that if a space has 50 spell objects, 1731 * this helps performance so that if a space has 50 spell objects,
2014 * we don't need to check all of them. 1732 * we don't need to check all of them.
2015 */ 1733 */
2033 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1751 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2034 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1752 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2035 { 1753 {
2036 1754
2037 float 1755 float
2038 diff = tmp->move_slow_penalty * FABS (op->speed); 1756 diff = tmp->move_slow_penalty * fabs (op->speed);
2039 1757
2040 if (op->type == PLAYER) 1758 if (op->type == PLAYER)
2041 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1759 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2042 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1760 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2043 diff /= 4.0; 1761 diff /= 4.0;
2050 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1768 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1769 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2052 { 1770 {
2053 move_apply (tmp, op, originator); 1771 move_apply (tmp, op, originator);
2054 1772
2055 if (was_destroyed (op, tag)) 1773 if (op->destroyed ())
2056 return 1; 1774 return 1;
2057 1775
2058 /* what the person/creature stepped onto has moved the object 1776 /* what the person/creature stepped onto has moved the object
2059 * someplace new. Don't process any further - if we did, 1777 * someplace new. Don't process any further - if we did,
2060 * have a feeling strange problems would result. 1778 * have a feeling strange problems would result.
2070/* 1788/*
2071 * present_arch(arch, map, x, y) searches for any objects with 1789 * present_arch(arch, map, x, y) searches for any objects with
2072 * a matching archetype at the given map and coordinates. 1790 * a matching archetype at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1791 * The first matching object is returned, or NULL if none.
2074 */ 1792 */
2075
2076object * 1793object *
2077present_arch (const archetype *at, mapstruct *m, int x, int y) 1794present_arch (const archetype *at, maptile *m, int x, int y)
2078{ 1795{
2079 object *
2080 tmp;
2081
2082 if (m == NULL || out_of_map (m, x, y)) 1796 if (!m || out_of_map (m, x, y))
2083 { 1797 {
2084 LOG (llevError, "Present_arch called outside map.\n"); 1798 LOG (llevError, "Present_arch called outside map.\n");
2085 return NULL; 1799 return NULL;
2086 } 1800 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1801
2088 if (tmp->arch == at) 1802 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1803 if (tmp->arch->archname == at->archname)
2089 return tmp; 1804 return tmp;
1805
2090 return NULL; 1806 return NULL;
2091} 1807}
2092 1808
2093/* 1809/*
2094 * present(type, map, x, y) searches for any objects with 1810 * present(type, map, x, y) searches for any objects with
2095 * a matching type variable at the given map and coordinates. 1811 * a matching type variable at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1812 * The first matching object is returned, or NULL if none.
2097 */ 1813 */
2098
2099object * 1814object *
2100present (unsigned char type, mapstruct *m, int x, int y) 1815present (unsigned char type, maptile *m, int x, int y)
2101{ 1816{
2102 object *
2103 tmp;
2104
2105 if (out_of_map (m, x, y)) 1817 if (out_of_map (m, x, y))
2106 { 1818 {
2107 LOG (llevError, "Present called outside map.\n"); 1819 LOG (llevError, "Present called outside map.\n");
2108 return NULL; 1820 return NULL;
2109 } 1821 }
2110 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1822
1823 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2111 if (tmp->type == type) 1824 if (tmp->type == type)
2112 return tmp; 1825 return tmp;
1826
2113 return NULL; 1827 return NULL;
2114} 1828}
2115 1829
2116/* 1830/*
2117 * present_in_ob(type, object) searches for any objects with 1831 * present_in_ob(type, object) searches for any objects with
2118 * a matching type variable in the inventory of the given object. 1832 * a matching type variable in the inventory of the given object.
2119 * The first matching object is returned, or NULL if none. 1833 * The first matching object is returned, or NULL if none.
2120 */ 1834 */
2121
2122object * 1835object *
2123present_in_ob (unsigned char type, const object *op) 1836present_in_ob (unsigned char type, const object *op)
2124{ 1837{
2125 object *
2126 tmp;
2127
2128 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1838 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2129 if (tmp->type == type) 1839 if (tmp->type == type)
2130 return tmp; 1840 return tmp;
1841
2131 return NULL; 1842 return NULL;
2132} 1843}
2133 1844
2134/* 1845/*
2135 * present_in_ob (type, str, object) searches for any objects with 1846 * present_in_ob (type, str, object) searches for any objects with
2143 * str is the string to match against. Note that we match against 1854 * str is the string to match against. Note that we match against
2144 * the object name, not the archetype name. this is so that the 1855 * the object name, not the archetype name. this is so that the
2145 * spell code can use one object type (force), but change it's name 1856 * spell code can use one object type (force), but change it's name
2146 * to be unique. 1857 * to be unique.
