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Comparing deliantra/server/common/object.C (file contents):
Revision 1.41 by root, Thu Sep 14 01:12:28 2006 UTC vs.
Revision 1.279 by root, Thu Jan 8 03:03:23 2009 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36int nrofallocobjects = 0; 32#include <bitset>
37static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
38const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
39 38
40object *objects; /* Pointer to the list of used objects */ 39objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 40activevec actives;
42 41
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 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,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 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
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 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,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
48}; 53};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 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,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 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
51}; 59};
52int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 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,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
55}; 65};
56 66
57static void 67static void
58write_uuid (void) 68write_uuid (uval64 skip, bool sync)
59{ 69{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 70 CALL_BEGIN (2);
61 71 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 72 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 73 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 74 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 75}
77 76
78static void 77static void
79read_uuid (void) 78read_uuid (void)
80{ 79{
81 char filename[MAX_BUF]; 80 char filename[MAX_BUF];
82 81
83 sprintf (filename, "%s/uuid", settings.localdir); 82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
84 85
85 FILE *fp; 86 FILE *fp;
86 87
87 if (!(fp = fopen (filename, "r"))) 88 if (!(fp = fopen (filename, "r")))
88 { 89 {
89 if (errno == ENOENT) 90 if (errno == ENOENT)
90 { 91 {
91 LOG (llevInfo, "RESET uid to 1\n"); 92 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 93 UUID::cur.seq = 0;
93 write_uuid (); 94 write_uuid (UUID_GAP, true);
94 return; 95 return;
95 } 96 }
96 97
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 99 _exit (1);
99 } 100 }
100 101
101 int version; 102 UUID::BUF buf;
102 unsigned long long uid; 103 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
104 { 107 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 109 _exit (1);
107 } 110 }
108 111
109 uuid.seq = uid;
110 write_uuid ();
111 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);
112 fclose (fp); 115 fclose (fp);
113} 116}
114 117
115UUID 118UUID
116gen_uuid () 119UUID::gen ()
117{ 120{
118 UUID uid; 121 UUID uid;
119 122
120 uid.seq = ++uuid.seq; 123 uid.seq = ++cur.seq;
121 124
122 if (!(uuid.seq & (UUID_SKIP - 1))) 125 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
124 131
125 return uid; 132 return uid;
126} 133}
127 134
128void 135void
129init_uuid () 136UUID::init ()
130{ 137{
131 read_uuid (); 138 read_uuid ();
132} 139}
133 140
134/* 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. */
135static int 142static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
137{ 144{
138 key_value *wants_field;
139
140 /* 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
141 * 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
142 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
143 */ 148 */
144 149
145 /* For each field in wants, */ 150 /* For each field in wants, */
146 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)
147 { 152 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 153 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 154
169 /* 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. */
170 return TRUE; 156 return true;
171} 157}
172 158
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 160static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 162{
177 /* 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,
178 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
179 */ 165 */
180 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);
181} 168}
182 169
183/* 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
184 * they can be merged together. 171 * they can be merged together.
185 * 172 *
186 * 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
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 174 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 175 * reduce this to the same efficiency.
189 * 176 *
190 * Check nrof variable *before* calling CAN_MERGE() 177 * Check nrof variable *before* calling can_merge()
191 * 178 *
192 * Improvements made with merge: Better checking on potion, and also 179 * Improvements made with merge: Better checking on potion, and also
193 * check weight 180 * check weight
194 */ 181 */
195
196bool object::can_merge (object *ob1, object *ob2) 182bool object::can_merge_slow (object *ob1, object *ob2)
197{ 183{
198 /* A couple quicksanity checks */ 184 /* A couple quicksanity checks */
199 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)
200 return 0; 190 return 0;
201 191
202 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)
203 return 0; 195 return 0;
204 196
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof).
208 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
214 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
215 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning. 201 * flags lose any meaning.
217 */ 202 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 205
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 208
224 209 if (ob1->arch->archname != ob2->arch->archname
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 210 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 211 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 212 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 213 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) || 214 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 215 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 216 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 217 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 218 || ob1->value != ob2->value
245 (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
246 (ob1->client_type != ob2->client_type) || 221 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 222 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 223 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 224 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 225 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 226 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 227 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 228 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 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)))
255 return 0; 234 return 0;
256 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
257 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
258 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
259 */ 245 */
260 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
261 { 247 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0;
265
266 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 248 if (!(ob1->inv && ob2->inv))
268 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 */
269 256
270 /* 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
271 * if it is valid. 258 * if it is valid.
272 */ 259 */
273 } 260 }
281 268
282 /* 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
283 * 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
284 * check? 271 * check?
285 */ 272 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 274 return 0;
288 275
289 switch (ob1->type) 276 switch (ob1->type)
290 { 277 {
291 case SCROLL: 278 case SCROLL:
292 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
293 return 0; 280 return 0;
294 break; 281 break;
295 } 282 }
296 283
297 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
298 { 285 {
299 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
301 /* 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))
302 return 0; 291 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0;
305 } 292 }
306 293
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
309 { 295 {
310 ob1->optimise (); 296 ob1->optimise ();
311 ob2->optimise (); 297 ob2->optimise ();
312 298
313 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)
314 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 }
315 } 313 }
316 314
317 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
318 return 1; 316 return 1;
319} 317}
320 318
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
321/* 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/*
322 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
323 * 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
324 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
325 */ 396 */
326long 397void
327sum_weight (object *op) 398object::update_weight ()
328{ 399{
329 long sum; 400 sint32 sum = 0;
330 object *inv;
331 401
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
333 { 403 {
334 if (inv->inv) 404 if (op->inv)
335 sum_weight (inv); 405 op->update_weight ();
336 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)
337 } 413 {
338
339 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100;
341
342 if (op->carrying != sum)
343 op->carrying = sum; 414 carrying = sum;
344 415
345 return sum; 416 if (object *pl = visible_to ())
346} 417 if (pl != this) // player is handled lazily
347 418 esrv_update_item (UPD_WEIGHT, pl, this);
348/**
349 * Return the outermost environment object for a given object.
350 */
351
352object *
353object_get_env_recursive (object *op)
354{
355 while (op->env != NULL)
356 op = op->env;
357 return op;
358}
359
360/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array.
379 */
380
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 { 419 }
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429} 420}
430 421
431/* 422/*
432 * Dumps an object. Returns output in the static global errmsg array. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
433 */ 424 */
434 425char *
435void
436dump_object (object *op) 426dump_object (object *op)
437{ 427{
438 if (op == NULL) 428 if (!op)
439 { 429 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 430
447void 431 object_freezer freezer;
448dump_all_objects (void) 432 op->write (freezer);
449{ 433 return freezer.as_string ();
450 object *op;
451
452 for (op = objects; op != NULL; op = op->next)
453 {
454 dump_object (op);
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
456 }
457} 434}
458 435
459/* 436/*
460 * 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
461 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
462 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
463 */ 440 */
464
465object * 441object *
466get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
467{ 443{
468 object *tmp, *closest; 444 object *tmp, *closest;
469 int last_dist, i; 445 int last_dist, i;
470 446
471 if (op->more == NULL) 447 if (!op->more)
472 return op; 448 return op;
449
473 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)
474 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
475 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
476 return closest; 456 return closest;
477} 457}
478 458
479/* 459/*
480 * 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.
481 */ 462 */
482
483object * 463object *
484find_object (tag_t i) 464find_object (tag_t i)
485{ 465{
486 object *op; 466 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 467 if (op->count == i)
490 break;
491 return op; 468 return op;
469
470 return 0;
492} 471}
493 472
494/* 473/*
495 * 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.
496 * Used only by the patch command, but not all that useful. 475 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 476 * Enables features like "patch <name-of-other-player> food 999"
498 */ 477 */
499
500object * 478object *
501find_object_name (const char *str) 479find_object_name (const char *str)
502{ 480{
503 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
504 object *op;
505 482
506 for (op = objects; op != NULL; op = op->next) 483 if (str_)
484 for_all_objects (op)
507 if (op->name == str_) 485 if (op->name == str_)
508 break; 486 return op;
509 487
510 return op; 488 return 0;
511}
512
513void
514free_all_object_data ()
515{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 489}
539 490
540/* 491/*
541 * 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
542 * skill and experience objects. 493 * skill and experience objects.
494 * ACTUALLY NO! investigate! TODO
543 */ 495 */
544void 496void
545object::set_owner (object *owner) 497object::set_owner (object *owner)
546{ 498{
499 // allow objects which own objects
547 if (!owner) 500 if (owner)
548 return;
549
550 /* next line added to allow objects which own objects */
551 /* Add a check for ownercounts in here, as I got into an endless loop
552 * with the fireball owning a poison cloud which then owned the
553 * fireball. I believe that was caused by one of the objects getting
554 * freed and then another object replacing it. Since the ownercounts
555 * didn't match, this check is valid and I believe that cause is valid.
556 */
557 while (owner->owner) 501 while (owner->owner)
558 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 }
559 509
560 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;
561} 577}
562 578
563/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links. 580 * refcounts and freeing the links.
565 */ 581 */
566static void 582static void
567free_key_values (object *op) 583free_key_values (object *op)
568{ 584{
569 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
570 { 586 {
571 key_value *next = i->next; 587 key_value *next = i->next;
572 delete i; 588 delete i;
573 589
574 i = next; 590 i = next;
575 } 591 }
576 592
577 op->key_values = 0; 593 op->key_values = 0;
578} 594}
579 595
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 596/*
633 * copy object first frees everything allocated by the second object, 597 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 598 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 599 * object, allocating what needs to be allocated. Basically, any
636 * 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,
637 * 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
638 * will point at garbage. 602 * will point at garbage.
639 */ 603 */
640void 604void
641copy_object (object *op2, object *op) 605object::copy_to (object *dst)
642{ 606{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 607 dst->remove ();
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 608 *(object_copy *)dst = *this;
645 609 dst->flag [FLAG_REMOVED] = true;
646 op2->clone (op);
647
648 if (is_freed)
649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED);
652
653 if (op2->speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655 610
656 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
657 if (op2->key_values) 612 if (key_values)
658 { 613 {
659 key_value *tail = 0; 614 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 615 dst->key_values = 0;
663 616
664 for (i = op2->key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
665 { 618 {
666 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
667 620
668 new_link->next = 0; 621 new_link->next = 0;
669 new_link->key = i->key; 622 new_link->key = i->key;
670 new_link->value = i->value; 623 new_link->value = i->value;
671 624
672 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
673 if (!op->key_values) 626 if (!dst->key_values)
674 { 627 {
675 op->key_values = new_link; 628 dst->key_values = new_link;
676 tail = new_link; 629 tail = new_link;
677 } 630 }
678 else 631 else
679 { 632 {
680 tail->next = new_link; 633 tail->next = new_link;
681 tail = new_link; 634 tail = new_link;
682 } 635 }
683 } 636 }
684 } 637 }
685 638
686 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;
687} 671}
688 672
689/* 673/*
690 * 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
691 * 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
692 * 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.
693 */ 677 */
694
695void 678void
696update_turn_face (object *op) 679update_turn_face (object *op)
697{ 680{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 682 return;
683
700 SET_ANIMATION (op, op->direction); 684 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 685 update_object (op, UP_OBJ_FACE);
702} 686}
703 687
704/* 688/*
705 * 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
706 * 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.
707 * 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.
