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Comparing deliantra/server/common/object.C (file contents):
Revision 1.47 by root, Thu Sep 14 22:33:59 2006 UTC vs.
Revision 1.272 by root, Sat Dec 27 04:09:58 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
43}; 47};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
46}; 53};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 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,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 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
49}; 59};
50int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
53}; 65};
54 66
55static void 67static void
56write_uuid (void) 68write_uuid (uval64 skip, bool sync)
57{ 69{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
59 71 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 74 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 75}
75 76
76static void 77static void
77read_uuid (void) 78read_uuid (void)
78{ 79{
79 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
80 81
81 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
82 85
83 FILE *fp; 86 FILE *fp;
84 87
85 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
86 { 89 {
87 if (errno == ENOENT) 90 if (errno == ENOENT)
88 { 91 {
89 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 93 UUID::cur.seq = 0;
91 write_uuid (); 94 write_uuid (UUID_GAP, true);
92 return; 95 return;
93 } 96 }
94 97
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 99 _exit (1);
97 } 100 }
98 101
99 int version; 102 UUID::BUF buf;
100 unsigned long long uid; 103 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
102 { 107 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 109 _exit (1);
105 } 110 }
106 111
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113
114 write_uuid (UUID_GAP, true);
110 fclose (fp); 115 fclose (fp);
111} 116}
112 117
113UUID 118UUID
114gen_uuid () 119UUID::gen ()
115{ 120{
116 UUID uid; 121 UUID uid;
117 122
118 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
119 124
120 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
122 131
123 return uid; 132 return uid;
124} 133}
125 134
126void 135void
127init_uuid () 136UUID::init ()
128{ 137{
129 read_uuid (); 138 read_uuid ();
130} 139}
131 140
132/* 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. */
133static int 142static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
135{ 144{
136 key_value *wants_field;
137
138 /* 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
139 * 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
140 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
141 */ 148 */
142 149
143 /* For each field in wants, */ 150 /* For each field in wants, */
144 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)
145 { 152 if (has->kv_get (kv->key) != kv->value)
146 key_value *has_field; 153 return false;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166 154
167 /* 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. */
168 return TRUE; 156 return true;
169} 157}
170 158
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 160static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 162{
175 /* 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,
176 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
177 */ 165 */
178 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);
179} 168}
180 169
181/* 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
182 * they can be merged together. 171 * they can be merged together.
183 * 172 *
184 * 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
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 174 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 175 * reduce this to the same efficiency.
187 * 176 *
188 * Check nrof variable *before* calling CAN_MERGE() 177 * Check nrof variable *before* calling can_merge()
189 * 178 *
190 * Improvements made with merge: Better checking on potion, and also 179 * Improvements made with merge: Better checking on potion, and also
191 * check weight 180 * check weight
192 */ 181 */
193
194bool object::can_merge (object *ob1, object *ob2) 182bool object::can_merge_slow (object *ob1, object *ob2)
195{ 183{
196 /* A couple quicksanity checks */ 184 /* A couple quicksanity checks */
197 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)
198 return 0; 190 return 0;
199 191
200 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)
201 return 0; 195 return 0;
202 196
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * 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
212 * 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
213 * 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
214 * flags lose any meaning. 201 * flags lose any meaning.
215 */ 202 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 205
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 208
222 209 if (ob1->arch->archname != ob2->arch->archname
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 210 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 211 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 212 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 213 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 214 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 215 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 216 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 217 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 218 || ob1->value != ob2->value
243 (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
244 (ob1->client_type != ob2->client_type) || 221 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 222 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 223 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 224 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 225 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 226 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 227 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 228 || ob1->move_on != ob2->move_on
252 (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)))
253 return 0; 234 return 0;
254 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
255 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
257 */ 245 */
258 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
259 { 247 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 248 if (!(ob1->inv && ob2->inv))
266 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 */
267 256
268 /* 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
269 * if it is valid. 258 * if it is valid.
270 */ 259 */
271 } 260 }
279 268
280 /* 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
281 * 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
282 * check? 271 * check?
283 */ 272 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 274 return 0;
286 275
287 switch (ob1->type) 276 switch (ob1->type)
288 { 277 {
289 case SCROLL: 278 case SCROLL:
290 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
291 return 0; 280 return 0;
292 break; 281 break;
293 } 282 }
294 283
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
296 { 285 {
297 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
299 /* 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))
300 return 0; 291 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 292 }
304 293
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
307 { 295 {
308 ob1->optimise (); 296 ob1->optimise ();
309 ob2->optimise (); 297 ob2->optimise ();
310 298
311 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)
312 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 }
313 } 313 }
314 314
315 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
316 return 1; 316 return 1;
317} 317}
318 318
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 ();
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
319/* 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/*
320 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
321 * 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
322 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
323 */ 396 */
324long 397void
325sum_weight (object *op) 398object::update_weight ()
326{ 399{
327 long sum; 400 sint32 sum = 0;
328 object *inv;
329 401
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
331 { 403 {
332 if (inv->inv) 404 if (op->inv)
333 sum_weight (inv); 405 op->update_weight ();
334 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)
335 } 413 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum; 414 carrying = sum;
342 415
343 return sum; 416 if (object *pl = visible_to ())
344} 417 if (pl != this) // player is handled lazily
345 418 esrv_update_item (UPD_WEIGHT, pl, this);
346/**
347 * Return the outermost environment object for a given object.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379void
380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
386 char *cp;
387
388/* object *tmp;*/
389
390 if (op->arch != NULL)
391 { 419 }
392 strcat (errmsg, "arch ");
393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394 strcat (errmsg, "\n");
395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396 strcat (errmsg, cp);
397# if 0
398 /* Don't dump player diffs - they are too long, mostly meaningless, and
399 * will overflow the buffer.
400 * Changed so that we don't dump inventory either. This may
401 * also overflow the buffer.
402 */
403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404 strcat (errmsg, cp);
405 for (tmp = op->inv; tmp; tmp = tmp->below)
406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
426#endif
427} 420}
428 421
429/* 422/*
430 * Dumps an object. Returns output in the static global errmsg array. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
431 */ 424 */
432 425char *
433void
434dump_object (object *op) 426dump_object (object *op)
435{ 427{
436 if (op == NULL) 428 if (!op)
437 { 429 return strdup ("[NULLOBJ]");
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443}
444 430
445void 431 object_freezer freezer;
446dump_all_objects (void) 432 op->write (freezer);
447{ 433 return freezer.as_string ();
448 object *op;
449
450 for (op = object::first; op != NULL; op = op->next)
451 {
452 dump_object (op);
453 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
454 }
455} 434}
456 435
457/* 436/*
458 * get_nearest_part(multi-object, object 2) returns the part of the 437 * get_nearest_part(multi-object, object 2) returns the part of the
459 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
460 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
461 */ 440 */
462
463object * 441object *
464get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
465{ 443{
466 object *tmp, *closest; 444 object *tmp, *closest;
467 int last_dist, i; 445 int last_dist, i;
468 446
469 if (op->more == NULL) 447 if (!op->more)
470 return op; 448 return op;
449
471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
472 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
473 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
474 return closest; 456 return closest;
475} 457}
476 458
477/* 459/*
478 * Returns the object which has the count-variable equal to the argument. 460 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow.
479 */ 462 */
480
481object * 463object *
482find_object (tag_t i) 464find_object (tag_t i)
483{ 465{
484 object *op; 466 for_all_objects (op)
485
486 for (op = object::first; op != NULL; op = op->next)
487 if (op->count == i) 467 if (op->count == i)
488 break;
489 return op; 468 return op;
469
470 return 0;
490} 471}
491 472
492/* 473/*
493 * Returns the first object which has a name equal to the argument. 474 * Returns the first object which has a name equal to the argument.
494 * Used only by the patch command, but not all that useful. 475 * Used only by the patch command, but not all that useful.
495 * Enables features like "patch <name-of-other-player> food 999" 476 * Enables features like "patch <name-of-other-player> food 999"
496 */ 477 */
497
498object * 478object *
499find_object_name (const char *str) 479find_object_name (const char *str)
500{ 480{
501 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
502 object *op;
503 482
504 for (op = object::first; op != NULL; op = op->next) 483 if (str_)
484 for_all_objects (op)
505 if (op->name == str_) 485 if (op->name == str_)
506 break; 486 return op;
507 487
508 return op; 488 return 0;
509}
510
511void
512free_all_object_data ()
513{
514 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
515} 489}
516 490
517/* 491/*
518 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
519 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
520 */ 495 */
521void 496void
522object::set_owner (object *owner) 497object::set_owner (object *owner)
523{ 498{
499 // allow objects which own objects
524 if (!owner) 500 if (owner)
525 return;
526
527 /* next line added to allow objects which own objects */
528 /* Add a check for ownercounts in here, as I got into an endless loop
529 * with the fireball owning a poison cloud which then owned the
530 * fireball. I believe that was caused by one of the objects getting
531 * freed and then another object replacing it. Since the ownercounts
532 * didn't match, this check is valid and I believe that cause is valid.
533 */
534 while (owner->owner) 501 while (owner->owner)
535 owner = owner->owner; 502 owner = owner->owner;
503
504 if (flag [FLAG_FREED])
505 {
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return;
508 }
536 509
537 this->owner = owner; 510 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570 {
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
575
576 return true;
538} 577}
539 578
540/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
541 * refcounts and freeing the links. 580 * refcounts and freeing the links.
542 */ 581 */
543static void 582static void
544free_key_values (object *op) 583free_key_values (object *op)
545{ 584{
546 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
547 { 586 {
548 key_value *next = i->next; 587 key_value *next = i->next;
549 delete i; 588 delete i;
550 589
551 i = next; 590 i = next;
552 } 591 }
553 592
554 op->key_values = 0; 593 op->key_values = 0;
555} 594}
556 595
557void object::clear ()
558{
559 attachable_base::clear ();
560
561 free_key_values (this);
562
563 owner = 0;
564 name = 0;
565 name_pl = 0;
566 title = 0;
567 race = 0;
568 slaying = 0;
569 skill = 0;
570 msg = 0;
571 lore = 0;
572 custom_name = 0;
573 materialname = 0;
574 contr = 0;
575 below = 0;
576 above = 0;
577 inv = 0;
578 container = 0;
579 env = 0;
580 more = 0;
581 head = 0;
582 map = 0;
583 active_next = 0;
584 active_prev = 0;
585
586 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
587
588 SET_FLAG (this, FLAG_REMOVED);
589
590 /* What is not cleared is next, prev, and count */
591
592 expmul = 1.0;
593 face = blank_face;
594
595 if (settings.casting_time)
596 casting_time = -1;
597}
598
599void object::clone (object *destination)
600{
601 *(object_copy *)destination = *this;
602 *(object_pod *)destination = *this;
603
604 if (self || cb)
605 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
606}
607
608/* 596/*
609 * copy object first frees everything allocated by the second object, 597 * copy_to first frees everything allocated by the dst object,
610 * and then copies the contends of the first object into the second 598 * and then copies the contents of itself into the second
611 * object, allocating what needs to be allocated. Basically, any 599 * object, allocating what needs to be allocated. Basically, any
612 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
613 * if the first object is freed, the pointers in the new object 601 * if the first object is freed, the pointers in the new object
614 * will point at garbage. 602 * will point at garbage.
615 */ 603 */
616void 604void
617copy_object (object *op2, object *op) 605object::copy_to (object *dst)
618{ 606{
619 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 607 dst->remove ();
620 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 608 *(object_copy *)dst = *this;
621 609 dst->flag [FLAG_REMOVED] = true;
622 op2->clone (op);
623
624 if (is_freed)
625 SET_FLAG (op, FLAG_FREED);
626 if (is_removed)
627 SET_FLAG (op, FLAG_REMOVED);
628
629 if (op2->speed < 0)
630 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
631 610
632 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
633 if (op2->key_values) 612 if (key_values)
634 { 613 {
635 key_value *tail = 0; 614 key_value *tail = 0;
636 key_value *i;
637
638 op->key_values = 0; 615 dst->key_values = 0;
639 616
640 for (i = op2->key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
641 { 618 {
642 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
643 620
644 new_link->next = 0; 621 new_link->next = 0;
645 new_link->key = i->key; 622 new_link->key = i->key;
646 new_link->value = i->value; 623 new_link->value = i->value;
647 624
648 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
649 if (!op->key_values) 626 if (!dst->key_values)
650 { 627 {
651 op->key_values = new_link; 628 dst->key_values = new_link;
652 tail = new_link; 629 tail = new_link;
653 } 630 }
654 else 631 else
655 { 632 {
656 tail->next = new_link; 633 tail->next = new_link;
657 tail = new_link; 634 tail = new_link;
658 } 635 }
659 } 636 }
660 } 637 }
661 638
662 update_ob_speed (op); 639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate ();
643}
644
645void
646object::instantiate ()
647{
648 if (!uuid.seq) // HACK
649 uuid = UUID::gen ();
650
651 speed_left = -0.1f;
652 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped.