2147 */ 1858 */
2148
2149object * 1859object *
2150present_in_ob_by_name (int type, const char *str, const object *op) 1860present_in_ob_by_name (int type, const char *str, const object *op)
2151{ 1861{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1862 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2156 {
2157 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1863 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2158 return tmp; 1864 return tmp;
2159 } 1865
2160 return NULL; 1866 return 0;
2161} 1867}
2162 1868
2163/* 1869/*
2164 * present_arch_in_ob(archetype, object) searches for any objects with 1870 * present_arch_in_ob(archetype, object) searches for any objects with
2165 * a matching archetype in the inventory of the given object. 1871 * a matching archetype in the inventory of the given object.
2166 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
2167 */ 1873 */
2168
2169object * 1874object *
2170present_arch_in_ob (const archetype *at, const object *op) 1875present_arch_in_ob (const archetype *at, const object *op)
2171{ 1876{
2172 object *
2173 tmp;
2174
2175 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2176 if (tmp->arch == at) 1878 if (tmp->arch->archname == at->archname)
2177 return tmp; 1879 return tmp;
1880
2178 return NULL; 1881 return NULL;
2179} 1882}
2180 1883
2181/* 1884/*
2182 * activate recursively a flag on an object inventory 1885 * activate recursively a flag on an object inventory
2183 */ 1886 */
2184void 1887void
2185flag_inv (object *op, int flag) 1888flag_inv (object *op, int flag)
2186{ 1889{
2187 object *
2188 tmp;
2189
2190 if (op->inv)
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1890 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2192 { 1891 {
2193 SET_FLAG (tmp, flag); 1892 SET_FLAG (tmp, flag);
2194 flag_inv (tmp, flag); 1893 flag_inv (tmp, flag);
2195 } 1894 }
2196} /* 1895}
1896
1897/*
2197 * desactivate recursively a flag on an object inventory 1898 * deactivate recursively a flag on an object inventory
2198 */ 1899 */
2199void 1900void
2200unflag_inv (object *op, int flag) 1901unflag_inv (object *op, int flag)
2201{ 1902{
2202 object *
2203 tmp;
2204
2205 if (op->inv)
2206 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2207 { 1904 {
2208 CLEAR_FLAG (tmp, flag); 1905 CLEAR_FLAG (tmp, flag);
2209 unflag_inv (tmp, flag); 1906 unflag_inv (tmp, flag);
2210 } 1907 }
2211}
2212
2213/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function.
2218 */
2219
2220void
2221set_cheat (object *op)
2222{
2223 SET_FLAG (op, FLAG_WAS_WIZ);
2224 flag_inv (op, FLAG_WAS_WIZ);
2225} 1908}
2226 1909
2227/* 1910/*
2228 * find_free_spot(object, map, x, y, start, stop) will search for 1911 * find_free_spot(object, map, x, y, start, stop) will search for
2229 * a spot at the given map and coordinates which will be able to contain 1912 * a spot at the given map and coordinates which will be able to contain
2231 * to search (see the freearr_x/y[] definition). 1914 * to search (see the freearr_x/y[] definition).
2232 * It returns a random choice among the alternatives found. 1915 * It returns a random choice among the alternatives found.
2233 * start and stop are where to start relative to the free_arr array (1,9 1916 * start and stop are where to start relative to the free_arr array (1,9
2234 * does all 4 immediate directions). This returns the index into the 1917 * does all 4 immediate directions). This returns the index into the
2235 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1918 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2236 * Note - this only checks to see if there is space for the head of the
2237 * object - if it is a multispace object, this should be called for all
2238 * pieces.
2239 * Note2: This function does correctly handle tiled maps, but does not 1919 * Note: This function does correctly handle tiled maps, but does not
2240 * inform the caller. However, insert_ob_in_map will update as 1920 * inform the caller. However, insert_ob_in_map will update as
2241 * necessary, so the caller shouldn't need to do any special work. 1921 * necessary, so the caller shouldn't need to do any special work.
2242 * Note - updated to take an object instead of archetype - this is necessary 1922 * Note - updated to take an object instead of archetype - this is necessary
2243 * because arch_blocked (now ob_blocked) needs to know the movement type 1923 * because arch_blocked (now ob_blocked) needs to know the movement type
2244 * to know if the space in question will block the object. We can't use 1924 * to know if the space in question will block the object. We can't use
2245 * the archetype because that isn't correct if the monster has been 1925 * the archetype because that isn't correct if the monster has been
2246 * customized, changed states, etc. 1926 * customized, changed states, etc.