708 */ 692 */
709void 693void
710update_ob_speed (object *op) 694object::set_speed (float speed)
711{ 695{
712 extern int arch_init; 696 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 697 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 699 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 700 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 701
737 /* process_events() expects us to insert the object at the beginning 702 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 703
741 if (op->active_next != NULL) 704 if (has_active_speed ())
742 op->active_next->active_prev = op; 705 activate ();
743
744 active_objects = op;
745 }
746 else 706 else
747 { 707 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 708}
771 709
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 710/*
804 * update_object() updates the array which represents the map. 711 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 712 * It takes into account invisible objects (and represent squares covered
806 * 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
807 * invisible object, etc...) 714 * invisible object, etc...)
808 * 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
809 * 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
810 * updating that window, though, since update_object() is called _often_) 717 * updating that window, though, since update_object() is called _often_)
811 * 718 *
812 * 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.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 720 * current action are:
818 * UP_OBJ_INSERT: op was inserted 721 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 722 * UP_OBJ_REMOVE: op was removed
820 * 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
821 * 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.
822 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
823 */ 726 */
824
825void 727void
826update_object (object *op, int action) 728update_object (object *op, int action)
827{ 729{
828 int update_now = 0, flags; 730 if (!op)
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL)
832 { 731 {
833 /* this should never happen */ 732 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
835 return; 734 return;
836 } 735 }
837 736
838 if (op->env != NULL) 737 if (!op->is_on_map ())
839 { 738 {
840 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
841 * to do in this case. 740 * to do in this case.
842 */ 741 */
843 return; 742 return;
844 } 743 }
845 744
846 /* If the map is saving, don't do anything as everything is
847 * going to get freed anyways.
848 */
849 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return;
851
852 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 747 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 749#ifdef MANY_CORES
857 abort (); 750 abort ();
858#endif 751#endif
859 return; 752 return;
860 } 753 }
861 754
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 755 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 756
757 if (!(m.flags_ & P_UPTODATE))
758 /* nop */;
869 if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
870 { 760 {
761 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
876 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 768 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 769 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 770 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 772 * have move_allow right now.
894 */ 773 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 776 m.invalidate ();
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 777 }
901 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 780 * that is being removed.
904 */ 781 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 783 m.invalidate ();
907 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
909 else 786 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 788
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 789 if (op->more)
919 update_object (op->more, action); 790 update_object (op->more, action);
920}
921
922static unordered_vector<object *> mortals;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 //printf ("free_mortal(%p,%ld,%ld)\n", *i, pticks, (*i)->count);//D
933 //freed.push_back (*i);//D
934 delete *i;
935 mortals.erase (i);
936 }
937
938 if (mortals.size() && 0)//D
939 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
940} 791}
941 792
942object::object () 793object::object ()
943{ 794{
944 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
945 796
946 expmul = 1.0; 797 expmul = 1.0;
947 face = blank_face; 798 face = blank_face;
948 attacked_by_count = -1;
949} 799}
950 800
951object::~object () 801object::~object ()
952{ 802{
803 unlink ();
804
953 free_key_values (this); 805 free_key_values (this);
954} 806}
955 807
808static int object_count;
809
956void object::link () 810void object::link ()
957{ 811{
812 assert (!index);//D
813 uuid = UUID::gen ();
958 count = ++ob_count; 814 count = ++object_count;
959 uuid = gen_uuid ();
960 815
961 prev = 0; 816 refcnt_inc ();
962 next = objects; 817 objects.insert (this);
963
964 if (objects)
965 objects->prev = this;
966
967 objects = this;
968} 818}
969 819
970void object::unlink () 820void object::unlink ()
971{ 821{
972 //count = 0;//D 822 if (!index)
973 if (!prev && !next) return;//D 823 return;
974 824
975 if (this == objects) 825 objects.erase (this);
976 objects = next; 826 refcnt_dec ();
827}
977 828
978 /* Remove this object from the list of used objects */ 829void
979 if (prev) prev->next = next; 830object::activate ()
980 if (next) next->prev = prev; 831{
832 /* If already on active list, don't do anything */
833 if (active)
834 return;
981 835
982 prev = 0; 836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
983 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 }
984} 934}
985 935
986object *object::create () 936object *object::create ()
987{ 937{
988 object *op;
989
990 if (freed.empty ())
991 op = new object; 938 object *op = new object;
992 else
993 {
994 // highly annoying, but the only way to get it stable right now
995 op = freed.back ();
996 freed.pop_back ();
997 op->~object ();
998 new ((void *) op) object;
999 }
1000
1001 op->link (); 939 op->link ();
1002 return op; 940 return op;
1003} 941}
1004 942
1005/* 943static struct freed_map : maptile
1006 * free_object() frees everything allocated by an object, removes
1007 * it from the list of used objects, and puts it on the list of
1008 * free objects. The IS_FREED() flag is set in the object.
1009 * The object must have been removed by remove_ob() first for
1010 * this function to succeed.
1011 *
1012 * If free_inventory is set, free inventory as well. Else drop items in
1013 * inventory to the ground.
1014 */
1015void object::free (bool free_inventory)
1016{ 944{
1017 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_link ();
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 ())
1018 return; 1006 return;
1019 1007
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1008 if (!is_head () && !head->destroyed ())
1021 remove_friendly_object (this);
1022
1023 if (!QUERY_FLAG (this, FLAG_REMOVED))
1024 remove_ob (this);
1025
1026 SET_FLAG (this, FLAG_FREED);
1027
1028 //printf ("free(%p,%ld,%ld)\n", this, pticks, count);//D
1029
1030 if (more)
1031 {
1032 more->free (free_inventory);
1033 more = 0;
1034 } 1009 {
1035 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1036 if (inv) 1011 head->destroy ();
1012 return;
1037 { 1013 }
1038 /* Only if the space blocks everything do we not process -
1039 * if some form of movement is allowed, let objects
1040 * drop on that space.
1041 */
1042 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1043 {
1044 object *op = inv;
1045 1014
1046 while (op) 1015 destroy_inv (false);
1047 {
1048 object *tmp = op->below;
1049 op->free (free_inventory);
1050 op = tmp;
1051 }
1052 }
1053 else
1054 { /* Put objects in inventory onto this space */
1055 object *op = inv;
1056 1016
1057 while (op) 1017 if (is_head ())
1058 { 1018 if (sound_destroy)
1059 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
1060 1022
1061 remove_ob (op); 1023 attachable::destroy ();
1062
1063 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1064 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1065 free_object (op);
1066 else
1067 {
1068 op->x = x;
1069 op->y = y;
1070 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1071 }
1072
1073 op = tmp;
1074 }
1075 }
1076 }
1077
1078 owner = 0;
1079
1080 /* Remove object from the active list */
1081 speed = 0;
1082 update_ob_speed (this);
1083
1084 unlink ();
1085
1086 mortals.push_back (this);
1087} 1024}
1088 1025
1089/* 1026/* op->remove ():
1090 * sub_weight() recursively (outwards) subtracts a number from the
1091 * weight of an object (and what is carried by it's environment(s)).
1092 */
1093
1094void
1095sub_weight (object *op, signed long weight)
1096{
1097 while (op != NULL)
1098 {
1099 if (op->type == CONTAINER)
1100 {
1101 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1102 }
1103 op->carrying -= weight;
1104 op = op->env;
1105 }
1106}
1107
1108/* remove_ob(op):
1109 * 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
1110 * 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
1111 * object will have no environment. If the object previously had an 1029 * object will have no environment. If the object previously had an
1112 * environment, the x and y coordinates will be updated to 1030 * environment, the x and y coordinates will be updated to
1113 * the previous environment. 1031 * the previous environment.
1114 * Beware: This function is called from the editor as well!
1115 */ 1032 */
1116
1117void 1033void
1118remove_ob (object *op) 1034object::do_remove ()
1119{ 1035{
1036 object *tmp, *last = 0;
1120 object * 1037 object *otmp;
1121 tmp, *
1122 last = NULL;
1123 object *
1124 otmp;
1125 1038
1126 tag_t 1039 if (flag [FLAG_REMOVED])
1127 tag;
1128 int
1129 check_walk_off;
1130 mapstruct *
1131 m;
1132
1133 sint16
1134 x,
1135 y;
1136
1137 if (QUERY_FLAG (op, FLAG_REMOVED))
1138 return; 1040 return;
1139 1041
1140 SET_FLAG (op, FLAG_REMOVED); 1042 INVOKE_OBJECT (REMOVE, this);
1141 1043
1142 if (op->more != NULL) 1044 flag [FLAG_REMOVED] = true;
1143 remove_ob (op->more); 1045
1046 if (more)
1047 more->remove ();
1144 1048
1145 /* 1049 /*
1146 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1147 * inventory. 1051 * inventory.
1148 */ 1052 */
1149 if (op->env != NULL) 1053 if (env)
1150 { 1054 {
1151 if (op->nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1152 sub_weight (op->env, op->weight * op->nrof); 1056 if (object *pl = visible_to ())
1153 else 1057 esrv_del_item (pl->contr, count);
1154 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;
1155 1079
1156 /* 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
1157 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1158 * to save cpu time. 1082 * to save cpu time.
1159 */ 1083 */
1160 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1161 fix_player (otmp); 1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1087 pl->update_stats ();
1162 1088
1163 if (op->above != NULL) 1089 if (glow_radius && pl->is_on_map ())
1164 op->above->below = op->below; 1090 update_all_los (pl->map, pl->x, pl->y);
1165 else 1091 }
1166 op->env->inv = op->below;
1167
1168 if (op->below != NULL)
1169 op->below->above = op->above;
1170
1171 /* we set up values so that it could be inserted into
1172 * the map, but we don't actually do that - it is up
1173 * to the caller to decide what we want to do.
1174 */
1175 op->x = op->env->x, op->y = op->env->y;
1176 op->map = op->env->map;
1177 op->above = NULL, op->below = NULL;
1178 op->env = NULL;
1179 } 1092 }
1180 else if (op->map) 1093 else if (map)
1181 { 1094 {
1182 x = op->x; 1095 map->dirty = true;
1183 y = op->y; 1096 mapspace &ms = this->ms ();
1184 m = get_map_from_coord (op->map, &x, &y);
1185 1097
1186 if (!m) 1098 if (object *pl = ms.player ())
1187 { 1099 {
1188 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 ())
1189 op->map->path, op->x, op->y);
1190 /* in old days, we used to set x and y to 0 and continue.
1191 * it seems if we get into this case, something is probablye
1192 * screwed up and should be fixed.
1193 */ 1101 {
1194 abort (); 1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1105 // leaving a spot always closes any open container on the ground
1106 if (container && !container->env)
1107 // this causes spurious floorbox updates, but it ensures
1108 // that the CLOSE event is being sent.
1109 close_container ();
1110
1111 --map->players;
1112 map->touch ();
1113 }
1114 else if (pl->container == this)
1115 {
1116 // removing a container should close it
1117 close_container ();
1118 }
1119
1120 esrv_del_item (pl->contr, count);
1195 } 1121 }
1196 1122
1197 if (op->map != m)
1198 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1199 op->map->path, m->path, op->x, op->y, x, y);
1200
1201 /* Re did the following section of code - it looks like it had
1202 * lots of logic for things we no longer care about
1203 */
1204
1205 /* link the object above us */ 1123 /* link the object above us */
1206 if (op->above) 1124 // re-link, make sure compiler can easily use cmove
1207 op->above->below = op->below; 1125 *(above ? &above->below : &ms.top) = below;
1208 else 1126 *(below ? &below->above : &ms.bot) = above;
1209 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1210 1127
1211 /* Relink the object below us, if there is one */ 1128 above = 0;
1212 if (op->below) 1129 below = 0;
1213 op->below->above = op->above; 1130
1214 else 1131 ms.invalidate ();
1132
1133 if (map->in_memory == MAP_SAVING)
1134 return;
1135
1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1137
1138 if (object *pl = ms.player ())
1215 { 1139 {
1216 /* Nothing below, which means we need to relink map object for this space 1140 if (pl->container == this)
1217 * use translated coordinates in case some oddness with map tiling is 1141 /* If a container that the player is currently using somehow gets
1218 * evident 1142 * removed (most likely destroyed), update the player view
1143 * appropriately.
