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Comparing deliantra/server/common/object.C (file contents):
Revision 1.27 by root, Mon Sep 11 12:08:45 2006 UTC vs.
Revision 1.290 by sf-marcmagus, Sun Oct 11 05:43:35 2009 UTC

1
2/* 1/*
3 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: object.C,v 1.27 2006/09/11 12:08:45 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying
32 variable. */
33#include <global.h> 24#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 25#include <stdio.h>
36# include <sys/types.h> 26#include <sys/types.h>
37# include <sys/uio.h> 27#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 28#include <object.h>
40#include <funcpoint.h> 29#include <sproto.h>
41#include <skills.h>
42#include <loader.h> 30#include <loader.h>
43int nrofallocobjects = 0;
44 31
45object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
46object *active_objects; /* List of active objects that need to be processed */
47 33
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38
39objectvec objects;
40activevec actives;
41
42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 47};
51short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53}; 53};
54int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
55 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
56}; 59};
57int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 65};
61 66
67static void
68write_uuid (uval64 skip, bool sync)
69{
70 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip));
72 CALL_ARG_SV (boolSV (sync));
73 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END;
75}
76
77static void
78read_uuid (void)
79{
80 char filename[MAX_BUF];
81
82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0;
94 write_uuid (UUID_GAP, true);
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 UUID::BUF buf;
103 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
107 {
108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1);
110 }
111
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113
114 write_uuid (UUID_GAP, true);
115 fclose (fp);
116}
117
118UUID
119UUID::gen ()
120{
121 UUID uid;
122
123 uid.seq = ++cur.seq;
124
125 if (expect_false (cur.seq >= seq_next_save))
126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
131
132 return uid;
133}
134
135void
136UUID::init ()
137{
138 read_uuid ();
139}
140
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 142static bool
64compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
65{ 144{
66 key_value *wants_field;
67
68 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
69 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
71 */ 148 */
72 149
73 /* For each field in wants, */ 150 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
75 { 152 if (has->kv_get (kv->key) != kv->value)
76 key_value *has_field; 153 return false;
77
78 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key);
80
81 if (has_field == NULL)
82 {
83 /* No field with that name. */
84 return FALSE;
85 }
86
87 /* Found the matching field. */
88 if (has_field->value != wants_field->value)
89 {
90 /* Values don't match, so this half of the comparison is false. */
91 return FALSE;
92 }
93
94 /* If we get here, we found a match. Now for the next field in wants. */
95 }
96 154
97 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
98 return TRUE; 156 return true;
99} 157}
100 158
101/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
102static int 160static bool
103compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
104{ 162{
105 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
106 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
107 */ 165 */
108 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
109} 168}
110 169
111/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
112 * they can be merged together. 171 * they can be merged together.
113 * 172 *
114 * Note that this function appears a lot longer than the macro it 173 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 174 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 175 * reduce this to the same efficiency.
117 * 176 *
118 * Check nrof variable *before* calling CAN_MERGE() 177 * Check nrof variable *before* calling can_merge()
119 * 178 *
120 * Improvements made with merge: Better checking on potion, and also 179 * Improvements made with merge: Better checking on potion, and also
121 * check weight 180 * check weight
122 */ 181 */
123
124bool object::can_merge (object *ob1, object *ob2) 182bool object::can_merge_slow (object *ob1, object *ob2)
125{ 183{
126 /* A couple quicksanity checks */ 184 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 185 if (ob1 == ob2
186 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value
189 || ob1->name != ob2->name)
128 return 0; 190 return 0;
129 191
130 if (ob1->speed != ob2->speed) 192 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
131 return 0; 195 return 0;
132 196
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof).
136 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31)
138 return 0;
139
140 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
141 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
142 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
143 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
144 * flags lose any meaning. 201 * flags lose any meaning.
145 */ 202 */
146 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 205
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 208
152 209 if (ob1->arch->archname != ob2->arch->archname
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 210 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 211 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 212 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 213 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
168 (ob1->attacktype != ob2->attacktype) || 214 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 215 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 216 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 217 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 218 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
174 (ob1->client_type != ob2->client_type) || 221 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 222 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 223 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 224 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 225 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 226 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 227 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 228 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 229 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
183 return 0; 234 return 0;
184 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
185 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
186 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
187 */ 245 */
188 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
189 { 247 {
190 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0;
193
194 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 248 if (!(ob1->inv && ob2->inv))
196 return 0; 249 return 0; /* inventories differ in length */
250
251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
254 if (!object::can_merge (ob1->inv, ob2->inv))
255 return 0; /* inventory objects differ */
197 256
198 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 258 * if it is valid.
200 */ 259 */
201 } 260 }
209 268
210 /* Note sure why the following is the case - either the object has to 269 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 270 * be animated or have a very low speed. Is this an attempted monster
212 * check? 271 * check?
213 */ 272 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 274 return 0;
216 275
217 switch (ob1->type) 276 switch (ob1->type)
218 { 277 {
219 case SCROLL: 278 case SCROLL:
220 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
221 return 0; 280 return 0;
222 break; 281 break;
223 } 282 }
224 283
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
226 { 285 {
227 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
228 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
229 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 291 return 0;
231 else if (!compare_ob_value_lists (ob1, ob2))
232 return 0;
233 } 292 }
234 293
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
237 { 295 {
238 ob1->optimise (); 296 ob1->optimise ();
239 ob2->optimise (); 297 ob2->optimise ();
240 298
241 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
242 return 0; 305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
243 } 313 }
244 314
245 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
246 return 1; 316 return 1;
247} 317}
248 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env_or_self ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
249/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
250 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
252 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
253 */ 396 */
254signed long 397void
255sum_weight (object *op) 398object::update_weight ()
256{ 399{
257 signed long sum; 400 sint32 sum = 0;
258 object *inv;
259 401
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
261 { 403 {
262 if (inv->inv) 404 if (op->inv)
263 sum_weight (inv); 405 op->update_weight ();
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
265 } 413 {
266 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100;
268 if (op->carrying != sum)
269 op->carrying = sum; 414 carrying = sum;
270 return sum;
271}
272 415
273/** 416 if (object *pl = visible_to ())
274 * Return the outermost environment object for a given object. 417 if (pl != this) // player is handled lazily
275 */ 418 esrv_update_item (UPD_WEIGHT, pl, this);
276
277object *
278object_get_env_recursive (object *op)
279{
280 while (op->env != NULL)
281 op = op->env;
282 return op;
283}
284
285/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array.
304 */
305
306void
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 { 419 }
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354} 420}
355 421
356/* 422/*
357 * Dumps an object. Returns output in the static global errmsg array. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
358 */ 424 */
359 425char *
360void
361dump_object (object *op) 426dump_object (object *op)
362{ 427{
363 if (op == NULL) 428 if (!op)
364 { 429 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 430
372void 431 object_freezer freezer;
373dump_all_objects (void) 432 op->write (freezer);
374{ 433 return freezer.as_string ();
375 object *op; 434}
376 435
377 for (op = objects; op != NULL; op = op->next) 436char *
378 { 437object::as_string ()
379 dump_object (op); 438{
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg); 439 return dump_object (this);
381 }
382} 440}
383 441
384/* 442/*
385 * get_nearest_part(multi-object, object 2) returns the part of the 443 * get_nearest_part(multi-object, object 2) returns the part of the
386 * multi-object 1 which is closest to the second object. 444 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned. 445 * If it's not a multi-object, it is returned.
388 */ 446 */
389
390object * 447object *
391get_nearest_part (object *op, const object *pl) 448get_nearest_part (object *op, const object *pl)
392{ 449{
393 object *tmp, *closest; 450 object *tmp, *closest;
394 int last_dist, i; 451 int last_dist, i;
395 452
396 if (op->more == NULL) 453 if (!op->more)
397 return op; 454 return op;
455
398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 456 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457 tmp;
458 tmp = tmp->more)
399 if ((i = distance (tmp, pl)) < last_dist) 459 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i; 460 closest = tmp, last_dist = i;
461
401 return closest; 462 return closest;
402} 463}
403 464
404/* 465/*
405 * Returns the object which has the count-variable equal to the argument. 466 * Returns the object which has the count-variable equal to the argument.
467 * VERRRY slow.
406 */ 468 */
407
408object * 469object *
409find_object (tag_t i) 470find_object (tag_t i)
410{ 471{
411 object *op; 472 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 473 if (op->count == i)
415 break;
416 return op; 474 return op;
475
476 return 0;
417} 477}
418 478
419/* 479/*
420 * Returns the first object which has a name equal to the argument. 480 * Returns the first object which has a name equal to the argument.
421 * Used only by the patch command, but not all that useful. 481 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 482 * Enables features like "patch <name-of-other-player> food 999"
423 */ 483 */
424
425object * 484object *
426find_object_name (const char *str) 485find_object_name (const char *str)
427{ 486{
428 const char *name = shstr::find (str); 487 shstr_cmp str_ (str);
429 object *op;
430 488
431 for (op = objects; op != NULL; op = op->next) 489 if (str_)
490 for_all_objects (op)
432 if (&op->name == name) 491 if (op->name == str_)
433 break; 492 return op;
434 493
435 return op; 494 return 0;
436}
437
438void
439free_all_object_data ()
440{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480} 495}
481 496
482/* 497/*
483 * Sets the owner and sets the skill and exp pointers to owner's current 498 * Sets the owner and sets the skill and exp pointers to owner's current
484 * skill and experience objects. 499 * skill and experience objects.
485 */ 500 * ACTUALLY NO! investigate! TODO
486void
487set_owner (object *op, object *owner)
488{
489 if (owner == NULL || op == NULL)
490 return;
491
492 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid.
498 */ 501 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 502void
503object::set_owner (object *owner)
504{
505 // allow objects which own objects
506 if (owner)
507 while (owner->owner)
500 owner = owner->owner; 508 owner = owner->owner;
501 509
502 /* IF the owner still has an owner, we did not resolve to a final owner. 510 if (flag [FLAG_FREED])
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{
527 object *owner = get_owner (clone);
528
529 if (owner == NULL)
530 { 511 {
531 /* players don't have owners - they own themselves. Update 512 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return; 513 return;
514 }
515
516 this->owner = owner;
517}
518
519int
520object::slottype () const
521{
522 if (type == SKILL)
538 } 523 {
524 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
525 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
526 }
527 else
528 {
529 if (slot [body_combat].info) return slot_combat;
530 if (slot [body_range ].info) return slot_ranged;
531 }
532
533 return slot_none;
534}
539 535
540 set_owner (op, owner); 536bool
537object::change_weapon (object *ob)
538{
539 if (current_weapon == ob)
540 return true;
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = false;
544
545 current_weapon = ob;
546 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = true;
550
551 update_stats ();
552
553 if (ob)
554 {
555 // now check wether any body locations became invalid, in which case
556 // we cannot apply the weapon at the moment.
557 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
558 if (slot[i].used < 0)
559 {
560 current_weapon = chosen_skill = 0;
561 update_stats ();
562
563 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. "
566 "[You need to unapply some items first - use the 'body' command to see "
567 "how many items you cna wera on a specific body part.]", &ob->name);
568 return false;
569 }
570
571 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
572 }
573 else
574 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
575
576 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
577 {
578 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
579 &name, ob->debug_desc ());
580 return false;
581 }
582
583 return true;
541} 584}
542 585
543/* Zero the key_values on op, decrementing the shared-string 586/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 587 * refcounts and freeing the links.
545 */ 588 */
546static void 589static void
547free_key_values (object *op) 590free_key_values (object *op)
548{ 591{
549 for (key_value *i = op->key_values; i != 0;) 592 for (key_value *i = op->key_values; i; )
550 { 593 {
551 key_value *next = i->next; 594 key_value *next = i->next;
552 delete i; 595 delete i;
553 596
554 i = next; 597 i = next;
555 } 598 }
556 599
557 op->key_values = 0; 600 op->key_values = 0;
558} 601}
559 602
560void object::clear ()
561{
562 attachable_base::clear ();
563
564 free_key_values (this);
565
566 clear_owner (this);
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/* 603/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object, 604 * copy_to first frees everything allocated by the dst object,
627 * and then copies the contends of the first object into the second 605 * and then copies the contents of itself into the second
628 * object, allocating what needs to be allocated. Basically, any 606 * object, allocating what needs to be allocated. Basically, any
629 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 607 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
630 * if the first object is freed, the pointers in the new object 608 * if the first object is freed, the pointers in the new object
631 * will point at garbage. 609 * will point at garbage.