657 */
658 for (int i = NUM_BODY_LOCATIONS; i--; )
659 slot[i].used = slot[i].info;
660
661 attachable::instantiate ();
662}
663
664object *
665object::clone ()
666{
667 object *neu = create ();
668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
670 return neu;
663} 671}
664 672
665/* 673/*
666 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
667 * to the closest player being on the other side, this function can 675 * to the closest player being on the other side, this function can
668 * be called to update the face variable, _and_ how it looks on the map. 676 * be called to update the face variable, _and_ how it looks on the map.
669 */ 677 */
670
671void 678void
672update_turn_face (object *op) 679update_turn_face (object *op)
673{ 680{
674 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
675 return; 682 return;
683
676 SET_ANIMATION (op, op->direction); 684 SET_ANIMATION (op, op->direction);
677 update_object (op, UP_OBJ_FACE); 685 update_object (op, UP_OBJ_FACE);
678} 686}
679 687
680/* 688/*
681 * Updates the speed of an object. If the speed changes from 0 to another 689 * Updates the speed of an object. If the speed changes from 0 to another
682 * value, or vice versa, then add/remove the object from the active list. 690 * value, or vice versa, then add/remove the object from the active list.
683 * This function needs to be called whenever the speed of an object changes. 691 * This function needs to be called whenever the speed of an object changes.
684 */ 692 */
685void 693void
686update_ob_speed (object *op) 694object::set_speed (float speed)
687{ 695{
688 extern int arch_init; 696 if (flag [FLAG_FREED] && speed)
689
690 /* No reason putting the archetypes objects on the speed list,
691 * since they never really need to be updated.
692 */
693
694 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
695 { 697 {
696 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
697#ifdef MANY_CORES
698 abort ();
699#else
700 op->speed = 0; 699 speed = 0;
701#endif
702 }
703
704 if (arch_init)
705 return;
706
707 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
708 { 700 }
709 /* If already on active list, don't do anything */
710 if (op->active_next || op->active_prev || op == active_objects)
711 return;
712 701
713 /* process_events() expects us to insert the object at the beginning 702 this->speed = speed;
714 * of the list. */
715 op->active_next = active_objects;
716 703
717 if (op->active_next != NULL) 704 if (has_active_speed ())
718 op->active_next->active_prev = op; 705 activate ();
719
720 active_objects = op;
721 }
722 else 706 else
723 { 707 deactivate ();
724 /* If not on the active list, nothing needs to be done */
725 if (!op->active_next && !op->active_prev && op != active_objects)
726 return;
727
728 if (op->active_prev == NULL)
729 {
730 active_objects = op->active_next;
731
732 if (op->active_next != NULL)
733 op->active_next->active_prev = NULL;
734 }
735 else
736 {
737 op->active_prev->active_next = op->active_next;
738
739 if (op->active_next)
740 op->active_next->active_prev = op->active_prev;
741 }
742
743 op->active_next = NULL;
744 op->active_prev = NULL;
745 }
746} 708}
747 709
748/* This function removes object 'op' from the list of active
749 * objects.
750 * This should only be used for style maps or other such
751 * reference maps where you don't want an object that isn't
752 * in play chewing up cpu time getting processed.
753 * The reverse of this is to call update_ob_speed, which
754 * will do the right thing based on the speed of the object.
755 */
756void
757remove_from_active_list (object *op)
758{
759 /* If not on the active list, nothing needs to be done */
760 if (!op->active_next && !op->active_prev && op != active_objects)
761 return;
762
763 if (op->active_prev == NULL)
764 {
765 active_objects = op->active_next;
766 if (op->active_next != NULL)
767 op->active_next->active_prev = NULL;
768 }
769 else
770 {
771 op->active_prev->active_next = op->active_next;
772 if (op->active_next)
773 op->active_next->active_prev = op->active_prev;
774 }
775 op->active_next = NULL;
776 op->active_prev = NULL;
777}
778
779/* 710/*
780 * update_object() updates the array which represents the map. 711 * update_object() updates the the map.
781 * It takes into account invisible objects (and represent squares covered 712 * It takes into account invisible objects (and represent squares covered
782 * by invisible objects by whatever is below them (unless it's another 713 * by invisible objects by whatever is below them (unless it's another
783 * invisible object, etc...) 714 * invisible object, etc...)
784 * If the object being updated is beneath a player, the look-window 715 * If the object being updated is beneath a player, the look-window
785 * of that player is updated (this might be a suboptimal way of 716 * of that player is updated (this might be a suboptimal way of
786 * updating that window, though, since update_object() is called _often_) 717 * updating that window, though, since update_object() is called _often_)
787 * 718 *
788 * action is a hint of what the caller believes need to be done. 719 * action is a hint of what the caller believes need to be done.
789 * For example, if the only thing that has changed is the face (due to
790 * an animation), we don't need to call update_position until that actually
791 * comes into view of a player. OTOH, many other things, like addition/removal
792 * of walls or living creatures may need us to update the flags now.
793 * current action are: 720 * current action are:
794 * UP_OBJ_INSERT: op was inserted 721 * UP_OBJ_INSERT: op was inserted
795 * UP_OBJ_REMOVE: op was removed 722 * UP_OBJ_REMOVE: op was removed
796 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 723 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
797 * as that is easier than trying to look at what may have changed. 724 * as that is easier than trying to look at what may have changed.
798 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
799 */ 726 */
800
801void 727void
802update_object (object *op, int action) 728update_object (object *op, int action)
803{ 729{
804 int update_now = 0, flags; 730 if (!op)
805 MoveType move_on, move_off, move_block, move_slow;
806
807 if (op == NULL)
808 { 731 {
809 /* this should never happen */ 732 /* this should never happen */
810 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
811 return; 734 return;
812 } 735 }
813 736
814 if (op->env != NULL) 737 if (!op->is_on_map ())
815 { 738 {
816 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
817 * to do in this case. 740 * to do in this case.
818 */ 741 */
819 return; 742 return;
820 } 743 }
821 744
822 /* If the map is saving, don't do anything as everything is
823 * going to get freed anyways.
824 */
825 if (!op->map || op->map->in_memory == MAP_SAVING)
826 return;
827
828 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
829 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
830 { 747 {
831 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
832#ifdef MANY_CORES 749#ifdef MANY_CORES
833 abort (); 750 abort ();
834#endif 751#endif
835 return; 752 return;
836 } 753 }
837 754
838 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 755 mapspace &m = op->ms ();
839 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
840 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
841 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
842 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
843 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
844 756
757 if (!(m.flags_ & P_UPTODATE))
758 /* nop */;
845 if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
846 { 760 {
761 // this is likely overkill, TODO: revisit (schmorp)
847 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
848 update_now = 1;
849
850 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
851 update_now = 1; 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
852 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
853 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
854 update_now = 1;
855
856 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
857 update_now = 1;
858
859 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
860 update_now = 1;
861
862 if ((move_on | op->move_on) != move_on) 768 || (m.move_on | op->move_on ) != m.move_on
863 update_now = 1;
864
865 if ((move_off | op->move_off) != move_off) 769 || (m.move_off | op->move_off ) != m.move_off
866 update_now = 1; 770 || (m.move_slow | op->move_slow) != m.move_slow
867
868 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
869 * to have move_allow right now. 772 * have move_allow right now.
870 */ 773 */
871 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
872 update_now = 1; 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
873 776 m.invalidate ();
874 if ((move_slow | op->move_slow) != move_slow)
875 update_now = 1;
876 } 777 }
877 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
878 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
879 * that is being removed. 780 * that is being removed.
880 */ 781 */
881 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
882 update_now = 1; 783 m.invalidate ();
883 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
884 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
885 else 786 else
886 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
887 788
888 if (update_now)
889 {
890 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
891 update_position (op->map, op->x, op->y);
892 }
893
894 if (op->more != NULL) 789 if (op->more)
895 update_object (op->more, action); 790 update_object (op->more, action);
896}
897
898object::vector object::mortals;
899object::vector object::objects; // not yet used
900object *object::first;
901
902void object::free_mortals ()
903{
904 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920} 791}
921 792
922object::object () 793object::object ()
923{ 794{
924 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
927 face = blank_face; 798 face = blank_face;
928} 799}
929 800
930object::~object () 801object::~object ()
931{ 802{
803 unlink ();
804
932 free_key_values (this); 805 free_key_values (this);
933} 806}
934 807
808static int object_count;
809
935void object::link () 810void object::link ()
936{ 811{
812 assert (!index);//D
813 uuid = UUID::gen ();
937 count = ++ob_count; 814 count = ++object_count;
938 uuid = gen_uuid ();
939 815
940 prev = 0; 816 refcnt_inc ();
941 next = object::first; 817 objects.insert (this);
942
943 if (object::first)
944 object::first->prev = this;
945
946 object::first = this;
947} 818}
948 819
949void object::unlink () 820void object::unlink ()
950{ 821{
951 //count = 0;//D 822 if (!index)
952 if (!prev && !next) return;//D 823 return;
953 824
954 if (this == object::first) 825 objects.erase (this);
955 object::first = next; 826 refcnt_dec ();
827}
956 828
957 /* Remove this object from the list of used objects */ 829void
958 if (prev) prev->next = next; 830object::activate ()
959 if (next) next->prev = prev; 831{
832 /* If already on active list, don't do anything */
833 if (active)
834 return;
960 835
961 prev = 0; 836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
962 next = 0; 837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
838
839 if (has_active_speed ())
840 actives.insert (this);
841}
842
843void
844object::activate_recursive ()
845{
846 activate ();
847
848 for (object *op = inv; op; op = op->below)
849 op->activate_recursive ();
850}
851
852/* This function removes object 'op' from the list of active
853 * objects.
854 * This should only be used for style maps or other such
855 * reference maps where you don't want an object that isn't
856 * in play chewing up cpu time getting processed.
857 * The reverse of this is to call update_ob_speed, which
858 * will do the right thing based on the speed of the object.
859 */
860void
861object::deactivate ()
862{
863 /* If not on the active list, nothing needs to be done */
864 if (!active)
865 return;
866
867 actives.erase (this);
868}
869
870void
871object::deactivate_recursive ()
872{
873 for (object *op = inv; op; op = op->below)
874 op->deactivate_recursive ();
875
876 deactivate ();
877}
878
879void
880object::set_flag_inv (int flag, int value)
881{
882 for (object *op = inv; op; op = op->below)
883 {
884 op->flag [flag] = value;
885 op->set_flag_inv (flag, value);
886 }
887}
888
889/*
890 * Remove and free all objects in the inventory of the given object.
891 * object.c ?
892 */
893void
894object::destroy_inv (bool drop_to_ground)
895{
896 // need to check first, because the checks below might segfault
897 // as we might be on an invalid mapspace and crossfire code
898 // is too buggy to ensure that the inventory is empty.
899 // corollary: if you create arrows etc. with stuff in its inventory,
900 // cf will crash below with off-map x and y
901 if (!inv)
902 return;
903
904 /* Only if the space blocks everything do we not process -
905 * if some form of movement is allowed, let objects
906 * drop on that space.
907 */
908 if (!drop_to_ground
909 || !map
910 || map->in_memory != MAP_ACTIVE
911 || map->no_drop
912 || ms ().move_block == MOVE_ALL)
913 {
914 while (inv)
915 inv->destroy ();
916 }
917 else
918 { /* Put objects in inventory onto this space */
919 while (inv)
920 {
921 object *op = inv;
922
923 if (op->flag [FLAG_STARTEQUIP]
924 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE
926 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy ();
930 else
931 map->insert (op, x, y);
932 }
933 }
963} 934}
964 935
965object *object::create () 936object *object::create ()
966{ 937{
967 object *op = new object; 938 object *op = new object;
968 op->link (); 939 op->link ();
969 return op; 940 return op;
970} 941}
971 942
972/* 943static struct freed_map : maptile
973 * free_object() frees everything allocated by an object, removes
974 * it from the list of used objects, and puts it on the list of
975 * free objects. The IS_FREED() flag is set in the object.
976 * The object must have been removed by remove_ob() first for
977 * this function to succeed.
978 *
979 * If free_inventory is set, free inventory as well. Else drop items in
980 * inventory to the ground.
