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Comparing deliantra/server/common/object.C (file contents):
Revision 1.25 by root, Mon Sep 11 01:16:20 2006 UTC vs.
Revision 1.282 by root, Tue Feb 17 03:53:31 2009 UTC

1
2/* 1/*
3 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: object.C,v 1.25 2006/09/11 01:16:20 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29 23
30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
31 sub/add_weight will transcend the environment updating the carrying
32 variable. */
33#include <global.h> 24#include <global.h>
34#ifndef WIN32 /* ---win32 exclude headers */
35# include <stdio.h> 25#include <stdio.h>
36# include <sys/types.h> 26#include <sys/types.h>
37# include <sys/uio.h> 27#include <sys/uio.h>
38#endif /* win32 */
39#include <object.h> 28#include <object.h>
40#include <funcpoint.h> 29#include <sproto.h>
41#include <skills.h>
42#include <loader.h> 30#include <loader.h>
43int nrofallocobjects = 0;
44 31
45object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
46object *active_objects; /* List of active objects that need to be processed */
47 33
48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38
39objectvec objects;
40activevec actives;
41
42short freearr_x[SIZEOFFREE] = {
43 0,
44 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
50}; 47};
51short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = {
49 0,
50 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53}; 53};
54int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
55 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
56}; 59};
57int freedir[SIZEOFFREE] = { 60int freedir[SIZEOFFREE] = {
58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 61 0,
62 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
60}; 65};
61 66
67static void
68write_uuid (uval64 skip, bool sync)
69{
70 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip));
72 CALL_ARG_SV (boolSV (sync));
73 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END;
75}
76
77static void
78read_uuid (void)
79{
80 char filename[MAX_BUF];
81
82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 seq_next_save = 0;
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0;
94 write_uuid (UUID_GAP, true);
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 UUID::BUF buf;
103 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
107 {
108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1);
110 }
111
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113
114 write_uuid (UUID_GAP, true);
115 fclose (fp);
116}
117
118UUID
119UUID::gen ()
120{
121 UUID uid;
122
123 uid.seq = ++cur.seq;
124
125 if (expect_false (cur.seq >= seq_next_save))
126 {
127 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128 write_uuid (UUID_GAP, false);
129 }
130
131
132 return uid;
133}
134
135void
136UUID::init ()
137{
138 read_uuid ();
139}
140
62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int 142static bool
64compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
65{ 144{
66 key_value *wants_field;
67
68 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
69 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
70 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
71 */ 148 */
72 149
73 /* For each field in wants, */ 150 /* For each field in wants, */
74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
75 { 152 if (has->kv_get (kv->key) != kv->value)
76 key_value *has_field; 153 return false;
77
78 /* Look for a field in has with the same key. */
79 has_field = get_ob_key_link (has, wants_field->key);
80
81 if (has_field == NULL)
82 {
83 /* No field with that name. */
84 return FALSE;
85 }
86
87 /* Found the matching field. */
88 if (has_field->value != wants_field->value)
89 {
90 /* Values don't match, so this half of the comparison is false. */
91 return FALSE;
92 }
93
94 /* If we get here, we found a match. Now for the next field in wants. */
95 }
96 154
97 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
98 return TRUE; 156 return true;
99} 157}
100 158
101/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
102static int 160static bool
103compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
104{ 162{
105 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
106 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
107 */ 165 */
108 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
109} 168}
110 169
111/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
112 * they can be merged together. 171 * they can be merged together.
113 * 172 *
114 * Note that this function appears a lot longer than the macro it 173 * Note that this function appears a lot longer than the macro it
115 * replaces - this is mostly for clarity - a decent compiler should hopefully 174 * replaces - this is mostly for clarity - a decent compiler should hopefully
116 * reduce this to the same efficiency. 175 * reduce this to the same efficiency.
117 * 176 *
118 * Check nrof variable *before* calling CAN_MERGE() 177 * Check nrof variable *before* calling can_merge()
119 * 178 *
120 * Improvements made with merge: Better checking on potion, and also 179 * Improvements made with merge: Better checking on potion, and also
121 * check weight 180 * check weight
122 */ 181 */
123
124bool object::can_merge (object *ob1, object *ob2) 182bool object::can_merge_slow (object *ob1, object *ob2)
125{ 183{
126 /* A couple quicksanity checks */ 184 /* A couple quicksanity checks */
127 if ((ob1 == ob2) || (ob1->type != ob2->type)) 185 if (ob1 == ob2
186 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value
189 || ob1->name != ob2->name)
128 return 0; 190 return 0;
129 191
130 if (ob1->speed != ob2->speed) 192 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
131 return 0; 195 return 0;
132 196
133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof).
136 */
137 if (ob1->nrof + ob2->nrof >= 1UL << 31)
138 return 0;
139
140 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
141 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
142 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
143 * are not equal - just if it has been identified, the been_applied 200 * are not equal - just if it has been identified, the been_applied
144 * flags lose any meaning. 201 * flags lose any meaning.
145 */ 202 */
146 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148 205
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151 208
152 209 if (ob1->arch->archname != ob2->arch->archname
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) || 210 || ob1->name != ob2->name
163 (ob1->title != ob2->title) || 211 || ob1->title != ob2->title
164 (ob1->msg != ob2->msg) || 212 || ob1->msg != ob2->msg
165 (ob1->weight != ob2->weight) || 213 || ob1->weight != ob2->weight
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
168 (ob1->attacktype != ob2->attacktype) || 214 || ob1->attacktype != ob2->attacktype
169 (ob1->magic != ob2->magic) || 215 || ob1->magic != ob2->magic
170 (ob1->slaying != ob2->slaying) || 216 || ob1->slaying != ob2->slaying
171 (ob1->skill != ob2->skill) || 217 || ob1->skill != ob2->skill
172 (ob1->value != ob2->value) || 218 || ob1->value != ob2->value
173 (ob1->animation_id != ob2->animation_id) || 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
174 (ob1->client_type != ob2->client_type) || 221 || ob1->client_type != ob2->client_type
175 (ob1->materialname != ob2->materialname) || 222 || ob1->materialname != ob2->materialname
176 (ob1->lore != ob2->lore) || 223 || ob1->lore != ob2->lore
177 (ob1->subtype != ob2->subtype) || 224 || ob1->subtype != ob2->subtype
178 (ob1->move_type != ob2->move_type) || 225 || ob1->move_type != ob2->move_type
179 (ob1->move_block != ob2->move_block) || 226 || ob1->move_block != ob2->move_block
180 (ob1->move_allow != ob2->move_allow) || 227 || ob1->move_allow != ob2->move_allow
181 (ob1->move_on != ob2->move_on) || 228 || ob1->move_on != ob2->move_on
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 229 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
183 return 0; 234 return 0;
184 235
236 if ((ob1->flag ^ ob2->flag)
237 .reset (FLAG_INV_LOCKED)
238 .reset (FLAG_REMOVED)
239 .any ())
240 return 0;
241
185 /* This is really a spellbook check - really, we should 242 /* This is really a spellbook check - we should in general
186 * check all objects in the inventory. 243 * not merge objects with real inventories, as splitting them
244 * is hard.
187 */ 245 */
188 if (ob1->inv || ob2->inv) 246 if (ob1->inv || ob2->inv)
189 { 247 {
190 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
192 return 0;
193
194 /* Now check to see if the two inventory objects could merge */
195 if (!CAN_MERGE (ob1->inv, ob2->inv)) 248 if (!(ob1->inv && ob2->inv))
196 return 0; 249 return 0; /* inventories differ in length */
250
251 if (ob1->inv->below || ob2->inv->below)
252 return 0; /* more than one object in inv */
253
254 if (!object::can_merge (ob1->inv, ob2->inv))
255 return 0; /* inventory objects differ */
197 256
198 /* inventory ok - still need to check rest of this object to see 257 /* inventory ok - still need to check rest of this object to see
199 * if it is valid. 258 * if it is valid.
200 */ 259 */
201 } 260 }
209 268
210 /* Note sure why the following is the case - either the object has to 269 /* Note sure why the following is the case - either the object has to
211 * be animated or have a very low speed. Is this an attempted monster 270 * be animated or have a very low speed. Is this an attempted monster
212 * check? 271 * check?