632 */ 610 */
633
634void 611void
635copy_object (object *op2, object *op) 612object::copy_to (object *dst)
636{ 613{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 614 dst->remove ();
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 615 *(object_copy *)dst = *this;
639 616 dst->flag [FLAG_REMOVED] = true;
640 op2->clone (op);
641
642 if (is_freed)
643 SET_FLAG (op, FLAG_FREED);
644 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED);
646
647 if (op2->speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
649 617
650 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
651 if (op2->key_values) 619 if (key_values)
652 { 620 {
653 key_value *tail = 0; 621 key_value *tail = 0;
654 key_value *i;
655
656 op->key_values = 0; 622 dst->key_values = 0;
657 623
658 for (i = op2->key_values; i; i = i->next) 624 for (key_value *i = key_values; i; i = i->next)
659 { 625 {
660 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
661 627
662 new_link->next = 0; 628 new_link->next = 0;
663 new_link->key = i->key; 629 new_link->key = i->key;
664 new_link->value = i->value; 630 new_link->value = i->value;
665 631
666 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
667 if (!op->key_values) 633 if (!dst->key_values)
668 { 634 {
669 op->key_values = new_link; 635 dst->key_values = new_link;
670 tail = new_link; 636 tail = new_link;
671 } 637 }
672 else 638 else
673 { 639 {
674 tail->next = new_link; 640 tail->next = new_link;
675 tail = new_link; 641 tail = new_link;
676 } 642 }
677 } 643 }
678 } 644 }
679 645
680 update_ob_speed (op); 646 if (speed < 0)
647 dst->speed_left -= rndm ();
648
649 dst->activate ();
650}
651
652void
653object::instantiate ()
654{
655 if (!uuid.seq) // HACK
656 uuid = UUID::gen ();
657
658 speed_left = -0.1f;
659 /* copy the body_info to the body_used - this is only really
660 * need for monsters, but doesn't hurt to do it for everything.
661 * by doing so, when a monster is created, it has good starting
662 * values for the body_used info, so when items are created
663 * for it, they can be properly equipped.
664 */
665 for (int i = NUM_BODY_LOCATIONS; i--; )
666 slot[i].used = slot[i].info;
667
668 attachable::instantiate ();
669}
670
671object *
672object::clone ()
673{
674 object *neu = create ();
675 copy_to (neu);
676 neu->map = map; // not copied by copy_to
677 return neu;
681} 678}
682 679
683/* 680/*
684 * If an object with the IS_TURNABLE() flag needs to be turned due 681 * If an object with the IS_TURNABLE() flag needs to be turned due
685 * to the closest player being on the other side, this function can 682 * to the closest player being on the other side, this function can
686 * be called to update the face variable, _and_ how it looks on the map. 683 * be called to update the face variable, _and_ how it looks on the map.
687 */ 684 */
688
689void 685void
690update_turn_face (object *op) 686update_turn_face (object *op)
691{ 687{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 688 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 689 return;
690
694 SET_ANIMATION (op, op->direction); 691 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 692 update_object (op, UP_OBJ_FACE);
696} 693}
697 694
698/* 695/*
699 * Updates the speed of an object. If the speed changes from 0 to another 696 * Updates the speed of an object. If the speed changes from 0 to another
700 * value, or vice versa, then add/remove the object from the active list. 697 * value, or vice versa, then add/remove the object from the active list.
701 * This function needs to be called whenever the speed of an object changes. 698 * This function needs to be called whenever the speed of an object changes.
702 */ 699 */
703
704void 700void
705update_ob_speed (object *op) 701object::set_speed (float speed)
706{ 702{
707 extern int arch_init; 703 if (flag [FLAG_FREED] && speed)
708
709 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated.
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 { 704 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 705 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 706 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 707 }
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731 708
732 /* process_events() expects us to insert the object at the beginning 709 this->speed = speed;
733 * of the list. */ 710
734 op->active_next = active_objects; 711 if (has_active_speed ())
735 if (op->active_next != NULL) 712 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 713 else
740 { 714 deactivate ();
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760} 715}
761 716
762/* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770void
771remove_from_active_list (object *op)
772{
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791}
792
793/* 717/*
794 * update_object() updates the array which represents the map. 718 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 719 * It takes into account invisible objects (and represent squares covered
796 * by invisible objects by whatever is below them (unless it's another 720 * by invisible objects by whatever is below them (unless it's another
797 * invisible object, etc...) 721 * invisible object, etc...)
798 * If the object being updated is beneath a player, the look-window 722 * If the object being updated is beneath a player, the look-window
799 * of that player is updated (this might be a suboptimal way of 723 * of that player is updated (this might be a suboptimal way of
800 * updating that window, though, since update_object() is called _often_) 724 * updating that window, though, since update_object() is called _often_)
801 * 725 *
802 * action is a hint of what the caller believes need to be done. 726 * action is a hint of what the caller believes need to be done.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 727 * current action are:
808 * UP_OBJ_INSERT: op was inserted 728 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 729 * UP_OBJ_REMOVE: op was removed
810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
811 * as that is easier than trying to look at what may have changed. 731 * as that is easier than trying to look at what may have changed.
812 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
813 */ 733 */
814
815void 734void
816update_object (object *op, int action) 735update_object (object *op, int action)
817{ 736{
818 int update_now = 0, flags; 737 if (!op)
819 MoveType move_on, move_off, move_block, move_slow;
820
821 if (op == NULL)
822 { 738 {
823 /* this should never happen */ 739 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 740 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
825 return; 741 return;
826 } 742 }
827 743
828 if (op->env != NULL) 744 if (!op->is_on_map ())
829 { 745 {
830 /* Animation is currently handled by client, so nothing 746 /* Animation is currently handled by client, so nothing
831 * to do in this case. 747 * to do in this case.
832 */ 748 */
833 return; 749 return;
834 } 750 }
835 751
836 /* If the map is saving, don't do anything as everything is
837 * going to get freed anyways.
838 */
839 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return;
841
842 /* make sure the object is within map boundaries */ 752 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 753 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 754 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 755 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 756#ifdef MANY_CORES
847 abort (); 757 abort ();
848#endif 758#endif
849 return; 759 return;
850 } 760 }
851 761
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 762 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 763
764 if (!(m.flags_ & P_UPTODATE))
765 /* nop */;
859 if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
860 { 767 {
768 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 769 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 770 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 771 || (op->is_player () && !(m.flags_ & P_PLAYER))
866 772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
773 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 774 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on) 775 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 776 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 777 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* This isn't perfect, but I don't expect a lot of objects to 778 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 779 * have move_allow right now.
884 */ 780 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 782 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 783 m.invalidate ();
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 784 }
891 /* if the object is being removed, we can't make intelligent 785 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 786 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 787 * that is being removed.
894 */ 788 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 789 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 update_now = 1; 790 m.invalidate ();
897 else if (action == UP_OBJ_FACE) 791 else if (action == UP_OBJ_FACE)
898 /* Nothing to do for that case */; 792 /* Nothing to do for that case */ ;
899 else 793 else
900 LOG (llevError, "update_object called with invalid action: %d\n", action); 794 LOG (llevError, "update_object called with invalid action: %d\n", action);
901 795
902 if (update_now)
903 {
904 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
905 update_position (op->map, op->x, op->y);
906 }
907
908 if (op->more != NULL) 796 if (op->more)
909 update_object (op->more, action); 797 update_object (op->more, action);
910} 798}
911 799
912static unordered_vector<object *> mortals;
913static std::vector<object *> freed;
914
915void object::free_mortals ()
916{
917 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
918 if (!(*i)->refcount)
919 {
920 freed.push_back (*i);
921 mortals.erase (i);
922 }
923 else
924 ++i;
925}
926
927object::object () 800object::object ()
928{ 801{
929 SET_FLAG (this, FLAG_REMOVED); 802 SET_FLAG (this, FLAG_REMOVED);
930 803
931 expmul = 1.0; 804 //expmul = 1.0; declared const for the time being
932 face = blank_face; 805 face = blank_face;
933 attacked_by_count = -1;
934} 806}
935 807
936object::~object () 808object::~object ()
937{ 809{
810 unlink ();
811
938 free_key_values (this); 812 free_key_values (this);
939} 813}
940 814
815static int object_count;
816
941void object::link () 817void object::link ()
942{ 818{
819 assert (!index);//D
820 uuid = UUID::gen ();
943 count = ++ob_count; 821 count = ++object_count;
944 822
945 prev = 0; 823 refcnt_inc ();
946 next = objects; 824 objects.insert (this);
947
948 if (objects)
949 objects->prev = this;
950
951 objects = this;
952} 825}
953 826
954void object::unlink () 827void object::unlink ()
955{ 828{
956 count = 0;
957
958 /* Remove this object from the list of used objects */
959 if (prev)
960 {
961 prev->next = next;
962 prev = 0;
963 }
964
965 if (next) 829 if (!index)
966 { 830 return;
967 next->prev = prev; 831
968 next = 0; 832 objects.erase (this);
833 refcnt_dec ();
834}
835
836void
837object::activate ()
838{
839 /* If already on active list, don't do anything */
840 if (active)
841 return;
842
843 if (has_active_speed ())
969 } 844 {
845 if (flag [FLAG_FREED])
846 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
970 847
971 if (this == objects) 848 actives.insert (this);
972 objects = next; 849 }
850}
851
852void
853object::activate_recursive ()
854{
855 activate ();
856
857 for (object *op = inv; op; op = op->below)
858 op->activate_recursive ();
859}
860
861/* This function removes object 'op' from the list of active
862 * objects.
863 * This should only be used for style maps or other such
864 * reference maps where you don't want an object that isn't
865 * in play chewing up cpu time getting processed.
866 * The reverse of this is to call update_ob_speed, which
867 * will do the right thing based on the speed of the object.
868 */
869void
870object::deactivate ()
871{
872 /* If not on the active list, nothing needs to be done */
873 if (!active)
874 return;
875
876 actives.erase (this);
877}
878
879void
880object::deactivate_recursive ()
881{
882 for (object *op = inv; op; op = op->below)
883 op->deactivate_recursive ();
884
885 deactivate ();
886}
887
888void
889object::set_flag_inv (int flag, int value)
890{
891 for (object *op = inv; op; op = op->below)
892 {
893 op->flag [flag] = value;
894 op->set_flag_inv (flag, value);
895 }
896}
897
898/*
899 * Remove and free all objects in the inventory of the given object.
900 * object.c ?
901 */
902void
903object::destroy_inv (bool drop_to_ground)
904{
905 // need to check first, because the checks below might segfault
906 // as we might be on an invalid mapspace and crossfire code
907 // is too buggy to ensure that the inventory is empty.
908 // corollary: if you create arrows etc. with stuff in its inventory,
909 // cf will crash below with off-map x and y
910 if (!inv)
911 return;
912
913 /* Only if the space blocks everything do we not process -
914 * if some form of movement is allowed, let objects
915 * drop on that space.
916 */
917 if (!drop_to_ground
918 || !map
919 || map->in_memory != MAP_ACTIVE
920 || map->no_drop
921 || ms ().move_block == MOVE_ALL)
922 {
923 while (inv)
924 inv->destroy ();
925 }
926 else
927 { /* Put objects in inventory onto this space */
928 while (inv)
929 {
930 object *op = inv;
931
932 if (op->flag [FLAG_STARTEQUIP]
933 || op->flag [FLAG_NO_DROP]
934 || op->type == RUNE
935 || op->type == TRAP
936 || op->flag [FLAG_IS_A_TEMPLATE]
937 || op->flag [FLAG_DESTROY_ON_DEATH])
938 op->destroy ();
939 else
940 map->insert (op, x, y);
941 }
942 }
973} 943}
974 944
975object *object::create () 945object *object::create ()
976{ 946{
977 object *op;
978
979 if (freed.empty ())
980 op = new object; 947 object *op = new object;
981 else
982 {
983 // highly annoying, but the only way to get it stable right now
984 op = freed.back (); freed.pop_back ();
985 op->~object ();
986 new ((void *)op) object;
987 }
988
989 op->link (); 948 op->link ();
990 return op; 949 return op;
991} 950}
992 951
993/* 952static struct freed_map : maptile
994 * free_object() frees everything allocated by an object, removes
995 * it from the list of used objects, and puts it on the list of
996 * free objects. The IS_FREED() flag is set in the object.
997 * The object must have been removed by remove_ob() first for
998 * this function to succeed.
999 *
1000 * If free_inventory is set, free inventory as well. Else drop items in
1001 * inventory to the ground.