981 */
982void object::free (bool free_inventory)
983{ 944{
984 if (QUERY_FLAG (this, FLAG_FREED)) 945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
964void
965object::do_destroy ()
966{
967 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this);
969
970 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this);
972
973 remove ();
974
975 attachable::do_destroy ();
976
977 deactivate ();
978 unlink ();
979
980 flag [FLAG_FREED] = 1;
981
982 // hack to ensure that freed objects still have a valid map
983 map = &freed_map;
984 x = 1;
985 y = 1;
986
987 if (more)
988 {
989 more->destroy ();
990 more = 0;
991 }
992
993 head = 0;
994
995 // clear those pointers that likely might cause circular references
996 owner = 0;
997 enemy = 0;
998 attacked_by = 0;
999 current_weapon = 0;
1000}
1001
1002void
1003object::destroy ()
1004{
1005 if (destroyed ())
985 return; 1006 return;
986 1007
987 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1008 if (!is_head () && !head->destroyed ())
988 remove_friendly_object (this);
989
990 if (!QUERY_FLAG (this, FLAG_REMOVED))
991 remove_ob (this);
992
993 SET_FLAG (this, FLAG_FREED);
994
995 if (more)
996 {
997 more->free (free_inventory);
998 more = 0;
999 } 1009 {
1000 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1001 if (inv) 1011 head->destroy ();
1012 return;
1002 { 1013 }
1003 /* Only if the space blocks everything do we not process -
1004 * if some form of movement is allowed, let objects
1005 * drop on that space.
1006 */
1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1008 {
1009 object *op = inv;
1010 1014
1011 while (op) 1015 destroy_inv (false);
1012 {
1013 object *tmp = op->below;
1014 op->free (free_inventory);
1015 op = tmp;
1016 }
1017 }
1018 else
1019 { /* Put objects in inventory onto this space */
1020 object *op = inv;
1021 1016
1022 while (op) 1017 if (is_head ())
1023 { 1018 if (sound_destroy)
1024 object *tmp = op->below; 1019 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER])
1021 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1025 1022
1026 remove_ob (op); 1023 attachable::destroy ();
1027
1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1030 free_object (op);
1031 else
1032 {
1033 op->x = x;
1034 op->y = y;
1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1036 }
1037
1038 op = tmp;
1039 }
1040 }
1041 }
1042
1043 // clear those pointers that likely might have circular references to us
1044 owner = 0;
1045 enemy = 0;
1046 attacked_by = 0;
1047
1048 /* Remove object from the active list */
1049 speed = 0;
1050 update_ob_speed (this);
1051
1052 unlink ();
1053
1054 mortals.push_back (this);
1055} 1024}
1056 1025
1057/* 1026/* op->remove ():
1058 * sub_weight() recursively (outwards) subtracts a number from the
1059 * weight of an object (and what is carried by it's environment(s)).
1060 */
1061
1062void
1063sub_weight (object *op, signed long weight)
1064{
1065 while (op != NULL)
1066 {
1067 if (op->type == CONTAINER)
1068 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1069
1070 op->carrying -= weight;
1071 op = op->env;
1072 }
1073}
1074
1075/* remove_ob(op):
1076 * This function removes the object op from the linked list of objects 1027 * This function removes the object op from the linked list of objects
1077 * which it is currently tied to. When this function is done, the 1028 * which it is currently tied to. When this function is done, the
1078 * object will have no environment. If the object previously had an 1029 * object will have no environment. If the object previously had an
1079 * environment, the x and y coordinates will be updated to 1030 * environment, the x and y coordinates will be updated to
1080 * the previous environment. 1031 * the previous environment.
1081 * Beware: This function is called from the editor as well!
1082 */ 1032 */
1083
1084void 1033void
1085remove_ob (object *op) 1034object::do_remove ()
1086{ 1035{
1087 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
1088 object *otmp; 1037 object *otmp;
1089 1038
1090 tag_t tag; 1039 if (flag [FLAG_REMOVED])
1091 int check_walk_off;
1092 mapstruct *m;
1093
1094 sint16 x, y;
1095
1096 if (QUERY_FLAG (op, FLAG_REMOVED))
1097 return; 1040 return;
1098 1041
1099 SET_FLAG (op, FLAG_REMOVED); 1042 INVOKE_OBJECT (REMOVE, this);
1100 1043
1101 if (op->more != NULL) 1044 flag [FLAG_REMOVED] = true;
1102 remove_ob (op->more); 1045
1046 if (more)
1047 more->remove ();
1103 1048
1104 /* 1049 /*
1105 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1106 * inventory. 1051 * inventory.
1107 */ 1052 */
1108 if (op->env != NULL) 1053 if (env)
1109 { 1054 {
1110 if (op->nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1111 sub_weight (op->env, op->weight * op->nrof); 1056 if (object *pl = visible_to ())
1112 else 1057 esrv_del_item (pl->contr, count);
1113 sub_weight (op->env, op->weight + op->carrying); 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1076 above = 0;
1077 below = 0;
1078 env = 0;
1114 1079
1115 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1116 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1117 * to save cpu time. 1082 * to save cpu time.
1118 */ 1083 */
1119 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1120 fix_player (otmp); 1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1087 pl->update_stats ();
1121 1088
1122 if (op->above != NULL) 1089 if (glow_radius && pl->is_on_map ())
1123 op->above->below = op->below; 1090 update_all_los (pl->map, pl->x, pl->y);
1124 else 1091 }
1125 op->env->inv = op->below;
1126
1127 if (op->below != NULL)
1128 op->below->above = op->above;
1129
1130 /* we set up values so that it could be inserted into
1131 * the map, but we don't actually do that - it is up
1132 * to the caller to decide what we want to do.
1133 */
1134 op->x = op->env->x, op->y = op->env->y;
1135 op->map = op->env->map;
1136 op->above = NULL, op->below = NULL;
1137 op->env = NULL;
1138 } 1092 }
1139 else if (op->map) 1093 else if (map)
1140 { 1094 {
1141 x = op->x; 1095 map->dirty = true;
1142 y = op->y; 1096 mapspace &ms = this->ms ();
1143 m = get_map_from_coord (op->map, &x, &y);
1144 1097
1145 if (!m) 1098 if (object *pl = ms.player ())
1146 { 1099 {
1147 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1100 if (is_player ())
1148 op->map->path, op->x, op->y);
1149 /* in old days, we used to set x and y to 0 and continue.
1150 * it seems if we get into this case, something is probablye
1151 * screwed up and should be fixed.
1152 */ 1101 {
1153 abort (); 1102 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103
1104 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent.
1108 close_container ();
1109
1110 --map->players;
1111 map->touch ();
1112 }
1113 else if (pl->container == this)
1114 {
1115 // removing a container should close it
1116 close_container ();
1117 }
1118
1119 esrv_del_item (pl->contr, count);
1154 } 1120 }
1155 1121
1156 if (op->map != m)
1157 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1158 op->map->path, m->path, op->x, op->y, x, y);
1159
1160 /* Re did the following section of code - it looks like it had
1161 * lots of logic for things we no longer care about
1162 */
1163
1164 /* link the object above us */ 1122 /* link the object above us */
1165 if (op->above) 1123 // re-link, make sure compiler can easily use cmove
1166 op->above->below = op->below; 1124 *(above ? &above->below : &ms.top) = below;
1167 else 1125 *(below ? &below->above : &ms.bot) = above;
1168 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1169 1126
1170 /* Relink the object below us, if there is one */ 1127 above = 0;
1171 if (op->below) 1128 below = 0;
1172 op->below->above = op->above; 1129
1173 else 1130 ms.invalidate ();
1131
1132 if (map->in_memory == MAP_SAVING)
1133 return;
1134
1135 int check_walk_off = !flag [FLAG_NO_APPLY];
1136
1137 if (object *pl = ms.player ())
1174 { 1138 {
1175 /* Nothing below, which means we need to relink map object for this space 1139 if (pl->container == this)
1176 * use translated coordinates in case some oddness with map tiling is 1140 /* If a container that the player is currently using somehow gets
1177 * evident 1141 * removed (most likely destroyed), update the player view
1142 * appropriately.
1178 */ 1143 */
1179 if (GET_MAP_OB (m, x, y) != op) 1144 pl->close_container ();
1180 {
1181 dump_object (op);
1182 LOG (llevError,
1183 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1184 dump_object (GET_MAP_OB (m, x, y));
1185 LOG (llevError, "%s\n", errmsg);
1186 }
1187 1145
1188 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1146 //TODO: the floorbox prev/next might need updating
1147 //esrv_del_item (pl->contr, count);
1148 //TODO: update floorbox to preserve ordering
1149 if (pl->contr->ns)
1150 pl->contr->ns->floorbox_update ();
1189 } 1151 }
1190 1152
1191 op->above = 0; 1153 for (tmp = ms.bot; tmp; tmp = tmp->above)
1192 op->below = 0;
1193
1194 if (op->map->in_memory == MAP_SAVING)
1195 return;
1196
1197 tag = op->count;
1198 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1199
1200 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1201 { 1154 {
1202 /* No point updating the players look faces if he is the object 1155 /* No point updating the players look faces if he is the object
1203 * being removed. 1156 * being removed.
1204 */ 1157 */
1205 1158
1206 if (tmp->type == PLAYER && tmp != op) 1159 /* See if object moving off should effect something */
1160 if (check_walk_off
1161 && ((move_type & tmp->move_off)
1162 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1207 { 1163 {
1208 /* If a container that the player is currently using somehow gets 1164 move_apply (tmp, this, 0);
1209 * removed (most likely destroyed), update the player view
1210 * appropriately.
1211 */
1212 if (tmp->container == op)
1213 {
1214 CLEAR_FLAG (op, FLAG_APPLIED);
1215 tmp->container = NULL;
1216 }
1217 1165
1218 tmp->contr->socket.update_look = 1; 1166 if (destroyed ())
1167 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1219 } 1168 }
1220
1221 /* See if player moving off should effect something */
1222 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1223 {
1224 move_apply (tmp, op, NULL);
1225
1226 if (was_destroyed (op, tag))
1227 {
1228 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1229 }
1230 }
1231
1232 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1233
1234 if (tmp->above == tmp)
1235 tmp->above = NULL;
1236 1169
1237 last = tmp; 1170 last = tmp;
1238 } 1171 }
1239 1172
1240 /* last == NULL of there are no objects on this space */ 1173 if (affects_los ())
1241 if (last == NULL)
1242 {
1243 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1244 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1245 * those out anyways, and if there are any flags set right now, they won't
1246 * be correct anyways.
1247 */
1248 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1249 update_position (op->map, op->x, op->y);
1250 }
1251 else
1252 update_object (last, UP_OBJ_REMOVE);
1253
1254 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1255 update_all_los (op->map, op->x, op->y); 1174 update_all_los (map, x, y);
1256 } 1175 }
1257} 1176}
1258 1177
1259/* 1178/*
1260 * merge_ob(op,top): 1179 * merge_ob(op,top):
1268merge_ob (object *op, object *top) 1187merge_ob (object *op, object *top)
1269{ 1188{
1270 if (!op->nrof) 1189 if (!op->nrof)
1271 return 0; 1190 return 0;
1272 1191
1273 if (top == NULL) 1192 if (!top)
1274 for (top = op; top != NULL && top->above != NULL; top = top->above); 1193 for (top = op; top && top->above; top = top->above)
1194 ;
1275 1195
1276 for (; top != NULL; top = top->below) 1196 for (; top; top = top->below)
1277 { 1197 if (object::can_merge (op, top))
1278 if (top == op)
1279 continue;
1280 if (CAN_MERGE (op, top))
1281 { 1198 {
1282 top->nrof += op->nrof; 1199 top->nrof += op->nrof;
1283 1200
1284/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1201 if (object *pl = top->visible_to ())
1285 op->weight = 0; /* Don't want any adjustements now */ 1202 esrv_update_item (UPD_NROF, pl, top);
1286 remove_ob (op); 1203
1287 free_object (op); 1204 op->weight = 0; // cancel the addition above
1205 op->carrying = 0; // must be 0 already
1206
1207 op->destroy ();
1208
1288 return top; 1209 return top;
1289 } 1210 }
1290 }
1291 1211
1292 return 0; 1212 return 0;
1293} 1213}
1294 1214
1215void
1216object::expand_tail ()
1217{
1218 if (more)
1219 return;
1220
1221 object *prev = this;
1222
1223 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1224 {
1225 object *op = arch_to_object (at);
1226
1227 op->name = name;
1228 op->name_pl = name_pl;
1229 op->title = title;
1230
1231 op->head = this;
1232 prev->more = op;
1233
1234 prev = op;
1235 }
1236}
1237
1295/* 1238/*
1296 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1239 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1297 * job preparing multi-part monsters 1240 * job preparing multi-part monsters.