2247 */ 1927 */
2248
2249int 1928int
2250find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1929find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2251{ 1930{
2252 int
2253 i,
2254 index = 0, flag;
2255 static int
2256 altern[SIZEOFFREE]; 1931 int altern[SIZEOFFREE];
1932 int index = 0, flag;
2257 1933
2258 for (i = start; i < stop; i++) 1934 for (int i = start; i < stop; i++)
2259 { 1935 {
2260 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1936 mapxy pos (m, x, y); pos.move (i);
2261 if (!flag) 1937
1938 if (!pos.normalise ())
1939 continue;
1940
1941 mapspace &ms = *pos;
1942
1943 if (ms.flags () & P_IS_ALIVE)
1944 continue;
1945
1946 /* However, often
1947 * ob doesn't have any move type (when used to place exits)
1948 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1949 */
1950 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1951 {
2262 altern[index++] = i; 1952 altern [index++] = i;
1953 continue;
1954 }
2263 1955
2264 /* Basically, if we find a wall on a space, we cut down the search size. 1956 /* Basically, if we find a wall on a space, we cut down the search size.
2265 * In this way, we won't return spaces that are on another side of a wall. 1957 * In this way, we won't return spaces that are on another side of a wall.
2266 * This mostly work, but it cuts down the search size in all directions - 1958 * This mostly work, but it cuts down the search size in all directions -
2267 * if the space being examined only has a wall to the north and empty 1959 * if the space being examined only has a wall to the north and empty
2268 * spaces in all the other directions, this will reduce the search space 1960 * spaces in all the other directions, this will reduce the search space
2269 * to only the spaces immediately surrounding the target area, and 1961 * to only the spaces immediately surrounding the target area, and
2270 * won't look 2 spaces south of the target space. 1962 * won't look 2 spaces south of the target space.
2271 */ 1963 */
2272 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1964 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1965 {
2273 stop = maxfree[i]; 1966 stop = maxfree[i];
1967 continue;
1968 }
1969
1970 /* Note it is intentional that we check ob - the movement type of the
1971 * head of the object should correspond for the entire object.
1972 */
1973 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1974 continue;
1975
1976 if (ob->blocked (m, pos.x, pos.y))
1977 continue;
1978
1979 altern [index++] = i;
2274 } 1980 }
1981
2275 if (!index) 1982 if (!index)
2276 return -1; 1983 return -1;
1984
2277 return altern[RANDOM () % index]; 1985 return altern [rndm (index)];
2278} 1986}
2279 1987
2280/* 1988/*
2281 * find_first_free_spot(archetype, mapstruct, x, y) works like 1989 * find_first_free_spot(archetype, maptile, x, y) works like
2282 * find_free_spot(), but it will search max number of squares. 1990 * find_free_spot(), but it will search max number of squares.
2283 * But it will return the first available spot, not a random choice. 1991 * But it will return the first available spot, not a random choice.
2284 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1992 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2285 */ 1993 */
2286
2287int 1994int
2288find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 1995find_first_free_spot (const object *ob, maptile *m, int x, int y)
2289{ 1996{
2290 int
2291 i;
2292
2293 for (i = 0; i < SIZEOFFREE; i++) 1997 for (int i = 0; i < SIZEOFFREE; i++)
2294 {
2295 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 1998 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2296 return i; 1999 return i;
2297 } 2000
2298 return -1; 2001 return -1;
2299} 2002}
2300 2003
2301/* 2004/*
2302 * The function permute(arr, begin, end) randomly reorders the array 2005 * The function permute(arr, begin, end) randomly reorders the array
2303 * arr[begin..end-1]. 2006 * arr[begin..end-1].
2007 * now uses a fisher-yates shuffle, old permute was broken
2304 */ 2008 */
2305static void 2009static void
2306permute (int *arr, int begin, int end) 2010permute (int *arr, int begin, int end)
2307{ 2011{
2308 int 2012 arr += begin;
2309 i,
2310 j,
2311 tmp,
2312 len;
2313
2314 len = end - begin; 2013 end -= begin;
2315 for (i = begin; i < end; i++)
2316 {
2317 j = begin + RANDOM () % len;
2318 2014
2319 tmp = arr[i]; 2015 while (--end)
2320 arr[i] = arr[j]; 2016 swap (arr [end], arr [rndm (end + 1)]);
2321 arr[j] = tmp;
2322 }
2323} 2017}
2324 2018
2325/* new function to make monster searching more efficient, and effective! 2019/* new function to make monster searching more efficient, and effective!
2326 * This basically returns a randomized array (in the passed pointer) of 2020 * This basically returns a randomized array (in the passed pointer) of
2327 * the spaces to find monsters. In this way, it won't always look for 2021 * the spaces to find monsters. In this way, it won't always look for
2330 * the 3x3 area will be searched, just not in a predictable order. 2024 * the 3x3 area will be searched, just not in a predictable order.