1219 */ 1144 */
1220 if (GET_MAP_OB (m, x, y) != op) 1145 pl->close_container ();
1221 {
1222 dump_object (op);
1223 LOG (llevError,
1224 "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);
1225 dump_object (GET_MAP_OB (m, x, y));
1226 LOG (llevError, "%s\n", errmsg);
1227 }
1228 1146
1229 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1230 } 1152 }
1231 1153
1232 op->above = 0; 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1233 op->below = 0;
1234
1235 if (op->map->in_memory == MAP_SAVING)
1236 return;
1237
1238 tag = op->count;
1239 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1240
1241 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1242 { 1155 {
1243 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1244 * being removed. 1157 * being removed.
1245 */ 1158 */
1246 1159
1247 if (tmp->type == PLAYER && tmp != op) 1160 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1248 { 1164 {
1249 /* If a container that the player is currently using somehow gets 1165 move_apply (tmp, this, 0);
1250 * removed (most likely destroyed), update the player view
1251 * appropriately.
1252 */
1253 if (tmp->container == op)
1254 {
1255 CLEAR_FLAG (op, FLAG_APPLIED);
1256 tmp->container = NULL;
1257 }
1258 1166
1259 tmp->contr->socket.update_look = 1; 1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1260 } 1169 }
1261
1262 /* See if player moving off should effect something */
1263 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1264 {
1265 move_apply (tmp, op, NULL);
1266
1267 if (was_destroyed (op, tag))
1268 {
1269 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1270 }
1271 }
1272
1273 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1274
1275 if (tmp->above == tmp)
1276 tmp->above = NULL;
1277 1170
1278 last = tmp; 1171 last = tmp;
1279 } 1172 }
1280 1173
1281 /* last == NULL of there are no objects on this space */ 1174 if (affects_los ())
1282 if (last == NULL)
1283 {
1284 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1285 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1286 * those out anyways, and if there are any flags set right now, they won't
1287 * be correct anyways.
1288 */
1289 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1290 update_position (op->map, op->x, op->y);
1291 }
1292 else
1293 update_object (last, UP_OBJ_REMOVE);
1294
1295 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1296 update_all_los (op->map, op->x, op->y); 1175 update_all_los (map, x, y);
1297 } 1176 }
1298} 1177}
1299 1178
1300/* 1179/*
1301 * merge_ob(op,top): 1180 * merge_ob(op,top):
1309merge_ob (object *op, object *top) 1188merge_ob (object *op, object *top)
1310{ 1189{
1311 if (!op->nrof) 1190 if (!op->nrof)
1312 return 0; 1191 return 0;
1313 1192
1314 if (top == NULL) 1193 if (!top)
1315 for (top = op; top != NULL && top->above != NULL; top = top->above); 1194 for (top = op; top && top->above; top = top->above)
1195 ;
1316 1196
1317 for (; top != NULL; top = top->below) 1197 for (; top; top = top->below)
1318 { 1198 if (object::can_merge (op, top))
1319 if (top == op)
1320 continue;
1321 if (CAN_MERGE (op, top))
1322 { 1199 {
1323 top->nrof += op->nrof; 1200 top->nrof += op->nrof;
1324 1201
1325/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1202 if (object *pl = top->visible_to ())
1326 op->weight = 0; /* Don't want any adjustements now */ 1203 esrv_update_item (UPD_NROF, pl, top);
1327 remove_ob (op); 1204
1328 free_object (op); 1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1208 op->destroy ();
1209
1329 return top; 1210 return top;
1330 } 1211 }
1331 }
1332 1212
1333 return NULL; 1213 return 0;
1334} 1214}
1335 1215
1216void
1217object::expand_tail ()
1218{
1219 if (more)
1220 return;
1221
1222 object *prev = this;
1223
1224 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 {
1226 object *op = arch_to_object (at);
1227
1228 op->name = name;
1229 op->name_pl = name_pl;
1230 op->title = title;
1231
1232 op->head = this;
1233 prev->more = op;
1234
1235 prev = op;
1236 }
1237}
1238
1336/* 1239/*
1337 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1240 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1338 * job preparing multi-part monsters 1241 * job preparing multi-part monsters.
1339 */ 1242 */
1340object * 1243object *
1341insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1342{ 1245{
1343 object *tmp; 1246 op->remove ();
1344 1247
1345 if (op->head)
1346 op = op->head;
1347
1348 for (tmp = op; tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1349 { 1249 {
1350 tmp->x = x + tmp->arch->clone.x; 1250 tmp->x = x + tmp->arch->x;
1351 tmp->y = y + tmp->arch->clone.y; 1251 tmp->y = y + tmp->arch->y;
1352 } 1252 }
1353 1253
1354 return insert_ob_in_map (op, m, originator, flag); 1254 return insert_ob_in_map (op, m, originator, flag);
1355} 1255}
1356 1256
1372 * Return value: 1272 * Return value:
1373 * new object if 'op' was merged with other object 1273 * new object if 'op' was merged with other object
1374 * NULL if 'op' was destroyed 1274 * NULL if 'op' was destroyed
1375 * just 'op' otherwise 1275 * just 'op' otherwise
1376 */ 1276 */
1377
1378object * 1277object *
1379insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1380{ 1279{
1381 object *tmp, *top, *floor = NULL; 1280 op->remove ();
1382 sint16 x, y;
1383 1281
1384 if (QUERY_FLAG (op, FLAG_FREED)) 1282 if (m == &freed_map)//D TODO: remove soon
1385 { 1283 {//D
1386 LOG (llevError, "Trying to insert freed object!\n"); 1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1387 return NULL;
1388 } 1285 }//D
1389
1390 if (m == NULL)
1391 {
1392 dump_object (op);
1393 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1394 return op;
1395 }
1396
1397 if (out_of_map (m, op->x, op->y))
1398 {
1399 dump_object (op);
1400 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1401#ifdef MANY_CORES
1402 /* Better to catch this here, as otherwise the next use of this object
1403 * is likely to cause a crash. Better to find out where it is getting
1404 * improperly inserted.
1405 */
1406 abort ();
1407#endif
1408 return op;
1409 }
1410
1411 if (!QUERY_FLAG (op, FLAG_REMOVED))
1412 {
1413 dump_object (op);
1414 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1415 return op;
1416 }
1417
1418 if (op->more != NULL)
1419 {
1420 /* The part may be on a different map. */
1421
1422 object *more = op->more;
1423
1424 /* We really need the caller to normalize coordinates - if
1425 * we set the map, that doesn't work if the location is within
1426 * a map and this is straddling an edge. So only if coordinate
1427 * is clear wrong do we normalize it.
1428 */
1429 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1430 more->map = get_map_from_coord (m, &more->x, &more->y);
1431 else if (!more->map)
1432 {
1433 /* For backwards compatibility - when not dealing with tiled maps,
1434 * more->map should always point to the parent.
1435 */
1436 more->map = m;
1437 }
1438
1439 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1440 {
1441 if (!op->head)
1442 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1443
1444 return NULL;
1445 }
1446 }
1447
1448 CLEAR_FLAG (op, FLAG_REMOVED);
1449 1286
1450 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1451 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1452 * need extra work 1289 * need extra work
1453 */ 1290 */
1454 op->map = get_map_from_coord (m, &op->x, &op->y); 1291 maptile *newmap = m;
1455 x = op->x; 1292 if (!xy_normalise (newmap, op->x, op->y))
1456 y = op->y; 1293 {
1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1295 return 0;
1296 }
1297
1298 if (object *more = op->more)
1299 if (!insert_ob_in_map (more, m, originator, flag))
1300 return 0;
1301
1302 CLEAR_FLAG (op, FLAG_REMOVED);
1303
1304 op->map = newmap;
1305 mapspace &ms = op->ms ();
1457 1306
1458 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1459 */ 1308 */
1460 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1461 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1310 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1462 if (CAN_MERGE (op, tmp)) 1311 if (object::can_merge (op, tmp))
1463 { 1312 {
1313 // TODO: we actually want to update tmp, not op,
1314 // but some caller surely breaks when we return tmp
1315 // from here :/
1464 op->nrof += tmp->nrof; 1316 op->nrof += tmp->nrof;
1465 remove_ob (tmp); 1317 tmp->destroy ();
1466 free_object (tmp);
1467 } 1318 }
1468 1319
1469 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1320 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1470 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1321 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1471 1322
1478 { 1329 {
1479 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1330 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1480 abort (); 1331 abort ();
1481 } 1332 }
1482 1333
1334 if (!originator->is_on_map ())
1335 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1336 op->debug_desc (), originator->debug_desc ());
1337
1483 op->above = originator; 1338 op->above = originator;
1484 op->below = originator->below; 1339 op->below = originator->below;
1485
1486 if (op->below)
1487 op->below->above = op;
1488 else
1489 SET_MAP_OB (op->map, op->x, op->y, op);
1490
1491 /* since *below* originator, no need to update top */
1492 originator->below = op; 1340 originator->below = op;
1341
1342 *(op->below ? &op->below->above : &ms.bot) = op;
1493 } 1343 }
1494 else 1344 else
1495 { 1345 {
1346 object *floor = 0;
1347 object *top = ms.top;
1348
1496 /* If there are other objects, then */ 1349 /* If there are other objects, then */
1497 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1350 if (top)
1498 { 1351 {
1499 object *last = NULL;
1500
1501 /* 1352 /*
1502 * If there are multiple objects on this space, we do some trickier handling. 1353 * If there are multiple objects on this space, we do some trickier handling.
1503 * We've already dealt with merging if appropriate. 1354 * We've already dealt with merging if appropriate.
1504 * Generally, we want to put the new object on top. But if 1355 * Generally, we want to put the new object on top. But if
1505 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1356 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1508 * once we get to them. This reduces the need to traverse over all of 1359 * once we get to them. This reduces the need to traverse over all of
1509 * them when adding another one - this saves quite a bit of cpu time 1360 * them when adding another one - this saves quite a bit of cpu time
1510 * when lots of spells are cast in one area. Currently, it is presumed 1361 * when lots of spells are cast in one area. Currently, it is presumed
1511 * that flying non pickable objects are spell objects. 1362 * that flying non pickable objects are spell objects.
1512 */ 1363 */
1513 1364 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1514 while (top != NULL)
1515 { 1365 {
1516 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1366 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1517 floor = top; 1367 floor = tmp;
1518 1368
1519 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1369 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1520 { 1370 {
1521 /* We insert above top, so we want this object below this */ 1371 /* We insert above top, so we want this object below this */
1522 top = top->below; 1372 top = tmp->below;
1523 break; 1373 break;
1524 } 1374 }
1525 1375
1526 last = top;
1527 top = top->above; 1376 top = tmp;
1528 } 1377 }
1529
1530 /* Don't want top to be NULL, so set it to the last valid object */
1531 top = last;
1532 1378
1533 /* We let update_position deal with figuring out what the space 1379 /* We let update_position deal with figuring out what the space
1534 * looks like instead of lots of conditions here. 1380 * looks like instead of lots of conditions here.