213 */ 272 */
214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
215 return 0; 274 return 0;
216 275
217 switch (ob1->type) 276 switch (ob1->type)
218 { 277 {
219 case SCROLL: 278 case SCROLL:
220 if (ob1->level != ob2->level) 279 if (ob1->level != ob2->level)
221 return 0; 280 return 0;
222 break; 281 break;
223 } 282 }
224 283
225 if (ob1->key_values != NULL || ob2->key_values != NULL) 284 if (ob1->key_values || ob2->key_values)
226 { 285 {
227 /* At least one of these has key_values. */ 286 /* At least one of these has key_values. */
228 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 287 if ((!ob1->key_values) != (!ob2->key_values))
229 /* One has fields, but the other one doesn't. */ 288 return 0; /* One has fields, but the other one doesn't. */
289
290 if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 291 return 0;
231 else if (!compare_ob_value_lists (ob1, ob2))
232 return 0;
233 } 292 }
234 293
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self) 294 if (ob1->self || ob2->self)
237 { 295 {
238 ob1->optimise (); 296 ob1->optimise ();
239 ob2->optimise (); 297 ob2->optimise ();
240 298
241 if (ob1->self || ob2->self) 299 if (ob1->self || ob2->self)
300 {
301 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303
304 if (k1 != k2)
242 return 0; 305 return 0;
306
307 if (k1 == 0)
308 return 1;
309
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0;
312 }
243 } 313 }
244 314
245 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
246 return 1; 316 return 1;
247} 317}
248 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
356// adjust weight per container type ("of holding")
357static sint32
358weight_adjust_for (object *op, sint32 weight)
359{
360 return op->type == CONTAINER
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362 : weight;
363}
364
249/* 365/*
366 * adjust_weight(object, weight) adds the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying.
368 */
369static void
370adjust_weight (object *op, sint32 weight)
371{
372 while (op)
373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
381
382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
388 op = op->env;
389 }
390}
391
392/*
250 * sum_weight() is a recursive function which calculates the weight 393 * this is a recursive function which calculates the weight
251 * an object is carrying. It goes through in figures out how much 394 * an object is carrying. It goes through op and figures out how much
252 * containers are carrying, and sums it up. 395 * containers are carrying, and sums it up.
253 */ 396 */
254signed long 397void
255sum_weight (object *op) 398object::update_weight ()
256{ 399{
257 signed long sum; 400 sint32 sum = 0;
258 object *inv;
259 401
260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 402 for (object *op = inv; op; op = op->below)
261 { 403 {
262 if (inv->inv) 404 if (op->inv)
263 sum_weight (inv); 405 op->update_weight ();
264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 406
407 sum += op->total_weight ();
408 }
409
410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
265 } 413 {
266 if (op->type == CONTAINER && op->stats.Str)
267 sum = (sum * (100 - op->stats.Str)) / 100;
268 if (op->carrying != sum)
269 op->carrying = sum; 414 carrying = sum;
270 return sum;
271}
272 415
273/** 416 if (object *pl = visible_to ())
274 * Return the outermost environment object for a given object. 417 if (pl != this) // player is handled lazily
275 */ 418 esrv_update_item (UPD_WEIGHT, pl, this);
276
277object *
278object_get_env_recursive (object *op)
279{
280 while (op->env != NULL)
281 op = op->env;
282 return op;
283}
284
285/*
286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
287 * a better check. We basically keeping traversing up until we can't
288 * or find a player.
289 */
290
291object *
292is_player_inv (object *op)
293{
294 for (; op != NULL && op->type != PLAYER; op = op->env)
295 if (op->env == op)
296 op->env = NULL;
297 return op;
298}
299
300/*
301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
302 * Some error messages.
303 * The result of the dump is stored in the static global errmsg array.
304 */
305
306void
307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
313 char *cp;
314
315/* object *tmp;*/
316
317 if (op->arch != NULL)
318 { 419 }
319 strcat (errmsg, "arch ");
320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
321 strcat (errmsg, "\n");
322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
323 strcat (errmsg, cp);
324# if 0
325 /* Don't dump player diffs - they are too long, mostly meaningless, and
326 * will overflow the buffer.
327 * Changed so that we don't dump inventory either. This may
328 * also overflow the buffer.
329 */
330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
331 strcat (errmsg, cp);
332 for (tmp = op->inv; tmp; tmp = tmp->below)
333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
353#endif
354} 420}
355 421
356/* 422/*
357 * Dumps an object. Returns output in the static global errmsg array. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
358 */ 424 */
359 425char *
360void
361dump_object (object *op) 426dump_object (object *op)
362{ 427{
363 if (op == NULL) 428 if (!op)
364 { 429 return strdup ("[NULLOBJ]");
365 strcpy (errmsg, "[NULL pointer]");
366 return;
367 }
368 errmsg[0] = '\0';
369 dump_object2 (op);
370}
371 430
372void 431 object_freezer freezer;
373dump_all_objects (void) 432 op->write (freezer);
374{ 433 return freezer.as_string ();
375 object *op;
376
377 for (op = objects; op != NULL; op = op->next)
378 {
379 dump_object (op);
380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
381 }
382} 434}
383 435
384/* 436/*
385 * 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
386 * multi-object 1 which is closest to the second object. 438 * multi-object 1 which is closest to the second object.
387 * If it's not a multi-object, it is returned. 439 * If it's not a multi-object, it is returned.
388 */ 440 */
389
390object * 441object *
391get_nearest_part (object *op, const object *pl) 442get_nearest_part (object *op, const object *pl)
392{ 443{
393 object *tmp, *closest; 444 object *tmp, *closest;
394 int last_dist, i; 445 int last_dist, i;
395 446
396 if (op->more == NULL) 447 if (!op->more)
397 return op; 448 return op;
449
398 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)
399 if ((i = distance (tmp, pl)) < last_dist) 453 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i; 454 closest = tmp, last_dist = i;
455
401 return closest; 456 return closest;
402} 457}
403 458
404/* 459/*
405 * 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.
406 */ 462 */
407
408object * 463object *
409find_object (tag_t i) 464find_object (tag_t i)
410{ 465{
411 object *op; 466 for_all_objects (op)
412
413 for (op = objects; op != NULL; op = op->next)
414 if (op->count == i) 467 if (op->count == i)
415 break;
416 return op; 468 return op;
469
470 return 0;
417} 471}
418 472
419/* 473/*
420 * 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.
421 * Used only by the patch command, but not all that useful. 475 * Used only by the patch command, but not all that useful.
422 * Enables features like "patch <name-of-other-player> food 999" 476 * Enables features like "patch <name-of-other-player> food 999"
423 */ 477 */
424
425object * 478object *
426find_object_name (const char *str) 479find_object_name (const char *str)
427{ 480{
428 const char *name = shstr::find (str); 481 shstr_cmp str_ (str);
429 object *op;
430 482
431 for (op = objects; op != NULL; op = op->next) 483 if (str_)
484 for_all_objects (op)
432 if (&op->name == name) 485 if (op->name == str_)
433 break; 486 return op;
434 487
435 return op; 488 return 0;
436}
437
438void
439free_all_object_data ()
440{
441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *
456get_owner (object *op)
457{
458 if (op->owner == NULL)
459 return NULL;
460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
470clear_owner (object *op)
471{
472 if (!op)
473 return;
474
475 if (op->owner && op->ownercount == op->owner->count)
476 op->owner->refcount--;
477
478 op->owner = NULL;
479 op->ownercount = 0;
480} 489}
481 490
482/* 491/*
483 * 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
484 * skill and experience objects. 493 * skill and experience objects.
485 */ 494 * ACTUALLY NO! investigate! TODO
486void
487set_owner (object *op, object *owner)
488{
489 if (owner == NULL || op == NULL)
490 return;
491
492 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid.
498 */ 495 */
499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count) 496void
497object::set_owner (object *owner)
498{
499 // allow objects which own objects
500 if (owner)
501 while (owner->owner)
500 owner = owner->owner; 502 owner = owner->owner;
501 503
502 /* IF the owner still has an owner, we did not resolve to a final owner. 504 if (flag [FLAG_FREED])
503 * so lets not add to that.
504 */
505 if (owner->owner)
506 return;
507
508 op->owner = owner;
509
510 op->ownercount = owner->count;
511 owner->refcount++;
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void
525copy_owner (object *op, object *clone)
526{
527 object *owner = get_owner (clone);
528
529 if (owner == NULL)
530 { 505 {
531 /* players don't have owners - they own themselves. Update 506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
532 * as appropriate.
533 */
534 if (clone->type == PLAYER)
535 owner = clone;
536 else
537 return; 507 return;
508 }
509
510 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
538 } 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}
539 529
540 set_owner (op, owner); 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;
541} 577}
542 578
543/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
544 * refcounts and freeing the links. 580 * refcounts and freeing the links.
545 */ 581 */
546static void 582static void
547free_key_values (object *op) 583free_key_values (object *op)
548{ 584{
549 for (key_value *i = op->key_values; i != 0;) 585 for (key_value *i = op->key_values; i; )
550 { 586 {
551 key_value *next = i->next; 587 key_value *next = i->next;
552 delete i; 588 delete i;
553 589
554 i = next; 590 i = next;
555 } 591 }
556 592
557 op->key_values = 0; 593 op->key_values = 0;
558} 594}
559 595
560void object::clear ()
561{
562 attachable_base::clear ();
563
564 free_key_values (this);
565
566 clear_owner (this);
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
592
593/* 596/*
594 * clear_object() frees everything allocated by an object, and also
595 * clears all variables and flags to default settings.