2331 */ 2025 */
2332void 2026void
2333get_search_arr (int *search_arr) 2027get_search_arr (int *search_arr)
2334{ 2028{
2335 int 2029 int i;
2336 i;
2337 2030
2338 for (i = 0; i < SIZEOFFREE; i++) 2031 for (i = 0; i < SIZEOFFREE; i++)
2339 {
2340 search_arr[i] = i; 2032 search_arr[i] = i;
2341 }
2342 2033
2343 permute (search_arr, 1, SIZEOFFREE1 + 1); 2034 permute (search_arr, 1, SIZEOFFREE1 + 1);
2344 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2035 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2345 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2036 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2346} 2037}
2355 * Perhaps incorrectly, but I'm making the assumption that exclude 2046 * Perhaps incorrectly, but I'm making the assumption that exclude
2356 * is actually want is going to try and move there. We need this info 2047 * is actually want is going to try and move there. We need this info
2357 * because we have to know what movement the thing looking to move 2048 * because we have to know what movement the thing looking to move
2358 * there is capable of. 2049 * there is capable of.
2359 */ 2050 */
2360
2361int 2051int
2362find_dir (mapstruct *m, int x, int y, object *exclude) 2052find_dir (maptile *m, int x, int y, object *exclude)
2363{ 2053{
2364 int
2365 i,
2366 max = SIZEOFFREE, mflags; 2054 int i, max = SIZEOFFREE, mflags;
2367 2055
2368 sint16 nx, ny; 2056 sint16 nx, ny;
2369 object * 2057 object *tmp;
2370 tmp; 2058 maptile *mp;
2371 mapstruct *
2372 mp;
2373 2059
2374 MoveType blocked, move_type; 2060 MoveType blocked, move_type;
2375 2061
2376 if (exclude && exclude->head) 2062 if (exclude && exclude->head_ () != exclude)
2377 { 2063 {
2378 exclude = exclude->head; 2064 exclude = exclude->head;
2379 move_type = exclude->move_type; 2065 move_type = exclude->move_type;
2380 } 2066 }
2381 else 2067 else
2389 mp = m; 2075 mp = m;
2390 nx = x + freearr_x[i]; 2076 nx = x + freearr_x[i];
2391 ny = y + freearr_y[i]; 2077 ny = y + freearr_y[i];
2392 2078
2393 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2079 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2080
2394 if (mflags & P_OUT_OF_MAP) 2081 if (mflags & P_OUT_OF_MAP)
2395 {
2396 max = maxfree[i]; 2082 max = maxfree[i];
2397 }
2398 else 2083 else
2399 { 2084 {
2400 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2085 mapspace &ms = mp->at (nx, ny);
2086
2087 blocked = ms.move_block;
2401 2088
2402 if ((move_type & blocked) == move_type) 2089 if ((move_type & blocked) == move_type)
2403 {
2404 max = maxfree[i]; 2090 max = maxfree[i];
2405 }
2406 else if (mflags & P_IS_ALIVE) 2091 else if (mflags & P_IS_ALIVE)
2407 { 2092 {
2408 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2093 for (tmp = ms.bot; tmp; tmp = tmp->above)
2409 { 2094 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2410 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2095 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2411 {
2412 break; 2096 break;
2413 } 2097
2414 }
2415 if (tmp) 2098 if (tmp)
2416 {
2417 return freedir[i]; 2099 return freedir[i];
2418 }
2419 } 2100 }
2420 } 2101 }
2421 } 2102 }
2103
2422 return 0; 2104 return 0;
2423} 2105}
2424 2106
2425/* 2107/*
2426 * distance(object 1, object 2) will return the square of the 2108 * distance(object 1, object 2) will return the square of the
2427 * distance between the two given objects. 2109 * distance between the two given objects.
2428 */ 2110 */
2429
2430int 2111int
2431distance (const object *ob1, const object *ob2) 2112distance (const object *ob1, const object *ob2)
2432{ 2113{
2433 int
2434 i;
2435
2436 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2114 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2437 return i;
2438} 2115}
2439 2116
2440/* 2117/*
2441 * find_dir_2(delta-x,delta-y) will return a direction in which 2118 * find_dir_2(delta-x,delta-y) will return a direction in which
2442 * an object which has subtracted the x and y coordinates of another 2119 * an object which has subtracted the x and y coordinates of another
2443 * object, needs to travel toward it. 2120 * object, needs to travel toward it.
2444 */ 2121 */
2445
2446int 2122int
2447find_dir_2 (int x, int y) 2123find_dir_2 (int x, int y)
2448{ 2124{
2449 int 2125 int q;
2450 q;
2451 2126
2452 if (y) 2127 if (y)
2453 q = x * 100 / y; 2128 q = x * 100 / y;
2454 else if (x) 2129 else if (x)
2455 q = -300 * x; 2130 q = -300 * x;
2480 2155
2481 return 3; 2156 return 3;
2482} 2157}
2483 2158
2484/* 2159/*
2485 * absdir(int): Returns a number between 1 and 8, which represent
2486 * the "absolute" direction of a number (it actually takes care of
2487 * "overflow" in previous calculations of a direction).