1535 * makes things faster, and effectively the same result. 1381 * makes things faster, and effectively the same result.
1536 */ 1382 */
1537 1383
1538 /* Have object 'fall below' other objects that block view. 1384 /* Have object 'fall below' other objects that block view.
1539 * Unless those objects are exits, type 66 1385 * Unless those objects are exits.
1540 * If INS_ON_TOP is used, don't do this processing 1386 * If INS_ON_TOP is used, don't do this processing
1541 * Need to find the object that in fact blocks view, otherwise 1387 * Need to find the object that in fact blocks view, otherwise
1542 * stacking is a bit odd. 1388 * stacking is a bit odd.
1543 */ 1389 */
1544 if (!(flag & INS_ON_TOP) && 1390 if (!(flag & INS_ON_TOP)
1545 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1391 && ms.flags () & P_BLOCKSVIEW
1392 && (op->face && !faces [op->face].visibility))
1546 { 1393 {
1394 object *last;
1395
1547 for (last = top; last != floor; last = last->below) 1396 for (last = top; last != floor; last = last->below)
1548 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1549 break; 1398 break;
1399
1550 /* Check to see if we found the object that blocks view, 1400 /* Check to see if we found the object that blocks view,
1551 * and make sure we have a below pointer for it so that 1401 * and make sure we have a below pointer for it so that
1552 * we can get inserted below this one, which requires we 1402 * we can get inserted below this one, which requires we
1553 * set top to the object below us. 1403 * set top to the object below us.
1554 */ 1404 */
1555 if (last && last->below && last != floor) 1405 if (last && last->below && last != floor)
1556 top = last->below; 1406 top = last->below;
1557 } 1407 }
1558 } /* If objects on this space */ 1408 } /* If objects on this space */
1559 1409
1560 if (flag & INS_MAP_LOAD)
1561 top = GET_MAP_TOP (op->map, op->x, op->y);
1562
1563 if (flag & INS_ABOVE_FLOOR_ONLY) 1410 if (flag & INS_ABOVE_FLOOR_ONLY)
1564 top = floor; 1411 top = floor;
1565 1412
1566 /* Top is the object that our object (op) is going to get inserted above. 1413 // insert object above top, or bottom-most if top = 0
1567 */
1568
1569 /* First object on this space */
1570 if (!top) 1414 if (!top)
1571 { 1415 {
1572 op->above = GET_MAP_OB (op->map, op->x, op->y);
1573
1574 if (op->above)
1575 op->above->below = op;
1576
1577 op->below = NULL; 1416 op->below = 0;
1578 SET_MAP_OB (op->map, op->x, op->y, op); 1417 op->above = ms.bot;
1418 ms.bot = op;
1419
1420 *(op->above ? &op->above->below : &ms.top) = op;
1579 } 1421 }
1580 else 1422 else
1581 { /* get inserted into the stack above top */ 1423 {
1582 op->above = top->above; 1424 op->above = top->above;
1583
1584 if (op->above)
1585 op->above->below = op; 1425 top->above = op;
1586 1426
1587 op->below = top; 1427 op->below = top;
1588 top->above = op; 1428 *(op->above ? &op->above->below : &ms.top) = op;
1589 } 1429 }
1430 }
1590 1431
1591 if (op->above == NULL) 1432 if (op->is_player ())
1592 SET_MAP_TOP (op->map, op->x, op->y, op); 1433 {
1593 } /* else not INS_BELOW_ORIGINATOR */
1594
1595 if (op->type == PLAYER)
1596 op->contr->do_los = 1; 1434 op->contr->do_los = 1;
1435 ++op->map->players;
1436 op->map->touch ();
1437 }
1597 1438
1598 /* If we have a floor, we know the player, if any, will be above 1439 op->map->dirty = true;
1599 * it, so save a few ticks and start from there. 1440
1600 */ 1441 if (object *pl = ms.player ())
1601 if (!(flag & INS_MAP_LOAD)) 1442 //TODO: the floorbox prev/next might need updating
1602 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1443 //esrv_send_item (pl, op);
1603 if (tmp->type == PLAYER) 1444 //TODO: update floorbox to preserve ordering
1604 tmp->contr->socket.update_look = 1; 1445 if (pl->contr->ns)
1446 pl->contr->ns->floorbox_update ();
1605 1447
1606 /* If this object glows, it may affect lighting conditions that are 1448 /* If this object glows, it may affect lighting conditions that are
1607 * visible to others on this map. But update_all_los is really 1449 * visible to others on this map. But update_all_los is really
1608 * an inefficient way to do this, as it means los for all players 1450 * an inefficient way to do this, as it means los for all players
1609 * on the map will get recalculated. The players could very well 1451 * on the map will get recalculated. The players could very well
1610 * be far away from this change and not affected in any way - 1452 * be far away from this change and not affected in any way -
1611 * this should get redone to only look for players within range, 1453 * this should get redone to only look for players within range,
1612 * or just updating the P_NEED_UPDATE for spaces within this area 1454 * or just updating the P_UPTODATE for spaces within this area
1613 * of effect may be sufficient. 1455 * of effect may be sufficient.
1614 */ 1456 */
1615 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1457 if (op->affects_los ())
1458 {
1459 op->ms ().invalidate ();
1616 update_all_los (op->map, op->x, op->y); 1460 update_all_los (op->map, op->x, op->y);
1461 }
1617 1462
1618 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1619 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1620 1465
1466 INVOKE_OBJECT (INSERT, op);
1467
1621 /* Don't know if moving this to the end will break anything. However, 1468 /* Don't know if moving this to the end will break anything. However,
1622 * we want to have update_look set above before calling this. 1469 * we want to have floorbox_update called before calling this.
1623 * 1470 *
1624 * check_move_on() must be after this because code called from 1471 * check_move_on() must be after this because code called from
1625 * check_move_on() depends on correct map flags (so functions like 1472 * check_move_on() depends on correct map flags (so functions like
1626 * blocked() and wall() work properly), and these flags are updated by 1473 * blocked() and wall() work properly), and these flags are updated by
1627 * update_object(). 1474 * update_object().
1628 */ 1475 */
1629 1476
1630 /* if this is not the head or flag has been passed, don't check walk on status */ 1477 /* if this is not the head or flag has been passed, don't check walk on status */
1631 if (!(flag & INS_NO_WALK_ON) && !op->head) 1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1632 { 1479 {
1633 if (check_move_on (op, originator)) 1480 if (check_move_on (op, originator))
1634 return NULL; 1481 return 0;
1635 1482
1636 /* If we are a multi part object, lets work our way through the check 1483 /* If we are a multi part object, lets work our way through the check
1637 * walk on's. 1484 * walk on's.
1638 */ 1485 */
1639 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1486 for (object *tmp = op->more; tmp; tmp = tmp->more)
1640 if (check_move_on (tmp, originator)) 1487 if (check_move_on (tmp, originator))
1641 return NULL; 1488 return 0;
1642 } 1489 }
1643 1490
1644 return op; 1491 return op;
1645} 1492}
1646 1493
1647/* this function inserts an object in the map, but if it 1494/* this function inserts an object in the map, but if it
1648 * finds an object of its own type, it'll remove that one first. 1495 * finds an object of its own type, it'll remove that one first.
1649 * op is the object to insert it under: supplies x and the map. 1496 * op is the object to insert it under: supplies x and the map.
1650 */ 1497 */
1651void 1498void
1652replace_insert_ob_in_map (const char *arch_string, object *op) 1499replace_insert_ob_in_map (shstr_tmp archname, object *op)
1653{ 1500{
1654 object *
1655 tmp;
1656 object *
1657 tmp1;
1658
1659 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1660 1502
1661 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1662 {
1663 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1504 if (tmp->arch->archname == archname) /* same archetype */
1664 { 1505 tmp->destroy ();
1665 remove_ob (tmp);
1666 free_object (tmp);
1667 }
1668 }
1669 1506
1670 tmp1 = arch_to_object (find_archetype (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (archname));
1671 1508
1672 tmp1->x = op->x; 1509 tmp->x = op->x;
1673 tmp1->y = op->y; 1510 tmp->y = op->y;
1511
1674 insert_ob_in_map (tmp1, op->map, op, 0); 1512 insert_ob_in_map (tmp, op->map, op, 0);
1675} 1513}
1676
1677/*
1678 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1679 * is returned contains nr objects, and the remaining parts contains
1680 * the rest (or is removed and freed if that number is 0).
1681 * On failure, NULL is returned, and the reason put into the
1682 * global static errmsg array.
1683 */
1684 1514
1685object * 1515object *
1686get_split_ob (object *orig_ob, uint32 nr) 1516object::insert_at (object *where, object *originator, int flags)
1687{ 1517{
1688 object * 1518 if (where->env)
1689 newob; 1519 return where->env->insert (this);
1690 int 1520 else
1691 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1521 return where->map->insert (this, where->x, where->y, originator, flags);
1692
1693 if (orig_ob->nrof < nr)
1694 {
1695 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1696 return NULL;
1697 }
1698
1699 newob = object_create_clone (orig_ob);
1700
1701 if ((orig_ob->nrof -= nr) < 1)
1702 {
1703 if (!is_removed)
1704 remove_ob (orig_ob);
1705 free_object2 (orig_ob, 1);
1706 }
1707 else if (!is_removed)
1708 {
1709 if (orig_ob->env != NULL)
1710 sub_weight (orig_ob->env, orig_ob->weight * nr);
1711 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1712 {
1713 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1714 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1715 return NULL;
1716 }
1717 }
1718
1719 newob->nrof = nr;
1720
1721 return newob;
1722} 1522}
1723 1523
1724/* 1524/*
1725 * decrease_ob_nr(object, number) decreases a specified number from 1525 * decrease(object, number) decreases a specified number from
1726 * the amount of an object. If the amount reaches 0, the object 1526 * the amount of an object. If the amount reaches 0, the object
1727 * is subsequently removed and freed. 1527 * is subsequently removed and freed.
1728 * 1528 *
1729 * Return value: 'op' if something is left, NULL if the amount reached 0 1529 * Return value: 'op' if something is left, NULL if the amount reached 0
1730 */ 1530 */
1531bool
1532object::decrease (sint32 nr)
1533{
1534 if (!nr)
1535 return true;
1731 1536
1537 nr = min (nr, nrof);
1538
1539 if (nrof > nr)
1540 {
1541 nrof -= nr;
1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1543
1544 if (object *pl = visible_to ())
1545 esrv_update_item (UPD_NROF, pl, this);
1546
1547 return true;
1548 }
1549 else
1550 {
1551 destroy ();
1552 return false;
1553 }
1554}
1555
1556/*
1557 * split(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and returned if that number is 0).
1560 * On failure, NULL is returned.
1561 */
1732object * 1562object *
1733decrease_ob_nr (object *op, uint32 i) 1563object::split (sint32 nr)
1734{ 1564{
1735 object *tmp; 1565 int have = number_of ();
1736 player *pl;
1737 1566
1738 if (i == 0) /* objects with op->nrof require this check */ 1567 if (have < nr)
1739 return op; 1568 return 0;
1740 1569 else if (have == nr)
1741 if (i > op->nrof)
1742 i = op->nrof;
1743
1744 if (QUERY_FLAG (op, FLAG_REMOVED))
1745 op->nrof -= i;
1746 else if (op->env != NULL)
1747 { 1570 {
1748 /* is this object in the players inventory, or sub container
1749 * therein?