1002 */
1003void object::free (bool free_inventory)
1004{ 953{
1005 if (!QUERY_FLAG (this, FLAG_REMOVED)) 954 freed_map ()
1006 { 955 {
1007 LOG (llevDebug, "Free object called with non removed object\n"); 956 path = "<freed objects map>";
1008 dump_object (this); 957 name = "/internal/freed_objects_map";
1009#ifdef MANY_CORES 958 width = 3;
1010 abort (); 959 height = 3;
1011#endif 960 no_drop = 1;
961 no_reset = 1;
962
963 alloc ();
964 in_memory = MAP_ACTIVE;
1012 } 965 }
1013 966
1014 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 967 ~freed_map ()
1015 { 968 {
1016 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 969 destroy ();
970 }
971} freed_map; // freed objects are moved here to avoid crashes
972
973void
974object::do_destroy ()
975{
976 if (flag [FLAG_IS_LINKED])
977 remove_link ();
978
979 if (flag [FLAG_FRIENDLY])
1017 remove_friendly_object (this); 980 remove_friendly_object (this);
981
982 remove ();
983
984 attachable::do_destroy ();
985
986 deactivate ();
987 unlink ();
988
989 flag [FLAG_FREED] = 1;
990
991 // hack to ensure that freed objects still have a valid map
992 map = &freed_map;
993 x = 1;
994 y = 1;
995
996 if (more)
1018 } 997 {
1019 998 more->destroy ();
1020 if (QUERY_FLAG (this, FLAG_FREED)) 999 more = 0;
1021 { 1000 }
1022 dump_object (this); 1001
1023 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 1002 head = 0;
1003
1004 // clear those pointers that likely might cause circular references
1005 owner = 0;
1006 enemy = 0;
1007 attacked_by = 0;
1008 current_weapon = 0;
1009}
1010
1011void
1012object::destroy ()
1013{
1014 if (destroyed ())
1015 return;
1016
1017 if (!is_head () && !head->destroyed ())
1018 {
1019 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1020 head->destroy ();
1024 return; 1021 return;
1025 } 1022 }
1026 1023
1027 if (more) 1024 destroy_inv (false);
1028 {
1029 more->free (free_inventory);
1030 more = 0;
1031 }
1032 1025
1033 if (inv) 1026 if (is_head ())
1034 { 1027 if (sound_destroy)
1035 /* Only if the space blocks everything do we not process - 1028 play_sound (sound_destroy);
1036 * if some form of movement is allowed, let objects 1029 else if (flag [FLAG_MONSTER])
1037 * drop on that space. 1030 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1038 */
1039 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1040 {
1041 object *
1042 op = inv;
1043 1031
1044 while (op) 1032 attachable::destroy ();
1045 {
1046 object *
1047 tmp = op->below;
1048
1049 remove_ob (op);
1050 op->free (free_inventory);
1051 op = tmp;
1052 }
1053 }
1054 else
1055 { /* Put objects in inventory onto this space */
1056 object *
1057 op = inv;
1058
1059 while (op)
1060 {
1061 object *
1062 tmp = op->below;
1063
1064 remove_ob (op);
1065
1066 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1067 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1068 free_object (op);
1069 else
1070 {
1071 op->x = x;
1072 op->y = y;
1073 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1074 }
1075
1076 op = tmp;
1077 }
1078 }
1079 }
1080
1081 clear_owner (this);
1082
1083 /* Remove object from the active list */
1084 speed = 0;
1085 update_ob_speed (this);
1086
1087 unlink ();
1088
1089 SET_FLAG (this, FLAG_FREED);
1090
1091 mortals.push_back (this);
1092} 1033}
1093 1034
1094/* 1035/* op->remove ():
1095 * sub_weight() recursively (outwards) subtracts a number from the
1096 * weight of an object (and what is carried by it's environment(s)).
1097 */
1098
1099void
1100sub_weight (object *op, signed long weight)
1101{
1102 while (op != NULL)
1103 {
1104 if (op->type == CONTAINER)
1105 {
1106 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1107 }
1108 op->carrying -= weight;
1109 op = op->env;
1110 }
1111}
1112
1113/* remove_ob(op):
1114 * This function removes the object op from the linked list of objects 1036 * This function removes the object op from the linked list of objects
1115 * which it is currently tied to. When this function is done, the 1037 * which it is currently tied to. When this function is done, the
1116 * object will have no environment. If the object previously had an 1038 * object will have no environment. If the object previously had an
1117 * environment, the x and y coordinates will be updated to 1039 * environment, the x and y coordinates will be updated to
1118 * the previous environment. 1040 * the previous environment.
1119 * Beware: This function is called from the editor as well!
1120 */ 1041 */
1121
1122void 1042void
1123remove_ob (object *op) 1043object::do_remove ()
1124{ 1044{
1125 object *tmp, *last = NULL; 1045 object *tmp, *last = 0;
1126 object *otmp; 1046 object *otmp;
1127 1047
1128 tag_t tag; 1048 if (flag [FLAG_REMOVED])
1129 int check_walk_off; 1049 return;
1130 mapstruct *m;
1131 1050
1132 sint16 x, y; 1051 INVOKE_OBJECT (REMOVE, this);
1133 1052
1134 if (QUERY_FLAG (op, FLAG_REMOVED)) 1053 flag [FLAG_REMOVED] = true;
1135 {
1136 dump_object (op);
1137 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1138 1054
1139 /* Changed it to always dump core in this case. As has been learned 1055 if (more)
1140 * in the past, trying to recover from errors almost always 1056 more->remove ();
1141 * make things worse, and this is a real error here - something
1142 * that should not happen.
1143 * Yes, if this was a mission critical app, trying to do something
1144 * to recover may make sense, but that is because failure of the app
1145 * may have other disastrous problems. Cf runs out of a script
1146 * so is easily enough restarted without any real problems.
1147 * MSW 2001-07-01
1148 */
1149 abort ();
1150 }
1151
1152 if (op->more != NULL)
1153 remove_ob (op->more);
1154
1155 SET_FLAG (op, FLAG_REMOVED);
1156 1057
1157 /* 1058 /*
1158 * In this case, the object to be removed is in someones 1059 * In this case, the object to be removed is in someones
1159 * inventory. 1060 * inventory.
1160 */ 1061 */
1161 if (op->env != NULL) 1062 if (env)
1162 { 1063 {
1163 if (op->nrof) 1064 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1164 sub_weight (op->env, op->weight * op->nrof); 1065 if (object *pl = visible_to ())
1165 else 1066 esrv_del_item (pl->contr, count);
1166 sub_weight (op->env, op->weight + op->carrying); 1067 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1068
1069 adjust_weight (env, -total_weight ());
1070
1071 object *pl = in_player ();
1072
1073 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do.
1076 */
1077 map = env->map;
1078 x = env->x;
1079 y = env->y;
1080
1081 // make sure cmov optimisation is applicable
1082 *(above ? &above->below : &env->inv) = below;
1083 *(below ? &below->above : &above ) = above; // &above is just a dummy
1084
1085 above = 0;
1086 below = 0;
1087 env = 0;
1167 1088
1168 /* NO_FIX_PLAYER is set when a great many changes are being 1089 /* NO_FIX_PLAYER is set when a great many changes are being
1169 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1170 * to save cpu time. 1091 * to save cpu time.
1171 */ 1092 */
1172 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1173 fix_player (otmp); 1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
1096 pl->update_stats ();
1174 1097
1175 if (op->above != NULL) 1098 if (glow_radius && pl->is_on_map ())
1176 op->above->below = op->below; 1099 update_all_los (pl->map, pl->x, pl->y);
1177 else 1100 }
1178 op->env->inv = op->below;
1179
1180 if (op->below != NULL)
1181 op->below->above = op->above;
1182
1183 /* we set up values so that it could be inserted into
1184 * the map, but we don't actually do that - it is up
1185 * to the caller to decide what we want to do.
1186 */
1187 op->x = op->env->x, op->y = op->env->y;
1188 op->map = op->env->map;
1189 op->above = NULL, op->below = NULL;
1190 op->env = NULL;
1191 return;
1192 }
1193
1194 /* If we get here, we are removing it from a map */
1195 if (op->map == NULL)
1196 return;
1197
1198 x = op->x;
1199 y = op->y;
1200 m = get_map_from_coord (op->map, &x, &y);
1201
1202 if (!m)
1203 { 1101 }
1204 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1102 else if (map)
1205 op->map->path, op->x, op->y);
1206 /* in old days, we used to set x and y to 0 and continue.
1207 * it seems if we get into this case, something is probablye
1208 * screwed up and should be fixed.
1209 */
1210 abort ();
1211 } 1103 {
1212 if (op->map != m) 1104 map->dirty = true;
1213 { 1105 mapspace &ms = this->ms ();
1214 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1215 op->map->path, m->path, op->x, op->y, x, y);
1216 }
1217 1106
1218 /* Re did the following section of code - it looks like it had 1107 if (object *pl = ms.player ())
1219 * lots of logic for things we no longer care about
1220 */
1221
1222 /* link the object above us */
1223 if (op->above)
1224 op->above->below = op->below;
1225 else
1226 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1227
1228 /* Relink the object below us, if there is one */
1229 if (op->below)
1230 op->below->above = op->above;
1231 else
1232 {
1233 /* Nothing below, which means we need to relink map object for this space
1234 * use translated coordinates in case some oddness with map tiling is
1235 * evident
1236 */
1237 if (GET_MAP_OB (m, x, y) != op)
1238 { 1108 {
1239 dump_object (op); 1109 if (is_player ())
1240 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", 1110 {
1241 errmsg); 1111 if (!flag [FLAG_WIZPASS])
1242 dump_object (GET_MAP_OB (m, x, y)); 1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1243 LOG (llevError, "%s\n", errmsg); 1113
1114 // leaving a spot always closes any open container on the ground
1115 if (container && !container->env)
1116 // this causes spurious floorbox updates, but it ensures
1117 // that the CLOSE event is being sent.
1118 close_container ();
1119
1120 --map->players;
1121 map->touch ();
1122 }
1123 else if (pl->container == this)
1124 {
1125 // removing a container should close it
1126 close_container ();
1127 }
1128
1129 esrv_del_item (pl->contr, count);
1244 } 1130 }
1245 1131
1246 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1132 /* link the object above us */
1247 } 1133 // re-link, make sure compiler can easily use cmove
1134 *(above ? &above->below : &ms.top) = below;
1135 *(below ? &below->above : &ms.bot) = above;
1248 1136
1249 op->above = NULL; 1137 above = 0;
1250 op->below = NULL; 1138 below = 0;
1251 1139
1140 ms.invalidate ();
1141
1252 if (op->map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1253 return; 1143 return;
1254 1144
1255 tag = op->count; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1256 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1257 1146
1258 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1147 if (object *pl = ms.player ())
1259 {
1260 /* No point updating the players look faces if he is the object
1261 * being removed.
1262 */
1263
1264 if (tmp->type == PLAYER && tmp != op)
1265 { 1148 {
1149 if (pl->container == this)
1266 /* If a container that the player is currently using somehow gets 1150 /* If a container that the player is currently using somehow gets
1267 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1268 * appropriately. 1152 * appropriately.
1153 */
1154 pl->close_container ();
1155
1156 //TODO: the floorbox prev/next might need updating
1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns)
1160 pl->contr->ns->floorbox_update ();
1161 }
1162
1163 for (tmp = ms.bot; tmp; tmp = tmp->above)
1164 {
1165 /* No point updating the players look faces if he is the object
1166 * being removed.
1269 */ 1167 */
1270 if (tmp->container == op) 1168
1169 /* See if object moving off should effect something */
1170 if (check_walk_off
1171 && ((move_type & tmp->move_off)
1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1271 { 1173 {
1272 CLEAR_FLAG (op, FLAG_APPLIED); 1174 move_apply (tmp, this, 0);
1273 tmp->container = NULL; 1175
1176 if (destroyed ())
1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1274 } 1178 }
1275 1179
1276 tmp->contr->socket.update_look = 1; 1180 last = tmp;
1277 } 1181 }
1278 /* See if player moving off should effect something */
1279 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1280 {
1281 move_apply (tmp, op, NULL);
1282 1182
1283 if (was_destroyed (op, tag)) 1183 if (affects_los ())
1284 { 1184 update_all_los (map, x, y);
1285 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1286 }
1287 }
1288
1289 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1290
1291 if (tmp->above == tmp)
1292 tmp->above = NULL;
1293
1294 last = tmp;
1295 }
1296
1297 /* last == NULL of there are no objects on this space */
1298 if (last == NULL)
1299 { 1185 }
1300 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1301 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1302 * those out anyways, and if there are any flags set right now, they won't
1303 * be correct anyways.
1304 */
1305 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1306 update_position (op->map, op->x, op->y);
1307 }
1308 else
1309 update_object (last, UP_OBJ_REMOVE);
1310
1311 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1312 update_all_los (op->map, op->x, op->y);
1313} 1186}
1314 1187
1315/* 1188/*
1316 * merge_ob(op,top): 1189 * merge_ob(op,top):
1317 * 1190 *
1318 * This function goes through all objects below and including top, and 1191 * This function goes through all objects below and including top, and
1319 * merges op to the first matching object. 1192 * merges op to the first matching object.
1320 * If top is NULL, it is calculated. 1193 * If top is NULL, it is calculated.
1321 * Returns pointer to object if it succeded in the merge, otherwise NULL 1194 * Returns pointer to object if it succeded in the merge, otherwise NULL
1322 */ 1195 */
1323
1324object * 1196object *
1325merge_ob (object *op, object *top) 1197merge_ob (object *op, object *top)
1326{ 1198{
1327 if (!op->nrof) 1199 if (!op->nrof)
1328 return 0; 1200 return 0;
1329 if (top == NULL) 1201
1202 if (!top)
1330 for (top = op; top != NULL && top->above != NULL; top = top->above); 1203 for (top = op; top && top->above; top = top->above)
1204 ;
1205
1331 for (; top != NULL; top = top->below) 1206 for (; top; top = top->below)
1332 { 1207 if (object::can_merge (op, top))
1333 if (top == op)
1334 continue;
1335 if (CAN_MERGE (op, top))
1336 { 1208 {
1337 top->nrof += op->nrof; 1209 top->nrof += op->nrof;
1338 1210
1339/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1211 if (object *pl = top->visible_to ())
1340 op->weight = 0; /* Don't want any adjustements now */ 1212 esrv_update_item (UPD_NROF, pl, top);
1341 remove_ob (op); 1213
1342 free_object (op); 1214 op->weight = 0; // cancel the addition above
1215 op->carrying = 0; // must be 0 already
1216
1217 op->destroy ();
1218
1343 return top; 1219 return top;
1344 } 1220 }
1345 } 1221
1346 return NULL; 1222 return 0;
1347} 1223}
1348 1224
1225void
1226object::expand_tail ()
1227{
1228 if (more)
1229 return;
1230
1231 object *prev = this;
1232
1233 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1234 {
1235 object *op = arch_to_object (at);
1236
1237 op->name = name;
1238 op->name_pl = name_pl;
1239 op->title = title;
1240
1241 op->head = this;
1242 prev->more = op;
1243
1244 prev = op;
1245 }
1246}
1247
1349/* 1248/*
1350 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1249 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1351 * job preparing multi-part monsters 1250 * job preparing multi-part monsters.