596 */
597
598void
599clear_object (object *op)
600{
601 op->clear ();
602
603 op->contr = NULL;
604 op->below = NULL;
605 op->above = NULL;
606 op->inv = NULL;
607 op->container = NULL;
608 op->env = NULL;
609 op->more = NULL;
610 op->head = NULL;
611 op->map = NULL;
612 op->refcount = 0;
613 op->active_next = NULL;
614 op->active_prev = NULL;
615 /* What is not cleared is next, prev, and count */
616
617 op->expmul = 1.0;
618 op->face = blank_face;
619 op->attacked_by_count = -1;
620
621 if (settings.casting_time)
622 op->casting_time = -1;
623}
624
625/*
626 * copy object first frees everything allocated by the second object, 597 * copy_to first frees everything allocated by the dst object,
627 * and then copies the contends of the first object into the second 598 * and then copies the contents of itself into the second
628 * object, allocating what needs to be allocated. Basically, any 599 * object, allocating what needs to be allocated. Basically, any
629 * 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,
630 * 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
631 * will point at garbage. 602 * will point at garbage.
632 */ 603 */
633
634void 604void
635copy_object (object *op2, object *op) 605object::copy_to (object *dst)
636{ 606{
637 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 607 dst->remove ();
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 608 *(object_copy *)dst = *this;
639 609 dst->flag [FLAG_REMOVED] = true;
640 op2->clone (op);
641
642 if (is_freed)
643 SET_FLAG (op, FLAG_FREED);
644 if (is_removed)
645 SET_FLAG (op, FLAG_REMOVED);
646
647 if (op2->speed < 0)
648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
649 610
650 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
651 if (op2->key_values) 612 if (key_values)
652 { 613 {
653 key_value *tail = 0; 614 key_value *tail = 0;
654 key_value *i;
655
656 op->key_values = 0; 615 dst->key_values = 0;
657 616
658 for (i = op2->key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
659 { 618 {
660 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
661 620
662 new_link->next = 0; 621 new_link->next = 0;
663 new_link->key = i->key; 622 new_link->key = i->key;
664 new_link->value = i->value; 623 new_link->value = i->value;
665 624
666 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
667 if (!op->key_values) 626 if (!dst->key_values)
668 { 627 {
669 op->key_values = new_link; 628 dst->key_values = new_link;
670 tail = new_link; 629 tail = new_link;
671 } 630 }
672 else 631 else
673 { 632 {
674 tail->next = new_link; 633 tail->next = new_link;
675 tail = new_link; 634 tail = new_link;
676 } 635 }
677 } 636 }
678 } 637 }
679 638
680 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;
681} 671}
682 672
683/* 673/*
684 * 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
685 * 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
686 * 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.
687 */ 677 */
688
689void 678void
690update_turn_face (object *op) 679update_turn_face (object *op)
691{ 680{
692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
693 return; 682 return;
683
694 SET_ANIMATION (op, op->direction); 684 SET_ANIMATION (op, op->direction);
695 update_object (op, UP_OBJ_FACE); 685 update_object (op, UP_OBJ_FACE);
696} 686}
697 687
698/* 688/*
699 * 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
700 * 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.
701 * 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.
702 */ 692 */
703
704void 693void
705update_ob_speed (object *op) 694object::set_speed (float speed)
706{ 695{
707 extern int arch_init; 696 if (flag [FLAG_FREED] && speed)
708
709 /* No reason putting the archetypes objects on the speed list,
710 * since they never really need to be updated.
711 */
712
713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 { 697 {
715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
716#ifdef MANY_CORES
717 abort ();
718#else
719 op->speed = 0; 699 speed = 0;
720#endif
721 }
722 if (arch_init)
723 { 700 }
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
730 return;
731 701
732 /* process_events() expects us to insert the object at the beginning 702 this->speed = speed;
733 * of the list. */ 703
734 op->active_next = active_objects; 704 if (has_active_speed ())
735 if (op->active_next != NULL) 705 activate ();
736 op->active_next->active_prev = op;
737 active_objects = op;
738 }
739 else 706 else
740 { 707 deactivate ();
741 /* If not on the active list, nothing needs to be done */
742 if (!op->active_next && !op->active_prev && op != active_objects)
743 return;
744
745 if (op->active_prev == NULL)
746 {
747 active_objects = op->active_next;
748 if (op->active_next != NULL)
749 op->active_next->active_prev = NULL;
750 }
751 else
752 {
753 op->active_prev->active_next = op->active_next;
754 if (op->active_next)
755 op->active_next->active_prev = op->active_prev;
756 }
757 op->active_next = NULL;
758 op->active_prev = NULL;
759 }
760} 708}
761 709
762/* This function removes object 'op' from the list of active
763 * objects.
764 * This should only be used for style maps or other such
765 * reference maps where you don't want an object that isn't
766 * in play chewing up cpu time getting processed.
767 * The reverse of this is to call update_ob_speed, which
768 * will do the right thing based on the speed of the object.
769 */
770void
771remove_from_active_list (object *op)
772{
773 /* If not on the active list, nothing needs to be done */
774 if (!op->active_next && !op->active_prev && op != active_objects)
775 return;
776
777 if (op->active_prev == NULL)
778 {
779 active_objects = op->active_next;
780 if (op->active_next != NULL)
781 op->active_next->active_prev = NULL;
782 }
783 else
784 {
785 op->active_prev->active_next = op->active_next;
786 if (op->active_next)
787 op->active_next->active_prev = op->active_prev;
788 }
789 op->active_next = NULL;
790 op->active_prev = NULL;
791}
792
793/* 710/*
794 * update_object() updates the array which represents the map. 711 * update_object() updates the the map.
795 * It takes into account invisible objects (and represent squares covered 712 * It takes into account invisible objects (and represent squares covered
796 * 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
797 * invisible object, etc...) 714 * invisible object, etc...)
798 * 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
799 * 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
800 * updating that window, though, since update_object() is called _often_) 717 * updating that window, though, since update_object() is called _often_)
801 * 718 *
802 * 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.
803 * For example, if the only thing that has changed is the face (due to
804 * an animation), we don't need to call update_position until that actually
805 * comes into view of a player. OTOH, many other things, like addition/removal
806 * of walls or living creatures may need us to update the flags now.
807 * current action are: 720 * current action are:
808 * UP_OBJ_INSERT: op was inserted 721 * UP_OBJ_INSERT: op was inserted
809 * UP_OBJ_REMOVE: op was removed 722 * UP_OBJ_REMOVE: op was removed
810 * 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
811 * 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.
812 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
813 */ 726 */
814
815void 727void
816update_object (object *op, int action) 728update_object (object *op, int action)
817{ 729{
818 int update_now = 0, flags; 730 if (!op)
819 MoveType move_on, move_off, move_block, move_slow;
820
821 if (op == NULL)
822 { 731 {
823 /* this should never happen */ 732 /* this should never happen */
824 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
825 return; 734 return;
826 } 735 }
827 736
828 if (op->env != NULL) 737 if (!op->is_on_map ())
829 { 738 {
830 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
831 * to do in this case. 740 * to do in this case.
832 */ 741 */
833 return; 742 return;
834 } 743 }
835 744
836 /* If the map is saving, don't do anything as everything is
837 * going to get freed anyways.
838 */
839 if (!op->map || op->map->in_memory == MAP_SAVING)
840 return;
841
842 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
844 { 747 {
845 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
846#ifdef MANY_CORES 749#ifdef MANY_CORES
847 abort (); 750 abort ();
848#endif 751#endif
849 return; 752 return;
850 } 753 }
851 754
852 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 755 mapspace &m = op->ms ();
853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
858 756
757 if (!(m.flags_ & P_UPTODATE))
758 /* nop */;
859 if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
860 { 760 {
761 // this is likely overkill, TODO: revisit (schmorp)
861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
865 update_now = 1; 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
866 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
868 update_now = 1;
869
870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
871 update_now = 1;
872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
876 if ((move_on | op->move_on) != move_on) 768 || (m.move_on | op->move_on ) != m.move_on
877 update_now = 1;
878
879 if ((move_off | op->move_off) != move_off) 769 || (m.move_off | op->move_off ) != m.move_off
880 update_now = 1; 770 || (m.move_slow | op->move_slow) != m.move_slow
881
882 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
883 * to have move_allow right now. 772 * have move_allow right now.
884 */ 773 */
885 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
886 update_now = 1; 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
887 776 m.invalidate ();
888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
890 } 777 }
891 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
892 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
893 * that is being removed. 780 * that is being removed.