1750 */
1751 tmp = is_player_inv (op->env);
1752 /* nope. Is this a container the player has opened?
1753 * If so, set tmp to that player.
1754 * IMO, searching through all the players will mostly
1755 * likely be quicker than following op->env to the map,
1756 * and then searching the map for a player.
1757 */
1758 if (!tmp)
1759 {
1760 for (pl = first_player; pl; pl = pl->next)
1761 if (pl->ob->container == op->env)
1762 break;
1763 if (pl)
1764 tmp = pl->ob;
1765 else
1766 tmp = NULL;
1767 }
1768
1769 if (i < op->nrof)
1770 {
1771 sub_weight (op->env, op->weight * i);
1772 op->nrof -= i;
1773 if (tmp)
1774 {
1775 esrv_send_item (tmp, op);
1776 }
1777 }
1778 else
1779 {
1780 remove_ob (op); 1571 remove ();
1781 op->nrof = 0; 1572 return this;
1782 if (tmp)
1783 {
1784 esrv_del_item (tmp->contr, op->count);
1785 }
1786 }
1787 } 1573 }
1788 else 1574 else
1789 { 1575 {
1790 object *above = op->above; 1576 decrease (nr);
1791 1577
1792 if (i < op->nrof) 1578 object *op = deep_clone ();
1793 op->nrof -= i; 1579 op->nrof = nr;
1794 else
1795 {
1796 remove_ob (op);
1797 op->nrof = 0;
1798 }
1799
1800 /* Since we just removed op, op->above is null */
1801 for (tmp = above; tmp != NULL; tmp = tmp->above)
1802 if (tmp->type == PLAYER)
1803 {
1804 if (op->nrof)
1805 esrv_send_item (tmp, op);
1806 else
1807 esrv_del_item (tmp->contr, op->count);
1808 }
1809 }
1810
1811 if (op->nrof)
1812 return op; 1580 return op;
1813 else
1814 { 1581 }
1815 free_object (op); 1582}
1583
1584object *
1585insert_ob_in_ob (object *op, object *where)
1586{
1587 if (!where)
1588 {
1589 char *dump = dump_object (op);
1590 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1591 free (dump);
1816 return NULL; 1592 return op;
1817 }
1818}
1819
1820/*
1821 * add_weight(object, weight) adds the specified weight to an object,
1822 * and also updates how much the environment(s) is/are carrying.
1823 */
1824
1825void
1826add_weight (object *op, signed long weight)
1827{
1828 while (op != NULL)
1829 { 1593 }
1830 if (op->type == CONTAINER)
1831 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1832 1594
1833 op->carrying += weight; 1595 if (where->head_ () != where)
1834 op = op->env;
1835 } 1596 {
1836} 1597 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1598 where = where->head;
1599 }
1837 1600
1601 return where->insert (op);
1602}
1603
1838/* 1604/*
1839 * insert_ob_in_ob(op,environment): 1605 * env->insert (op)
1840 * This function inserts the object op in the linked list 1606 * This function inserts the object op in the linked list
1841 * inside the object environment. 1607 * inside the object environment.
1842 * 1608 *
1843 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1844 * the inventory at the last position or next to other objects of the same
1845 * type.
1846 * Frank: Now sorted by type, archetype and magic!
1847 *
1848 * The function returns now pointer to inserted item, and return value can 1609 * The function returns now pointer to inserted item, and return value can
1849 * be != op, if items are merged. -Tero 1610 * be != op, if items are merged. -Tero
1850 */ 1611 */
1851
1852object * 1612object *
1853insert_ob_in_ob (object *op, object *where) 1613object::insert (object *op)
1854{ 1614{
1855 object *
1856 tmp, *
1857 otmp;
1858
1859 if (!QUERY_FLAG (op, FLAG_REMOVED))
1860 {
1861 dump_object (op);
1862 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863 return op;
1864 }
1865
1866 if (where == NULL)
1867 {
1868 dump_object (op);
1869 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1870 return op;
1871 }
1872
1873 if (where->head)
1874 {
1875 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1876 where = where->head;
1877 }
1878
1879 if (op->more) 1615 if (op->more)
1880 { 1616 {
1881 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1617 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1882 return op; 1618 return op;
1883 } 1619 }
1884 1620
1885 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1621 op->remove ();
1886 CLEAR_FLAG (op, FLAG_REMOVED); 1622
1623 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1624
1887 if (op->nrof) 1625 if (op->nrof)
1888 {
1889 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1626 for (object *tmp = inv; tmp; tmp = tmp->below)
1890 if (CAN_MERGE (tmp, op)) 1627 if (object::can_merge (tmp, op))
1891 { 1628 {
1892 /* return the original object and remove inserted object 1629 /* return the original object and remove inserted object
1893 (client needs the original object) */ 1630 (client needs the original object) */
1894 tmp->nrof += op->nrof; 1631 tmp->nrof += op->nrof;
1895 /* Weight handling gets pretty funky. Since we are adding to 1632
1896 * tmp->nrof, we need to increase the weight. 1633 if (object *pl = tmp->visible_to ())
1897 */ 1634 esrv_update_item (UPD_NROF, pl, tmp);
1898 add_weight (where, op->weight * op->nrof); 1635
1899 SET_FLAG (op, FLAG_REMOVED); 1636 adjust_weight (this, op->total_weight ());
1900 free_object (op); /* free the inserted object */ 1637
1638 op->destroy ();
1901 op = tmp; 1639 op = tmp;
1902 remove_ob (op); /* and fix old object's links */ 1640 goto inserted;
1903 CLEAR_FLAG (op, FLAG_REMOVED);
1904 break;
1905 } 1641 }
1906 1642
1907 /* I assume combined objects have no inventory 1643 op->owner = 0; // it's his/hers now. period.
1908 * We add the weight - this object could have just been removed
1909 * (if it was possible to merge). calling remove_ob will subtract
1910 * the weight, so we need to add it in again, since we actually do
1911 * the linking below
1912 */
1913 add_weight (where, op->weight * op->nrof);
1914 }
1915 else
1916 add_weight (where, (op->weight + op->carrying));
1917
1918 otmp = is_player_inv (where);
1919 if (otmp && otmp->contr != NULL)
1920 {
1921 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1922 fix_player (otmp);
1923 }
1924
1925 op->map = NULL; 1644 op->map = 0;
1926 op->env = where; 1645 op->x = 0;
1646 op->y = 0;
1647
1927 op->above = NULL; 1648 op->above = 0;
1928 op->below = NULL; 1649 op->below = inv;
1929 op->x = 0, op->y = 0; 1650 op->env = this;
1930 1651
1652 if (inv)
1653 inv->above = op;
1654
1655 inv = op;
1656
1657 op->flag [FLAG_REMOVED] = 0;
1658
1659 if (object *pl = op->visible_to ())
1660 esrv_send_item (pl, op);
1661
1662 adjust_weight (this, op->total_weight ());
1663
1664inserted:
1931 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1932 if ((op->glow_radius != 0) && where->map) 1666 if (op->glow_radius && is_on_map ())
1933 {
1934#ifdef DEBUG_LIGHTS
1935 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1936#endif /* DEBUG_LIGHTS */
1937 if (MAP_DARKNESS (where->map))
1938 update_all_los (where->map, where->x, where->y);
1939 } 1667 {
1940 1668 update_stats ();
1941 /* Client has no idea of ordering so lets not bother ordering it here. 1669 update_all_los (map, x, y);
1942 * It sure simplifies this function...
1943 */
1944 if (where->inv == NULL)
1945 where->inv = op;
1946 else
1947 { 1670 }
1948 op->below = where->inv; 1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1949 op->below->above = op; 1672 // if this is a player's inventory, update stats
1950 where->inv = op; 1673 update_stats ();
1951 } 1674
1675 INVOKE_OBJECT (INSERT, this);
1676
1952 return op; 1677 return op;
1953} 1678}
1954 1679
1955/* 1680/*
1956 * Checks if any objects has a move_type that matches objects 1681 * Checks if any objects has a move_type that matches objects
1970 * 1695 *
1971 * MSW 2001-07-08: Check all objects on space, not just those below 1696 * MSW 2001-07-08: Check all objects on space, not just those below
1972 * object being inserted. insert_ob_in_map may not put new objects 1697 * object being inserted. insert_ob_in_map may not put new objects
1973 * on top. 1698 * on top.
1974 */ 1699 */
1975
1976int 1700int
1977check_move_on (object *op, object *originator) 1701check_move_on (object *op, object *originator)
1978{ 1702{
1979 object * 1703 object *tmp;
1980 tmp; 1704 maptile *m = op->map;
1981 tag_t
1982 tag;
1983 mapstruct *
1984 m = op->map;
1985 int
1986 x = op->x, y = op->y; 1705 int x = op->x, y = op->y;
1987 1706
1988 MoveType 1707 MoveType move_on, move_slow, move_block;
1989 move_on,
1990 move_slow,
1991 move_block;
1992 1708
1993 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1994 return 0; 1710 return 0;
1995
1996 tag = op->count;
1997 1711
1998 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1712 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1999 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1713 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2000 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1714 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2001 1715
2017 1731
2018 /* The objects have to be checked from top to bottom. 1732 /* The objects have to be checked from top to bottom.
2019 * Hence, we first go to the top: 1733 * Hence, we first go to the top:
2020 */ 1734 */
2021 1735
2022 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1736 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2023 { 1737 {
2024 /* Trim the search when we find the first other spell effect 1738 /* Trim the search when we find the first other spell effect
2025 * this helps performance so that if a space has 50 spell objects, 1739 * this helps performance so that if a space has 50 spell objects,
2026 * we don't need to check all of them. 1740 * we don't need to check all of them.
2027 */ 1741 */
2045 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1759 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2046 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1760 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2047 { 1761 {
2048 1762
2049 float 1763 float
2050 diff = tmp->move_slow_penalty * FABS (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
2051 1765
2052 if (op->type == PLAYER) 1766 if (op->is_player ())
2053 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2054 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2055 diff /= 4.0; 1769 diff /= 4.0;
2056 1770
2057 op->speed_left -= diff; 1771 op->speed_left -= diff;
2062 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1776 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2063 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1777 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2064 { 1778 {
2065 move_apply (tmp, op, originator); 1779 move_apply (tmp, op, originator);
2066 1780
2067 if (was_destroyed (op, tag)) 1781 if (op->destroyed ())
2068 return 1; 1782 return 1;
2069 1783
2070 /* what the person/creature stepped onto has moved the object 1784 /* what the person/creature stepped onto has moved the object
2071 * someplace new. Don't process any further - if we did, 1785 * someplace new. Don't process any further - if we did,
2072 * have a feeling strange problems would result. 1786 * have a feeling strange problems would result.
2082/* 1796/*
2083 * present_arch(arch, map, x, y) searches for any objects with 1797 * present_arch(arch, map, x, y) searches for any objects with
2084 * a matching archetype at the given map and coordinates. 1798 * a matching archetype at the given map and coordinates.
2085 * The first matching object is returned, or NULL if none. 1799 * The first matching object is returned, or NULL if none.