1298 */ 1241 */
1299object * 1242object *
1300insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1243insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1301{ 1244{
1302 object *tmp; 1245 op->remove ();
1303 1246
1304 if (op->head)
1305 op = op->head;
1306
1307 for (tmp = op; tmp; tmp = tmp->more) 1247 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1308 { 1248 {
1309 tmp->x = x + tmp->arch->clone.x; 1249 tmp->x = x + tmp->arch->x;
1310 tmp->y = y + tmp->arch->clone.y; 1250 tmp->y = y + tmp->arch->y;
1311 } 1251 }
1312 1252
1313 return insert_ob_in_map (op, m, originator, flag); 1253 return insert_ob_in_map (op, m, originator, flag);
1314} 1254}
1315 1255
1331 * Return value: 1271 * Return value:
1332 * new object if 'op' was merged with other object 1272 * new object if 'op' was merged with other object
1333 * NULL if 'op' was destroyed 1273 * NULL if 'op' was destroyed
1334 * just 'op' otherwise 1274 * just 'op' otherwise
1335 */ 1275 */
1336
1337object * 1276object *
1338insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1339{ 1278{
1340 object *tmp, *top, *floor = NULL; 1279 op->remove ();
1341 sint16 x, y;
1342 1280
1343 if (QUERY_FLAG (op, FLAG_FREED)) 1281 if (m == &freed_map)//D TODO: remove soon
1344 { 1282 {//D
1345 LOG (llevError, "Trying to insert freed object!\n"); 1283 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1346 return NULL;
1347 } 1284 }//D
1348
1349 if (m == NULL)
1350 {
1351 dump_object (op);
1352 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1353 return op;
1354 }
1355
1356 if (out_of_map (m, op->x, op->y))
1357 {
1358 dump_object (op);
1359 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1360#ifdef MANY_CORES
1361 /* Better to catch this here, as otherwise the next use of this object
1362 * is likely to cause a crash. Better to find out where it is getting
1363 * improperly inserted.
1364 */
1365 abort ();
1366#endif
1367 return op;
1368 }
1369
1370 if (!QUERY_FLAG (op, FLAG_REMOVED))
1371 {
1372 dump_object (op);
1373 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1374 return op;
1375 }
1376
1377 if (op->more != NULL)
1378 {
1379 /* The part may be on a different map. */
1380
1381 object *more = op->more;
1382
1383 /* We really need the caller to normalize coordinates - if
1384 * we set the map, that doesn't work if the location is within
1385 * a map and this is straddling an edge. So only if coordinate
1386 * is clear wrong do we normalize it.
1387 */
1388 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1389 more->map = get_map_from_coord (m, &more->x, &more->y);
1390 else if (!more->map)
1391 {
1392 /* For backwards compatibility - when not dealing with tiled maps,
1393 * more->map should always point to the parent.
1394 */
1395 more->map = m;
1396 }
1397
1398 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1399 {
1400 if (!op->head)
1401 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1402
1403 return NULL;
1404 }
1405 }
1406
1407 CLEAR_FLAG (op, FLAG_REMOVED);
1408 1285
1409 /* Ideally, the caller figures this out. However, it complicates a lot 1286 /* Ideally, the caller figures this out. However, it complicates a lot
1410 * of areas of callers (eg, anything that uses find_free_spot would now 1287 * of areas of callers (eg, anything that uses find_free_spot would now
1411 * need extra work 1288 * need extra work
1412 */ 1289 */
1413 op->map = get_map_from_coord (m, &op->x, &op->y); 1290 if (!xy_normalise (m, op->x, op->y))
1414 x = op->x; 1291 {
1415 y = op->y; 1292 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1293 return 0;
1294 }
1295
1296 if (object *more = op->more)
1297 if (!insert_ob_in_map (more, m, originator, flag))
1298 return 0;
1299
1300 CLEAR_FLAG (op, FLAG_REMOVED);
1301
1302 op->map = m;
1303 mapspace &ms = op->ms ();
1416 1304
1417 /* this has to be done after we translate the coordinates. 1305 /* this has to be done after we translate the coordinates.
1418 */ 1306 */
1419 if (op->nrof && !(flag & INS_NO_MERGE)) 1307 if (op->nrof && !(flag & INS_NO_MERGE))
1420 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1308 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1421 if (CAN_MERGE (op, tmp)) 1309 if (object::can_merge (op, tmp))
1422 { 1310 {
1311 // TODO: we actually want to update tmp, not op,
1312 // but some caller surely breaks when we return tmp
1313 // from here :/
1423 op->nrof += tmp->nrof; 1314 op->nrof += tmp->nrof;
1424 remove_ob (tmp); 1315 tmp->destroy ();
1425 free_object (tmp);
1426 } 1316 }
1427 1317
1428 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1318 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1429 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1319 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1430 1320
1437 { 1327 {
1438 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1328 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1439 abort (); 1329 abort ();
1440 } 1330 }
1441 1331
1332 if (!originator->is_on_map ())
1333 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1334 op->debug_desc (), originator->debug_desc ());
1335
1442 op->above = originator; 1336 op->above = originator;
1443 op->below = originator->below; 1337 op->below = originator->below;
1444
1445 if (op->below)
1446 op->below->above = op;
1447 else
1448 SET_MAP_OB (op->map, op->x, op->y, op);
1449
1450 /* since *below* originator, no need to update top */
1451 originator->below = op; 1338 originator->below = op;
1339
1340 *(op->below ? &op->below->above : &ms.bot) = op;
1452 } 1341 }
1453 else 1342 else
1454 { 1343 {
1344 object *floor = 0;
1345 object *top = ms.top;
1346
1455 /* If there are other objects, then */ 1347 /* If there are other objects, then */
1456 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1348 if (top)
1457 { 1349 {
1458 object *last = NULL;
1459
1460 /* 1350 /*
1461 * If there are multiple objects on this space, we do some trickier handling. 1351 * If there are multiple objects on this space, we do some trickier handling.
1462 * We've already dealt with merging if appropriate. 1352 * We've already dealt with merging if appropriate.
1463 * Generally, we want to put the new object on top. But if 1353 * Generally, we want to put the new object on top. But if
1464 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1467 * once we get to them. This reduces the need to traverse over all of 1357 * once we get to them. This reduces the need to traverse over all of
1468 * them when adding another one - this saves quite a bit of cpu time 1358 * them when adding another one - this saves quite a bit of cpu time
1469 * when lots of spells are cast in one area. Currently, it is presumed 1359 * when lots of spells are cast in one area. Currently, it is presumed
1470 * that flying non pickable objects are spell objects. 1360 * that flying non pickable objects are spell objects.
1471 */ 1361 */
1472 1362 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1473 while (top != NULL)
1474 { 1363 {
1475 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1476 floor = top; 1365 floor = tmp;
1477 1366
1478 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1367 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1479 { 1368 {
1480 /* We insert above top, so we want this object below this */ 1369 /* We insert above top, so we want this object below this */
1481 top = top->below; 1370 top = tmp->below;
1482 break; 1371 break;
1483 } 1372 }
1484 1373
1485 last = top;
1486 top = top->above; 1374 top = tmp;
1487 } 1375 }
1488
1489 /* Don't want top to be NULL, so set it to the last valid object */
1490 top = last;
1491 1376
1492 /* We let update_position deal with figuring out what the space 1377 /* We let update_position deal with figuring out what the space
1493 * looks like instead of lots of conditions here. 1378 * looks like instead of lots of conditions here.
1494 * makes things faster, and effectively the same result. 1379 * makes things faster, and effectively the same result.
1495 */ 1380 */
1496 1381
1497 /* Have object 'fall below' other objects that block view. 1382 /* Have object 'fall below' other objects that block view.
1498 * Unless those objects are exits, type 66 1383 * Unless those objects are exits.
1499 * If INS_ON_TOP is used, don't do this processing 1384 * If INS_ON_TOP is used, don't do this processing
1500 * Need to find the object that in fact blocks view, otherwise 1385 * Need to find the object that in fact blocks view, otherwise
1501 * stacking is a bit odd. 1386 * stacking is a bit odd.
1502 */ 1387 */
1503 if (!(flag & INS_ON_TOP) && 1388 if (!(flag & INS_ON_TOP)
1504 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1389 && ms.flags () & P_BLOCKSVIEW
1390 && (op->face && !faces [op->face].visibility))
1505 { 1391 {
1392 object *last;
1393
1506 for (last = top; last != floor; last = last->below) 1394 for (last = top; last != floor; last = last->below)
1507 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1395 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1508 break; 1396 break;
1397
1509 /* Check to see if we found the object that blocks view, 1398 /* Check to see if we found the object that blocks view,
1510 * and make sure we have a below pointer for it so that 1399 * and make sure we have a below pointer for it so that
1511 * we can get inserted below this one, which requires we 1400 * we can get inserted below this one, which requires we
1512 * set top to the object below us. 1401 * set top to the object below us.
1513 */ 1402 */
1514 if (last && last->below && last != floor) 1403 if (last && last->below && last != floor)
1515 top = last->below; 1404 top = last->below;
1516 } 1405 }
1517 } /* If objects on this space */ 1406 } /* If objects on this space */
1518 1407
1519 if (flag & INS_MAP_LOAD)
1520 top = GET_MAP_TOP (op->map, op->x, op->y);
1521
1522 if (flag & INS_ABOVE_FLOOR_ONLY) 1408 if (flag & INS_ABOVE_FLOOR_ONLY)
1523 top = floor; 1409 top = floor;
1524 1410
1525 /* Top is the object that our object (op) is going to get inserted above. 1411 // insert object above top, or bottom-most if top = 0
1526 */
1527
1528 /* First object on this space */
1529 if (!top) 1412 if (!top)
1530 { 1413 {
1531 op->above = GET_MAP_OB (op->map, op->x, op->y);
1532
1533 if (op->above)
1534 op->above->below = op;
1535
1536 op->below = NULL; 1414 op->below = 0;
1537 SET_MAP_OB (op->map, op->x, op->y, op); 1415 op->above = ms.bot;
1416 ms.bot = op;
1417
1418 *(op->above ? &op->above->below : &ms.top) = op;
1538 } 1419 }
1539 else 1420 else
1540 { /* get inserted into the stack above top */ 1421 {
1541 op->above = top->above; 1422 op->above = top->above;
1542
1543 if (op->above)
1544 op->above->below = op; 1423 top->above = op;
1545 1424
1546 op->below = top; 1425 op->below = top;
1547 top->above = op; 1426 *(op->above ? &op->above->below : &ms.top) = op;
1548 } 1427 }
1428 }
1549 1429
1550 if (op->above == NULL) 1430 if (op->is_player ())
1551 SET_MAP_TOP (op->map, op->x, op->y, op); 1431 {
1552 } /* else not INS_BELOW_ORIGINATOR */
1553
1554 if (op->type == PLAYER)
1555 op->contr->do_los = 1; 1432 op->contr->do_los = 1;
1433 ++op->map->players;
1434 op->map->touch ();
1435 }
1556 1436
1557 /* If we have a floor, we know the player, if any, will be above 1437 op->map->dirty = true;
1558 * it, so save a few ticks and start from there. 1438
1559 */ 1439 if (object *pl = ms.player ())
1560 if (!(flag & INS_MAP_LOAD)) 1440 //TODO: the floorbox prev/next might need updating
1561 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1441 //esrv_send_item (pl, op);
1562 if (tmp->type == PLAYER) 1442 //TODO: update floorbox to preserve ordering
1563 tmp->contr->socket.update_look = 1; 1443 if (pl->contr->ns)
1444 pl->contr->ns->floorbox_update ();
1564 1445
1565 /* If this object glows, it may affect lighting conditions that are 1446 /* If this object glows, it may affect lighting conditions that are
1566 * visible to others on this map. But update_all_los is really 1447 * visible to others on this map. But update_all_los is really
1567 * an inefficient way to do this, as it means los for all players 1448 * an inefficient way to do this, as it means los for all players
1568 * on the map will get recalculated. The players could very well 1449 * on the map will get recalculated. The players could very well
1569 * be far away from this change and not affected in any way - 1450 * be far away from this change and not affected in any way -
1570 * this should get redone to only look for players within range, 1451 * this should get redone to only look for players within range,
1571 * or just updating the P_NEED_UPDATE for spaces within this area 1452 * or just updating the P_UPTODATE for spaces within this area
1572 * of effect may be sufficient. 1453 * of effect may be sufficient.
1573 */ 1454 */
1574 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1455 if (op->affects_los ())
1456 {
1457 op->ms ().invalidate ();
1575 update_all_los (op->map, op->x, op->y); 1458 update_all_los (op->map, op->x, op->y);
1459 }
1576 1460
1577 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1461 /* updates flags (blocked, alive, no magic, etc) for this map space */
1578 update_object (op, UP_OBJ_INSERT); 1462 update_object (op, UP_OBJ_INSERT);
1579 1463
1464 INVOKE_OBJECT (INSERT, op);
1465
1580 /* Don't know if moving this to the end will break anything. However, 1466 /* Don't know if moving this to the end will break anything. However,
1581 * we want to have update_look set above before calling this. 1467 * we want to have floorbox_update called before calling this.