894 */ 781 */
895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 { 783 m.invalidate ();
897 update_now = 1;
898 }
899 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
900 {
901 /* Nothing to do for that case */ 785 /* Nothing to do for that case */ ;
902 }
903 else 786 else
904 {
905 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
906 }
907 788
908 if (update_now)
909 {
910 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
911 update_position (op->map, op->x, op->y);
912 }
913
914 if (op->more != NULL) 789 if (op->more)
915 update_object (op->more, action); 790 update_object (op->more, action);
916}
917
918static unordered_vector<object *> mortals;
919static std::vector<object *> freed;
920
921void object::free_mortals ()
922{
923 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924 if (!(*i)->refcount)
925 {
926 freed.push_back (*i);
927 mortals.erase (i);
928 }
929 else
930 ++i;
931} 791}
932 792
933object::object () 793object::object ()
934{ 794{
935 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
936 796
937 expmul = 1.0; 797 expmul = 1.0;
938 face = blank_face; 798 face = blank_face;
939 attacked_by_count = -1;
940} 799}
941 800
942object::~object () 801object::~object ()
943{ 802{
803 unlink ();
804
944 free_key_values (this); 805 free_key_values (this);
945} 806}
946 807
808static int object_count;
809
947void object::link () 810void object::link ()
948{ 811{
812 assert (!index);//D
813 uuid = UUID::gen ();
949 count = ++ob_count; 814 count = ++object_count;
950 815
951 prev = 0; 816 refcnt_inc ();
952 next = objects; 817 objects.insert (this);
953
954 if (objects)
955 objects->prev = this;
956
957 objects = this;
958} 818}
959 819
960void object::unlink () 820void object::unlink ()
961{ 821{
962 count = 0;
963
964 /* Remove this object from the list of used objects */
965 if (prev)
966 {
967 prev->next = next;
968 prev = 0;
969 }
970
971 if (next) 822 if (!index)
972 { 823 return;
973 next->prev = prev; 824
974 next = 0; 825 objects.erase (this);
826 refcnt_dec ();
827}
828
829void
830object::activate ()
831{
832 /* If already on active list, don't do anything */
833 if (active)
834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
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)
975 } 883 {
884 op->flag [flag] = value;
885 op->set_flag_inv (flag, value);
886 }
887}
976 888
977 if (this == objects) 889/*
978 objects = next; 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 }
979} 934}
980 935
981object *object::create () 936object *object::create ()
982{ 937{
983 object *op;
984
985 if (freed.empty ())
986 op = new object; 938 object *op = new object;
987 else
988 {
989 // highly annoying, but the only way to get it stable right now
990 op = freed.back (); freed.pop_back ();
991 op->~object ();
992 new ((void *)op) object;
993 }
994
995 op->link (); 939 op->link ();
996 return op; 940 return op;
997} 941}
998 942
999/* 943static struct freed_map : maptile
1000 * free_object() frees everything allocated by an object, removes
1001 * it from the list of used objects, and puts it on the list of
1002 * free objects. The IS_FREED() flag is set in the object.
1003 * The object must have been removed by remove_ob() first for
1004 * this function to succeed.
1005 *
1006 * If free_inventory is set, free inventory as well. Else drop items in
1007 * inventory to the ground.
1008 */
1009void object::free (bool free_inventory)
1010{ 944{
1011 if (!QUERY_FLAG (this, FLAG_REMOVED)) 945 freed_map ()
1012 { 946 {
1013 LOG (llevDebug, "Free object called with non removed object\n"); 947 path = "<freed objects map>";
1014 dump_object (this); 948 name = "/internal/freed_objects_map";
1015#ifdef MANY_CORES 949 width = 3;
1016 abort (); 950 height = 3;
1017#endif 951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
1018 } 956 }
1019 957
1020 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 958 ~freed_map ()
1021 { 959 {
1022 LOG (llevMonster, "Warning: tried to free friendly object.\n"); 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])
1023 remove_friendly_object (this); 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)
1024 } 988 {
1025 989 more->destroy ();
1026 if (QUERY_FLAG (this, FLAG_FREED)) 990 more = 0;
1027 { 991 }
1028 dump_object (this); 992
1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg); 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 ())
1006 return;
1007
1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy ();
1030 return; 1012 return;
1031 } 1013 }
1032 1014
1033 if (more) 1015 destroy_inv (false);
1034 {
1035 more->free (free_inventory);
1036 more = 0;
1037 }
1038 1016
1039 if (inv) 1017 if (is_head ())
1040 { 1018 if (sound_destroy)
1041 /* Only if the space blocks everything do we not process - 1019 play_sound (sound_destroy);
1042 * if some form of movement is allowed, let objects 1020 else if (flag [FLAG_MONSTER])
1043 * drop on that space. 1021 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1044 */
1045 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1046 {
1047 object *
1048 op = inv;
1049 1022
1050 while (op) 1023 attachable::destroy ();
1051 {
1052 object *
1053 tmp = op->below;
1054
1055 remove_ob (op);
1056 op->free (free_inventory);
1057 op = tmp;
1058 }
1059 }
1060 else
1061 { /* Put objects in inventory onto this space */
1062 object *
1063 op = inv;
1064
1065 while (op)
1066 {
1067 object *
1068 tmp = op->below;
1069
1070 remove_ob (op);
1071
1072 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1073 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1074 free_object (op);
1075 else
1076 {
1077 op->x = x;
1078 op->y = y;
1079 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1080 }
1081
1082 op = tmp;
1083 }
1084 }
1085 }
1086
1087 clear_owner (this);
1088
1089 /* Remove object from the active list */
1090 speed = 0;
1091 update_ob_speed (this);
1092
1093 unlink ();
1094
1095 SET_FLAG (this, FLAG_FREED);
1096
1097 mortals.push_back (this);
1098} 1024}
1099 1025
1100/* 1026/* op->remove ():
1101 * sub_weight() recursively (outwards) subtracts a number from the
1102 * weight of an object (and what is carried by it's environment(s)).
1103 */
1104
1105void
1106sub_weight (object *op, signed long weight)
1107{
1108 while (op != NULL)
1109 {
1110 if (op->type == CONTAINER)
1111 {
1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1113 }
1114 op->carrying -= weight;
1115 op = op->env;
1116 }
1117}
1118
1119/* remove_ob(op):
1120 * 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
1121 * 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
1122 * object will have no environment. If the object previously had an 1029 * object will have no environment. If the object previously had an
1123 * environment, the x and y coordinates will be updated to 1030 * environment, the x and y coordinates will be updated to
1124 * the previous environment. 1031 * the previous environment.
1125 * Beware: This function is called from the editor as well!
1126 */ 1032 */
1127
1128void 1033void
1129remove_ob (object *op) 1034object::do_remove ()
1130{ 1035{
1036 object *tmp, *last = 0;
1131 object * 1037 object *otmp;
1132 tmp, *
1133 last = NULL;
1134 object *
1135 otmp;
1136 tag_t
1137 tag;
1138 int
1139 check_walk_off;
1140 mapstruct *
1141 m;
1142 sint16
1143 x,
1144 y;
1145 1038
1039 if (flag [FLAG_REMOVED])
1040 return;
1146 1041
1147 if (QUERY_FLAG (op, FLAG_REMOVED)) 1042 INVOKE_OBJECT (REMOVE, this);
1148 {
1149 dump_object (op);
1150 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1151 1043
1152 /* Changed it to always dump core in this case. As has been learned 1044 flag [FLAG_REMOVED] = true;
1153 * in the past, trying to recover from errors almost always
1154 * make things worse, and this is a real error here - something
1155 * that should not happen.
1156 * Yes, if this was a mission critical app, trying to do something
1157 * to recover may make sense, but that is because failure of the app
1158 * may have other disastrous problems. Cf runs out of a script
1159 * so is easily enough restarted without any real problems.
1160 * MSW 2001-07-01
1161 */
1162 abort ();
1163 }
1164 if (op->more != NULL)
1165 remove_ob (op->more);
1166 1045
1167 SET_FLAG (op, FLAG_REMOVED); 1046 if (more)
1047 more->remove ();
1168 1048
1169 /* 1049 /*
1170 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1171 * inventory. 1051 * inventory.
1172 */ 1052 */
1173 if (op->env != NULL) 1053 if (env)
1174 { 1054 {
1175 if (op->nrof) 1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1176 sub_weight (op->env, op->weight * op->nrof); 1056 if (object *pl = visible_to ())
1177 else 1057 esrv_del_item (pl->contr, count);
1178 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;
1179 1079
1180 /* 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
1181 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1182 * to save cpu time. 1082 * to save cpu time.
1183 */ 1083 */
1184 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1185 fix_player (otmp); 1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1087 pl->update_stats ();
1186 1088
1187 if (op->above != NULL) 1089 if (glow_radius && pl->is_on_map ())
1188 op->above->below = op->below; 1090 update_all_los (pl->map, pl->x, pl->y);
1189 else 1091 }
1190 op->env->inv = op->below;
1191
1192 if (op->below != NULL)
1193 op->below->above = op->above;
1194
1195 /* we set up values so that it could be inserted into
1196 * the map, but we don't actually do that - it is up
1197 * to the caller to decide what we want to do.