2086 */ 1800 */
2087
2088object * 1801object *
2089present_arch (const archetype *at, mapstruct *m, int x, int y) 1802present_arch (const archetype *at, maptile *m, int x, int y)
2090{ 1803{
2091 object *
2092 tmp;
2093
2094 if (m == NULL || out_of_map (m, x, y)) 1804 if (!m || out_of_map (m, x, y))
2095 { 1805 {
2096 LOG (llevError, "Present_arch called outside map.\n"); 1806 LOG (llevError, "Present_arch called outside map.\n");
2097 return NULL; 1807 return NULL;
2098 } 1808 }
2099 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1809
2100 if (tmp->arch == at) 1810 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1811 if (tmp->arch->archname == at->archname)
2101 return tmp; 1812 return tmp;
1813
2102 return NULL; 1814 return NULL;
2103} 1815}
2104 1816
2105/* 1817/*
2106 * present(type, map, x, y) searches for any objects with 1818 * present(type, map, x, y) searches for any objects with
2107 * a matching type variable at the given map and coordinates. 1819 * a matching type variable at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1820 * The first matching object is returned, or NULL if none.
2109 */ 1821 */
2110
2111object * 1822object *
2112present (unsigned char type, mapstruct *m, int x, int y) 1823present (unsigned char type, maptile *m, int x, int y)
2113{ 1824{
2114 object *
2115 tmp;
2116
2117 if (out_of_map (m, x, y)) 1825 if (out_of_map (m, x, y))
2118 { 1826 {
2119 LOG (llevError, "Present called outside map.\n"); 1827 LOG (llevError, "Present called outside map.\n");
2120 return NULL; 1828 return NULL;
2121 } 1829 }
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1830
1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2123 if (tmp->type == type) 1832 if (tmp->type == type)
2124 return tmp; 1833 return tmp;
1834
2125 return NULL; 1835 return NULL;
2126} 1836}
2127 1837
2128/* 1838/*
2129 * present_in_ob(type, object) searches for any objects with 1839 * present_in_ob(type, object) searches for any objects with
2130 * a matching type variable in the inventory of the given object. 1840 * a matching type variable in the inventory of the given object.
2131 * The first matching object is returned, or NULL if none. 1841 * The first matching object is returned, or NULL if none.
2132 */ 1842 */
2133
2134object * 1843object *
2135present_in_ob (unsigned char type, const object *op) 1844present_in_ob (unsigned char type, const object *op)
2136{ 1845{
2137 object *
2138 tmp;
2139
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1846 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 if (tmp->type == type) 1847 if (tmp->type == type)
2142 return tmp; 1848 return tmp;
1849
2143 return NULL; 1850 return NULL;
2144} 1851}
2145 1852
2146/* 1853/*
2147 * present_in_ob (type, str, object) searches for any objects with 1854 * present_in_ob (type, str, object) searches for any objects with
2155 * str is the string to match against. Note that we match against 1862 * str is the string to match against. Note that we match against
2156 * the object name, not the archetype name. this is so that the 1863 * the object name, not the archetype name. this is so that the
2157 * spell code can use one object type (force), but change it's name 1864 * spell code can use one object type (force), but change it's name
2158 * to be unique. 1865 * to be unique.
2159 */ 1866 */
2160
2161object * 1867object *
2162present_in_ob_by_name (int type, const char *str, const object *op) 1868present_in_ob_by_name (int type, const char *str, const object *op)
2163{ 1869{
2164 object *
2165 tmp;
2166
2167 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1870 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2168 {
2169 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1871 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2170 return tmp; 1872 return tmp;
2171 } 1873
2172 return NULL; 1874 return 0;
2173} 1875}
2174 1876
2175/* 1877/*
2176 * present_arch_in_ob(archetype, object) searches for any objects with 1878 * present_arch_in_ob(archetype, object) searches for any objects with
2177 * a matching archetype in the inventory of the given object. 1879 * a matching archetype in the inventory of the given object.
2178 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
2179 */ 1881 */
2180
2181object * 1882object *
2182present_arch_in_ob (const archetype *at, const object *op) 1883present_arch_in_ob (const archetype *at, const object *op)
2183{ 1884{
2184 object *
2185 tmp;
2186
2187 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2188 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
2189 return tmp; 1887 return tmp;
1888
2190 return NULL; 1889 return NULL;
2191} 1890}
2192 1891
2193/* 1892/*
2194 * activate recursively a flag on an object inventory 1893 * activate recursively a flag on an object inventory
2195 */ 1894 */
2196void 1895void
2197flag_inv (object *op, int flag) 1896flag_inv (object *op, int flag)
2198{ 1897{
2199 object *
2200 tmp;
2201
2202 if (op->inv)
2203 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2204 { 1899 {
2205 SET_FLAG (tmp, flag); 1900 SET_FLAG (tmp, flag);
2206 flag_inv (tmp, flag); 1901 flag_inv (tmp, flag);
2207 } 1902 }
2208} /* 1903}
1904
1905/*
2209 * desactivate recursively a flag on an object inventory 1906 * deactivate recursively a flag on an object inventory
2210 */ 1907 */
2211void 1908void
2212unflag_inv (object *op, int flag) 1909unflag_inv (object *op, int flag)
2213{ 1910{
2214 object *
2215 tmp;
2216
2217 if (op->inv)
2218 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2219 { 1912 {
2220 CLEAR_FLAG (tmp, flag); 1913 CLEAR_FLAG (tmp, flag);
2221 unflag_inv (tmp, flag); 1914 unflag_inv (tmp, flag);
2222 } 1915 }
2223}
2224
2225/*
2226 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2227 * all it's inventory (recursively).
2228 * If checksums are used, a player will get set_cheat called for
2229 * him/her-self and all object carried by a call to this function.
2230 */
2231
2232void
2233set_cheat (object *op)
2234{
2235 SET_FLAG (op, FLAG_WAS_WIZ);
2236 flag_inv (op, FLAG_WAS_WIZ);
2237} 1916}
2238 1917
2239/* 1918/*
2240 * find_free_spot(object, map, x, y, start, stop) will search for 1919 * find_free_spot(object, map, x, y, start, stop) will search for
2241 * a spot at the given map and coordinates which will be able to contain 1920 * a spot at the given map and coordinates which will be able to contain
2243 * to search (see the freearr_x/y[] definition). 1922 * to search (see the freearr_x/y[] definition).
2244 * It returns a random choice among the alternatives found. 1923 * It returns a random choice among the alternatives found.
2245 * start and stop are where to start relative to the free_arr array (1,9 1924 * start and stop are where to start relative to the free_arr array (1,9
2246 * does all 4 immediate directions). This returns the index into the 1925 * does all 4 immediate directions). This returns the index into the
2247 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1926 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2248 * Note - this only checks to see if there is space for the head of the
2249 * object - if it is a multispace object, this should be called for all
2250 * pieces.
2251 * Note2: This function does correctly handle tiled maps, but does not 1927 * Note: This function does correctly handle tiled maps, but does not
2252 * inform the caller. However, insert_ob_in_map will update as 1928 * inform the caller. However, insert_ob_in_map will update as
2253 * necessary, so the caller shouldn't need to do any special work. 1929 * necessary, so the caller shouldn't need to do any special work.
2254 * Note - updated to take an object instead of archetype - this is necessary 1930 * Note - updated to take an object instead of archetype - this is necessary
2255 * because arch_blocked (now ob_blocked) needs to know the movement type 1931 * because arch_blocked (now ob_blocked) needs to know the movement type
2256 * to know if the space in question will block the object. We can't use 1932 * to know if the space in question will block the object. We can't use
2257 * the archetype because that isn't correct if the monster has been 1933 * the archetype because that isn't correct if the monster has been
2258 * customized, changed states, etc. 1934 * customized, changed states, etc.
2259 */ 1935 */
2260
2261int 1936int
2262find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1937find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2263{ 1938{
2264 int
2265 i,
2266 index = 0, flag;
2267 static int
2268 altern[SIZEOFFREE]; 1939 int altern[SIZEOFFREE];
1940 int index = 0, flag;
2269 1941
2270 for (i = start; i < stop; i++) 1942 for (int i = start; i < stop; i++)
2271 { 1943 {
2272 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1944 mapxy pos (m, x, y); pos.move (i);
2273 if (!flag) 1945
1946 if (!pos.normalise ())
1947 continue;
1948
1949 mapspace &ms = *pos;
1950
1951 if (ms.flags () & P_IS_ALIVE)
1952 continue;
1953
1954 /* However, often
1955 * ob doesn't have any move type (when used to place exits)
1956 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1957 */
1958 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1959 {
2274 altern[index++] = i; 1960 altern [index++] = i;
1961 continue;
1962 }
2275 1963
2276 /* Basically, if we find a wall on a space, we cut down the search size. 1964 /* Basically, if we find a wall on a space, we cut down the search size.
2277 * In this way, we won't return spaces that are on another side of a wall. 1965 * In this way, we won't return spaces that are on another side of a wall.
2278 * This mostly work, but it cuts down the search size in all directions - 1966 * This mostly work, but it cuts down the search size in all directions -
2279 * if the space being examined only has a wall to the north and empty 1967 * if the space being examined only has a wall to the north and empty
2280 * spaces in all the other directions, this will reduce the search space 1968 * spaces in all the other directions, this will reduce the search space
2281 * to only the spaces immediately surrounding the target area, and 1969 * to only the spaces immediately surrounding the target area, and
2282 * won't look 2 spaces south of the target space. 1970 * won't look 2 spaces south of the target space.
2283 */ 1971 */
2284 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1972 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1973 {
2285 stop = maxfree[i]; 1974 stop = maxfree[i];
1975 continue;
1976 }
1977
1978 /* Note it is intentional that we check ob - the movement type of the
1979 * head of the object should correspond for the entire object.
1980 */
1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1982 continue;
1983
1984 if (ob->blocked (pos.m, pos.x, pos.y))
1985 continue;
1986
1987 altern [index++] = i;
2286 } 1988 }
1989
2287 if (!index) 1990 if (!index)
2288 return -1; 1991 return -1;
1992
2289 return altern[RANDOM () % index]; 1993 return altern [rndm (index)];
2290} 1994}
2291 1995
2292/* 1996/*
2293 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2294 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2295 * But it will return the first available spot, not a random choice. 1999 * But it will return the first available spot, not a random choice.
2296 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2000 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2297 */ 2001 */
2298
2299int 2002int
2300find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2301{ 2004{
2302 int
2303 i;
2304
2305 for (i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2306 {
2307 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2006 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2308 return i; 2007 return i;
2309 } 2008
2310 return -1; 2009 return -1;
2311} 2010}
2312 2011
2313/* 2012/*
2314 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2315 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2316 */ 2016 */
2317static void 2017static void
2318permute (int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2319{ 2019{
2320 int 2020 arr += begin;
2321 i,
2322 j,
2323 tmp,
2324 len;
2325
2326 len = end - begin; 2021 end -= begin;
2327 for (i = begin; i < end; i++)
2328 {
2329 j = begin + RANDOM () % len;
2330 2022
2331 tmp = arr[i]; 2023 while (--end)
2332 arr[i] = arr[j]; 2024 swap (arr [end], arr [rndm (end + 1)]);
2333 arr[j] = tmp;
2334 }
2335} 2025}
2336 2026
2337/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2338 * This basically returns a randomized array (in the passed pointer) of 2028 * This basically returns a randomized array (in the passed pointer) of
2339 * the spaces to find monsters. In this way, it won't always look for 2029 * the spaces to find monsters. In this way, it won't always look for
2342 * the 3x3 area will be searched, just not in a predictable order. 2032 * the 3x3 area will be searched, just not in a predictable order.