1582 * 1468 *
1583 * check_move_on() must be after this because code called from 1469 * check_move_on() must be after this because code called from
1584 * check_move_on() depends on correct map flags (so functions like 1470 * check_move_on() depends on correct map flags (so functions like
1585 * blocked() and wall() work properly), and these flags are updated by 1471 * blocked() and wall() work properly), and these flags are updated by
1586 * update_object(). 1472 * update_object().
1587 */ 1473 */
1588 1474
1589 /* if this is not the head or flag has been passed, don't check walk on status */ 1475 /* if this is not the head or flag has been passed, don't check walk on status */
1590 if (!(flag & INS_NO_WALK_ON) && !op->head) 1476 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1591 { 1477 {
1592 if (check_move_on (op, originator)) 1478 if (check_move_on (op, originator))
1593 return NULL; 1479 return 0;
1594 1480
1595 /* If we are a multi part object, lets work our way through the check 1481 /* If we are a multi part object, lets work our way through the check
1596 * walk on's. 1482 * walk on's.
1597 */ 1483 */
1598 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1484 for (object *tmp = op->more; tmp; tmp = tmp->more)
1599 if (check_move_on (tmp, originator)) 1485 if (check_move_on (tmp, originator))
1600 return NULL; 1486 return 0;
1601 } 1487 }
1602 1488
1603 return op; 1489 return op;
1604} 1490}
1605 1491
1606/* this function inserts an object in the map, but if it 1492/* this function inserts an object in the map, but if it
1607 * finds an object of its own type, it'll remove that one first. 1493 * finds an object of its own type, it'll remove that one first.
1608 * op is the object to insert it under: supplies x and the map. 1494 * op is the object to insert it under: supplies x and the map.
1609 */ 1495 */
1610void 1496void
1611replace_insert_ob_in_map (const char *arch_string, object *op) 1497replace_insert_ob_in_map (const char *arch_string, object *op)
1612{ 1498{
1613 object *
1614 tmp;
1615 object *
1616 tmp1;
1617
1618 /* first search for itself and remove any old instances */ 1499 /* first search for itself and remove any old instances */
1619 1500
1620 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1501 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1621 {
1622 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1502 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1623 { 1503 tmp->destroy ();
1624 remove_ob (tmp);
1625 free_object (tmp);
1626 }
1627 }
1628 1504
1629 tmp1 = arch_to_object (archetype::find (arch_string)); 1505 object *tmp = arch_to_object (archetype::find (arch_string));
1630 1506
1631 tmp1->x = op->x; 1507 tmp->x = op->x;
1632 tmp1->y = op->y; 1508 tmp->y = op->y;
1509
1633 insert_ob_in_map (tmp1, op->map, op, 0); 1510 insert_ob_in_map (tmp, op->map, op, 0);
1634} 1511}
1635
1636/*
1637 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1638 * is returned contains nr objects, and the remaining parts contains
1639 * the rest (or is removed and freed if that number is 0).
1640 * On failure, NULL is returned, and the reason put into the
1641 * global static errmsg array.
1642 */
1643 1512
1644object * 1513object *
1645get_split_ob (object *orig_ob, uint32 nr) 1514object::insert_at (object *where, object *originator, int flags)
1646{ 1515{
1647 object * 1516 if (where->env)
1648 newob; 1517 return where->env->insert (this);
1649 int 1518 else
1650 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1519 return where->map->insert (this, where->x, where->y, originator, flags);
1651
1652 if (orig_ob->nrof < nr)
1653 {
1654 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1655 return NULL;
1656 }
1657
1658 newob = object_create_clone (orig_ob);
1659
1660 if ((orig_ob->nrof -= nr) < 1)
1661 {
1662 if (!is_removed)
1663 remove_ob (orig_ob);
1664 free_object2 (orig_ob, 1);
1665 }
1666 else if (!is_removed)
1667 {
1668 if (orig_ob->env != NULL)
1669 sub_weight (orig_ob->env, orig_ob->weight * nr);
1670 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1671 {
1672 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1673 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1674 return NULL;
1675 }
1676 }
1677
1678 newob->nrof = nr;
1679
1680 return newob;
1681} 1520}
1682 1521
1683/* 1522/*
1684 * decrease_ob_nr(object, number) decreases a specified number from 1523 * decrease(object, number) decreases a specified number from
1685 * the amount of an object. If the amount reaches 0, the object 1524 * the amount of an object. If the amount reaches 0, the object
1686 * is subsequently removed and freed. 1525 * is subsequently removed and freed.
1687 * 1526 *
1688 * Return value: 'op' if something is left, NULL if the amount reached 0 1527 * Return value: 'op' if something is left, NULL if the amount reached 0
1689 */ 1528 */
1529bool
1530object::decrease (sint32 nr)
1531{
1532 if (!nr)
1533 return true;
1690 1534
1535 nr = min (nr, nrof);
1536
1537 if (nrof > nr)
1538 {
1539 nrof -= nr;
1540 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1541
1542 if (object *pl = visible_to ())
1543 esrv_update_item (UPD_NROF, pl, this);
1544
1545 return true;
1546 }
1547 else
1548 {
1549 destroy ();
1550 return false;
1551 }
1552}
1553
1554/*
1555 * split(ob,nr) splits up ob into two parts. The part which
1556 * is returned contains nr objects, and the remaining parts contains
1557 * the rest (or is removed and returned if that number is 0).
1558 * On failure, NULL is returned.
1559 */
1691object * 1560object *
1692decrease_ob_nr (object *op, uint32 i) 1561object::split (sint32 nr)
1693{ 1562{
1694 object *tmp; 1563 int have = number_of ();
1695 player *pl;
1696 1564
1697 if (i == 0) /* objects with op->nrof require this check */ 1565 if (have < nr)
1698 return op; 1566 return 0;
1699 1567 else if (have == nr)
1700 if (i > op->nrof)
1701 i = op->nrof;
1702
1703 if (QUERY_FLAG (op, FLAG_REMOVED))
1704 op->nrof -= i;
1705 else if (op->env != NULL)
1706 { 1568 {
1707 /* is this object in the players inventory, or sub container
1708 * therein?
1709 */
1710 tmp = is_player_inv (op->env);
1711 /* nope. Is this a container the player has opened?
1712 * If so, set tmp to that player.
1713 * IMO, searching through all the players will mostly
1714 * likely be quicker than following op->env to the map,
1715 * and then searching the map for a player.
1716 */
1717 if (!tmp)
1718 {
1719 for (pl = first_player; pl; pl = pl->next)
1720 if (pl->ob->container == op->env)
1721 break;
1722 if (pl)
1723 tmp = pl->ob;
1724 else
1725 tmp = NULL;
1726 }
1727
1728 if (i < op->nrof)
1729 {
1730 sub_weight (op->env, op->weight * i);
1731 op->nrof -= i;
1732 if (tmp)
1733 {
1734 esrv_send_item (tmp, op);
1735 }
1736 }
1737 else
1738 {
1739 remove_ob (op); 1569 remove ();
1740 op->nrof = 0; 1570 return this;
1741 if (tmp)
1742 {
1743 esrv_del_item (tmp->contr, op->count);
1744 }
1745 }
1746 } 1571 }
1747 else 1572 else
1748 { 1573 {
1749 object *above = op->above; 1574 decrease (nr);
1750 1575
1751 if (i < op->nrof) 1576 object *op = deep_clone ();
1752 op->nrof -= i; 1577 op->nrof = nr;
1753 else
1754 {
1755 remove_ob (op);
1756 op->nrof = 0;
1757 }
1758
1759 /* Since we just removed op, op->above is null */
1760 for (tmp = above; tmp != NULL; tmp = tmp->above)
1761 if (tmp->type == PLAYER)
1762 {
1763 if (op->nrof)
1764 esrv_send_item (tmp, op);
1765 else
1766 esrv_del_item (tmp->contr, op->count);
1767 }
1768 }
1769
1770 if (op->nrof)
1771 return op; 1578 return op;
1772 else
1773 { 1579 }
1774 free_object (op); 1580}
1581
1582object *
1583insert_ob_in_ob (object *op, object *where)
1584{
1585 if (!where)
1586 {
1587 char *dump = dump_object (op);
1588 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1589 free (dump);
1775 return NULL; 1590 return op;
1776 }
1777}
1778
1779/*
1780 * add_weight(object, weight) adds the specified weight to an object,
1781 * and also updates how much the environment(s) is/are carrying.
1782 */
1783
1784void
1785add_weight (object *op, signed long weight)
1786{
1787 while (op != NULL)
1788 { 1591 }
1789 if (op->type == CONTAINER)
1790 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1791 1592
1792 op->carrying += weight; 1593 if (where->head_ () != where)
1793 op = op->env;
1794 } 1594 {
1795} 1595 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1596 where = where->head;
1597 }
1796 1598
1599 return where->insert (op);
1600}
1601
1797/* 1602/*
1798 * insert_ob_in_ob(op,environment): 1603 * env->insert (op)
1799 * This function inserts the object op in the linked list 1604 * This function inserts the object op in the linked list
1800 * inside the object environment. 1605 * inside the object environment.
1801 * 1606 *
1802 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1803 * the inventory at the last position or next to other objects of the same
1804 * type.
1805 * Frank: Now sorted by type, archetype and magic!
1806 *
1807 * The function returns now pointer to inserted item, and return value can 1607 * The function returns now pointer to inserted item, and return value can
1808 * be != op, if items are merged. -Tero 1608 * be != op, if items are merged. -Tero
1809 */ 1609 */
1810
1811object * 1610object *
1812insert_ob_in_ob (object *op, object *where) 1611object::insert (object *op)
1813{ 1612{
1814 object *
1815 tmp, *
1816 otmp;
1817
1818 if (!QUERY_FLAG (op, FLAG_REMOVED))
1819 {
1820 dump_object (op);
1821 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1822 return op;
1823 }
1824
1825 if (where == NULL)
1826 {
1827 dump_object (op);
1828 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1829 return op;
1830 }
1831
1832 if (where->head)
1833 {
1834 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1835 where = where->head;
1836 }
1837
1838 if (op->more) 1613 if (op->more)
1839 { 1614 {
1840 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1841 return op; 1616 return op;
1842 } 1617 }
1843 1618
1844 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1619 op->remove ();
1845 CLEAR_FLAG (op, FLAG_REMOVED); 1620
1621 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1622
1846 if (op->nrof) 1623 if (op->nrof)
1847 {
1848 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1624 for (object *tmp = inv; tmp; tmp = tmp->below)
1849 if (CAN_MERGE (tmp, op)) 1625 if (object::can_merge (tmp, op))
1850 { 1626 {
1851 /* return the original object and remove inserted object 1627 /* return the original object and remove inserted object
1852 (client needs the original object) */ 1628 (client needs the original object) */
1853 tmp->nrof += op->nrof; 1629 tmp->nrof += op->nrof;
1854 /* Weight handling gets pretty funky. Since we are adding to 1630
1855 * tmp->nrof, we need to increase the weight. 1631 if (object *pl = tmp->visible_to ())
1856 */ 1632 esrv_update_item (UPD_NROF, pl, tmp);
1857 add_weight (where, op->weight * op->nrof); 1633
1858 SET_FLAG (op, FLAG_REMOVED); 1634 adjust_weight (this, op->total_weight ());
1859 free_object (op); /* free the inserted object */ 1635
1636 op->destroy ();
1860 op = tmp; 1637 op = tmp;
1861 remove_ob (op); /* and fix old object's links */ 1638 goto inserted;
1862 CLEAR_FLAG (op, FLAG_REMOVED);
1863 break;
1864 } 1639 }
1865 1640
1866 /* I assume combined objects have no inventory 1641 op->owner = 0; // it's his/hers now. period.
1867 * We add the weight - this object could have just been removed
1868 * (if it was possible to merge). calling remove_ob will subtract
1869 * the weight, so we need to add it in again, since we actually do
1870 * the linking below
1871 */
1872 add_weight (where, op->weight * op->nrof);
1873 }
1874 else
1875 add_weight (where, (op->weight + op->carrying));
1876
1877 otmp = is_player_inv (where);
1878 if (otmp && otmp->contr != NULL)
1879 {
1880 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1881 fix_player (otmp);
1882 }
1883
1884 op->map = NULL; 1642 op->map = 0;
1885 op->env = where; 1643 op->x = 0;
1644 op->y = 0;
1645
1886 op->above = NULL; 1646 op->above = 0;
1887 op->below = NULL; 1647 op->below = inv;
1888 op->x = 0, op->y = 0; 1648 op->env = this;
1889 1649
1650 if (inv)
1651 inv->above = op;
1652
1653 inv = op;
1654
1655 op->flag [FLAG_REMOVED] = 0;
1656
1657 if (object *pl = op->visible_to ())
1658 esrv_send_item (pl, op);
1659
1660 adjust_weight (this, op->total_weight ());
1661
1662inserted:
1890 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1891 if ((op->glow_radius != 0) && where->map) 1664 if (op->glow_radius && is_on_map ())
1892 {
1893#ifdef DEBUG_LIGHTS
1894 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1895#endif /* DEBUG_LIGHTS */
1896 if (MAP_DARKNESS (where->map))
1897 update_all_los (where->map, where->x, where->y);
1898 } 1665 {
1899 1666 update_stats ();
1900 /* Client has no idea of ordering so lets not bother ordering it here. 1667 update_all_los (map, x, y);
1901 * It sure simplifies this function...