1352 */ 1251 */
1353object * 1252object *
1354insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1253insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1355{ 1254{
1356 object * 1255 op->remove ();
1357 tmp;
1358 1256
1359 if (op->head)
1360 op = op->head;
1361 for (tmp = op; tmp; tmp = tmp->more) 1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1362 { 1258 {
1363 tmp->x = x + tmp->arch->clone.x; 1259 tmp->x = x + tmp->arch->x;
1364 tmp->y = y + tmp->arch->clone.y; 1260 tmp->y = y + tmp->arch->y;
1365 } 1261 }
1262
1366 return insert_ob_in_map (op, m, originator, flag); 1263 return insert_ob_in_map (op, m, originator, flag);
1367} 1264}
1368 1265
1369/* 1266/*
1370 * insert_ob_in_map (op, map, originator, flag): 1267 * insert_ob_in_map (op, map, originator, flag):
1384 * Return value: 1281 * Return value:
1385 * new object if 'op' was merged with other object 1282 * new object if 'op' was merged with other object
1386 * NULL if 'op' was destroyed 1283 * NULL if 'op' was destroyed
1387 * just 'op' otherwise 1284 * just 'op' otherwise
1388 */ 1285 */
1389
1390object * 1286object *
1391insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1392{ 1288{
1393 object *tmp, *top, *floor = NULL; 1289 op->remove ();
1394 sint16 x, y;
1395 1290
1396 if (QUERY_FLAG (op, FLAG_FREED)) 1291 if (m == &freed_map)//D TODO: remove soon
1397 { 1292 {//D
1398 LOG (llevError, "Trying to insert freed object!\n"); 1293 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1399 return NULL;
1400 } 1294 }//D
1401
1402 if (m == NULL)
1403 {
1404 dump_object (op);
1405 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1406 return op;
1407 }
1408
1409 if (out_of_map (m, op->x, op->y))
1410 {
1411 dump_object (op);
1412 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1413#ifdef MANY_CORES
1414 /* Better to catch this here, as otherwise the next use of this object
1415 * is likely to cause a crash. Better to find out where it is getting
1416 * improperly inserted.
1417 */
1418 abort ();
1419#endif
1420 return op;
1421 }
1422
1423 if (!QUERY_FLAG (op, FLAG_REMOVED))
1424 {
1425 dump_object (op);
1426 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1427 return op;
1428 }
1429
1430 if (op->more != NULL)
1431 {
1432 /* The part may be on a different map. */
1433
1434 object *more = op->more;
1435
1436 /* We really need the caller to normalize coordinates - if
1437 * we set the map, that doesn't work if the location is within
1438 * a map and this is straddling an edge. So only if coordinate
1439 * is clear wrong do we normalize it.
1440 */
1441 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1442 more->map = get_map_from_coord (m, &more->x, &more->y);
1443 else if (!more->map)
1444 {
1445 /* For backwards compatibility - when not dealing with tiled maps,
1446 * more->map should always point to the parent.
1447 */
1448 more->map = m;
1449 }
1450
1451 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1452 {
1453 if (!op->head)
1454 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1455
1456 return NULL;
1457 }
1458 }
1459
1460 CLEAR_FLAG (op, FLAG_REMOVED);
1461 1295
1462 /* Ideally, the caller figures this out. However, it complicates a lot 1296 /* Ideally, the caller figures this out. However, it complicates a lot
1463 * of areas of callers (eg, anything that uses find_free_spot would now 1297 * of areas of callers (eg, anything that uses find_free_spot would now
1464 * need extra work 1298 * need extra work
1465 */ 1299 */
1466 op->map = get_map_from_coord (m, &op->x, &op->y); 1300 maptile *newmap = m;
1467 x = op->x; 1301 if (!xy_normalise (newmap, op->x, op->y))
1468 y = op->y; 1302 {
1303 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1304 return 0;
1305 }
1306
1307 if (object *more = op->more)
1308 if (!insert_ob_in_map (more, m, originator, flag))
1309 return 0;
1310
1311 op->flag [FLAG_REMOVED] = false;
1312 op->env = 0;
1313 op->map = newmap;
1314
1315 mapspace &ms = op->ms ();
1469 1316
1470 /* this has to be done after we translate the coordinates. 1317 /* this has to be done after we translate the coordinates.
1471 */ 1318 */
1472 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1473 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1474 if (CAN_MERGE (op, tmp)) 1321 if (object::can_merge (op, tmp))
1475 { 1322 {
1323 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp
1325 // from here :/
1476 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1477 remove_ob (tmp); 1327 tmp->destroy ();
1478 free_object (tmp);
1479 } 1328 }
1480 1329
1481 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1482 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1331 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1483 1332
1490 { 1339 {
1491 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1492 abort (); 1341 abort ();
1493 } 1342 }
1494 1343
1344 if (!originator->is_on_map ())
1345 {
1346 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1347 op->debug_desc (), originator->debug_desc ());
1348 abort ();
1349 }
1350
1495 op->above = originator; 1351 op->above = originator;
1496 op->below = originator->below; 1352 op->below = originator->below;
1497
1498 if (op->below)
1499 op->below->above = op;
1500 else
1501 SET_MAP_OB (op->map, op->x, op->y, op);
1502
1503 /* since *below* originator, no need to update top */
1504 originator->below = op; 1353 originator->below = op;
1354
1355 *(op->below ? &op->below->above : &ms.bot) = op;
1505 } 1356 }
1506 else 1357 else
1507 { 1358 {
1359 object *floor = 0;
1360 object *top = ms.top;
1361
1508 /* If there are other objects, then */ 1362 /* If there are other objects, then */
1509 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1363 if (top)
1510 { 1364 {
1511 object *last = NULL;
1512
1513 /* 1365 /*
1514 * If there are multiple objects on this space, we do some trickier handling. 1366 * If there are multiple objects on this space, we do some trickier handling.
1515 * We've already dealt with merging if appropriate. 1367 * We've already dealt with merging if appropriate.
1516 * Generally, we want to put the new object on top. But if 1368 * Generally, we want to put the new object on top. But if
1517 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1369 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1520 * once we get to them. This reduces the need to traverse over all of 1372 * once we get to them. This reduces the need to traverse over all of
1521 * them when adding another one - this saves quite a bit of cpu time 1373 * them when adding another one - this saves quite a bit of cpu time
1522 * when lots of spells are cast in one area. Currently, it is presumed 1374 * when lots of spells are cast in one area. Currently, it is presumed
1523 * that flying non pickable objects are spell objects. 1375 * that flying non pickable objects are spell objects.
1524 */ 1376 */
1525 1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1526 while (top != NULL)
1527 { 1378 {
1528 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1379 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1529 floor = top; 1380 floor = tmp;
1530 1381
1531 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1382 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1532 { 1383 {
1533 /* We insert above top, so we want this object below this */ 1384 /* We insert above top, so we want this object below this */
1534 top = top->below; 1385 top = tmp->below;
1535 break; 1386 break;
1536 } 1387 }
1537 1388
1538 last = top;
1539 top = top->above; 1389 top = tmp;
1540 } 1390 }
1541
1542 /* Don't want top to be NULL, so set it to the last valid object */
1543 top = last;
1544 1391
1545 /* We let update_position deal with figuring out what the space 1392 /* We let update_position deal with figuring out what the space
1546 * looks like instead of lots of conditions here. 1393 * looks like instead of lots of conditions here.
1547 * makes things faster, and effectively the same result. 1394 * makes things faster, and effectively the same result.
1548 */ 1395 */
1549 1396
1550 /* Have object 'fall below' other objects that block view. 1397 /* Have object 'fall below' other objects that block view.
1551 * Unless those objects are exits, type 66 1398 * Unless those objects are exits.
1552 * If INS_ON_TOP is used, don't do this processing 1399 * If INS_ON_TOP is used, don't do this processing
1553 * Need to find the object that in fact blocks view, otherwise 1400 * Need to find the object that in fact blocks view, otherwise
1554 * stacking is a bit odd. 1401 * stacking is a bit odd.
1555 */ 1402 */
1556 if (!(flag & INS_ON_TOP) && 1403 if (!(flag & INS_ON_TOP)
1557 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1404 && ms.flags () & P_BLOCKSVIEW
1405 && (op->face && !faces [op->face].visibility))
1558 { 1406 {
1407 object *last;
1408
1559 for (last = top; last != floor; last = last->below) 1409 for (last = top; last != floor; last = last->below)
1560 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1410 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1561 break; 1411 break;
1412
1562 /* Check to see if we found the object that blocks view, 1413 /* Check to see if we found the object that blocks view,
1563 * and make sure we have a below pointer for it so that 1414 * and make sure we have a below pointer for it so that
1564 * we can get inserted below this one, which requires we 1415 * we can get inserted below this one, which requires we
1565 * set top to the object below us. 1416 * set top to the object below us.
1566 */ 1417 */
1567 if (last && last->below && last != floor) 1418 if (last && last->below && last != floor)
1568 top = last->below; 1419 top = last->below;
1569 } 1420 }
1570 } /* If objects on this space */ 1421 } /* If objects on this space */
1571 1422
1572 if (flag & INS_MAP_LOAD)
1573 top = GET_MAP_TOP (op->map, op->x, op->y);
1574
1575 if (flag & INS_ABOVE_FLOOR_ONLY) 1423 if (flag & INS_ABOVE_FLOOR_ONLY)
1576 top = floor; 1424 top = floor;
1577 1425
1578 /* Top is the object that our object (op) is going to get inserted above. 1426 // insert object above top, or bottom-most if top = 0
1579 */
1580
1581 /* First object on this space */
1582 if (!top) 1427 if (!top)
1583 { 1428 {
1584 op->above = GET_MAP_OB (op->map, op->x, op->y);
1585
1586 if (op->above)
1587 op->above->below = op;
1588
1589 op->below = NULL; 1429 op->below = 0;
1590 SET_MAP_OB (op->map, op->x, op->y, op); 1430 op->above = ms.bot;
1431 ms.bot = op;
1432
1433 *(op->above ? &op->above->below : &ms.top) = op;
1591 } 1434 }
1592 else 1435 else
1593 { /* get inserted into the stack above top */ 1436 {
1594 op->above = top->above; 1437 op->above = top->above;
1595
1596 if (op->above)
1597 op->above->below = op; 1438 top->above = op;
1598 1439
1599 op->below = top; 1440 op->below = top;
1600 top->above = op; 1441 *(op->above ? &op->above->below : &ms.top) = op;
1601 } 1442 }
1443 }
1602 1444
1603 if (op->above == NULL) 1445 if (op->is_player ())
1604 SET_MAP_TOP (op->map, op->x, op->y, op); 1446 {
1605 } /* else not INS_BELOW_ORIGINATOR */
1606
1607 if (op->type == PLAYER)
1608 op->contr->do_los = 1; 1447 op->contr->do_los = 1;
1448 ++op->map->players;
1449 op->map->touch ();
1450 }
1609 1451
1610 /* If we have a floor, we know the player, if any, will be above 1452 op->map->dirty = true;
1611 * it, so save a few ticks and start from there. 1453
1612 */ 1454 if (object *pl = ms.player ())
1613 if (!(flag & INS_MAP_LOAD)) 1455 //TODO: the floorbox prev/next might need updating
1614 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1456 //esrv_send_item (pl, op);
1615 if (tmp->type == PLAYER) 1457 //TODO: update floorbox to preserve ordering
1616 tmp->contr->socket.update_look = 1; 1458 if (pl->contr->ns)
1459 pl->contr->ns->floorbox_update ();
1617 1460
1618 /* If this object glows, it may affect lighting conditions that are 1461 /* If this object glows, it may affect lighting conditions that are
1619 * visible to others on this map. But update_all_los is really 1462 * visible to others on this map. But update_all_los is really
1620 * an inefficient way to do this, as it means los for all players 1463 * an inefficient way to do this, as it means los for all players
1621 * on the map will get recalculated. The players could very well 1464 * on the map will get recalculated. The players could very well
1622 * be far away from this change and not affected in any way - 1465 * be far away from this change and not affected in any way -
1623 * this should get redone to only look for players within range, 1466 * this should get redone to only look for players within range,
1624 * or just updating the P_NEED_UPDATE for spaces within this area 1467 * or just updating the P_UPTODATE for spaces within this area
1625 * of effect may be sufficient. 1468 * of effect may be sufficient.
1626 */ 1469 */
1627 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1470 if (op->affects_los ())
1471 {
1472 op->ms ().invalidate ();
1628 update_all_los (op->map, op->x, op->y); 1473 update_all_los (op->map, op->x, op->y);
1474 }
1629 1475
1630 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1476 /* updates flags (blocked, alive, no magic, etc) for this map space */
1631 update_object (op, UP_OBJ_INSERT); 1477 update_object (op, UP_OBJ_INSERT);
1632 1478
1479 INVOKE_OBJECT (INSERT, op);
1480
1633 /* Don't know if moving this to the end will break anything. However, 1481 /* Don't know if moving this to the end will break anything. However,
1634 * we want to have update_look set above before calling this. 1482 * we want to have floorbox_update called before calling this.