1198 */
1199 op->x = op->env->x, op->y = op->env->y;
1200 op->map = op->env->map;
1201 op->above = NULL, op->below = NULL;
1202 op->env = NULL;
1203 return;
1204 }
1205
1206 /* If we get here, we are removing it from a map */
1207 if (op->map == NULL)
1208 return;
1209
1210 x = op->x;
1211 y = op->y;
1212 m = get_map_from_coord (op->map, &x, &y);
1213
1214 if (!m)
1215 { 1092 }
1216 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1093 else if (map)
1217 op->map->path, op->x, op->y);
1218 /* in old days, we used to set x and y to 0 and continue.
1219 * it seems if we get into this case, something is probablye
1220 * screwed up and should be fixed.
1221 */
1222 abort ();
1223 } 1094 {
1224 if (op->map != m) 1095 map->dirty = true;
1225 { 1096 mapspace &ms = this->ms ();
1226 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1227 op->map->path, m->path, op->x, op->y, x, y);
1228 }
1229 1097
1230 /* Re did the following section of code - it looks like it had 1098 if (object *pl = ms.player ())
1231 * lots of logic for things we no longer care about
1232 */
1233
1234 /* link the object above us */
1235 if (op->above)
1236 op->above->below = op->below;
1237 else
1238 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1239
1240 /* Relink the object below us, if there is one */
1241 if (op->below)
1242 {
1243 op->below->above = op->above;
1244 }
1245 else
1246 {
1247 /* Nothing below, which means we need to relink map object for this space
1248 * use translated coordinates in case some oddness with map tiling is
1249 * evident
1250 */
1251 if (GET_MAP_OB (m, x, y) != op)
1252 { 1099 {
1253 dump_object (op); 1100 if (is_player ())
1254 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", 1101 {
1255 errmsg); 1102 if (!flag [FLAG_WIZPASS])
1256 dump_object (GET_MAP_OB (m, x, y)); 1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1257 LOG (llevError, "%s\n", errmsg); 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);
1258 } 1121 }
1259 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1260 }
1261 op->above = NULL;
1262 op->below = NULL;
1263 1122
1123 /* link the object above us */
1124 // re-link, make sure compiler can easily use cmove
1125 *(above ? &above->below : &ms.top) = below;
1126 *(below ? &below->above : &ms.bot) = above;
1127
1128 above = 0;
1129 below = 0;
1130
1131 ms.invalidate ();
1132
1264 if (op->map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1265 return; 1134 return;
1266 1135
1267 tag = op->count; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1268 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1269 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1270 {
1271 /* No point updating the players look faces if he is the object
1272 * being removed.
1273 */
1274 1137
1275 if (tmp->type == PLAYER && tmp != op) 1138 if (object *pl = ms.player ())
1276 { 1139 {
1140 if (pl->container == this)
1277 /* If a container that the player is currently using somehow gets 1141 /* If a container that the player is currently using somehow gets
1278 * removed (most likely destroyed), update the player view 1142 * removed (most likely destroyed), update the player view
1279 * appropriately. 1143 * appropriately.
1144 */
1145 pl->close_container ();
1146
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 ();
1152 }
1153
1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1155 {
1156 /* No point updating the players look faces if he is the object
1157 * being removed.
1280 */ 1158 */
1281 if (tmp->container == op) 1159
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))
1282 { 1164 {
1283 CLEAR_FLAG (op, FLAG_APPLIED); 1165 move_apply (tmp, this, 0);
1284 tmp->container = NULL; 1166
1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1285 } 1169 }
1286 tmp->contr->socket.update_look = 1; 1170
1171 last = tmp;
1287 } 1172 }
1288 /* See if player moving off should effect something */
1289 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1290 {
1291 1173
1292 move_apply (tmp, op, NULL); 1174 if (affects_los ())
1293 if (was_destroyed (op, tag)) 1175 update_all_los (map, x, y);
1294 {
1295 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1296 }
1297 }
1298
1299 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1300
1301 if (tmp->above == tmp)
1302 tmp->above = NULL;
1303 last = tmp;
1304 }
1305 /* last == NULL of there are no objects on this space */
1306 if (last == NULL)
1307 { 1176 }
1308 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1309 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1310 * those out anyways, and if there are any flags set right now, they won't
1311 * be correct anyways.
1312 */
1313 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1314 update_position (op->map, op->x, op->y);
1315 }
1316 else
1317 update_object (last, UP_OBJ_REMOVE);
1318
1319 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1320 update_all_los (op->map, op->x, op->y);
1321
1322} 1177}
1323 1178
1324/* 1179/*
1325 * merge_ob(op,top): 1180 * merge_ob(op,top):
1326 * 1181 *
1327 * This function goes through all objects below and including top, and 1182 * This function goes through all objects below and including top, and
1328 * merges op to the first matching object. 1183 * merges op to the first matching object.
1329 * If top is NULL, it is calculated. 1184 * If top is NULL, it is calculated.
1330 * Returns pointer to object if it succeded in the merge, otherwise NULL 1185 * Returns pointer to object if it succeded in the merge, otherwise NULL
1331 */ 1186 */
1332
1333object * 1187object *
1334merge_ob (object *op, object *top) 1188merge_ob (object *op, object *top)
1335{ 1189{
1336 if (!op->nrof) 1190 if (!op->nrof)
1337 return 0; 1191 return 0;
1338 if (top == NULL) 1192
1193 if (!top)
1339 for (top = op; top != NULL && top->above != NULL; top = top->above); 1194 for (top = op; top && top->above; top = top->above)
1195 ;
1196
1340 for (; top != NULL; top = top->below) 1197 for (; top; top = top->below)
1341 { 1198 if (object::can_merge (op, top))
1342 if (top == op)
1343 continue;
1344 if (CAN_MERGE (op, top))
1345 { 1199 {
1346 top->nrof += op->nrof; 1200 top->nrof += op->nrof;
1347 1201
1348/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1202 if (object *pl = top->visible_to ())
1349 op->weight = 0; /* Don't want any adjustements now */ 1203 esrv_update_item (UPD_NROF, pl, top);
1350 remove_ob (op); 1204
1351 free_object (op); 1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1208 op->destroy ();
1209
1352 return top; 1210 return top;
1353 } 1211 }
1354 } 1212
1355 return NULL; 1213 return 0;
1356} 1214}
1357 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
1358/* 1239/*
1359 * 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
1360 * job preparing multi-part monsters 1241 * job preparing multi-part monsters.
1361 */ 1242 */
1362object * 1243object *
1363insert_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)
1364{ 1245{
1365 object * 1246 op->remove ();
1366 tmp;
1367 1247
1368 if (op->head)
1369 op = op->head;
1370 for (tmp = op; tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1371 { 1249 {
1372 tmp->x = x + tmp->arch->clone.x; 1250 tmp->x = x + tmp->arch->x;
1373 tmp->y = y + tmp->arch->clone.y; 1251 tmp->y = y + tmp->arch->y;
1374 } 1252 }
1253
1375 return insert_ob_in_map (op, m, originator, flag); 1254 return insert_ob_in_map (op, m, originator, flag);
1376} 1255}
1377 1256
1378/* 1257/*
1379 * insert_ob_in_map (op, map, originator, flag): 1258 * insert_ob_in_map (op, map, originator, flag):
1393 * Return value: 1272 * Return value:
1394 * new object if 'op' was merged with other object 1273 * new object if 'op' was merged with other object
1395 * NULL if 'op' was destroyed 1274 * NULL if 'op' was destroyed
1396 * just 'op' otherwise 1275 * just 'op' otherwise
1397 */ 1276 */
1398
1399object * 1277object *
1400insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1401{ 1279{
1402 object *tmp, *top, *floor = NULL; 1280 op->remove ();
1403 sint16 x, y;
1404 1281
1405 if (QUERY_FLAG (op, FLAG_FREED)) 1282 if (m == &freed_map)//D TODO: remove soon
1406 { 1283 {//D
1407 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
1408 return NULL;
1409 } 1285 }//D
1410
1411 if (m == NULL)
1412 {
1413 dump_object (op);
1414 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1415 return op;
1416 }
1417
1418 if (out_of_map (m, op->x, op->y))
1419 {
1420 dump_object (op);
1421 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1422#ifdef MANY_CORES
1423 /* Better to catch this here, as otherwise the next use of this object
1424 * is likely to cause a crash. Better to find out where it is getting
1425 * improperly inserted.
1426 */
1427 abort ();
1428#endif
1429 return op;
1430 }
1431
1432 if (!QUERY_FLAG (op, FLAG_REMOVED))
1433 {
1434 dump_object (op);
1435 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1436 return op;
1437 }
1438
1439 if (op->more != NULL)
1440 {
1441 /* The part may be on a different map. */
1442
1443 object *
1444 more = op->more;
1445
1446 /* We really need the caller to normalize coordinates - if
1447 * we set the map, that doesn't work if the location is within
1448 * a map and this is straddling an edge. So only if coordinate
1449 * is clear wrong do we normalize it.