2488 */
2489
2490int
2491absdir (int d)
2492{
2493 while (d < 1)
2494 d += 8;
2495 while (d > 8)
2496 d -= 8;
2497 return d;
2498}
2499
2500/*
2501 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2160 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2502 * between two directions (which are expected to be absolute (see absdir()) 2161 * between two directions (which are expected to be absolute (see absdir())
2503 */ 2162 */
2504
2505int 2163int
2506dirdiff (int dir1, int dir2) 2164dirdiff (int dir1, int dir2)
2507{ 2165{
2508 int 2166 int d;
2509 d;
2510 2167
2511 d = abs (dir1 - dir2); 2168 d = abs (dir1 - dir2);
2512 if (d > 4) 2169 if (d > 4)
2513 d = 8 - d; 2170 d = 8 - d;
2171
2514 return d; 2172 return d;
2515} 2173}
2516 2174
2517/* peterm: 2175/* peterm:
2518 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2176 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2521 * This basically means that if direction is 15, then it could either go 2179 * This basically means that if direction is 15, then it could either go
2522 * direction 4, 14, or 16 to get back to where we are. 2180 * direction 4, 14, or 16 to get back to where we are.
2523 * Moved from spell_util.c to object.c with the other related direction 2181 * Moved from spell_util.c to object.c with the other related direction
2524 * functions. 2182 * functions.
2525 */ 2183 */
2526
2527int
2528 reduction_dir[SIZEOFFREE][3] = { 2184int reduction_dir[SIZEOFFREE][3] = {
2529 {0, 0, 0}, /* 0 */ 2185 {0, 0, 0}, /* 0 */
2530 {0, 0, 0}, /* 1 */ 2186 {0, 0, 0}, /* 1 */
2531 {0, 0, 0}, /* 2 */ 2187 {0, 0, 0}, /* 2 */
2532 {0, 0, 0}, /* 3 */ 2188 {0, 0, 0}, /* 3 */
2533 {0, 0, 0}, /* 4 */ 2189 {0, 0, 0}, /* 4 */
2581 * find a path to that monster that we found. If not, 2237 * find a path to that monster that we found. If not,
2582 * we don't bother going toward it. Returns 1 if we 2238 * we don't bother going toward it. Returns 1 if we
2583 * can see a direct way to get it 2239 * can see a direct way to get it
2584 * Modified to be map tile aware -.MSW 2240 * Modified to be map tile aware -.MSW
2585 */ 2241 */
2586
2587
2588int 2242int
2589can_see_monsterP (mapstruct *m, int x, int y, int dir) 2243can_see_monsterP (maptile *m, int x, int y, int dir)
2590{ 2244{
2591 sint16 dx, dy; 2245 sint16 dx, dy;
2592 int
2593 mflags; 2246 int mflags;
2594 2247
2595 if (dir < 0) 2248 if (dir < 0)
2596 return 0; /* exit condition: invalid direction */ 2249 return 0; /* exit condition: invalid direction */
2597 2250
2598 dx = x + freearr_x[dir]; 2251 dx = x + freearr_x[dir];
2611 return 0; 2264 return 0;
2612 2265
2613 /* yes, can see. */ 2266 /* yes, can see. */
2614 if (dir < 9) 2267 if (dir < 9)
2615 return 1; 2268 return 1;
2269
2616 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2270 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2617 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2271 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2272 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2618} 2273}
2619
2620
2621 2274
2622/* 2275/*
2623 * can_pick(picker, item): finds out if an object is possible to be 2276 * can_pick(picker, item): finds out if an object is possible to be
2624 * picked up by the picker. Returnes 1 if it can be 2277 * picked up by the picker. Returnes 1 if it can be
2625 * picked up, otherwise 0. 2278 * picked up, otherwise 0.
2627 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2280 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2628 * core dumps if they do. 2281 * core dumps if they do.