1635 * 1483 *
1636 * check_move_on() must be after this because code called from 1484 * check_move_on() must be after this because code called from
1637 * check_move_on() depends on correct map flags (so functions like 1485 * check_move_on() depends on correct map flags (so functions like
1638 * blocked() and wall() work properly), and these flags are updated by 1486 * blocked() and wall() work properly), and these flags are updated by
1639 * update_object(). 1487 * update_object().
1640 */ 1488 */
1641 1489
1642 /* if this is not the head or flag has been passed, don't check walk on status */ 1490 /* if this is not the head or flag has been passed, don't check walk on status */
1643 if (!(flag & INS_NO_WALK_ON) && !op->head) 1491 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1644 { 1492 {
1645 if (check_move_on (op, originator)) 1493 if (check_move_on (op, originator))
1646 return NULL; 1494 return 0;
1647 1495
1648 /* If we are a multi part object, lets work our way through the check 1496 /* If we are a multi part object, lets work our way through the check
1649 * walk on's. 1497 * walk on's.
1650 */ 1498 */
1651 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1499 for (object *tmp = op->more; tmp; tmp = tmp->more)
1652 if (check_move_on (tmp, originator)) 1500 if (check_move_on (tmp, originator))
1653 return NULL; 1501 return 0;
1654 } 1502 }
1655 1503
1656 return op; 1504 return op;
1657} 1505}
1658 1506
1659/* this function inserts an object in the map, but if it 1507/* this function inserts an object in the map, but if it
1660 * finds an object of its own type, it'll remove that one first. 1508 * finds an object of its own type, it'll remove that one first.
1661 * op is the object to insert it under: supplies x and the map. 1509 * op is the object to insert it under: supplies x and the map.
1662 */ 1510 */
1663void 1511void
1664replace_insert_ob_in_map (const char *arch_string, object *op) 1512replace_insert_ob_in_map (shstr_tmp archname, object *op)
1665{ 1513{
1666 object *tmp;
1667 object *tmp1;
1668
1669 /* first search for itself and remove any old instances */ 1514 /* first search for itself and remove any old instances */
1670 1515
1671 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1672 {
1673 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1517 if (tmp->arch->archname == archname) /* same archetype */
1674 { 1518 tmp->destroy ();
1675 remove_ob (tmp);
1676 free_object (tmp);
1677 }
1678 }
1679 1519
1680 tmp1 = arch_to_object (find_archetype (arch_string)); 1520 object *tmp = arch_to_object (archetype::find (archname));
1681 1521
1682 tmp1->x = op->x; 1522 tmp->x = op->x;
1683 tmp1->y = op->y; 1523 tmp->y = op->y;
1524
1684 insert_ob_in_map (tmp1, op->map, op, 0); 1525 insert_ob_in_map (tmp, op->map, op, 0);
1685} 1526}
1686
1687/*
1688 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1689 * is returned contains nr objects, and the remaining parts contains
1690 * the rest (or is removed and freed if that number is 0).
1691 * On failure, NULL is returned, and the reason put into the
1692 * global static errmsg array.
1693 */
1694 1527
1695object * 1528object *
1696get_split_ob (object *orig_ob, uint32 nr) 1529object::insert_at (object *where, object *originator, int flags)
1697{ 1530{
1698 object * 1531 if (where->env)
1699 newob; 1532 return where->env->insert (this);
1700 int 1533 else
1701 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1702
1703 if (orig_ob->nrof < nr)
1704 {
1705 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1706 return NULL;
1707 }
1708 newob = object_create_clone (orig_ob);
1709 if ((orig_ob->nrof -= nr) < 1)
1710 {
1711 if (!is_removed)
1712 remove_ob (orig_ob);
1713 free_object2 (orig_ob, 1);
1714 }
1715 else if (!is_removed)
1716 {
1717 if (orig_ob->env != NULL)
1718 sub_weight (orig_ob->env, orig_ob->weight * nr);
1719 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1720 {
1721 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1722 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1723 return NULL;
1724 }
1725 }
1726 newob->nrof = nr;
1727
1728 return newob;
1729} 1535}
1730 1536
1731/* 1537/*
1732 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1733 * the amount of an object. If the amount reaches 0, the object 1539 * the amount of an object. If the amount reaches 0, the object
1734 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1735 * 1541 *
1736 * Return value: 'op' if something is left, NULL if the amount reached 0 1542 * Return value: 'op' if something is left, NULL if the amount reached 0
1737 */ 1543 */
1544bool
1545object::decrease (sint32 nr)
1546{
1547 if (!nr)
1548 return true;
1738 1549
1550 nr = min (nr, nrof);
1551
1552 if (nrof > nr)
1553 {
1554 nrof -= nr;
1555 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1556
1557 if (object *pl = visible_to ())
1558 esrv_update_item (UPD_NROF, pl, this);
1559
1560 return true;
1561 }
1562 else
1563 {
1564 destroy ();
1565 return false;
1566 }
1567}
1568
1569/*
1570 * split(ob,nr) splits up ob into two parts. The part which
1571 * is returned contains nr objects, and the remaining parts contains
1572 * the rest (or is removed and returned if that number is 0).
1573 * On failure, NULL is returned.
1574 */
1739object * 1575object *
1740decrease_ob_nr (object *op, uint32 i) 1576object::split (sint32 nr)
1741{ 1577{
1742 object * 1578 int have = number_of ();
1743 tmp;
1744 player *
1745 pl;
1746 1579
1747 if (i == 0) /* objects with op->nrof require this check */ 1580 if (have < nr)
1748 return op; 1581 return 0;
1749 1582 else if (have == nr)
1750 if (i > op->nrof)
1751 i = op->nrof;
1752
1753 if (QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 op->nrof -= i;
1756 } 1583 {
1757 else if (op->env != NULL)
1758 {
1759 /* is this object in the players inventory, or sub container
1760 * therein?
1761 */
1762 tmp = is_player_inv (op->env);
1763 /* nope. Is this a container the player has opened?
1764 * If so, set tmp to that player.
1765 * IMO, searching through all the players will mostly
1766 * likely be quicker than following op->env to the map,
1767 * and then searching the map for a player.
1768 */
1769 if (!tmp)
1770 {
1771 for (pl = first_player; pl; pl = pl->next)
1772 if (pl->ob->container == op->env)
1773 break;
1774 if (pl)
1775 tmp = pl->ob;
1776 else
1777 tmp = NULL;
1778 }
1779
1780 if (i < op->nrof)
1781 {
1782 sub_weight (op->env, op->weight * i);
1783 op->nrof -= i;
1784 if (tmp)
1785 {
1786 esrv_send_item (tmp, op);
1787 }
1788 }
1789 else
1790 {
1791 remove_ob (op); 1584 remove ();
1792 op->nrof = 0; 1585 return this;
1793 if (tmp)
1794 {
1795 esrv_del_item (tmp->contr, op->count);
1796 }
1797 }
1798 } 1586 }
1799 else 1587 else
1800 { 1588 {
1801 object * 1589 decrease (nr);
1802 above = op->above;
1803 1590
1804 if (i < op->nrof) 1591 object *op = deep_clone ();
1805 {
1806 op->nrof -= i;
1807 }
1808 else
1809 {
1810 remove_ob (op);
1811 op->nrof = 0; 1592 op->nrof = nr;
1812 }
1813 /* Since we just removed op, op->above is null */
1814 for (tmp = above; tmp != NULL; tmp = tmp->above)
1815 if (tmp->type == PLAYER)
1816 {
1817 if (op->nrof)
1818 esrv_send_item (tmp, op);
1819 else
1820 esrv_del_item (tmp->contr, op->count);
1821 }
1822 }
1823
1824 if (op->nrof)
1825 {
1826 return op; 1593 return op;
1827 } 1594 }
1828 else 1595}
1596
1597object *
1598insert_ob_in_ob (object *op, object *where)
1599{
1600 if (!where)
1829 { 1601 {
1830 free_object (op); 1602 char *dump = dump_object (op);
1603 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1604 free (dump);
1831 return NULL; 1605 return op;
1832 }
1833}
1834
1835/*
1836 * add_weight(object, weight) adds the specified weight to an object,
1837 * and also updates how much the environment(s) is/are carrying.
1838 */
1839
1840void
1841add_weight (object *op, signed long weight)
1842{
1843 while (op != NULL)
1844 { 1606 }
1845 if (op->type == CONTAINER) 1607
1846 { 1608 if (where->head_ () != where)
1847 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1848 }
1849 op->carrying += weight;
1850 op = op->env;
1851 } 1609 {
1852} 1610 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1611 where = where->head;
1612 }
1853 1613
1614 return where->insert (op);
1615}
1616
1854/* 1617/*
1855 * insert_ob_in_ob(op,environment): 1618 * env->insert (op)
1856 * This function inserts the object op in the linked list 1619 * This function inserts the object op in the linked list
1857 * inside the object environment. 1620 * inside the object environment.
1858 * 1621 *
1859 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1860 * the inventory at the last position or next to other objects of the same
1861 * type.
1862 * Frank: Now sorted by type, archetype and magic!
1863 *
1864 * The function returns now pointer to inserted item, and return value can 1622 * The function returns now pointer to inserted item, and return value can
1865 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1866 */ 1624 */
1867
1868object * 1625object *
1869insert_ob_in_ob (object *op, object *where) 1626object::insert (object *op)
1870{ 1627{
1871 object *
1872 tmp, *
1873 otmp;
1874
1875 if (!QUERY_FLAG (op, FLAG_REMOVED))
1876 {
1877 dump_object (op);
1878 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1879 return op;
1880 }
1881 if (where == NULL)
1882 {
1883 dump_object (op);
1884 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1885 return op;
1886 }
1887 if (where->head)
1888 {
1889 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1890 where = where->head;
1891 }
1892 if (op->more) 1628 if (op->more)
1893 { 1629 {
1894 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1895 return op; 1631 return op;
1896 } 1632 }
1897 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1633
1898 CLEAR_FLAG (op, FLAG_REMOVED); 1634 op->remove ();
1635
1636 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1637
1899 if (op->nrof) 1638 if (op->nrof)
1900 {
1901 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1639 for (object *tmp = inv; tmp; tmp = tmp->below)
1902 if (CAN_MERGE (tmp, op)) 1640 if (object::can_merge (tmp, op))
1903 { 1641 {
1904 /* return the original object and remove inserted object 1642 /* return the original object and remove inserted object
1905 (client needs the original object) */ 1643 (client needs the original object) */
1906 tmp->nrof += op->nrof; 1644 tmp->nrof += op->nrof;
1907 /* Weight handling gets pretty funky. Since we are adding to 1645
1908 * tmp->nrof, we need to increase the weight. 1646 if (object *pl = tmp->visible_to ())
1909 */ 1647 esrv_update_item (UPD_NROF, pl, tmp);
1910 add_weight (where, op->weight * op->nrof); 1648
1911 SET_FLAG (op, FLAG_REMOVED); 1649 adjust_weight (this, op->total_weight ());
1912 free_object (op); /* free the inserted object */ 1650
1651 op->destroy ();
1913 op = tmp; 1652 op = tmp;
1914 remove_ob (op); /* and fix old object's links */ 1653 goto inserted;
1915 CLEAR_FLAG (op, FLAG_REMOVED);
1916 break;
1917 } 1654 }
1918 1655
1919 /* I assume combined objects have no inventory 1656 op->owner = 0; // it's his/hers now. period.
1920 * We add the weight - this object could have just been removed
1921 * (if it was possible to merge). calling remove_ob will subtract
1922 * the weight, so we need to add it in again, since we actually do
1923 * the linking below
1924 */
1925 add_weight (where, op->weight * op->nrof);
1926 }
1927 else
1928 add_weight (where, (op->weight + op->carrying));
1929
1930 otmp = is_player_inv (where);
1931 if (otmp && otmp->contr != NULL)
1932 {
1933 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1934 fix_player (otmp);
1935 }
1936
1937 op->map = NULL; 1657 op->map = 0;
1938 op->env = where; 1658 op->x = 0;
1659 op->y = 0;
1660
1939 op->above = NULL; 1661 op->above = 0;
1940 op->below = NULL; 1662 op->below = inv;
1941 op->x = 0, op->y = 0; 1663 op->env = this;
1942 1664
1665 if (inv)
1666 inv->above = op;
1667
1668 inv = op;
1669
1670 op->flag [FLAG_REMOVED] = 0;
1671
1672 if (object *pl = op->visible_to ())
1673 esrv_send_item (pl, op);
1674
1675 adjust_weight (this, op->total_weight ());
1676
1677inserted:
1943 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1944 if ((op->glow_radius != 0) && where->map) 1679 if (op->glow_radius && is_on_map ())
1945 {
1946#ifdef DEBUG_LIGHTS
1947 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1948#endif /* DEBUG_LIGHTS */
1949 if (MAP_DARKNESS (where->map))
1950 update_all_los (where->map, where->x, where->y);
1951 } 1680 {
1952 1681 update_stats ();
1953 /* Client has no idea of ordering so lets not bother ordering it here. 1682 update_all_los (map, x, y);
1954 * It sure simplifies this function...