1902 */
1903 if (where->inv == NULL)
1904 where->inv = op;
1905 else
1906 { 1668 }
1907 op->below = where->inv; 1669 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1908 op->below->above = op; 1670 // if this is a player's inventory, update stats
1909 where->inv = op; 1671 update_stats ();
1910 } 1672
1673 INVOKE_OBJECT (INSERT, this);
1674
1911 return op; 1675 return op;
1912} 1676}
1913 1677
1914/* 1678/*
1915 * Checks if any objects has a move_type that matches objects 1679 * Checks if any objects has a move_type that matches objects
1929 * 1693 *
1930 * MSW 2001-07-08: Check all objects on space, not just those below 1694 * MSW 2001-07-08: Check all objects on space, not just those below
1931 * object being inserted. insert_ob_in_map may not put new objects 1695 * object being inserted. insert_ob_in_map may not put new objects
1932 * on top. 1696 * on top.
1933 */ 1697 */
1934
1935int 1698int
1936check_move_on (object *op, object *originator) 1699check_move_on (object *op, object *originator)
1937{ 1700{
1938 object * 1701 object *tmp;
1939 tmp; 1702 maptile *m = op->map;
1940 tag_t
1941 tag;
1942 mapstruct *
1943 m = op->map;
1944 int
1945 x = op->x, y = op->y; 1703 int x = op->x, y = op->y;
1946 1704
1947 MoveType 1705 MoveType move_on, move_slow, move_block;
1948 move_on,
1949 move_slow,
1950 move_block;
1951 1706
1952 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1707 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1953 return 0; 1708 return 0;
1954
1955 tag = op->count;
1956 1709
1957 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1710 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1958 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1711 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1959 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1712 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1960 1713
1976 1729
1977 /* The objects have to be checked from top to bottom. 1730 /* The objects have to be checked from top to bottom.
1978 * Hence, we first go to the top: 1731 * Hence, we first go to the top:
1979 */ 1732 */
1980 1733
1981 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1734 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1982 { 1735 {
1983 /* Trim the search when we find the first other spell effect 1736 /* Trim the search when we find the first other spell effect
1984 * this helps performance so that if a space has 50 spell objects, 1737 * this helps performance so that if a space has 50 spell objects,
1985 * we don't need to check all of them. 1738 * we don't need to check all of them.
1986 */ 1739 */
2004 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1757 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2005 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1758 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2006 { 1759 {
2007 1760
2008 float 1761 float
2009 diff = tmp->move_slow_penalty * FABS (op->speed); 1762 diff = tmp->move_slow_penalty * fabs (op->speed);
2010 1763
2011 if (op->type == PLAYER) 1764 if (op->is_player ())
2012 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2013 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2014 diff /= 4.0; 1767 diff /= 4.0;
2015 1768
2016 op->speed_left -= diff; 1769 op->speed_left -= diff;
2021 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1774 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2022 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1775 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2023 { 1776 {
2024 move_apply (tmp, op, originator); 1777 move_apply (tmp, op, originator);
2025 1778
2026 if (was_destroyed (op, tag)) 1779 if (op->destroyed ())
2027 return 1; 1780 return 1;
2028 1781
2029 /* what the person/creature stepped onto has moved the object 1782 /* what the person/creature stepped onto has moved the object
2030 * someplace new. Don't process any further - if we did, 1783 * someplace new. Don't process any further - if we did,
2031 * have a feeling strange problems would result. 1784 * have a feeling strange problems would result.
2041/* 1794/*
2042 * present_arch(arch, map, x, y) searches for any objects with 1795 * present_arch(arch, map, x, y) searches for any objects with
2043 * a matching archetype at the given map and coordinates. 1796 * a matching archetype at the given map and coordinates.
2044 * The first matching object is returned, or NULL if none. 1797 * The first matching object is returned, or NULL if none.
2045 */ 1798 */
2046
2047object * 1799object *
2048present_arch (const archetype *at, mapstruct *m, int x, int y) 1800present_arch (const archetype *at, maptile *m, int x, int y)
2049{ 1801{
2050 object *
2051 tmp;
2052
2053 if (m == NULL || out_of_map (m, x, y)) 1802 if (!m || out_of_map (m, x, y))
2054 { 1803 {
2055 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
2056 return NULL; 1805 return NULL;
2057 } 1806 }
2058 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1807
2059 if (tmp->arch == at) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1809 if (tmp->arch->archname == at->archname)
2060 return tmp; 1810 return tmp;
1811
2061 return NULL; 1812 return NULL;
2062} 1813}
2063 1814
2064/* 1815/*
2065 * present(type, map, x, y) searches for any objects with 1816 * present(type, map, x, y) searches for any objects with
2066 * a matching type variable at the given map and coordinates. 1817 * a matching type variable at the given map and coordinates.
2067 * The first matching object is returned, or NULL if none. 1818 * The first matching object is returned, or NULL if none.
2068 */ 1819 */
2069
2070object * 1820object *
2071present (unsigned char type, mapstruct *m, int x, int y) 1821present (unsigned char type, maptile *m, int x, int y)
2072{ 1822{
2073 object *
2074 tmp;
2075
2076 if (out_of_map (m, x, y)) 1823 if (out_of_map (m, x, y))
2077 { 1824 {
2078 LOG (llevError, "Present called outside map.\n"); 1825 LOG (llevError, "Present called outside map.\n");
2079 return NULL; 1826 return NULL;
2080 } 1827 }
2081 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1828
1829 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2082 if (tmp->type == type) 1830 if (tmp->type == type)
2083 return tmp; 1831 return tmp;
1832
2084 return NULL; 1833 return NULL;
2085} 1834}
2086 1835
2087/* 1836/*
2088 * present_in_ob(type, object) searches for any objects with 1837 * present_in_ob(type, object) searches for any objects with
2089 * a matching type variable in the inventory of the given object. 1838 * a matching type variable in the inventory of the given object.
2090 * The first matching object is returned, or NULL if none. 1839 * The first matching object is returned, or NULL if none.
2091 */ 1840 */
2092
2093object * 1841object *
2094present_in_ob (unsigned char type, const object *op) 1842present_in_ob (unsigned char type, const object *op)
2095{ 1843{
2096 object *
2097 tmp;
2098
2099 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1844 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2100 if (tmp->type == type) 1845 if (tmp->type == type)
2101 return tmp; 1846 return tmp;
1847
2102 return NULL; 1848 return NULL;
2103} 1849}
2104 1850
2105/* 1851/*
2106 * present_in_ob (type, str, object) searches for any objects with 1852 * present_in_ob (type, str, object) searches for any objects with
2114 * str is the string to match against. Note that we match against 1860 * str is the string to match against. Note that we match against
2115 * the object name, not the archetype name. this is so that the 1861 * the object name, not the archetype name. this is so that the
2116 * spell code can use one object type (force), but change it's name 1862 * spell code can use one object type (force), but change it's name
2117 * to be unique. 1863 * to be unique.
2118 */ 1864 */
2119
2120object * 1865object *
2121present_in_ob_by_name (int type, const char *str, const object *op) 1866present_in_ob_by_name (int type, const char *str, const object *op)
2122{ 1867{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1868 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2127 {
2128 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1869 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2129 return tmp; 1870 return tmp;
2130 } 1871
2131 return NULL; 1872 return 0;
2132} 1873}
2133 1874
2134/* 1875/*
2135 * present_arch_in_ob(archetype, object) searches for any objects with 1876 * present_arch_in_ob(archetype, object) searches for any objects with
2136 * a matching archetype in the inventory of the given object. 1877 * a matching archetype in the inventory of the given object.
2137 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
2138 */ 1879 */
2139
2140object * 1880object *
2141present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
2142{ 1882{
2143 object *
2144 tmp;
2145
2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2147 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
2148 return tmp; 1885 return tmp;
1886
2149 return NULL; 1887 return NULL;
2150} 1888}
2151 1889
2152/* 1890/*
2153 * activate recursively a flag on an object inventory 1891 * activate recursively a flag on an object inventory
2154 */ 1892 */
2155void 1893void
2156flag_inv (object *op, int flag) 1894flag_inv (object *op, int flag)
2157{ 1895{
2158 object *
2159 tmp;
2160
2161 if (op->inv)
2162 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2163 { 1897 {
2164 SET_FLAG (tmp, flag); 1898 SET_FLAG (tmp, flag);
2165 flag_inv (tmp, flag); 1899 flag_inv (tmp, flag);
2166 } 1900 }
2167} /* 1901}
1902
1903/*
2168 * desactivate recursively a flag on an object inventory 1904 * deactivate recursively a flag on an object inventory
2169 */ 1905 */
2170void 1906void
2171unflag_inv (object *op, int flag) 1907unflag_inv (object *op, int flag)
2172{ 1908{
2173 object *
2174 tmp;
2175
2176 if (op->inv)
2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1909 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2178 { 1910 {
2179 CLEAR_FLAG (tmp, flag); 1911 CLEAR_FLAG (tmp, flag);
2180 unflag_inv (tmp, flag); 1912 unflag_inv (tmp, flag);
2181 } 1913 }
2182}
2183
2184/*
2185 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2186 * all it's inventory (recursively).
2187 * If checksums are used, a player will get set_cheat called for
2188 * him/her-self and all object carried by a call to this function.
2189 */
2190
2191void
2192set_cheat (object *op)
2193{
2194 SET_FLAG (op, FLAG_WAS_WIZ);
2195 flag_inv (op, FLAG_WAS_WIZ);
2196} 1914}
2197 1915
2198/* 1916/*
2199 * find_free_spot(object, map, x, y, start, stop) will search for 1917 * find_free_spot(object, map, x, y, start, stop) will search for
2200 * a spot at the given map and coordinates which will be able to contain 1918 * a spot at the given map and coordinates which will be able to contain
2202 * to search (see the freearr_x/y[] definition). 1920 * to search (see the freearr_x/y[] definition).
2203 * It returns a random choice among the alternatives found. 1921 * It returns a random choice among the alternatives found.
2204 * start and stop are where to start relative to the free_arr array (1,9 1922 * start and stop are where to start relative to the free_arr array (1,9
2205 * does all 4 immediate directions). This returns the index into the 1923 * does all 4 immediate directions). This returns the index into the
2206 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1924 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2207 * Note - this only checks to see if there is space for the head of the
2208 * object - if it is a multispace object, this should be called for all
2209 * pieces.
2210 * Note2: This function does correctly handle tiled maps, but does not 1925 * Note: This function does correctly handle tiled maps, but does not
2211 * inform the caller. However, insert_ob_in_map will update as 1926 * inform the caller. However, insert_ob_in_map will update as
2212 * necessary, so the caller shouldn't need to do any special work. 1927 * necessary, so the caller shouldn't need to do any special work.
2213 * Note - updated to take an object instead of archetype - this is necessary 1928 * Note - updated to take an object instead of archetype - this is necessary
2214 * because arch_blocked (now ob_blocked) needs to know the movement type 1929 * because arch_blocked (now ob_blocked) needs to know the movement type
2215 * to know if the space in question will block the object. We can't use 1930 * to know if the space in question will block the object. We can't use
2216 * the archetype because that isn't correct if the monster has been 1931 * the archetype because that isn't correct if the monster has been
2217 * customized, changed states, etc. 1932 * customized, changed states, etc.
2218 */ 1933 */
2219
2220int 1934int
2221find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1935find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2222{ 1936{
2223 int
2224 i,
2225 index = 0, flag;
2226 static int
2227 altern[SIZEOFFREE]; 1937 int altern[SIZEOFFREE];
1938 int index = 0, flag;
2228 1939
2229 for (i = start; i < stop; i++) 1940 for (int i = start; i < stop; i++)
2230 { 1941 {
2231 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1942 mapxy pos (m, x, y); pos.move (i);
2232 if (!flag) 1943
1944 if (!pos.normalise ())
1945 continue;
1946
1947 mapspace &ms = *pos;
1948
1949 if (ms.flags () & P_IS_ALIVE)
1950 continue;
1951
1952 /* However, often
1953 * ob doesn't have any move type (when used to place exits)
1954 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1955 */
1956 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1957 {
2233 altern[index++] = i; 1958 altern [index++] = i;
1959 continue;
1960 }
2234 1961
2235 /* Basically, if we find a wall on a space, we cut down the search size. 1962 /* Basically, if we find a wall on a space, we cut down the search size.