2629 * 2282 *
2630 * Add a check so we can't pick up invisible objects (0.93.8) 2283 * Add a check so we can't pick up invisible objects (0.93.8)
2631 */ 2284 */
2632
2633int 2285int
2634can_pick (const object *who, const object *item) 2286can_pick (const object *who, const object *item)
2635{ 2287{
2636 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2637 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2638 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2639} 2291}
2640 2292
2641
2642/* 2293/*
2643 * create clone from object to another 2294 * create clone from object to another
2644 */ 2295 */
2645object * 2296object *
2646object_create_clone (object *asrc) 2297object::deep_clone ()
2647{ 2298{
2648 object * 2299 assert (("deep_clone called on non-head object", is_head ()));
2649 dst = NULL, *tmp, *src, *part, *prev, *item;
2650 2300
2651 if (!asrc) 2301 object *dst = clone ();
2652 return NULL;
2653 src = asrc;
2654 if (src->head)
2655 src = src->head;
2656 2302
2657 prev = NULL; 2303 object *prev = dst;
2658 for (part = src; part; part = part->more) 2304 for (object *part = this->more; part; part = part->more)
2659 { 2305 {
2660 tmp = get_object (); 2306 object *tmp = part->clone ();
2661 copy_object (part, tmp);
2662 tmp->x -= src->x;
2663 tmp->y -= src->y;
2664 if (!part->head)
2665 {
2666 dst = tmp;
2667 tmp->head = NULL;
2668 }
2669 else
2670 {
2671 tmp->head = dst; 2307 tmp->head = dst;
2672 }
2673 tmp->more = NULL;
2674 if (prev)
2675 prev->more = tmp; 2308 prev->more = tmp;
2676 prev = tmp; 2309 prev = tmp;
2677 } 2310 }
2678 2311
2679 /*** copy inventory ***/
2680 for (item = src->inv; item; item = item->below) 2312 for (object *item = inv; item; item = item->below)
2681 { 2313 insert_ob_in_ob (item->deep_clone (), dst);
2682 (void) insert_ob_in_ob (object_create_clone (item), dst);
2683 }
2684 2314
2685 return dst; 2315 return dst;
2686}
2687
2688/* return true if the object was destroyed, 0 otherwise */
2689int
2690was_destroyed (const object *op, tag_t old_tag)
2691{
2692 /* checking for FLAG_FREED isn't necessary, but makes this function more
2693 * robust */
2694 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2695}
2696
2697/* GROS - Creates an object using a string representing its content. */
2698
2699/* Basically, we save the content of the string to a temp file, then call */
2700
2701/* load_object on it. I admit it is a highly inefficient way to make things, */
2702
2703/* but it was simple to make and allows reusing the load_object function. */
2704
2705/* Remember not to use load_object_str in a time-critical situation. */
2706
2707/* Also remember that multiparts objects are not supported for now. */
2708
2709object *
2710load_object_str (const char *obstr)
2711{
2712 object *
2713 op;
2714 char
2715 filename[MAX_BUF];
2716
2717 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2718
2719 FILE *
2720 tempfile = fopen (filename, "w");
2721
2722 if (tempfile == NULL)
2723 {
2724 LOG (llevError, "Error - Unable to access load object temp file\n");
2725 return NULL;
2726 }
2727
2728 fprintf (tempfile, obstr);
2729 fclose (tempfile);
2730
2731 op = get_object ();
2732
2733 object_thawer thawer (filename);
2734
2735 if (thawer)
2736 load_object (thawer, op, 0);
2737
2738 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2739 CLEAR_FLAG (op, FLAG_REMOVED);
2740
2741 return op;
2742} 2316}
2743 2317
2744/* This returns the first object in who's inventory that 2318/* This returns the first object in who's inventory that
2745 * has the same type and subtype match. 2319 * has the same type and subtype match.
2746 * returns NULL if no match. 2320 * returns NULL if no match.
2747 */ 2321 */
2748object * 2322object *
2749find_obj_by_type_subtype (const object *who, int type, int subtype) 2323find_obj_by_type_subtype (const object *who, int type, int subtype)
2750{ 2324{
2751 object *
2752 tmp;
2753
2754 for (tmp = who->inv; tmp; tmp = tmp->below) 2325 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == type && tmp->subtype == subtype) 2326 if (tmp->type == type && tmp->subtype == subtype)
2756 return tmp; 2327 return tmp;
2757 2328
2758 return NULL;
2759}
2760
2761/* If ob has a field named key, return the link from the list,
2762 * otherwise return NULL.
2763 *
2764 * key must be a passed in shared string - otherwise, this won't
2765 * do the desired thing.
2766 */
2767key_value *
2768get_ob_key_link (const object *ob, const char *key)
2769{
2770 key_value *
2771 link;
2772
2773 for (link = ob->key_values; link != NULL; link = link->next)
2774 {
2775 if (link->key == key)
2776 {
2777 return link;
2778 }
2779 }
2780
2781 return NULL;
2782}
2783
2784/*
2785 * Returns the value of op has an extra_field for key, or NULL.
2786 *
2787 * The argument doesn't need to be a shared string.
2788 *
2789 * The returned string is shared.
2790 */
2791const char *
2792get_ob_key_value (const object *op, const char *const key)
2793{
2794 key_value *link;
2795 shstr_cmp canonical_key (key);
2796
2797 if (!canonical_key)
2798 {
2799 /* 1. There being a field named key on any object
2800 * implies there'd be a shared string to find.