1955 */
1956 if (where->inv == NULL)
1957 where->inv = op;
1958 else
1959 { 1683 }
1960 op->below = where->inv; 1684 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1961 op->below->above = op; 1685 // if this is a player's inventory, update stats
1962 where->inv = op; 1686 update_stats ();
1963 } 1687
1688 INVOKE_OBJECT (INSERT, this);
1689
1964 return op; 1690 return op;
1965} 1691}
1966 1692
1967/* 1693/*
1968 * Checks if any objects has a move_type that matches objects 1694 * Checks if any objects has a move_type that matches objects
1982 * 1708 *
1983 * MSW 2001-07-08: Check all objects on space, not just those below 1709 * MSW 2001-07-08: Check all objects on space, not just those below
1984 * object being inserted. insert_ob_in_map may not put new objects 1710 * object being inserted. insert_ob_in_map may not put new objects
1985 * on top. 1711 * on top.
1986 */ 1712 */
1987
1988int 1713int
1989check_move_on (object *op, object *originator) 1714check_move_on (object *op, object *originator)
1990{ 1715{
1991 object *tmp;
1992 tag_t tag;
1993 mapstruct *m = op->map;
1994 int x = op->x, y = op->y;
1995
1996 MoveType move_on, move_slow, move_block;
1997
1998 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1999 return 0; 1717 return 0;
2000 1718
2001 tag = op->count; 1719 object *tmp;
1720 maptile *m = op->map;
1721 int x = op->x, y = op->y;
2002 1722
2003 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1723 mapspace &ms = m->at (x, y);
2004 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1724
2005 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1725 ms.update ();
1726
1727 MoveType move_on = ms.move_on;
1728 MoveType move_slow = ms.move_slow;
1729 MoveType move_block = ms.move_block;
2006 1730
2007 /* if nothing on this space will slow op down or be applied, 1731 /* if nothing on this space will slow op down or be applied,
2008 * no need to do checking below. have to make sure move_type 1732 * no need to do checking below. have to make sure move_type
2009 * is set, as lots of objects don't have it set - we treat that 1733 * is set, as lots of objects don't have it set - we treat that
2010 * as walking. 1734 * as walking.
2021 return 0; 1745 return 0;
2022 1746
2023 /* The objects have to be checked from top to bottom. 1747 /* The objects have to be checked from top to bottom.
2024 * Hence, we first go to the top: 1748 * Hence, we first go to the top:
2025 */ 1749 */
2026 1750 for (object *next, *tmp = ms.top; tmp; tmp = next)
2027 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2028 {
2029 /* Trim the search when we find the first other spell effect
2030 * this helps performance so that if a space has 50 spell objects,
2031 * we don't need to check all of them.
2032 */
2033 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2034 break;
2035 } 1751 {
1752 next = tmp->below;
2036 1753
2037 for (; tmp; tmp = tmp->below)
2038 {
2039 if (tmp == op) 1754 if (tmp == op)
2040 continue; /* Can't apply yourself */ 1755 continue; /* Can't apply yourself */
2041 1756
2042 /* Check to see if one of the movement types should be slowed down. 1757 /* Check to see if one of the movement types should be slowed down.
2043 * Second check makes sure that the movement types not being slowed 1758 * Second check makes sure that the movement types not being slowed
2048 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1763 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2049 { 1764 {
2050 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2052 { 1767 {
2053
2054 float diff = tmp->move_slow_penalty * FABS (op->speed); 1768 float diff = tmp->move_slow_penalty * fabs (op->speed);
2055 1769
2056 if (op->type == PLAYER) 1770 if (op->is_player ())
2057 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1771 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
2058 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1772 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
2059 diff /= 4.0; 1773 diff /= 4.0;
2060 1774
2061 op->speed_left -= diff; 1775 op->speed_left -= diff;
2062 } 1776 }
2063 } 1777 }
2066 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1780 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1781 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2068 { 1782 {
2069 move_apply (tmp, op, originator); 1783 move_apply (tmp, op, originator);
2070 1784
2071 if (was_destroyed (op, tag)) 1785 if (op->destroyed ())
2072 return 1; 1786 return 1;
2073 1787
2074 /* what the person/creature stepped onto has moved the object 1788 /* what the person/creature stepped onto has moved the object
2075 * someplace new. Don't process any further - if we did, 1789 * someplace new. Don't process any further - if we did,
2076 * have a feeling strange problems would result. 1790 * have a feeling strange problems would result.
2086/* 1800/*
2087 * present_arch(arch, map, x, y) searches for any objects with 1801 * present_arch(arch, map, x, y) searches for any objects with
2088 * a matching archetype at the given map and coordinates. 1802 * a matching archetype at the given map and coordinates.
2089 * The first matching object is returned, or NULL if none. 1803 * The first matching object is returned, or NULL if none.
2090 */ 1804 */
2091
2092object * 1805object *
2093present_arch (const archetype *at, mapstruct *m, int x, int y) 1806present_arch (const archetype *at, maptile *m, int x, int y)
2094{ 1807{
2095 object *
2096 tmp;
2097
2098 if (m == NULL || out_of_map (m, x, y)) 1808 if (!m || out_of_map (m, x, y))
2099 { 1809 {
2100 LOG (llevError, "Present_arch called outside map.\n"); 1810 LOG (llevError, "Present_arch called outside map.\n");
2101 return NULL; 1811 return NULL;
2102 } 1812 }
2103 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1813
2104 if (tmp->arch == at) 1814 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1815 if (tmp->arch->archname == at->archname)
2105 return tmp; 1816 return tmp;
1817
2106 return NULL; 1818 return NULL;
2107} 1819}
2108 1820
2109/* 1821/*
2110 * present(type, map, x, y) searches for any objects with 1822 * present(type, map, x, y) searches for any objects with
2111 * a matching type variable at the given map and coordinates. 1823 * a matching type variable at the given map and coordinates.
2112 * The first matching object is returned, or NULL if none. 1824 * The first matching object is returned, or NULL if none.
2113 */ 1825 */
2114
2115object * 1826object *
2116present (unsigned char type, mapstruct *m, int x, int y) 1827present (unsigned char type, maptile *m, int x, int y)
2117{ 1828{
2118 object *
2119 tmp;
2120
2121 if (out_of_map (m, x, y)) 1829 if (out_of_map (m, x, y))
2122 { 1830 {
2123 LOG (llevError, "Present called outside map.\n"); 1831 LOG (llevError, "Present called outside map.\n");
2124 return NULL; 1832 return NULL;
2125 } 1833 }
2126 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1834
1835 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2127 if (tmp->type == type) 1836 if (tmp->type == type)
2128 return tmp; 1837 return tmp;
1838
2129 return NULL; 1839 return NULL;
2130} 1840}
2131 1841
2132/* 1842/*
2133 * present_in_ob(type, object) searches for any objects with 1843 * present_in_ob(type, object) searches for any objects with
2134 * a matching type variable in the inventory of the given object. 1844 * a matching type variable in the inventory of the given object.
2135 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
2136 */ 1846 */
2137
2138object * 1847object *
2139present_in_ob (unsigned char type, const object *op) 1848present_in_ob (unsigned char type, const object *op)
2140{ 1849{
2141 object *
2142 tmp;
2143
2144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1850 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2145 if (tmp->type == type) 1851 if (tmp->type == type)
2146 return tmp; 1852 return tmp;
1853
2147 return NULL; 1854 return NULL;
2148} 1855}
2149 1856
2150/* 1857/*
2151 * present_in_ob (type, str, object) searches for any objects with 1858 * present_in_ob (type, str, object) searches for any objects with
2159 * str is the string to match against. Note that we match against 1866 * str is the string to match against. Note that we match against
2160 * the object name, not the archetype name. this is so that the 1867 * the object name, not the archetype name. this is so that the
2161 * spell code can use one object type (force), but change it's name 1868 * spell code can use one object type (force), but change it's name
2162 * to be unique. 1869 * to be unique.
2163 */ 1870 */
2164
2165object * 1871object *
2166present_in_ob_by_name (int type, const char *str, const object *op) 1872present_in_ob_by_name (int type, const char *str, const object *op)
2167{ 1873{
2168 object *
2169 tmp;
2170
2171 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1874 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2172 {
2173 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1875 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2174 return tmp; 1876 return tmp;
2175 } 1877
2176 return NULL; 1878 return 0;
2177} 1879}
2178 1880
2179/* 1881/*
2180 * present_arch_in_ob(archetype, object) searches for any objects with 1882 * present_arch_in_ob(archetype, object) searches for any objects with
2181 * a matching archetype in the inventory of the given object. 1883 * a matching archetype in the inventory of the given object.
2182 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
2183 */ 1885 */
2184
2185object * 1886object *
2186present_arch_in_ob (const archetype *at, const object *op) 1887present_arch_in_ob (const archetype *at, const object *op)
2187{ 1888{
2188 object *
2189 tmp;
2190
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2192 if (tmp->arch == at) 1890 if (tmp->arch->archname == at->archname)
2193 return tmp; 1891 return tmp;
1892
2194 return NULL; 1893 return NULL;
2195} 1894}
2196 1895
2197/* 1896/*
2198 * activate recursively a flag on an object inventory 1897 * activate recursively a flag on an object inventory
2199 */ 1898 */
2200void 1899void
2201flag_inv (object *op, int flag) 1900flag_inv (object *op, int flag)
2202{ 1901{
2203 object *
2204 tmp;
2205
2206 if (op->inv)
2207 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1902 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2208 { 1903 {
2209 SET_FLAG (tmp, flag); 1904 SET_FLAG (tmp, flag);
2210 flag_inv (tmp, flag); 1905 flag_inv (tmp, flag);
2211 } 1906 }
2212} /* 1907}
1908
1909/*
2213 * desactivate recursively a flag on an object inventory 1910 * deactivate recursively a flag on an object inventory
2214 */ 1911 */
2215void 1912void
2216unflag_inv (object *op, int flag) 1913unflag_inv (object *op, int flag)
2217{ 1914{
2218 object *
2219 tmp;
2220
2221 if (op->inv)
2222 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2223 { 1916 {
2224 CLEAR_FLAG (tmp, flag); 1917 CLEAR_FLAG (tmp, flag);
2225 unflag_inv (tmp, flag); 1918 unflag_inv (tmp, flag);
2226 } 1919 }
2227}
2228
2229/*
2230 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2231 * all it's inventory (recursively).
2232 * If checksums are used, a player will get set_cheat called for
2233 * him/her-self and all object carried by a call to this function.
2234 */
2235
2236void
2237set_cheat (object *op)
2238{
2239 SET_FLAG (op, FLAG_WAS_WIZ);
2240 flag_inv (op, FLAG_WAS_WIZ);
2241} 1920}
2242 1921
2243/* 1922/*
2244 * find_free_spot(object, map, x, y, start, stop) will search for 1923 * find_free_spot(object, map, x, y, start, stop) will search for
2245 * a spot at the given map and coordinates which will be able to contain 1924 * a spot at the given map and coordinates which will be able to contain
2247 * to search (see the freearr_x/y[] definition). 1926 * to search (see the freearr_x/y[] definition).
2248 * It returns a random choice among the alternatives found. 1927 * It returns a random choice among the alternatives found.
2249 * start and stop are where to start relative to the free_arr array (1,9 1928 * start and stop are where to start relative to the free_arr array (1,9
2250 * does all 4 immediate directions). This returns the index into the 1929 * does all 4 immediate directions). This returns the index into the
2251 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1930 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2252 * Note - this only checks to see if there is space for the head of the
2253 * object - if it is a multispace object, this should be called for all
2254 * pieces.
2255 * Note2: This function does correctly handle tiled maps, but does not 1931 * Note: This function does correctly handle tiled maps, but does not
2256 * inform the caller. However, insert_ob_in_map will update as 1932 * inform the caller. However, insert_ob_in_map will update as
2257 * necessary, so the caller shouldn't need to do any special work. 1933 * necessary, so the caller shouldn't need to do any special work.
2258 * Note - updated to take an object instead of archetype - this is necessary 1934 * Note - updated to take an object instead of archetype - this is necessary
2259 * because arch_blocked (now ob_blocked) needs to know the movement type 1935 * because arch_blocked (now ob_blocked) needs to know the movement type
2260 * to know if the space in question will block the object. We can't use 1936 * to know if the space in question will block the object. We can't use
2261 * the archetype because that isn't correct if the monster has been 1937 * the archetype because that isn't correct if the monster has been
2262 * customized, changed states, etc. 1938 * customized, changed states, etc.
2263 */ 1939 */
2264
2265int 1940int
2266find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1941find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2267{ 1942{
2268 int
2269 i,
2270 index = 0, flag;
2271 static int
2272 altern[SIZEOFFREE]; 1943 int altern[SIZEOFFREE];
1944 int index = 0, flag;
2273 1945
2274 for (i = start; i < stop; i++) 1946 for (int i = start; i < stop; i++)
2275 { 1947 {
2276 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1948 mapxy pos (m, x, y); pos.move (i);
2277 if (!flag) 1949
1950 if (!pos.normalise ())
1951 continue;
1952
1953 mapspace &ms = *pos;
1954
1955 if (ms.flags () & P_IS_ALIVE)
1956 continue;
1957
1958 /* However, often
1959 * ob doesn't have any move type (when used to place exits)
1960 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1961 */
1962 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1963 {
2278 altern[index++] = i; 1964 altern [index++] = i;
1965 continue;
1966 }
2279 1967
2280 /* Basically, if we find a wall on a space, we cut down the search size. 1968 /* Basically, if we find a wall on a space, we cut down the search size.