2236 * In this way, we won't return spaces that are on another side of a wall. 1963 * In this way, we won't return spaces that are on another side of a wall.
2237 * This mostly work, but it cuts down the search size in all directions - 1964 * This mostly work, but it cuts down the search size in all directions -
2238 * if the space being examined only has a wall to the north and empty 1965 * if the space being examined only has a wall to the north and empty
2239 * spaces in all the other directions, this will reduce the search space 1966 * spaces in all the other directions, this will reduce the search space
2240 * to only the spaces immediately surrounding the target area, and 1967 * to only the spaces immediately surrounding the target area, and
2241 * won't look 2 spaces south of the target space. 1968 * won't look 2 spaces south of the target space.
2242 */ 1969 */
2243 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1970 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1971 {
2244 stop = maxfree[i]; 1972 stop = maxfree[i];
1973 continue;
1974 }
1975
1976 /* Note it is intentional that we check ob - the movement type of the
1977 * head of the object should correspond for the entire object.
1978 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue;
1981
1982 if (ob->blocked (pos.m, pos.x, pos.y))
1983 continue;
1984
1985 altern [index++] = i;
2245 } 1986 }
1987
2246 if (!index) 1988 if (!index)
2247 return -1; 1989 return -1;
1990
2248 return altern[RANDOM () % index]; 1991 return altern [rndm (index)];
2249} 1992}
2250 1993
2251/* 1994/*
2252 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2253 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2254 * But it will return the first available spot, not a random choice. 1997 * But it will return the first available spot, not a random choice.
2255 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2256 */ 1999 */
2257
2258int 2000int
2259find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2260{ 2002{
2261 int
2262 i;
2263
2264 for (i = 0; i < SIZEOFFREE; i++) 2003 for (int i = 0; i < SIZEOFFREE; i++)
2265 {
2266 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2004 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2267 return i; 2005 return i;
2268 } 2006
2269 return -1; 2007 return -1;
2270} 2008}
2271 2009
2272/* 2010/*
2273 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2274 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2275 */ 2014 */
2276static void 2015static void
2277permute (int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2278{ 2017{
2279 int 2018 arr += begin;
2280 i,
2281 j,
2282 tmp,
2283 len;
2284
2285 len = end - begin; 2019 end -= begin;
2286 for (i = begin; i < end; i++)
2287 {
2288 j = begin + RANDOM () % len;
2289 2020
2290 tmp = arr[i]; 2021 while (--end)
2291 arr[i] = arr[j]; 2022 swap (arr [end], arr [rndm (end + 1)]);
2292 arr[j] = tmp;
2293 }
2294} 2023}
2295 2024
2296/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2297 * This basically returns a randomized array (in the passed pointer) of 2026 * This basically returns a randomized array (in the passed pointer) of
2298 * the spaces to find monsters. In this way, it won't always look for 2027 * the spaces to find monsters. In this way, it won't always look for
2301 * the 3x3 area will be searched, just not in a predictable order. 2030 * the 3x3 area will be searched, just not in a predictable order.
2302 */ 2031 */
2303void 2032void
2304get_search_arr (int *search_arr) 2033get_search_arr (int *search_arr)
2305{ 2034{
2306 int 2035 int i;
2307 i;
2308 2036
2309 for (i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i; 2038 search_arr[i] = i;
2312 }
2313 2039
2314 permute (search_arr, 1, SIZEOFFREE1 + 1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2043}
2326 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * Perhaps incorrectly, but I'm making the assumption that exclude
2327 * is actually want is going to try and move there. We need this info 2053 * is actually want is going to try and move there. We need this info
2328 * because we have to know what movement the thing looking to move 2054 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2055 * there is capable of.
2330 */ 2056 */
2331
2332int 2057int
2333find_dir (mapstruct *m, int x, int y, object *exclude) 2058find_dir (maptile *m, int x, int y, object *exclude)
2334{ 2059{
2335 int
2336 i,
2337 max = SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2338 2061
2339 sint16 nx, ny; 2062 sint16 nx, ny;
2340 object * 2063 object *tmp;
2341 tmp; 2064 maptile *mp;
2342 mapstruct *
2343 mp;
2344 2065
2345 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2346 2067
2347 if (exclude && exclude->head) 2068 if (exclude && exclude->head_ () != exclude)
2348 { 2069 {
2349 exclude = exclude->head; 2070 exclude = exclude->head;
2350 move_type = exclude->move_type; 2071 move_type = exclude->move_type;
2351 } 2072 }
2352 else 2073 else
2360 mp = m; 2081 mp = m;
2361 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2362 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2363 2084
2364 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2365 if (mflags & P_OUT_OF_MAP) 2087 if (mflags & P_OUT_OF_MAP)
2366 {
2367 max = maxfree[i]; 2088 max = maxfree[i];
2368 }
2369 else 2089 else
2370 { 2090 {
2371 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2091 mapspace &ms = mp->at (nx, ny);
2092
2093 blocked = ms.move_block;
2372 2094
2373 if ((move_type & blocked) == move_type) 2095 if ((move_type & blocked) == move_type)
2374 {
2375 max = maxfree[i]; 2096 max = maxfree[i];
2376 }
2377 else if (mflags & P_IS_ALIVE) 2097 else if (mflags & P_IS_ALIVE)
2378 { 2098 {
2379 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2380 { 2100 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2381 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2382 {
2383 break; 2102 break;
2384 } 2103
2385 }
2386 if (tmp) 2104 if (tmp)
2387 {
2388 return freedir[i]; 2105 return freedir[i];
2389 }
2390 } 2106 }
2391 } 2107 }
2392 } 2108 }
2109
2393 return 0; 2110 return 0;
2394} 2111}
2395 2112
2396/* 2113/*
2397 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2398 * distance between the two given objects. 2115 * distance between the two given objects.
2399 */ 2116 */
2400
2401int 2117int
2402distance (const object *ob1, const object *ob2) 2118distance (const object *ob1, const object *ob2)
2403{ 2119{
2404 int
2405 i;
2406
2407 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2408 return i;
2409} 2121}
2410 2122
2411/* 2123/*
2412 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * find_dir_2(delta-x,delta-y) will return a direction in which
2413 * an object which has subtracted the x and y coordinates of another 2125 * an object which has subtracted the x and y coordinates of another
2414 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2415 */ 2127 */
2416
2417int 2128int
2418find_dir_2 (int x, int y) 2129find_dir_2 (int x, int y)
2419{ 2130{
2420 int 2131 int q;
2421 q;
2422 2132
2423 if (y) 2133 if (y)
2424 q = x * 100 / y; 2134 q = x * 100 / y;
2425 else if (x) 2135 else if (x)
2426 q = -300 * x; 2136 q = -300 * x;
2451 2161
2452 return 3; 2162 return 3;
2453} 2163}
2454 2164
2455/* 2165/*
2456 * absdir(int): Returns a number between 1 and 8, which represent
2457 * the "absolute" direction of a number (it actually takes care of
2458 * "overflow" in previous calculations of a direction).
2459 */
2460
2461int
2462absdir (int d)
2463{
2464 while (d < 1)
2465 d += 8;
2466 while (d > 8)
2467 d -= 8;
2468 return d;
2469}
2470
2471/*
2472 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2166 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2473 * between two directions (which are expected to be absolute (see absdir()) 2167 * between two directions (which are expected to be absolute (see absdir())
2474 */ 2168 */
2475
2476int 2169int
2477dirdiff (int dir1, int dir2) 2170dirdiff (int dir1, int dir2)
2478{ 2171{
2479 int 2172 int d;
2480 d;
2481 2173
2482 d = abs (dir1 - dir2); 2174 d = abs (dir1 - dir2);
2483 if (d > 4) 2175 if (d > 4)
2484 d = 8 - d; 2176 d = 8 - d;
2177
2485 return d; 2178 return d;
2486} 2179}
2487 2180
2488/* peterm: 2181/* peterm:
2489 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2182 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2492 * This basically means that if direction is 15, then it could either go 2185 * This basically means that if direction is 15, then it could either go
2493 * direction 4, 14, or 16 to get back to where we are. 2186 * direction 4, 14, or 16 to get back to where we are.
2494 * Moved from spell_util.c to object.c with the other related direction 2187 * Moved from spell_util.c to object.c with the other related direction
2495 * functions. 2188 * functions.
2496 */ 2189 */
2497
2498int
2499 reduction_dir[SIZEOFFREE][3] = { 2190int reduction_dir[SIZEOFFREE][3] = {
2500 {0, 0, 0}, /* 0 */ 2191 {0, 0, 0}, /* 0 */
2501 {0, 0, 0}, /* 1 */ 2192 {0, 0, 0}, /* 1 */
2502 {0, 0, 0}, /* 2 */ 2193 {0, 0, 0}, /* 2 */
2503 {0, 0, 0}, /* 3 */ 2194 {0, 0, 0}, /* 3 */
2504 {0, 0, 0}, /* 4 */ 2195 {0, 0, 0}, /* 4 */
2552 * find a path to that monster that we found. If not, 2243 * find a path to that monster that we found. If not,
2553 * we don't bother going toward it. Returns 1 if we 2244 * we don't bother going toward it. Returns 1 if we
2554 * can see a direct way to get it 2245 * can see a direct way to get it
2555 * Modified to be map tile aware -.MSW 2246 * Modified to be map tile aware -.MSW
2556 */ 2247 */
2557
2558
2559int 2248int
2560can_see_monsterP (mapstruct *m, int x, int y, int dir) 2249can_see_monsterP (maptile *m, int x, int y, int dir)
2561{ 2250{
2562 sint16 dx, dy; 2251 sint16 dx, dy;
2563 int
2564 mflags; 2252 int mflags;
2565 2253
2566 if (dir < 0) 2254 if (dir < 0)
2567 return 0; /* exit condition: invalid direction */ 2255 return 0; /* exit condition: invalid direction */
2568 2256
2569 dx = x + freearr_x[dir]; 2257 dx = x + freearr_x[dir];
2582 return 0; 2270 return 0;
2583 2271
2584 /* yes, can see. */ 2272 /* yes, can see. */
2585 if (dir < 9) 2273 if (dir < 9)
2586 return 1; 2274 return 1;
2275
2587 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2276 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2588 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2277 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2278 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2589} 2279}
2590
2591
2592 2280
2593/* 2281/*
2594 * can_pick(picker, item): finds out if an object is possible to be 2282 * can_pick(picker, item): finds out if an object is possible to be
2595 * picked up by the picker. Returnes 1 if it can be 2283 * picked up by the picker. Returnes 1 if it can be
2596 * picked up, otherwise 0. 2284 * picked up, otherwise 0.
2598 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2286 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2599 * core dumps if they do. 2287 * core dumps if they do.
2600 * 2288 *
2601 * Add a check so we can't pick up invisible objects (0.93.8) 2289 * Add a check so we can't pick up invisible objects (0.93.8)
2602 */ 2290 */
2603
2604int 2291int
2605can_pick (const object *who, const object *item) 2292can_pick (const object *who, const object *item)
2606{ 2293{
2607 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2608 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2609 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2610} 2297}
2611
2612 2298
2613/* 2299/*
2614 * create clone from object to another 2300 * create clone from object to another
2615 */ 2301 */
2616object * 2302object *
2617object_create_clone (object *asrc) 2303object::deep_clone ()
2618{ 2304{
2619 object * 2305 assert (("deep_clone called on non-head object", is_head ()));
2620 dst = NULL, *tmp, *src, *part, *prev, *item;
2621 2306
2622 if (!asrc) 2307 object *dst = clone ();
2623 return NULL;
2624 src = asrc;
2625 if (src->head)
2626 src = src->head;
2627 2308
2628 prev = NULL; 2309 object *prev = dst;
2629 for (part = src; part; part = part->more) 2310 for (object *part = this->more; part; part = part->more)
2630 { 2311 {
2631 tmp = get_object (); 2312 object *tmp = part->clone ();
2632 copy_object (part, tmp);
2633 tmp->x -= src->x;
2634 tmp->y -= src->y;
2635 if (!part->head)
2636 {
2637 dst = tmp;
2638 tmp->head = NULL;
2639 }
2640 else
2641 {
2642 tmp->head = dst; 2313 tmp->head = dst;
2643 }
2644 tmp->more = NULL;
2645 if (prev)
2646 prev->more = tmp; 2314 prev->more = tmp;
2647 prev = tmp; 2315 prev = tmp;
2648 } 2316 }
2649 2317
2650 /*** copy inventory ***/
2651 for (item = src->inv; item; item = item->below) 2318 for (object *item = inv; item; item = item->below)
2652 { 2319 insert_ob_in_ob (item->deep_clone (), dst);
2653 (void) insert_ob_in_ob (object_create_clone (item), dst);
2654 }
2655 2320
2656 return dst; 2321 return dst;
2657}
2658
2659/* return true if the object was destroyed, 0 otherwise */
2660int
2661was_destroyed (const object *op, tag_t old_tag)
2662{
2663 /* checking for FLAG_FREED isn't necessary, but makes this function more
2664 * robust */
2665 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2666}
2667
2668/* GROS - Creates an object using a string representing its content. */
2669
2670/* Basically, we save the content of the string to a temp file, then call */
2671
2672/* load_object on it. I admit it is a highly inefficient way to make things, */
2673
2674/* but it was simple to make and allows reusing the load_object function. */
2675
2676/* Remember not to use load_object_str in a time-critical situation. */
2677
2678/* Also remember that multiparts objects are not supported for now. */
2679
2680object *
2681load_object_str (const char *obstr)
2682{
2683 object *
2684 op;
2685 char
2686 filename[MAX_BUF];
2687
2688 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2689
2690 FILE *
2691 tempfile = fopen (filename, "w");
2692
2693 if (tempfile == NULL)
2694 {
2695 LOG (llevError, "Error - Unable to access load object temp file\n");
2696 return NULL;
2697 }
2698
2699 fprintf (tempfile, obstr);
2700 fclose (tempfile);
2701
2702 op = get_object ();
2703
2704 object_thawer thawer (filename);
2705
2706 if (thawer)
2707 load_object (thawer, op, 0);
2708
2709 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2710 CLEAR_FLAG (op, FLAG_REMOVED);
2711
2712 return op;
2713} 2322}
2714 2323
2715/* This returns the first object in who's inventory that 2324/* This returns the first object in who's inventory that
2716 * has the same type and subtype match. 2325 * has the same type and subtype match.