2343 */ 2033 */
2344void 2034void
2345get_search_arr (int *search_arr) 2035get_search_arr (int *search_arr)
2346{ 2036{
2347 int 2037 int i;
2348 i;
2349 2038
2350 for (i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2351 {
2352 search_arr[i] = i; 2040 search_arr[i] = i;
2353 }
2354 2041
2355 permute (search_arr, 1, SIZEOFFREE1 + 1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2356 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2357 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2358} 2045}
2367 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * Perhaps incorrectly, but I'm making the assumption that exclude
2368 * is actually want is going to try and move there. We need this info 2055 * is actually want is going to try and move there. We need this info
2369 * because we have to know what movement the thing looking to move 2056 * because we have to know what movement the thing looking to move
2370 * there is capable of. 2057 * there is capable of.
2371 */ 2058 */
2372
2373int 2059int
2374find_dir (mapstruct *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2375{ 2061{
2376 int
2377 i,
2378 max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2379
2380 sint16 nx, ny;
2381 object *
2382 tmp;
2383 mapstruct *
2384 mp;
2385
2386 MoveType blocked, move_type; 2063 MoveType move_type;
2387 2064
2388 if (exclude && exclude->head) 2065 if (exclude && exclude->head_ () != exclude)
2389 { 2066 {
2390 exclude = exclude->head; 2067 exclude = exclude->head;
2391 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2392 } 2069 }
2393 else 2070 else
2394 { 2071 {
2395 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2396 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2397 } 2074 }
2398 2075
2399 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2400 { 2077 {
2401 mp = m; 2078 mapxy pos (m, x, y);
2402 nx = x + freearr_x[i]; 2079 pos.move (i);
2403 ny = y + freearr_y[i];
2404 2080
2405 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2406 if (mflags & P_OUT_OF_MAP)
2407 {
2408 max = maxfree[i]; 2082 max = maxfree[i];
2409 }
2410 else 2083 else
2411 { 2084 {
2412 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2085 mapspace &ms = *pos;
2413 2086
2414 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2088 max = maxfree [i];
2089 else if (ms.flags () & P_IS_ALIVE)
2415 { 2090 {
2416 max = maxfree[i]; 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2417 } 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2418 else if (mflags & P_IS_ALIVE) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2419 {
2420 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2421 {
2422 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2423 {
2424 break;
2425 }
2426 }
2427 if (tmp)
2428 {
2429 return freedir[i]; 2094 return freedir [i];
2430 }
2431 } 2095 }
2432 } 2096 }
2433 } 2097 }
2098
2434 return 0; 2099 return 0;
2435} 2100}
2436 2101
2437/* 2102/*
2438 * distance(object 1, object 2) will return the square of the 2103 * distance(object 1, object 2) will return the square of the
2439 * distance between the two given objects. 2104 * distance between the two given objects.
2440 */ 2105 */
2441
2442int 2106int
2443distance (const object *ob1, const object *ob2) 2107distance (const object *ob1, const object *ob2)
2444{ 2108{
2445 int
2446 i;
2447
2448 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2109 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2449 return i;
2450} 2110}
2451 2111
2452/* 2112/*
2453 * find_dir_2(delta-x,delta-y) will return a direction in which 2113 * find_dir_2(delta-x,delta-y) will return a direction in which
2454 * an object which has subtracted the x and y coordinates of another 2114 * an object which has subtracted the x and y coordinates of another
2455 * object, needs to travel toward it. 2115 * object, needs to travel toward it.
2456 */ 2116 */
2457
2458int 2117int
2459find_dir_2 (int x, int y) 2118find_dir_2 (int x, int y)
2460{ 2119{
2461 int 2120 int q;
2462 q;
2463 2121
2464 if (y) 2122 if (y)
2465 q = x * 100 / y; 2123 q = x * 100 / y;
2466 else if (x) 2124 else if (x)
2467 q = -300 * x; 2125 q = -300 * x;
2492 2150
2493 return 3; 2151 return 3;
2494} 2152}
2495 2153
2496/* 2154/*
2497 * absdir(int): Returns a number between 1 and 8, which represent
2498 * the "absolute" direction of a number (it actually takes care of
2499 * "overflow" in previous calculations of a direction).
2500 */
2501
2502int
2503absdir (int d)
2504{
2505 while (d < 1)
2506 d += 8;
2507 while (d > 8)
2508 d -= 8;
2509 return d;
2510}
2511
2512/*
2513 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2155 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2514 * between two directions (which are expected to be absolute (see absdir()) 2156 * between two directions (which are expected to be absolute (see absdir())
2515 */ 2157 */
2516
2517int 2158int
2518dirdiff (int dir1, int dir2) 2159dirdiff (int dir1, int dir2)
2519{ 2160{
2520 int 2161 int d;
2521 d;
2522 2162
2523 d = abs (dir1 - dir2); 2163 d = abs (dir1 - dir2);
2524 if (d > 4) 2164 if (d > 4)
2525 d = 8 - d; 2165 d = 8 - d;
2166
2526 return d; 2167 return d;
2527} 2168}
2528 2169
2529/* peterm: 2170/* peterm:
2530 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2171 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2533 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2534 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2535 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2536 * functions. 2177 * functions.
2537 */ 2178 */
2538
2539int
2540 reduction_dir[SIZEOFFREE][3] = { 2179const int reduction_dir[SIZEOFFREE][3] = {
2541 {0, 0, 0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2542 {0, 0, 0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2543 {0, 0, 0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2544 {0, 0, 0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2545 {0, 0, 0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2593 * find a path to that monster that we found. If not, 2232 * find a path to that monster that we found. If not,
2594 * we don't bother going toward it. Returns 1 if we 2233 * we don't bother going toward it. Returns 1 if we
2595 * can see a direct way to get it 2234 * can see a direct way to get it
2596 * Modified to be map tile aware -.MSW 2235 * Modified to be map tile aware -.MSW
2597 */ 2236 */
2598
2599
2600int 2237int
2601can_see_monsterP (mapstruct *m, int x, int y, int dir) 2238can_see_monsterP (maptile *m, int x, int y, int dir)
2602{ 2239{
2603 sint16 dx, dy; 2240 sint16 dx, dy;
2604 int
2605 mflags; 2241 int mflags;
2606 2242
2607 if (dir < 0) 2243 if (dir < 0)
2608 return 0; /* exit condition: invalid direction */ 2244 return 0; /* exit condition: invalid direction */
2609 2245
2610 dx = x + freearr_x[dir]; 2246 dx = x + freearr_x[dir];
2623 return 0; 2259 return 0;
2624 2260
2625 /* yes, can see. */ 2261 /* yes, can see. */
2626 if (dir < 9) 2262 if (dir < 9)
2627 return 1; 2263 return 1;
2264
2628 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2265 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2629 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2266 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2267 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2630} 2268}
2631
2632
2633 2269
2634/* 2270/*
2635 * can_pick(picker, item): finds out if an object is possible to be 2271 * can_pick(picker, item): finds out if an object is possible to be
2636 * picked up by the picker. Returnes 1 if it can be 2272 * picked up by the picker. Returnes 1 if it can be
2637 * picked up, otherwise 0. 2273 * picked up, otherwise 0.
2639 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2275 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2640 * core dumps if they do. 2276 * core dumps if they do.
2641 * 2277 *
2642 * Add a check so we can't pick up invisible objects (0.93.8) 2278 * Add a check so we can't pick up invisible objects (0.93.8)
2643 */ 2279 */
2644
2645int 2280int
2646can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2647{ 2282{
2648 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2649 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2650 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2651} 2286}
2652
2653 2287
2654/* 2288/*
2655 * create clone from object to another 2289 * create clone from object to another
2656 */ 2290 */
2657object * 2291object *
2658object_create_clone (object *asrc) 2292object::deep_clone ()
2659{ 2293{
2660 object * 2294 assert (("deep_clone called on non-head object", is_head ()));
2661 dst = NULL, *tmp, *src, *part, *prev, *item;
2662 2295
2663 if (!asrc) 2296 object *dst = clone ();
2664 return NULL;
2665 src = asrc;
2666 if (src->head)
2667 src = src->head;
2668 2297
2669 prev = NULL; 2298 object *prev = dst;
2670 for (part = src; part; part = part->more) 2299 for (object *part = this->more; part; part = part->more)
2671 { 2300 {
2672 tmp = get_object (); 2301 object *tmp = part->clone ();
2673 copy_object (part, tmp);
2674 tmp->x -= src->x;
2675 tmp->y -= src->y;
2676 if (!part->head)
2677 {
2678 dst = tmp;
2679 tmp->head = NULL;
2680 }
2681 else
2682 {
2683 tmp->head = dst; 2302 tmp->head = dst;
2684 }
2685 tmp->more = NULL;
2686 if (prev)
2687 prev->more = tmp; 2303 prev->more = tmp;
2688 prev = tmp; 2304 prev = tmp;
2689 } 2305 }
2690 2306
2691 /*** copy inventory ***/
2692 for (item = src->inv; item; item = item->below) 2307 for (object *item = inv; item; item = item->below)
2693 { 2308 insert_ob_in_ob (item->deep_clone (), dst);
2694 (void) insert_ob_in_ob (object_create_clone (item), dst);
2695 }
2696 2309
2697 return dst; 2310 return dst;
2698}
2699
2700/* return true if the object was destroyed, 0 otherwise */
2701int
2702was_destroyed (const object *op, tag_t old_tag)
2703{
2704 /* checking for FLAG_FREED isn't necessary, but makes this function more
2705 * robust */
2706 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2707}
2708
2709/* GROS - Creates an object using a string representing its content. */
2710
2711/* Basically, we save the content of the string to a temp file, then call */
2712
2713/* load_object on it. I admit it is a highly inefficient way to make things, */
2714
2715/* but it was simple to make and allows reusing the load_object function. */
2716
2717/* Remember not to use load_object_str in a time-critical situation. */
2718
2719/* Also remember that multiparts objects are not supported for now. */
2720
2721object *
2722load_object_str (const char *obstr)
2723{
2724 object *
2725 op;
2726 char
2727 filename[MAX_BUF];
2728
2729 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2730
2731 FILE *
2732 tempfile = fopen (filename, "w");
2733
2734 if (tempfile == NULL)
2735 {
2736 LOG (llevError, "Error - Unable to access load object temp file\n");
2737 return NULL;
2738 }
2739
2740 fprintf (tempfile, obstr);
2741 fclose (tempfile);
2742
2743 op = get_object ();
2744
2745 object_thawer thawer (filename);
2746
2747 if (thawer)
2748 load_object (thawer, op, 0);
2749
2750 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2751 CLEAR_FLAG (op, FLAG_REMOVED);
2752
2753 return op;
2754} 2311}
2755 2312
2756/* This returns the first object in who's inventory that 2313/* This returns the first object in who's inventory that
2757 * has the same type and subtype match. 2314 * has the same type and subtype match.
2758 * returns NULL if no match. 2315 * returns NULL if no match.
2759 */ 2316 */
2760object * 2317object *
2761find_obj_by_type_subtype (const object *who, int type, int subtype) 2318find_obj_by_type_subtype (const object *who, int type, int subtype)
2762{ 2319{
2763 object *
2764 tmp;
2765
2766 for (tmp = who->inv; tmp; tmp = tmp->below) 2320 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2767 if (tmp->type == type && tmp->subtype == subtype) 2321 if (tmp->type == type && tmp->subtype == subtype)
2768 return tmp; 2322 return tmp;
2769 2323
2770 return NULL;
2771}
2772
2773/* If ob has a field named key, return the link from the list,
2774 * otherwise return NULL.