2801 * 2. Since there isn't, no object has this field.
2802 * 3. Therefore, *this* object doesn't have this field.
2803 */
2804 return 0;
2805 }
2806
2807 /* This is copied from get_ob_key_link() above -
2808 * only 4 lines, and saves the function call overhead.
2809 */
2810 for (link = op->key_values; link; link = link->next)
2811 if (link->key == canonical_key)
2812 return link->value;
2813
2814 return 0; 2329 return 0;
2815} 2330}
2816 2331
2817 2332const shstr &
2818/* 2333object::kv_get (const shstr &key) const
2819 * Updates the canonical_key in op to value.
2820 *
2821 * canonical_key is a shared string (value doesn't have to be).
2822 *
2823 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2824 * keys.
2825 *
2826 * Returns TRUE on success.
2827 */
2828int
2829set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2830{ 2334{
2831 key_value * 2335 for (key_value *kv = key_values; kv; kv = kv->next)
2832 field = NULL, *last = NULL; 2336 if (kv->key == key)
2337 return kv->value;
2833 2338
2834 for (field = op->key_values; field != NULL; field = field->next) 2339 return shstr_null;
2835 { 2340}
2836 if (field->key != canonical_key) 2341
2342void
2343object::kv_set (const shstr &key, const shstr &value)
2344{
2345 for (key_value *kv = key_values; kv; kv = kv->next)
2346 if (kv->key == key)
2837 { 2347 {
2838 last = field; 2348 kv->value = value;
2839 continue; 2349 return;
2840 } 2350 }
2841 2351
2842 if (value) 2352 key_value *kv = new key_value;
2843 field->value = value; 2353
2844 else 2354 kv->next = key_values;
2355 kv->key = key;
2356 kv->value = value;
2357
2358 key_values = kv;
2359}
2360
2361void
2362object::kv_del (const shstr &key)
2363{
2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2365 if ((*kvp)->key == key)
2845 { 2366 {
2846 /* Basically, if the archetype has this key set, 2367 key_value *kv = *kvp;
2847 * we need to store the null value so when we save 2368 *kvp = (*kvp)->next;
2848 * it, we save the empty value so that when we load, 2369 delete kv;
2849 * we get this value back again. 2370 return;
2850 */
2851 if (get_ob_key_link (&op->arch->clone, canonical_key))
2852 field->value = 0;
2853 else
2854 {
2855 if (last)
2856 last->next = field->next;
2857 else
2858 op->key_values = field->next;
2859
2860 delete field;
2861 }
2862 } 2371 }
2863 return TRUE;
2864 }
2865 /* IF we get here, key doesn't exist */
2866
2867 /* No field, we'll have to add it. */
2868
2869 if (!add_key)
2870 {
2871 return FALSE;
2872 }
2873 /* There isn't any good reason to store a null
2874 * value in the key/value list. If the archetype has
2875 * this key, then we should also have it, so shouldn't
2876 * be here. If user wants to store empty strings,
2877 * should pass in ""
2878 */
2879 if (value == NULL)
2880 return TRUE;
2881
2882 field = new key_value;
2883
2884 field->key = canonical_key;
2885 field->value = value;
2886 /* Usual prepend-addition. */
2887 field->next = op->key_values;
2888 op->key_values = field;
2889
2890 return TRUE;
2891}
2892
2893/*
2894 * Updates the key in op to value.
2895 *
2896 * If add_key is FALSE, this will only update existing keys,
2897 * and not add new ones.
2898 * In general, should be little reason FALSE is ever passed in for add_key
2899 *
2900 * Returns TRUE on success.
2901 */
2902int
2903set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2904{
2905 shstr key_ (key);
2906
2907 return set_ob_key_value_s (op, key_, value, add_key);
2908} 2372}
2909 2373
2910object::depth_iterator::depth_iterator (object *container) 2374object::depth_iterator::depth_iterator (object *container)
2911: iterator_base (container) 2375: iterator_base (container)
2912{ 2376{
2926 } 2390 }
2927 else 2391 else
2928 item = item->env; 2392 item = item->env;
2929} 2393}
2930 2394
2395const char *
2396object::flag_desc (char *desc, int len) const
2397{
2398 char *p = desc;
2399 bool first = true;
2400
2401 *p = 0;
2402
2403 for (int i = 0; i < NUM_FLAGS; i++)
2404 {
2405 if (len <= 10) // magic constant!