2281 * In this way, we won't return spaces that are on another side of a wall. 1969 * In this way, we won't return spaces that are on another side of a wall.
2282 * This mostly work, but it cuts down the search size in all directions - 1970 * This mostly work, but it cuts down the search size in all directions -
2283 * if the space being examined only has a wall to the north and empty 1971 * if the space being examined only has a wall to the north and empty
2284 * spaces in all the other directions, this will reduce the search space 1972 * spaces in all the other directions, this will reduce the search space
2285 * to only the spaces immediately surrounding the target area, and 1973 * to only the spaces immediately surrounding the target area, and
2286 * won't look 2 spaces south of the target space. 1974 * won't look 2 spaces south of the target space.
2287 */ 1975 */
2288 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1976 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1977 {
2289 stop = maxfree[i]; 1978 stop = maxfree[i];
1979 continue;
1980 }
1981
1982 /* Note it is intentional that we check ob - the movement type of the
1983 * head of the object should correspond for the entire object.
1984 */
1985 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1986 continue;
1987
1988 if (ob->blocked (pos.m, pos.x, pos.y))
1989 continue;
1990
1991 altern [index++] = i;
2290 } 1992 }
1993
2291 if (!index) 1994 if (!index)
2292 return -1; 1995 return -1;
1996
2293 return altern[RANDOM () % index]; 1997 return altern [rndm (index)];
2294} 1998}
2295 1999
2296/* 2000/*
2297 * find_first_free_spot(archetype, mapstruct, x, y) works like 2001 * find_first_free_spot(archetype, maptile, x, y) works like
2298 * find_free_spot(), but it will search max number of squares. 2002 * find_free_spot(), but it will search max number of squares.
2299 * But it will return the first available spot, not a random choice. 2003 * But it will return the first available spot, not a random choice.
2300 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2004 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2301 */ 2005 */
2302
2303int 2006int
2304find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2007find_first_free_spot (const object *ob, maptile *m, int x, int y)
2305{ 2008{
2306 int
2307 i;
2308
2309 for (i = 0; i < SIZEOFFREE; i++) 2009 for (int i = 0; i < SIZEOFFREE; i++)
2310 {
2311 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2010 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2312 return i; 2011 return i;
2313 } 2012
2314 return -1; 2013 return -1;
2315} 2014}
2316 2015
2317/* 2016/*
2318 * The function permute(arr, begin, end) randomly reorders the array 2017 * The function permute(arr, begin, end) randomly reorders the array
2319 * arr[begin..end-1]. 2018 * arr[begin..end-1].
2019 * now uses a fisher-yates shuffle, old permute was broken
2320 */ 2020 */
2321static void 2021static void
2322permute (int *arr, int begin, int end) 2022permute (int *arr, int begin, int end)
2323{ 2023{
2324 int 2024 arr += begin;
2325 i,
2326 j,
2327 tmp,
2328 len;
2329
2330 len = end - begin; 2025 end -= begin;
2331 for (i = begin; i < end; i++)
2332 {
2333 j = begin + RANDOM () % len;
2334 2026
2335 tmp = arr[i]; 2027 while (--end)
2336 arr[i] = arr[j]; 2028 swap (arr [end], arr [rndm (end + 1)]);
2337 arr[j] = tmp;
2338 }
2339} 2029}
2340 2030
2341/* new function to make monster searching more efficient, and effective! 2031/* new function to make monster searching more efficient, and effective!
2342 * This basically returns a randomized array (in the passed pointer) of 2032 * This basically returns a randomized array (in the passed pointer) of
2343 * the spaces to find monsters. In this way, it won't always look for 2033 * the spaces to find monsters. In this way, it won't always look for
2346 * the 3x3 area will be searched, just not in a predictable order. 2036 * the 3x3 area will be searched, just not in a predictable order.
2347 */ 2037 */
2348void 2038void
2349get_search_arr (int *search_arr) 2039get_search_arr (int *search_arr)
2350{ 2040{
2351 int 2041 int i;
2352 i;
2353 2042
2354 for (i = 0; i < SIZEOFFREE; i++) 2043 for (i = 0; i < SIZEOFFREE; i++)
2355 {
2356 search_arr[i] = i; 2044 search_arr[i] = i;
2357 }
2358 2045
2359 permute (search_arr, 1, SIZEOFFREE1 + 1); 2046 permute (search_arr, 1, SIZEOFFREE1 + 1);
2360 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2047 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2361 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2048 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2362} 2049}
2371 * Perhaps incorrectly, but I'm making the assumption that exclude 2058 * Perhaps incorrectly, but I'm making the assumption that exclude
2372 * is actually want is going to try and move there. We need this info 2059 * is actually want is going to try and move there. We need this info
2373 * because we have to know what movement the thing looking to move 2060 * because we have to know what movement the thing looking to move
2374 * there is capable of. 2061 * there is capable of.
2375 */ 2062 */
2376
2377int 2063int
2378find_dir (mapstruct *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2379{ 2065{
2380 int
2381 i,
2382 max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2383 sint16 2067 MoveType move_type;
2384 nx,
2385 ny;
2386 object *
2387 tmp;
2388 mapstruct *
2389 mp;
2390 MoveType
2391 blocked,
2392 move_type;
2393 2068
2394 if (exclude && exclude->head) 2069 if (exclude && exclude->head_ () != exclude)
2395 { 2070 {
2396 exclude = exclude->head; 2071 exclude = exclude->head;
2397 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2398 } 2073 }
2399 else 2074 else
2400 { 2075 {
2401 /* If we don't have anything, presume it can use all movement types. */ 2076 /* If we don't have anything, presume it can use all movement types. */
2402 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2403 } 2078 }
2404 2079
2405 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2406 { 2081 {
2407 mp = m; 2082 mapxy pos (m, x, y);
2408 nx = x + freearr_x[i]; 2083 pos.move (i);
2409 ny = y + freearr_y[i];
2410 2084
2411 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2412 if (mflags & P_OUT_OF_MAP)
2413 {
2414 max = maxfree[i]; 2086 max = maxfree[i];
2415 }
2416 else 2087 else
2417 { 2088 {
2418 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2089 mapspace &ms = *pos;
2419 2090
2420 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2092 max = maxfree [i];
2093 else if (ms.flags () & P_IS_ALIVE)
2421 { 2094 {
2422 max = maxfree[i]; 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2423 } 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2424 else if (mflags & P_IS_ALIVE) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2425 {
2426 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2427 {
2428 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2429 {
2430 break;
2431 }
2432 }
2433 if (tmp)
2434 {
2435 return freedir[i]; 2098 return freedir [i];
2436 }
2437 } 2099 }
2438 } 2100 }
2439 } 2101 }
2102
2440 return 0; 2103 return 0;
2441} 2104}
2442 2105
2443/* 2106/*
2444 * distance(object 1, object 2) will return the square of the 2107 * distance(object 1, object 2) will return the square of the
2445 * distance between the two given objects. 2108 * distance between the two given objects.
2446 */ 2109 */
2447
2448int 2110int
2449distance (const object *ob1, const object *ob2) 2111distance (const object *ob1, const object *ob2)
2450{ 2112{
2451 int
2452 i;
2453
2454 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2113 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2455 return i;
2456} 2114}
2457 2115
2458/* 2116/*
2459 * find_dir_2(delta-x,delta-y) will return a direction in which 2117 * find_dir_2(delta-x,delta-y) will return a direction in which
2460 * an object which has subtracted the x and y coordinates of another 2118 * an object which has subtracted the x and y coordinates of another
2461 * object, needs to travel toward it. 2119 * object, needs to travel toward it.
2462 */ 2120 */
2463
2464int 2121int
2465find_dir_2 (int x, int y) 2122find_dir_2 (int x, int y)
2466{ 2123{
2467 int 2124 int q;
2468 q;
2469 2125
2470 if (y) 2126 if (y)
2471 q = x * 100 / y; 2127 q = x * 100 / y;
2472 else if (x) 2128 else if (x)
2473 q = -300 * x; 2129 q = -300 * x;
2498 2154
2499 return 3; 2155 return 3;
2500} 2156}
2501 2157
2502/* 2158/*
2503 * absdir(int): Returns a number between 1 and 8, which represent
2504 * the "absolute" direction of a number (it actually takes care of
2505 * "overflow" in previous calculations of a direction).
2506 */
2507
2508int
2509absdir (int d)
2510{
2511 while (d < 1)
2512 d += 8;
2513 while (d > 8)
2514 d -= 8;
2515 return d;
2516}
2517
2518/*
2519 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2159 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2520 * between two directions (which are expected to be absolute (see absdir()) 2160 * between two directions (which are expected to be absolute (see absdir())
2521 */ 2161 */
2522
2523int 2162int
2524dirdiff (int dir1, int dir2) 2163dirdiff (int dir1, int dir2)
2525{ 2164{
2526 int 2165 int d;
2527 d;
2528 2166
2529 d = abs (dir1 - dir2); 2167 d = abs (dir1 - dir2);
2530 if (d > 4) 2168 if (d > 4)
2531 d = 8 - d; 2169 d = 8 - d;
2170
2532 return d; 2171 return d;
2533} 2172}
2534 2173
2535/* peterm: 2174/* peterm:
2536 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2175 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2539 * This basically means that if direction is 15, then it could either go 2178 * This basically means that if direction is 15, then it could either go
2540 * direction 4, 14, or 16 to get back to where we are. 2179 * direction 4, 14, or 16 to get back to where we are.
2541 * Moved from spell_util.c to object.c with the other related direction 2180 * Moved from spell_util.c to object.c with the other related direction
2542 * functions. 2181 * functions.
2543 */ 2182 */
2544
2545int
2546 reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2547 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2548 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2549 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2550 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2551 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2599 * find a path to that monster that we found. If not, 2236 * find a path to that monster that we found. If not,
2600 * we don't bother going toward it. Returns 1 if we 2237 * we don't bother going toward it. Returns 1 if we
2601 * can see a direct way to get it 2238 * can see a direct way to get it
2602 * Modified to be map tile aware -.MSW 2239 * Modified to be map tile aware -.MSW
2603 */ 2240 */
2604
2605
2606int 2241int
2607can_see_monsterP (mapstruct *m, int x, int y, int dir) 2242can_see_monsterP (maptile *m, int x, int y, int dir)
2608{ 2243{
2609 sint16 2244 sint16 dx, dy;
2610 dx,
2611 dy;
2612 int
2613 mflags; 2245 int mflags;
2614 2246
2615 if (dir < 0) 2247 if (dir < 0)
2616 return 0; /* exit condition: invalid direction */ 2248 return 0; /* exit condition: invalid direction */
2617 2249
2618 dx = x + freearr_x[dir]; 2250 dx = x + freearr_x[dir];
2631 return 0; 2263 return 0;
2632 2264
2633 /* yes, can see. */ 2265 /* yes, can see. */
2634 if (dir < 9) 2266 if (dir < 9)
2635 return 1; 2267 return 1;
2268
2636 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2269 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2637 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2270 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2271 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2638} 2272}
2639
2640
2641 2273
2642/* 2274/*
2643 * can_pick(picker, item): finds out if an object is possible to be 2275 * can_pick(picker, item): finds out if an object is possible to be
2644 * picked up by the picker. Returnes 1 if it can be 2276 * picked up by the picker. Returnes 1 if it can be
2645 * picked up, otherwise 0. 2277 * picked up, otherwise 0.
2647 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2279 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2648 * core dumps if they do. 2280 * core dumps if they do.
2649 * 2281 *
2650 * Add a check so we can't pick up invisible objects (0.93.8) 2282 * Add a check so we can't pick up invisible objects (0.93.8)
2651 */ 2283 */
2652
2653int 2284int
2654can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2655{ 2286{
2656 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2657 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2658 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2659} 2290}
2660
2661 2291
2662/* 2292/*
2663 * create clone from object to another 2293 * create clone from object to another
2664 */ 2294 */
2665object * 2295object *
2666object_create_clone (object *asrc) 2296object::deep_clone ()
2667{ 2297{
2668 object * 2298 assert (("deep_clone called on non-head object", is_head ()));
2669 dst = NULL, *tmp, *src, *part, *prev, *item;
2670 2299
2671 if (!asrc) 2300 object *dst = clone ();
2672 return NULL;
2673 src = asrc;
2674 if (src->head)
2675 src = src->head;
2676 2301
2677 prev = NULL; 2302 object *prev = dst;
2678 for (part = src; part; part = part->more) 2303 for (object *part = this->more; part; part = part->more)
2679 { 2304 {
2680 tmp = get_object (); 2305 object *tmp = part->clone ();
2681 copy_object (part, tmp);
2682 tmp->x -= src->x;
2683 tmp->y -= src->y;
2684 if (!part->head)
2685 {
2686 dst = tmp;
2687 tmp->head = NULL;
2688 }
2689 else
2690 {
2691 tmp->head = dst; 2306 tmp->head = dst;
2692 }
2693 tmp->more = NULL;
2694 if (prev)
2695 prev->more = tmp; 2307 prev->more = tmp;
2696 prev = tmp; 2308 prev = tmp;
2697 } 2309 }
2698 2310
2699 /*** copy inventory ***/
2700 for (item = src->inv; item; item = item->below) 2311 for (object *item = inv; item; item = item->below)
2701 { 2312 insert_ob_in_ob (item->deep_clone (), dst);
2702 (void) insert_ob_in_ob (object_create_clone (item), dst);
2703 }
2704 2313
2705 return dst; 2314 return dst;
2706}
2707
2708/* return true if the object was destroyed, 0 otherwise */
2709int
2710was_destroyed (const object *op, tag_t old_tag)
2711{
2712 /* checking for FLAG_FREED isn't necessary, but makes this function more
2713 * robust */
2714 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2715}
2716
2717/* GROS - Creates an object using a string representing its content. */
2718
2719/* Basically, we save the content of the string to a temp file, then call */
2720
2721/* load_object on it. I admit it is a highly inefficient way to make things, */
2722
2723/* but it was simple to make and allows reusing the load_object function. */
2724
2725/* Remember not to use load_object_str in a time-critical situation. */
2726
2727/* Also remember that multiparts objects are not supported for now. */
2728
2729object *
2730load_object_str (const char *obstr)
2731{
2732 object *
2733 op;
2734 char
2735 filename[MAX_BUF];
2736
2737 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2738
2739 FILE *
2740 tempfile = fopen (filename, "w");
2741
2742 if (tempfile == NULL)
2743 {
2744 LOG (llevError, "Error - Unable to access load object temp file\n");
2745 return NULL;
2746 };
2747 fprintf (tempfile, obstr);
2748 fclose (tempfile);
2749
2750 op = get_object ();
2751
2752 object_thawer
2753 thawer (filename);
2754
2755 if (thawer)
2756 load_object (thawer, op, 0);
2757
2758 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2759 CLEAR_FLAG (op, FLAG_REMOVED);
2760
2761 return op;
2762} 2315}
2763 2316
2764/* This returns the first object in who's inventory that 2317/* This returns the first object in who's inventory that
2765 * has the same type and subtype match. 2318 * has the same type and subtype match.