1450 */
1451 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1452 {
1453 more->map = get_map_from_coord (m, &more->x, &more->y);
1454 }
1455 else if (!more->map)
1456 {
1457 /* For backwards compatibility - when not dealing with tiled maps,
1458 * more->map should always point to the parent.
1459 */
1460 more->map = m;
1461 }
1462
1463 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1464 {
1465 if (!op->head)
1466 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1467 return NULL;
1468 }
1469 }
1470
1471 CLEAR_FLAG (op, FLAG_REMOVED);
1472 1286
1473 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1474 * 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
1475 * need extra work 1289 * need extra work
1476 */ 1290 */
1477 op->map = get_map_from_coord (m, &op->x, &op->y); 1291 maptile *newmap = m;
1478 x = op->x; 1292 if (!xy_normalise (newmap, op->x, op->y))
1479 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 ();
1480 1306
1481 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1482 */ 1308 */
1483 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1484 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1310 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1485 if (CAN_MERGE (op, tmp)) 1311 if (object::can_merge (op, tmp))
1486 { 1312 {
1313 // TODO: we actually want to update tmp, not op,
1314 // but some caller surely breaks when we return tmp
1315 // from here :/
1487 op->nrof += tmp->nrof; 1316 op->nrof += tmp->nrof;
1488 remove_ob (tmp); 1317 tmp->destroy ();
1489 free_object (tmp);
1490 } 1318 }
1491 1319
1492 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 */
1493 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1321 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1494 1322
1501 { 1329 {
1502 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");
1503 abort (); 1331 abort ();
1504 } 1332 }
1505 1333
1334 if (!originator->is_on_map ())
1335 {
1336 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1337 op->debug_desc (), originator->debug_desc ());
1338 abort ();
1339 }
1340
1506 op->above = originator; 1341 op->above = originator;
1507 op->below = originator->below; 1342 op->below = originator->below;
1508
1509 if (op->below)
1510 op->below->above = op;
1511 else
1512 SET_MAP_OB (op->map, op->x, op->y, op);
1513
1514 /* since *below* originator, no need to update top */
1515 originator->below = op; 1343 originator->below = op;
1344
1345 *(op->below ? &op->below->above : &ms.bot) = op;
1516 } 1346 }
1517 else 1347 else
1518 { 1348 {
1349 object *floor = 0;
1350 object *top = ms.top;
1351
1519 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1520 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1353 if (top)
1521 { 1354 {
1522 object *last = NULL;
1523
1524 /* 1355 /*
1525 * If there are multiple objects on this space, we do some trickier handling. 1356 * If there are multiple objects on this space, we do some trickier handling.
1526 * We've already dealt with merging if appropriate. 1357 * We've already dealt with merging if appropriate.
1527 * Generally, we want to put the new object on top. But if 1358 * Generally, we want to put the new object on top. But if
1528 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1359 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1531 * once we get to them. This reduces the need to traverse over all of 1362 * once we get to them. This reduces the need to traverse over all of
1532 * them when adding another one - this saves quite a bit of cpu time 1363 * them when adding another one - this saves quite a bit of cpu time
1533 * when lots of spells are cast in one area. Currently, it is presumed 1364 * when lots of spells are cast in one area. Currently, it is presumed
1534 * that flying non pickable objects are spell objects. 1365 * that flying non pickable objects are spell objects.
1535 */ 1366 */
1536 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1537 while (top != NULL)
1538 { 1368 {
1539 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1369 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1540 floor = top; 1370 floor = tmp;
1371
1541 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1542 { 1373 {
1543 /* We insert above top, so we want this object below this */ 1374 /* We insert above top, so we want this object below this */
1544 top = top->below; 1375 top = tmp->below;
1545 break; 1376 break;
1546 } 1377 }
1547 last = top; 1378
1548 top = top->above; 1379 top = tmp;
1549 } 1380 }
1550 /* Don't want top to be NULL, so set it to the last valid object */
1551 top = last;
1552 1381
1553 /* We let update_position deal with figuring out what the space 1382 /* We let update_position deal with figuring out what the space
1554 * looks like instead of lots of conditions here. 1383 * looks like instead of lots of conditions here.
1555 * makes things faster, and effectively the same result. 1384 * makes things faster, and effectively the same result.
1556 */ 1385 */
1557 1386
1558 /* Have object 'fall below' other objects that block view. 1387 /* Have object 'fall below' other objects that block view.
1559 * Unless those objects are exits, type 66 1388 * Unless those objects are exits.
1560 * If INS_ON_TOP is used, don't do this processing 1389 * If INS_ON_TOP is used, don't do this processing
1561 * Need to find the object that in fact blocks view, otherwise 1390 * Need to find the object that in fact blocks view, otherwise
1562 * stacking is a bit odd. 1391 * stacking is a bit odd.
1563 */ 1392 */
1564 if (!(flag & INS_ON_TOP) && 1393 if (!(flag & INS_ON_TOP)
1565 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1394 && ms.flags () & P_BLOCKSVIEW
1395 && (op->face && !faces [op->face].visibility))
1566 { 1396 {
1397 object *last;
1398
1567 for (last = top; last != floor; last = last->below) 1399 for (last = top; last != floor; last = last->below)
1568 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1400 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1569 break; 1401 break;
1402
1570 /* Check to see if we found the object that blocks view, 1403 /* Check to see if we found the object that blocks view,
1571 * and make sure we have a below pointer for it so that 1404 * and make sure we have a below pointer for it so that
1572 * we can get inserted below this one, which requires we 1405 * we can get inserted below this one, which requires we
1573 * set top to the object below us. 1406 * set top to the object below us.
1574 */ 1407 */
1575 if (last && last->below && last != floor) 1408 if (last && last->below && last != floor)
1576 top = last->below; 1409 top = last->below;
1577 } 1410 }
1578 } /* If objects on this space */ 1411 } /* If objects on this space */
1579 1412
1580 if (flag & INS_MAP_LOAD)
1581 top = GET_MAP_TOP (op->map, op->x, op->y);
1582
1583 if (flag & INS_ABOVE_FLOOR_ONLY) 1413 if (flag & INS_ABOVE_FLOOR_ONLY)
1584 top = floor; 1414 top = floor;
1585 1415
1586 /* Top is the object that our object (op) is going to get inserted above. 1416 // insert object above top, or bottom-most if top = 0
1587 */
1588
1589 /* First object on this space */
1590 if (!top) 1417 if (!top)
1591 { 1418 {
1592 op->above = GET_MAP_OB (op->map, op->x, op->y);
1593
1594 if (op->above)
1595 op->above->below = op;
1596
1597 op->below = NULL; 1419 op->below = 0;
1598 SET_MAP_OB (op->map, op->x, op->y, op); 1420 op->above = ms.bot;
1421 ms.bot = op;
1422
1423 *(op->above ? &op->above->below : &ms.top) = op;
1599 } 1424 }
1600 else 1425 else
1601 { /* get inserted into the stack above top */ 1426 {
1602 op->above = top->above; 1427 op->above = top->above;
1603
1604 if (op->above)
1605 op->above->below = op; 1428 top->above = op;
1606 1429
1607 op->below = top; 1430 op->below = top;
1608 top->above = op; 1431 *(op->above ? &op->above->below : &ms.top) = op;
1609 } 1432 }
1433 }
1610 1434
1611 if (op->above == NULL) 1435 if (op->is_player ())
1612 SET_MAP_TOP (op->map, op->x, op->y, op); 1436 {
1613 } /* else not INS_BELOW_ORIGINATOR */
1614
1615 if (op->type == PLAYER)
1616 op->contr->do_los = 1; 1437 op->contr->do_los = 1;
1438 ++op->map->players;
1439 op->map->touch ();
1440 }
1617 1441
1618 /* If we have a floor, we know the player, if any, will be above 1442 op->map->dirty = true;
1619 * it, so save a few ticks and start from there. 1443
1620 */ 1444 if (object *pl = ms.player ())
1621 if (!(flag & INS_MAP_LOAD)) 1445 //TODO: the floorbox prev/next might need updating
1622 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1446 //esrv_send_item (pl, op);
1623 if (tmp->type == PLAYER) 1447 //TODO: update floorbox to preserve ordering
1624 tmp->contr->socket.update_look = 1; 1448 if (pl->contr->ns)
1449 pl->contr->ns->floorbox_update ();
1625 1450
1626 /* If this object glows, it may affect lighting conditions that are 1451 /* If this object glows, it may affect lighting conditions that are
1627 * visible to others on this map. But update_all_los is really 1452 * visible to others on this map. But update_all_los is really
1628 * an inefficient way to do this, as it means los for all players 1453 * an inefficient way to do this, as it means los for all players
1629 * on the map will get recalculated. The players could very well 1454 * on the map will get recalculated. The players could very well
1630 * be far away from this change and not affected in any way - 1455 * be far away from this change and not affected in any way -
1631 * this should get redone to only look for players within range, 1456 * this should get redone to only look for players within range,
1632 * or just updating the P_NEED_UPDATE for spaces within this area 1457 * or just updating the P_UPTODATE for spaces within this area
1633 * of effect may be sufficient. 1458 * of effect may be sufficient.