2406 {
2407 snprintf (p, len, ",...");
2408 break;
2409 }
2410
2411 if (flag [i])
2412 {
2413 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2414 len -= cnt;
2415 p += cnt;
2416 first = false;
2417 }
2418 }
2419
2420 return desc;
2421}
2422
2931// return a suitable string describing an objetc in enough detail to find it 2423// return a suitable string describing an object in enough detail to find it
2932const char * 2424const char *
2933object::debug_desc (char *info) const 2425object::debug_desc (char *info) const
2934{ 2426{
2427 char flagdesc[512];
2935 char info2[256 * 3]; 2428 char info2[256 * 4];
2936 char *p = info; 2429 char *p = info;
2937 2430
2938 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2431 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2939 count, 2432 count,
2433 uuid.c_str (),
2940 &name, 2434 &name,
2941 title ? " " : "", 2435 title ? ",title:\"" : "",
2942 title ? (const char *)title : ""); 2436 title ? (const char *)title : "",
2437 title ? "\"" : "",
2438 flag_desc (flagdesc, 512), type);
2943 2439
2944 if (env) 2440 if (!flag[FLAG_REMOVED] && env)
2945 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2441 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2946 2442
2947 if (map) 2443 if (map)
2948 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2444 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2949 2445
2950 return info; 2446 return info;
2951} 2447}
2952 2448
2953const char * 2449const char *
2954object::debug_desc () const 2450object::debug_desc () const
2955{ 2451{
2956 static char info[256 * 3]; 2452 static char info[3][256 * 4];
2453 static int info_idx;
2454
2957 return debug_desc (info); 2455 return debug_desc (info [++info_idx % 3]);
2958} 2456}
2959 2457
2458struct region *
2459object::region () const
2460{
2461 return map ? map->region (x, y)
2462 : region::default_region ();
2463}
2464
2465const materialtype_t *
2466object::dominant_material () const
2467{
2468 if (materialtype_t *mt = name_to_material (materialname))
2469 return mt;
2470
2471 return name_to_material (shstr_unknown);
2472}
2473
2474void
2475object::open_container (object *new_container)
2476{
2477 if (container == new_container)
2478 return;
2479
2480 object *old_container = container;
2481
2482 if (old_container)
2483 {
2484 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2485 return;
2486
2487#if 0
2488 // remove the "Close old_container" object.
2489 if (object *closer = old_container->inv)
2490 if (closer->type == CLOSE_CON)
2491 closer->destroy ();
2492#endif
2493
2494 // make sure the container is available
2495 esrv_send_item (this, old_container);
2496
2497 old_container->flag [FLAG_APPLIED] = false;
2498 container = 0;
2499
2500 // client needs item update to make it work, client bug requires this to be separate
2501 esrv_update_item (UPD_FLAGS, this, old_container);
2502
2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2504 play_sound (sound_find ("chest_close"));
2505 }
2506
2507 if (new_container)
2508 {
2509 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2510 return;
2511
2512 // TODO: this does not seem to serve any purpose anymore?
2513#if 0
2514 // insert the "Close Container" object.
2515 if (archetype *closer = new_container->other_arch)
2516 {
2517 object *closer = arch_to_object (new_container->other_arch);
2518 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2519 new_container->insert (closer);
2520 }
2521#endif
2522
2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2524
2525 // make sure the container is available, client bug requires this to be separate
2526 esrv_send_item (this, new_container);
2527
2528 new_container->flag [FLAG_APPLIED] = true;
2529 container = new_container;
2530
2531 // client needs flag change
2532 esrv_update_item (UPD_FLAGS, this, new_container);
2533 esrv_send_inventory (this, new_container);
2534 play_sound (sound_find ("chest_open"));
2535 }
2536// else if (!old_container->env && contr && contr->ns)
2537// contr->ns->floorbox_reset ();
2538}
2539
2540object *
2541object::force_find (const shstr name)
2542{
2543 /* cycle through his inventory to look for the MARK we want to
2544 * place
2545 */
2546 for (object *tmp = inv; tmp; tmp = tmp->below)
2547 if (tmp->type == FORCE && tmp->slaying == name)
2548 return splay (tmp);
2549
2550 return 0;
2551}
2552
2553void
2554object::force_add (const shstr name, int duration)
2555{
2556 if (object *force = force_find (name))
2557 force->destroy ();
2558
2559 object *force = get_archetype (FORCE_NAME);
2560
2561 force->slaying = name;
2562 force->stats.food = 1;
2563 force->speed_left = -1.f;
2564
2565 force->set_speed (duration ? 1.f / duration : 0.f);
2566 force->flag [FLAG_IS_USED_UP] = true;
2567 force->flag [FLAG_APPLIED] = true;
2568
2569 insert (force);
2570}
2571
2572void
2573object::play_sound (faceidx sound)
2574{
2575 if (!sound)
2576 return;
2577
2578 if (flag [FLAG_REMOVED])
2579 return;
2580
2581 if (env)
2582 {
2583 if (object *pl = in_player ())
2584 pl->contr->play_sound (sound);
2585 }
2586 else
2587 map->play_sound (sound, x, y);
2588}
2589

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