2766 * returns NULL if no match. 2319 * returns NULL if no match.
2767 */ 2320 */
2768object * 2321object *
2769find_obj_by_type_subtype (const object *who, int type, int subtype) 2322find_obj_by_type_subtype (const object *who, int type, int subtype)
2770{ 2323{
2771 object *
2772 tmp;
2773
2774 for (tmp = who->inv; tmp; tmp = tmp->below) 2324 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2775 if (tmp->type == type && tmp->subtype == subtype) 2325 if (tmp->type == type && tmp->subtype == subtype)
2776 return tmp; 2326 return tmp;
2777 2327
2778 return NULL; 2328 return 0;
2779} 2329}
2780 2330
2781/* If ob has a field named key, return the link from the list, 2331shstr_tmp
2782 * otherwise return NULL. 2332object::kv_get (shstr_tmp key) const
2783 *
2784 * key must be a passed in shared string - otherwise, this won't
2785 * do the desired thing.
2786 */
2787key_value *
2788get_ob_key_link (const object *ob, const char *key)
2789{ 2333{
2790 key_value * 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2791 link;
2792
2793 for (link = ob->key_values; link != NULL; link = link->next)
2794 {
2795 if (link->key == key) 2335 if (kv->key == key)
2336 return kv->value;
2337
2338 return shstr ();
2339}
2340
2341void
2342object::kv_set (shstr_tmp key, shstr_tmp value)
2343{
2344 for (key_value *kv = key_values; kv; kv = kv->next)
2345 if (kv->key == key)
2346 {
2347 kv->value = value;
2348 return;
2349 }
2350
2351 key_value *kv = new key_value;
2352
2353 kv->next = key_values;
2354 kv->key = key;
2355 kv->value = value;
2356
2357 key_values = kv;
2358}
2359
2360void
2361object::kv_del (shstr_tmp key)
2362{
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key)
2365 {
2366 key_value *kv = *kvp;
2367 *kvp = (*kvp)->next;
2368 delete kv;
2369 return;
2370 }
2371}
2372
2373object::depth_iterator::depth_iterator (object *container)
2374: iterator_base (container)
2375{
2376 while (item->inv)
2377 item = item->inv;
2378}
2379
2380void
2381object::depth_iterator::next ()
2382{
2383 if (item->below)
2384 {
2385 item = item->below;
2386
2387 while (item->inv)
2388 item = item->inv;
2389 }
2390 else
2391 item = item->env;
2392}
2393
2394const char *
2395object::flag_desc (char *desc, int len) const
2396{
2397 char *p = desc;
2398 bool first = true;
2399
2400 *p = 0;
2401
2402 for (int i = 0; i < NUM_FLAGS; i++)
2403 {
2404 if (len <= 10) // magic constant!
2796 { 2405 {
2797 return link; 2406 snprintf (p, len, ",...");
2407 break;
2798 } 2408 }
2799 }
2800 2409
2801 return NULL; 2410 if (flag [i])
2802} 2411 {
2412 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2413 len -= cnt;
2414 p += cnt;
2415 first = false;
2416 }
2417 }
2803 2418
2804/* 2419 return desc;
2805 * Returns the value of op has an extra_field for key, or NULL. 2420}
2806 * 2421
2807 * The argument doesn't need to be a shared string. 2422// return a suitable string describing an object in enough detail to find it
2808 *
2809 * The returned string is shared.
2810 */
2811const char * 2423const char *
2812get_ob_key_value (const object *op, const char *const key) 2424object::debug_desc (char *info) const
2813{ 2425{
2814 key_value * 2426 char flagdesc[512];
2815 link; 2427 char info2[256 * 4];
2428 char *p = info;
2429
2430 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2431 count,
2432 uuid.c_str (),
2433 &name,
2434 title ? ",title:\"" : "",
2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2437 flag_desc (flagdesc, 512), type);
2438
2439 if (!flag[FLAG_REMOVED] && env)
2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2441
2442 if (map)
2443 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2444
2445 return info;
2446}
2447
2816 const char * 2448const char *
2817 canonical_key; 2449object::debug_desc () const
2450{
2451 static char info[3][256 * 4];
2452 static int info_idx;
2818 2453
2819 canonical_key = shstr::find (key); 2454 return debug_desc (info [++info_idx % 3]);
2455}
2820 2456
2821 if (canonical_key == NULL) 2457struct region *
2822 { 2458object::region () const
2823 /* 1. There being a field named key on any object 2459{
2824 * implies there'd be a shared string to find. 2460 return map ? map->region (x, y)
2825 * 2. Since there isn't, no object has this field. 2461 : region::default_region ();
2826 * 3. Therefore, *this* object doesn't have this field. 2462}
2827 */ 2463
2464const materialtype_t *
2465object::dominant_material () const
2466{
2467 if (materialtype_t *mt = name_to_material (materialname))
2468 return mt;
2469
2470 return name_to_material (shstr_unknown);
2471}
2472
2473void
2474object::open_container (object *new_container)
2475{
2476 if (container == new_container)
2828 return NULL; 2477 return;
2478
2479 object *old_container = container;
2480
2481 if (old_container)
2829 } 2482 {
2483 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2484 return;
2830 2485
2831 /* This is copied from get_ob_key_link() above - 2486#if 0
2832 * only 4 lines, and saves the function call overhead. 2487 // remove the "Close old_container" object.
2488 if (object *closer = old_container->inv)
2489 if (closer->type == CLOSE_CON)
2490 closer->destroy ();
2491#endif
2492
2493 // make sure the container is available
2494 esrv_send_item (this, old_container);
2495
2496 old_container->flag [FLAG_APPLIED] = false;
2497 container = 0;
2498
2499 // client needs item update to make it work, client bug requires this to be separate
2500 esrv_update_item (UPD_FLAGS, this, old_container);
2501
2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2503 play_sound (sound_find ("chest_close"));
2504 }
2505
2506 if (new_container)
2507 {
2508 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2509 return;
2510
2511 // TODO: this does not seem to serve any purpose anymore?
2512#if 0
2513 // insert the "Close Container" object.
2514 if (archetype *closer = new_container->other_arch)
2515 {
2516 object *closer = arch_to_object (new_container->other_arch);
2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2518 new_container->insert (closer);
2519 }
2520#endif
2521
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2523
2524 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container);
2526
2527 new_container->flag [FLAG_APPLIED] = true;
2528 container = new_container;
2529
2530 // client needs flag change
2531 esrv_update_item (UPD_FLAGS, this, new_container);
2532 esrv_send_inventory (this, new_container);
2533 play_sound (sound_find ("chest_open"));
2534 }
2535// else if (!old_container->env && contr && contr->ns)
2536// contr->ns->floorbox_reset ();
2537}
2538
2539object *
2540object::force_find (shstr_tmp name)
2541{
2542 /* cycle through his inventory to look for the MARK we want to
2543 * place
2833 */ 2544 */
2834 for (link = op->key_values; link != NULL; link = link->next) 2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2835 { 2546 if (tmp->type == FORCE && tmp->slaying == name)
2836 if (link->key == canonical_key) 2547 return splay (tmp);
2837 { 2548
2838 return link->value;
2839 }
2840 }
2841 return NULL; 2549 return 0;
2842} 2550}
2843 2551
2844 2552void
2845/* 2553object::force_set_timer (int duration)
2846 * Updates the canonical_key in op to value.
2847 *
2848 * canonical_key is a shared string (value doesn't have to be).
2849 *
2850 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2851 * keys.
2852 *
2853 * Returns TRUE on success.
2854 */
2855int
2856set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2857{ 2554{
2858 key_value * 2555 this->duration = 1;
2859 field = NULL, *last = NULL; 2556 this->speed_left = -1.f;
2860 2557
2861 for (field = op->key_values; field != NULL; field = field->next) 2558 this->set_speed (duration ? 1.f / duration : 0.f);
2862 { 2559}
2863 if (field->key != canonical_key)
2864 {
2865 last = field;
2866 continue;
2867 }
2868 2560
2869 if (value) 2561object *
2870 field->value = value; 2562object::force_add (shstr_tmp name, int duration)
2871 else 2563{
2872 { 2564 if (object *force = force_find (name))
2873 /* Basically, if the archetype has this key set, 2565 force->destroy ();
2874 * we need to store the null value so when we save
2875 * it, we save the empty value so that when we load,
2876 * we get this value back again.
2877 */
2878 if (get_ob_key_link (&op->arch->clone, canonical_key))
2879 field->value = 0;
2880 else
2881 {
2882 if (last)
2883 last->next = field->next;
2884 else
2885 op->key_values = field->next;
2886 2566
2887 delete 2567 object *force = get_archetype (FORCE_NAME);
2888 field;
2889 }
2890 }
2891 return TRUE;
2892 }
2893 /* IF we get here, key doesn't exist */
2894 2568
2895 /* No field, we'll have to add it. */ 2569 force->slaying = name;
2896 2570
2897 if (!add_key) 2571 force->force_set_timer (duration);
2898 { 2572
2899 return FALSE; 2573 force->flag [FLAG_APPLIED] = true;
2900 } 2574
2901 /* There isn't any good reason to store a null 2575 return insert (force);
2902 * value in the key/value list. If the archetype has 2576}
2903 * this key, then we should also have it, so shouldn't 2577
2904 * be here. If user wants to store empty strings, 2578void
2905 * should pass in "" 2579object::play_sound (faceidx sound) const
2906 */ 2580{
2907 if (value == NULL) 2581 if (!sound)
2908 return TRUE; 2582 return;
2909 2583
2910 field = new key_value; 2584 if (is_on_map ())
2911 2585 map->play_sound (sound, x, y);
2912 field->key = canonical_key; 2586 else if (object *pl = in_player ())
2913 field->value = value; 2587 pl->contr->play_sound (sound);
2914 /* Usual prepend-addition. */
2915 field->next = op->key_values;
2916 op->key_values = field;
2917
2918 return TRUE;
2919} 2588}
2920 2589
2921/* 2590void
2922 * Updates the key in op to value. 2591object::say_msg (const char *msg) const
2923 *
2924 * If add_key is FALSE, this will only update existing keys,
2925 * and not add new ones.
2926 * In general, should be little reason FALSE is ever passed in for add_key
2927 *
2928 * Returns TRUE on success.
2929 */
2930int
2931set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2932{ 2592{
2933 shstr 2593 if (is_on_map ())
2934 key_ (key); 2594 map->say_msg (msg, x, y);
2935 2595 else if (object *pl = in_player ())
2936 return set_ob_key_value_s (op, key_, value, add_key); 2596 pl->contr->play_sound (sound);
2937} 2597}
2598
2599void
2600object::make_noise ()
2601{
2602 // we do not model noise in the map, so instead put
2603 // a temporary light into the noise source
2604 // could use the map instead, but that's less reliable for our
2605 // goal, which is to make invisibility a bit harder to exploit
2606
2607 // currently only works sensibly for players
2608 if (!is_player ())
2609 return;
2610
2611 // find old force, or create new one
2612 object *force = force_find (shstr_noise_force);
2613
2614 if (force)
2615 force->speed_left = -1.f; // patch old speed up
2616 else
2617 {
2618 force = archetype::get (shstr_noise_force);
2619
2620 force->slaying = shstr_noise_force;
2621 force->stats.food = 1;
2622 force->speed_left = -1.f;
2623
2624 force->set_speed (1.f / 4.f);
2625 force->flag [FLAG_IS_USED_UP] = true;
2626 force->flag [FLAG_APPLIED] = true;
2627
2628 insert (force);
2629 }
2630}
2631

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