2717 * returns NULL if no match. 2326 * returns NULL if no match.
2718 */ 2327 */
2719object * 2328object *
2720find_obj_by_type_subtype (const object *who, int type, int subtype) 2329find_obj_by_type_subtype (const object *who, int type, int subtype)
2721{ 2330{
2722 object *
2723 tmp;
2724
2725 for (tmp = who->inv; tmp; tmp = tmp->below) 2331 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2726 if (tmp->type == type && tmp->subtype == subtype) 2332 if (tmp->type == type && tmp->subtype == subtype)
2727 return tmp; 2333 return tmp;
2728 2334
2729 return NULL;
2730}
2731
2732/* If ob has a field named key, return the link from the list,
2733 * otherwise return NULL.
2734 *
2735 * key must be a passed in shared string - otherwise, this won't
2736 * do the desired thing.
2737 */
2738key_value *
2739get_ob_key_link (const object *ob, const char *key)
2740{
2741 key_value *
2742 link;
2743
2744 for (link = ob->key_values; link != NULL; link = link->next)
2745 {
2746 if (link->key == key)
2747 {
2748 return link;
2749 }
2750 }
2751
2752 return NULL;
2753}
2754
2755/*
2756 * Returns the value of op has an extra_field for key, or NULL.
2757 *
2758 * The argument doesn't need to be a shared string.
2759 *
2760 * The returned string is shared.
2761 */
2762const char *
2763get_ob_key_value (const object *op, const char *const key)
2764{
2765 key_value *link;
2766 shstr_cmp canonical_key (key);
2767
2768 if (!canonical_key)
2769 {
2770 /* 1. There being a field named key on any object
2771 * implies there'd be a shared string to find.
2772 * 2. Since there isn't, no object has this field.
2773 * 3. Therefore, *this* object doesn't have this field.
2774 */
2775 return 0;
2776 }
2777
2778 /* This is copied from get_ob_key_link() above -
2779 * only 4 lines, and saves the function call overhead.
2780 */
2781 for (link = op->key_values; link; link = link->next)
2782 if (link->key == canonical_key)
2783 return link->value;
2784
2785 return 0; 2335 return 0;
2786} 2336}
2787 2337
2788 2338const shstr &
2789/* 2339object::kv_get (const shstr &key) const
2790 * Updates the canonical_key in op to value.
2791 *
2792 * canonical_key is a shared string (value doesn't have to be).
2793 *
2794 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2795 * keys.
2796 *
2797 * Returns TRUE on success.
2798 */
2799int
2800set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2801{ 2340{
2802 key_value * 2341 for (key_value *kv = key_values; kv; kv = kv->next)
2803 field = NULL, *last = NULL; 2342 if (kv->key == key)
2343 return kv->value;
2804 2344
2805 for (field = op->key_values; field != NULL; field = field->next) 2345 return shstr_null;
2806 { 2346}
2807 if (field->key != canonical_key) 2347
2348void
2349object::kv_set (const shstr &key, const shstr &value)
2350{
2351 for (key_value *kv = key_values; kv; kv = kv->next)
2352 if (kv->key == key)
2808 { 2353 {
2809 last = field; 2354 kv->value = value;
2810 continue; 2355 return;
2811 } 2356 }
2812 2357
2813 if (value) 2358 key_value *kv = new key_value;
2814 field->value = value; 2359
2815 else 2360 kv->next = key_values;
2361 kv->key = key;
2362 kv->value = value;
2363
2364 key_values = kv;
2365}
2366
2367void
2368object::kv_del (const shstr &key)
2369{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key)
2816 { 2372 {
2817 /* Basically, if the archetype has this key set, 2373 key_value *kv = *kvp;
2818 * we need to store the null value so when we save 2374 *kvp = (*kvp)->next;
2819 * it, we save the empty value so that when we load, 2375 delete kv;
2820 * we get this value back again. 2376 return;
2821 */
2822 if (get_ob_key_link (&op->arch->clone, canonical_key))
2823 field->value = 0;
2824 else
2825 {
2826 if (last)
2827 last->next = field->next;
2828 else
2829 op->key_values = field->next;
2830
2831 delete field;
2832 }
2833 } 2377 }
2834 return TRUE;
2835 }
2836 /* IF we get here, key doesn't exist */
2837
2838 /* No field, we'll have to add it. */
2839
2840 if (!add_key)
2841 {
2842 return FALSE;
2843 }
2844 /* There isn't any good reason to store a null
2845 * value in the key/value list. If the archetype has
2846 * this key, then we should also have it, so shouldn't
2847 * be here. If user wants to store empty strings,
2848 * should pass in ""
2849 */
2850 if (value == NULL)
2851 return TRUE;
2852
2853 field = new key_value;
2854
2855 field->key = canonical_key;
2856 field->value = value;
2857 /* Usual prepend-addition. */
2858 field->next = op->key_values;
2859 op->key_values = field;
2860
2861 return TRUE;
2862}
2863
2864/*
2865 * Updates the key in op to value.
2866 *
2867 * If add_key is FALSE, this will only update existing keys,
2868 * and not add new ones.
2869 * In general, should be little reason FALSE is ever passed in for add_key
2870 *
2871 * Returns TRUE on success.
2872 */
2873int
2874set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2875{
2876 shstr key_ (key);
2877
2878 return set_ob_key_value_s (op, key_, value, add_key);
2879} 2378}
2880 2379
2881object::depth_iterator::depth_iterator (object *container) 2380object::depth_iterator::depth_iterator (object *container)
2882: iterator_base (container) 2381: iterator_base (container)
2883{ 2382{
2897 } 2396 }
2898 else 2397 else
2899 item = item->env; 2398 item = item->env;
2900} 2399}
2901 2400
2401const char *
2402object::flag_desc (char *desc, int len) const
2403{
2404 char *p = desc;
2405 bool first = true;
2406
2407 *p = 0;
2408
2409 for (int i = 0; i < NUM_FLAGS; i++)
2410 {
2411 if (len <= 10) // magic constant!
2412 {
2413 snprintf (p, len, ",...");
2414 break;
2415 }
2416
2417 if (flag [i])
2418 {
2419 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2420 len -= cnt;
2421 p += cnt;
2422 first = false;
2423 }
2424 }
2425
2426 return desc;
2427}
2428
2902// return a suitable string describing an objetc in enough detail to find it 2429// return a suitable string describing an object in enough detail to find it
2903const char * 2430const char *
2904object::debug_desc (char *info) const 2431object::debug_desc (char *info) const
2905{ 2432{
2433 char flagdesc[512];
2906 char info2[256 * 3]; 2434 char info2[256 * 4];
2907 char *p = info; 2435 char *p = info;
2908 2436
2909 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2437 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2910 count, 2438 count,
2439 uuid.c_str (),
2911 &name, 2440 &name,
2912 title ? " " : "", 2441 title ? ",title:\"" : "",
2913 title ? (const char *)title : ""); 2442 title ? (const char *)title : "",
2443 title ? "\"" : "",
2444 flag_desc (flagdesc, 512), type);
2914 2445
2915 if (env) 2446 if (!flag[FLAG_REMOVED] && env)
2916 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2917 2448
2918 if (map) 2449 if (map)
2919 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2450 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2920 2451
2921 return info; 2452 return info;
2922} 2453}
2923 2454
2924const char * 2455const char *
2925object::debug_desc () const 2456object::debug_desc () const
2926{ 2457{
2927 static char info[256 * 3]; 2458 static char info[3][256 * 4];
2459 static int info_idx;
2460
2928 return debug_desc (info); 2461 return debug_desc (info [++info_idx % 3]);
2929} 2462}
2930 2463
2464struct region *
2465object::region () const
2466{
2467 return map ? map->region (x, y)
2468 : region::default_region ();
2469}
2470
2471const materialtype_t *
2472object::dominant_material () const
2473{
2474 if (materialtype_t *mt = name_to_material (materialname))
2475 return mt;
2476
2477 return name_to_material (shstr_unknown);
2478}
2479
2480void
2481object::open_container (object *new_container)
2482{
2483 if (container == new_container)
2484 return;
2485
2486 object *old_container = container;
2487
2488 if (old_container)
2489 {
2490 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2491 return;
2492
2493#if 0
2494 // remove the "Close old_container" object.
2495 if (object *closer = old_container->inv)
2496 if (closer->type == CLOSE_CON)
2497 closer->destroy ();
2498#endif
2499
2500 // make sure the container is available
2501 esrv_send_item (this, old_container);
2502
2503 old_container->flag [FLAG_APPLIED] = false;
2504 container = 0;
2505
2506 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container);
2508
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2510 play_sound (sound_find ("chest_close"));
2511 }
2512
2513 if (new_container)
2514 {
2515 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2516 return;
2517
2518 // TODO: this does not seem to serve any purpose anymore?
2519#if 0
2520 // insert the "Close Container" object.
2521 if (archetype *closer = new_container->other_arch)
2522 {
2523 object *closer = arch_to_object (new_container->other_arch);
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer);
2526 }
2527#endif
2528
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2530
2531 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container);
2533
2534 new_container->flag [FLAG_APPLIED] = true;
2535 container = new_container;
2536
2537 // client needs flag change
2538 esrv_update_item (UPD_FLAGS, this, new_container);
2539 esrv_send_inventory (this, new_container);
2540 play_sound (sound_find ("chest_open"));
2541 }
2542// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset ();
2544}
2545
2546object *
2547object::force_find (const shstr name)
2548{
2549 /* cycle through his inventory to look for the MARK we want to
2550 * place
2551 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below)
2553 if (tmp->type == FORCE && tmp->slaying == name)
2554 return splay (tmp);
2555
2556 return 0;
2557}
2558
2559object *
2560object::force_add (const shstr name, int duration)
2561{
2562 if (object *force = force_find (name))
2563 force->destroy ();
2564
2565 object *force = get_archetype (FORCE_NAME);
2566
2567 force->slaying = name;
2568 force->stats.food = 1;
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true;
2574
2575 return insert (force);
2576}
2577
2578void
2579object::play_sound (faceidx sound)
2580{
2581 if (!sound)
2582 return;
2583
2584 if (flag [FLAG_REMOVED])
2585 return;
2586
2587 if (env)
2588 {
2589 if (object *pl = in_player ())
2590 pl->contr->play_sound (sound);
2591 }
2592 else
2593 map->play_sound (sound, x, y);
2594}
2595
2596void
2597object::make_noise ()
2598{
2599 // we do not model noise in the map, so instead put
2600 // a temporary light into the noise source
2601 // could use the map instead, but that's less reliable for our
2602 // goal, which is to make invisibility a bit harder to exploit
2603
2604 // currently only works sensibly for players
2605 if (!is_player ())
2606 return;
2607
2608 // find old force, or create new one
2609 object *force = force_find (shstr_noise_force);
2610
2611 if (force)
2612 force->speed_left = -1.f; // patch old speed up
2613 else
2614 {
2615 force = archetype::get (shstr_noise_force);
2616
2617 force->slaying = shstr_noise_force;
2618 force->stats.food = 1;
2619 force->speed_left = -1.f;
2620
2621 force->set_speed (1.f / 4.f);
2622 force->flag [FLAG_IS_USED_UP] = true;
2623 force->flag [FLAG_APPLIED] = true;
2624
2625 insert (force);
2626 }
2627}
2628

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