1634 */ 1459 */
1635 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1460 if (op->affects_los ())
1461 {
1462 op->ms ().invalidate ();
1636 update_all_los (op->map, op->x, op->y); 1463 update_all_los (op->map, op->x, op->y);
1637 1464 }
1638 1465
1639 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1466 /* updates flags (blocked, alive, no magic, etc) for this map space */
1640 update_object (op, UP_OBJ_INSERT); 1467 update_object (op, UP_OBJ_INSERT);
1641 1468
1469 INVOKE_OBJECT (INSERT, op);
1642 1470
1643 /* Don't know if moving this to the end will break anything. However, 1471 /* Don't know if moving this to the end will break anything. However,
1644 * we want to have update_look set above before calling this. 1472 * we want to have floorbox_update called before calling this.
1645 * 1473 *
1646 * check_move_on() must be after this because code called from 1474 * check_move_on() must be after this because code called from
1647 * check_move_on() depends on correct map flags (so functions like 1475 * check_move_on() depends on correct map flags (so functions like
1648 * blocked() and wall() work properly), and these flags are updated by 1476 * blocked() and wall() work properly), and these flags are updated by
1649 * update_object(). 1477 * update_object().
1650 */ 1478 */
1651 1479
1652 /* if this is not the head or flag has been passed, don't check walk on status */ 1480 /* if this is not the head or flag has been passed, don't check walk on status */
1653 if (!(flag & INS_NO_WALK_ON) && !op->head) 1481 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1654 { 1482 {
1655 if (check_move_on (op, originator)) 1483 if (check_move_on (op, originator))
1656 return NULL; 1484 return 0;
1657 1485
1658 /* If we are a multi part object, lets work our way through the check 1486 /* If we are a multi part object, lets work our way through the check
1659 * walk on's. 1487 * walk on's.
1660 */ 1488 */
1661 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1489 for (object *tmp = op->more; tmp; tmp = tmp->more)
1662 if (check_move_on (tmp, originator)) 1490 if (check_move_on (tmp, originator))
1663 return NULL; 1491 return 0;
1664 } 1492 }
1665 1493
1666 return op; 1494 return op;
1667} 1495}
1668 1496
1669/* this function inserts an object in the map, but if it 1497/* this function inserts an object in the map, but if it
1670 * finds an object of its own type, it'll remove that one first. 1498 * finds an object of its own type, it'll remove that one first.
1671 * op is the object to insert it under: supplies x and the map. 1499 * op is the object to insert it under: supplies x and the map.
1672 */ 1500 */
1673void 1501void
1674replace_insert_ob_in_map (const char *arch_string, object *op) 1502replace_insert_ob_in_map (shstr_tmp archname, object *op)
1675{ 1503{
1676 object *tmp;
1677 object *tmp1;
1678
1679 /* first search for itself and remove any old instances */ 1504 /* first search for itself and remove any old instances */
1680 1505
1681 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1506 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1682 {
1683 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1507 if (tmp->arch->archname == archname) /* same archetype */
1684 { 1508 tmp->destroy ();
1685 remove_ob (tmp);
1686 free_object (tmp);
1687 }
1688 }
1689 1509
1690 tmp1 = arch_to_object (find_archetype (arch_string)); 1510 object *tmp = arch_to_object (archetype::find (archname));
1691 1511
1692 tmp1->x = op->x; 1512 tmp->x = op->x;
1693 tmp1->y = op->y; 1513 tmp->y = op->y;
1514
1694 insert_ob_in_map (tmp1, op->map, op, 0); 1515 insert_ob_in_map (tmp, op->map, op, 0);
1695} 1516}
1696
1697/*
1698 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1699 * is returned contains nr objects, and the remaining parts contains
1700 * the rest (or is removed and freed if that number is 0).
1701 * On failure, NULL is returned, and the reason put into the
1702 * global static errmsg array.
1703 */
1704 1517
1705object * 1518object *
1706get_split_ob (object *orig_ob, uint32 nr) 1519object::insert_at (object *where, object *originator, int flags)
1707{ 1520{
1708 object * 1521 if (where->env)
1709 newob; 1522 return where->env->insert (this);
1710 int 1523 else
1711 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1524 return where->map->insert (this, where->x, where->y, originator, flags);
1712
1713 if (orig_ob->nrof < nr)
1714 {
1715 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1716 return NULL;
1717 }
1718 newob = object_create_clone (orig_ob);
1719 if ((orig_ob->nrof -= nr) < 1)
1720 {
1721 if (!is_removed)
1722 remove_ob (orig_ob);
1723 free_object2 (orig_ob, 1);
1724 }
1725 else if (!is_removed)
1726 {
1727 if (orig_ob->env != NULL)
1728 sub_weight (orig_ob->env, orig_ob->weight * nr);
1729 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1730 {
1731 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1732 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1733 return NULL;
1734 }
1735 }
1736 newob->nrof = nr;
1737
1738 return newob;
1739} 1525}
1740 1526
1741/* 1527/*
1742 * decrease_ob_nr(object, number) decreases a specified number from 1528 * decrease(object, number) decreases a specified number from
1743 * the amount of an object. If the amount reaches 0, the object 1529 * the amount of an object. If the amount reaches 0, the object
1744 * is subsequently removed and freed. 1530 * is subsequently removed and freed.
1745 * 1531 *
1746 * Return value: 'op' if something is left, NULL if the amount reached 0 1532 * Return value: 'op' if something is left, NULL if the amount reached 0
1747 */ 1533 */
1534bool
1535object::decrease (sint32 nr)
1536{
1537 if (!nr)
1538 return true;
1748 1539
1540 nr = min (nr, nrof);
1541
1542 if (nrof > nr)
1543 {
1544 nrof -= nr;
1545 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1546
1547 if (object *pl = visible_to ())
1548 esrv_update_item (UPD_NROF, pl, this);
1549
1550 return true;
1551 }
1552 else
1553 {
1554 destroy ();
1555 return false;
1556 }
1557}
1558
1559/*
1560 * split(ob,nr) splits up ob into two parts. The part which
1561 * is returned contains nr objects, and the remaining parts contains
1562 * the rest (or is removed and returned if that number is 0).
1563 * On failure, NULL is returned.
1564 */
1749object * 1565object *
1750decrease_ob_nr (object *op, uint32 i) 1566object::split (sint32 nr)
1751{ 1567{
1752 object * 1568 int have = number_of ();
1753 tmp;
1754 player *
1755 pl;
1756 1569
1757 if (i == 0) /* objects with op->nrof require this check */ 1570 if (have < nr)
1758 return op; 1571 return 0;
1759 1572 else if (have == nr)
1760 if (i > op->nrof)
1761 i = op->nrof;
1762
1763 if (QUERY_FLAG (op, FLAG_REMOVED))
1764 {
1765 op->nrof -= i;
1766 } 1573 {
1767 else if (op->env != NULL)
1768 {
1769 /* is this object in the players inventory, or sub container
1770 * therein?
1771 */
1772 tmp = is_player_inv (op->env);
1773 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player.
1778 */
1779 if (!tmp)
1780 {
1781 for (pl = first_player; pl; pl = pl->next)
1782 if (pl->ob->container == op->env)
1783 break;
1784 if (pl)
1785 tmp = pl->ob;
1786 else
1787 tmp = NULL;
1788 }
1789
1790 if (i < op->nrof)
1791 {
1792 sub_weight (op->env, op->weight * i);
1793 op->nrof -= i;
1794 if (tmp)
1795 {
1796 esrv_send_item (tmp, op);
1797 }
1798 }
1799 else
1800 {
1801 remove_ob (op); 1574 remove ();
1802 op->nrof = 0; 1575 return this;
1803 if (tmp)
1804 {
1805 esrv_del_item (tmp->contr, op->count);
1806 }
1807 }
1808 } 1576 }
1809 else 1577 else
1810 { 1578 {
1811 object * 1579 decrease (nr);
1812 above = op->above;
1813 1580
1814 if (i < op->nrof) 1581 object *op = deep_clone ();
1815 {
1816 op->nrof -= i;
1817 }
1818 else
1819 {
1820 remove_ob (op);
1821 op->nrof = 0; 1582 op->nrof = nr;
1822 }
1823 /* Since we just removed op, op->above is null */
1824 for (tmp = above; tmp != NULL; tmp = tmp->above)
1825 if (tmp->type == PLAYER)
1826 {
1827 if (op->nrof)
1828 esrv_send_item (tmp, op);
1829 else
1830 esrv_del_item (tmp->contr, op->count);
1831 }
1832 }
1833
1834 if (op->nrof)
1835 {
1836 return op; 1583 return op;
1837 } 1584 }
1838 else 1585}
1586
1587object *
1588insert_ob_in_ob (object *op, object *where)
1589{
1590 if (!where)
1839 { 1591 {
1840 free_object (op); 1592 char *dump = dump_object (op);
1593 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1594 free (dump);
1841 return NULL; 1595 return op;
1842 }
1843}
1844
1845/*
1846 * add_weight(object, weight) adds the specified weight to an object,
1847 * and also updates how much the environment(s) is/are carrying.