2775 *
2776 * key must be a passed in shared string - otherwise, this won't
2777 * do the desired thing.
2778 */
2779key_value *
2780get_ob_key_link (const object *ob, const char *key)
2781{
2782 key_value *
2783 link;
2784
2785 for (link = ob->key_values; link != NULL; link = link->next)
2786 {
2787 if (link->key == key)
2788 {
2789 return link;
2790 }
2791 }
2792
2793 return NULL;
2794}
2795
2796/*
2797 * Returns the value of op has an extra_field for key, or NULL.
2798 *
2799 * The argument doesn't need to be a shared string.
2800 *
2801 * The returned string is shared.
2802 */
2803const char *
2804get_ob_key_value (const object *op, const char *const key)
2805{
2806 key_value *link;
2807 shstr_cmp canonical_key (key);
2808
2809 if (!canonical_key)
2810 {
2811 /* 1. There being a field named key on any object
2812 * implies there'd be a shared string to find.
2813 * 2. Since there isn't, no object has this field.
2814 * 3. Therefore, *this* object doesn't have this field.
2815 */
2816 return 0;
2817 }
2818
2819 /* This is copied from get_ob_key_link() above -
2820 * only 4 lines, and saves the function call overhead.
2821 */
2822 for (link = op->key_values; link; link = link->next)
2823 if (link->key == canonical_key)
2824 return link->value;
2825
2826 return 0; 2324 return 0;
2827} 2325}
2828 2326
2829 2327shstr_tmp
2830/* 2328object::kv_get (shstr_tmp key) const
2831 * Updates the canonical_key in op to value.
2832 *
2833 * canonical_key is a shared string (value doesn't have to be).
2834 *
2835 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2836 * keys.
2837 *
2838 * Returns TRUE on success.
2839 */
2840int
2841set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2842{ 2329{
2843 key_value * 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2844 field = NULL, *last = NULL; 2331 if (kv->key == key)
2332 return kv->value;
2845 2333
2846 for (field = op->key_values; field != NULL; field = field->next) 2334 return shstr ();
2847 { 2335}
2848 if (field->key != canonical_key) 2336
2337void
2338object::kv_set (shstr_tmp key, shstr_tmp value)
2339{
2340 for (key_value *kv = key_values; kv; kv = kv->next)
2341 if (kv->key == key)
2849 { 2342 {
2850 last = field; 2343 kv->value = value;
2851 continue; 2344 return;
2852 } 2345 }
2853 2346
2854 if (value) 2347 key_value *kv = new key_value;
2855 field->value = value; 2348
2856 else 2349 kv->next = key_values;
2350 kv->key = key;
2351 kv->value = value;
2352
2353 key_values = kv;
2354}
2355
2356void
2357object::kv_del (shstr_tmp key)
2358{
2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2360 if ((*kvp)->key == key)
2857 { 2361 {
2858 /* Basically, if the archetype has this key set, 2362 key_value *kv = *kvp;
2859 * we need to store the null value so when we save 2363 *kvp = (*kvp)->next;
2860 * it, we save the empty value so that when we load, 2364 delete kv;
2861 * we get this value back again. 2365 return;
2862 */
2863 if (get_ob_key_link (&op->arch->clone, canonical_key))
2864 field->value = 0;
2865 else
2866 {
2867 if (last)
2868 last->next = field->next;
2869 else
2870 op->key_values = field->next;
2871
2872 delete field;
2873 }
2874 } 2366 }
2875 return TRUE;
2876 }
2877 /* IF we get here, key doesn't exist */
2878
2879 /* No field, we'll have to add it. */
2880
2881 if (!add_key)
2882 {
2883 return FALSE;
2884 }
2885 /* There isn't any good reason to store a null
2886 * value in the key/value list. If the archetype has
2887 * this key, then we should also have it, so shouldn't
2888 * be here. If user wants to store empty strings,
2889 * should pass in ""
2890 */
2891 if (value == NULL)
2892 return TRUE;
2893
2894 field = new key_value;
2895
2896 field->key = canonical_key;
2897 field->value = value;
2898 /* Usual prepend-addition. */
2899 field->next = op->key_values;
2900 op->key_values = field;
2901
2902 return TRUE;
2903}
2904
2905/*
2906 * Updates the key in op to value.
2907 *
2908 * If add_key is FALSE, this will only update existing keys,
2909 * and not add new ones.
2910 * In general, should be little reason FALSE is ever passed in for add_key
2911 *
2912 * Returns TRUE on success.
2913 */
2914int
2915set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2916{
2917 shstr key_ (key);
2918
2919 return set_ob_key_value_s (op, key_, value, add_key);
2920} 2367}
2921 2368
2922object::depth_iterator::depth_iterator (object *container) 2369object::depth_iterator::depth_iterator (object *container)
2923: iterator_base (container) 2370: iterator_base (container)
2924{ 2371{
2938 } 2385 }
2939 else 2386 else
2940 item = item->env; 2387 item = item->env;
2941} 2388}
2942 2389
2390const char *
2391object::flag_desc (char *desc, int len) const
2392{
2393 char *p = desc;
2394 bool first = true;
2395
2396 *p = 0;
2397
2398 for (int i = 0; i < NUM_FLAGS; i++)
2399 {
2400 if (len <= 10) // magic constant!
2401 {
2402 snprintf (p, len, ",...");
2403 break;
2404 }
2405
2406 if (flag [i])
2407 {
2408 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2409 len -= cnt;
2410 p += cnt;
2411 first = false;
2412 }
2413 }
2414
2415 return desc;
2416}
2417
2943// return a suitable string describing an objetc in enough detail to find it 2418// return a suitable string describing an object in enough detail to find it
2944const char * 2419const char *
2945object::debug_desc (char *info) const 2420object::debug_desc (char *info) const
2946{ 2421{
2422 char flagdesc[512];
2947 char info2[256 * 3]; 2423 char info2[256 * 4];
2948 char *p = info; 2424 char *p = info;
2949 2425
2950 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2426 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2951 count, 2427 count,
2428 uuid.c_str (),
2952 &name, 2429 &name,
2953 title ? " " : "", 2430 title ? ",title:\"" : "",
2954 title ? (const char *)title : ""); 2431 title ? (const char *)title : "",
2432 title ? "\"" : "",
2433 flag_desc (flagdesc, 512), type);
2955 2434
2956 if (env) 2435 if (!flag[FLAG_REMOVED] && env)
2957 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2436 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2958 2437
2959 if (map) 2438 if (map)
2960 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2439 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2961 2440
2962 return info; 2441 return info;
2963} 2442}
2964 2443
2965const char * 2444const char *
2966object::debug_desc () const 2445object::debug_desc () const
2967{ 2446{
2968 static char info[256 * 3]; 2447 static char info[3][256 * 4];
2448 static int info_idx;
2449
2969 return debug_desc (info); 2450 return debug_desc (info [++info_idx % 3]);
2970} 2451}
2971 2452
2453struct region *
2454object::region () const
2455{
2456 return map ? map->region (x, y)
2457 : region::default_region ();
2458}
2459
2460const materialtype_t *
2461object::dominant_material () const
2462{
2463 if (materialtype_t *mt = name_to_material (materialname))
2464 return mt;
2465
2466 return name_to_material (shstr_unknown);
2467}
2468
2469void
2470object::open_container (object *new_container)
2471{
2472 if (container == new_container)
2473 return;
2474
2475 object *old_container = container;
2476
2477 if (old_container)
2478 {
2479 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2480 return;
2481
2482#if 0
2483 // remove the "Close old_container" object.
2484 if (object *closer = old_container->inv)
2485 if (closer->type == CLOSE_CON)
2486 closer->destroy ();
2487#endif
2488
2489 // make sure the container is available
2490 esrv_send_item (this, old_container);
2491
2492 old_container->flag [FLAG_APPLIED] = false;
2493 container = 0;
2494
2495 // client needs item update to make it work, client bug requires this to be separate
2496 esrv_update_item (UPD_FLAGS, this, old_container);
2497
2498 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2499 play_sound (sound_find ("chest_close"));
2500 }
2501
2502 if (new_container)
2503 {
2504 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2505 return;
2506
2507 // TODO: this does not seem to serve any purpose anymore?
2508#if 0
2509 // insert the "Close Container" object.
2510 if (archetype *closer = new_container->other_arch)
2511 {
2512 object *closer = arch_to_object (new_container->other_arch);
2513 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2514 new_container->insert (closer);
2515 }
2516#endif
2517
2518 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2519
2520 // make sure the container is available, client bug requires this to be separate
2521 esrv_send_item (this, new_container);
2522
2523 new_container->flag [FLAG_APPLIED] = true;
2524 container = new_container;
2525
2526 // client needs flag change
2527 esrv_update_item (UPD_FLAGS, this, new_container);
2528 esrv_send_inventory (this, new_container);
2529 play_sound (sound_find ("chest_open"));
2530 }
2531// else if (!old_container->env && contr && contr->ns)
2532// contr->ns->floorbox_reset ();
2533}
2534
2535object *
2536object::force_find (shstr_tmp name)
2537{
2538 /* cycle through his inventory to look for the MARK we want to
2539 * place
2540 */
2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2542 if (tmp->type == FORCE && tmp->slaying == name)
2543 return splay (tmp);
2544
2545 return 0;
2546}
2547
2548object *
2549object::force_add (shstr_tmp name, int duration)
2550{
2551 if (object *force = force_find (name))
2552 force->destroy ();
2553
2554 object *force = get_archetype (FORCE_NAME);
2555
2556 force->slaying = name;
2557 force->stats.food = 1;
2558 force->speed_left = -1.f;
2559
2560 force->set_speed (duration ? 1.f / duration : 0.f);
2561 force->flag [FLAG_IS_USED_UP] = true;
2562 force->flag [FLAG_APPLIED] = true;
2563
2564 return insert (force);
2565}
2566
2567void
2568object::play_sound (faceidx sound)
2569{
2570 if (!sound)
2571 return;
2572
2573 if (flag [FLAG_REMOVED])
2574 return;
2575
2576 if (env)
2577 {
2578 if (object *pl = in_player ())
2579 pl->contr->play_sound (sound);
2580 }
2581 else
2582 map->play_sound (sound, x, y);
2583}
2584
2585void
2586object::make_noise ()
2587{
2588 // we do not model noise in the map, so instead put
2589 // a temporary light into the noise source
2590 // could use the map instead, but that's less reliable for our
2591 // goal, which is to make invisibility a bit harder to exploit
2592
2593 // currently only works sensibly for players
2594 if (!is_player ())
2595 return;
2596
2597 // find old force, or create new one
2598 object *force = force_find (shstr_noise_force);
2599
2600 if (force)
2601 force->speed_left = -1.f; // patch old speed up
2602 else
2603 {
2604 force = archetype::get (shstr_noise_force);
2605
2606 force->slaying = shstr_noise_force;
2607 force->stats.food = 1;
2608 force->speed_left = -1.f;
2609
2610 force->set_speed (1.f / 4.f);
2611 force->flag [FLAG_IS_USED_UP] = true;
2612 force->flag [FLAG_APPLIED] = true;
2613
2614 insert (force);
2615 }
2616}
2617

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