1848 */
1849
1850void
1851add_weight (object *op, signed long weight)
1852{
1853 while (op != NULL)
1854 { 1596 }
1855 if (op->type == CONTAINER) 1597
1856 { 1598 if (where->head_ () != where)
1857 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1858 }
1859 op->carrying += weight;
1860 op = op->env;
1861 } 1599 {
1862} 1600 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1601 where = where->head;
1602 }
1863 1603
1604 return where->insert (op);
1605}
1606
1864/* 1607/*
1865 * insert_ob_in_ob(op,environment): 1608 * env->insert (op)
1866 * This function inserts the object op in the linked list 1609 * This function inserts the object op in the linked list
1867 * inside the object environment. 1610 * inside the object environment.
1868 * 1611 *
1869 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1870 * the inventory at the last position or next to other objects of the same
1871 * type.
1872 * Frank: Now sorted by type, archetype and magic!
1873 *
1874 * The function returns now pointer to inserted item, and return value can 1612 * The function returns now pointer to inserted item, and return value can
1875 * be != op, if items are merged. -Tero 1613 * be != op, if items are merged. -Tero
1876 */ 1614 */
1877
1878object * 1615object *
1879insert_ob_in_ob (object *op, object *where) 1616object::insert (object *op)
1880{ 1617{
1881 object *
1882 tmp, *
1883 otmp;
1884
1885 if (!QUERY_FLAG (op, FLAG_REMOVED))
1886 {
1887 dump_object (op);
1888 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1889 return op;
1890 }
1891 if (where == NULL)
1892 {
1893 dump_object (op);
1894 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1895 return op;
1896 }
1897 if (where->head)
1898 {
1899 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1900 where = where->head;
1901 }
1902 if (op->more) 1618 if (op->more)
1903 { 1619 {
1904 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1620 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1905 return op; 1621 return op;
1906 } 1622 }
1907 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1623
1908 CLEAR_FLAG (op, FLAG_REMOVED); 1624 op->remove ();
1625
1626 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1627
1909 if (op->nrof) 1628 if (op->nrof)
1910 {
1911 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1629 for (object *tmp = inv; tmp; tmp = tmp->below)
1912 if (CAN_MERGE (tmp, op)) 1630 if (object::can_merge (tmp, op))
1913 { 1631 {
1914 /* return the original object and remove inserted object 1632 /* return the original object and remove inserted object
1915 (client needs the original object) */ 1633 (client needs the original object) */
1916 tmp->nrof += op->nrof; 1634 tmp->nrof += op->nrof;
1917 /* Weight handling gets pretty funky. Since we are adding to 1635
1918 * tmp->nrof, we need to increase the weight. 1636 if (object *pl = tmp->visible_to ())
1919 */ 1637 esrv_update_item (UPD_NROF, pl, tmp);
1920 add_weight (where, op->weight * op->nrof); 1638
1921 SET_FLAG (op, FLAG_REMOVED); 1639 adjust_weight (this, op->total_weight ());
1922 free_object (op); /* free the inserted object */ 1640
1641 op->destroy ();
1923 op = tmp; 1642 op = tmp;
1924 remove_ob (op); /* and fix old object's links */ 1643 goto inserted;
1925 CLEAR_FLAG (op, FLAG_REMOVED);
1926 break;
1927 } 1644 }
1928 1645
1929 /* I assume combined objects have no inventory 1646 op->owner = 0; // it's his/hers now. period.
1930 * We add the weight - this object could have just been removed
1931 * (if it was possible to merge). calling remove_ob will subtract
1932 * the weight, so we need to add it in again, since we actually do
1933 * the linking below
1934 */
1935 add_weight (where, op->weight * op->nrof);
1936 }
1937 else
1938 add_weight (where, (op->weight + op->carrying));
1939
1940 otmp = is_player_inv (where);
1941 if (otmp && otmp->contr != NULL)
1942 {
1943 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1944 fix_player (otmp);
1945 }
1946
1947 op->map = NULL; 1647 op->map = 0;
1948 op->env = where; 1648 op->x = 0;
1649 op->y = 0;
1650
1949 op->above = NULL; 1651 op->above = 0;
1950 op->below = NULL; 1652 op->below = inv;
1951 op->x = 0, op->y = 0; 1653 op->env = this;
1952 1654
1655 if (inv)
1656 inv->above = op;
1657
1658 inv = op;
1659
1660 op->flag [FLAG_REMOVED] = 0;
1661
1662 if (object *pl = op->visible_to ())
1663 esrv_send_item (pl, op);
1664
1665 adjust_weight (this, op->total_weight ());
1666
1667inserted:
1953 /* reset the light list and los of the players on the map */ 1668 /* reset the light list and los of the players on the map */
1954 if ((op->glow_radius != 0) && where->map) 1669 if (op->glow_radius && is_on_map ())
1955 {
1956#ifdef DEBUG_LIGHTS
1957 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1958#endif /* DEBUG_LIGHTS */
1959 if (MAP_DARKNESS (where->map))
1960 update_all_los (where->map, where->x, where->y);
1961 } 1670 {
1962 1671 update_stats ();
1963 /* Client has no idea of ordering so lets not bother ordering it here. 1672 update_all_los (map, x, y);
1964 * It sure simplifies this function...
1965 */
1966 if (where->inv == NULL)
1967 where->inv = op;
1968 else
1969 { 1673 }
1970 op->below = where->inv; 1674 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1971 op->below->above = op; 1675 // if this is a player's inventory, update stats
1972 where->inv = op; 1676 update_stats ();
1973 } 1677
1678 INVOKE_OBJECT (INSERT, this);
1679
1974 return op; 1680 return op;
1975} 1681}
1976 1682
1977/* 1683/*
1978 * Checks if any objects has a move_type that matches objects 1684 * Checks if any objects has a move_type that matches objects
1992 * 1698 *
1993 * MSW 2001-07-08: Check all objects on space, not just those below 1699 * MSW 2001-07-08: Check all objects on space, not just those below
1994 * object being inserted. insert_ob_in_map may not put new objects 1700 * object being inserted. insert_ob_in_map may not put new objects
1995 * on top. 1701 * on top.
1996 */ 1702 */
1997
1998int 1703int
1999check_move_on (object *op, object *originator) 1704check_move_on (object *op, object *originator)
2000{ 1705{
2001 object * 1706 object *tmp;
2002 tmp; 1707 maptile *m = op->map;
2003 tag_t
2004 tag;
2005 mapstruct *
2006 m = op->map;
2007 int
2008 x = op->x, y = op->y; 1708 int x = op->x, y = op->y;
2009 MoveType 1709
2010 move_on, 1710 MoveType move_on, move_slow, move_block;
2011 move_slow,
2012 move_block;
2013 1711
2014 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1712 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2015 return 0; 1713 return 0;
2016
2017 tag = op->count;
2018 1714
2019 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1715 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2020 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1716 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2021 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1717 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2022 1718
2038 1734
2039 /* The objects have to be checked from top to bottom. 1735 /* The objects have to be checked from top to bottom.
2040 * Hence, we first go to the top: 1736 * Hence, we first go to the top:
2041 */ 1737 */
2042 1738
2043 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1739 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2044 { 1740 {
2045 /* Trim the search when we find the first other spell effect 1741 /* Trim the search when we find the first other spell effect
2046 * this helps performance so that if a space has 50 spell objects, 1742 * this helps performance so that if a space has 50 spell objects,
2047 * we don't need to check all of them. 1743 * we don't need to check all of them.
2048 */ 1744 */
2049 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK)) 1745 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2050 break; 1746 break;
2051 } 1747 }
1748
2052 for (; tmp != NULL; tmp = tmp->below) 1749 for (; tmp; tmp = tmp->below)
2053 { 1750 {
2054 if (tmp == op) 1751 if (tmp == op)
2055 continue; /* Can't apply yourself */ 1752 continue; /* Can't apply yourself */
2056 1753
2057 /* Check to see if one of the movement types should be slowed down. 1754 /* Check to see if one of the movement types should be slowed down.
2065 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1762 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2066 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1763 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2067 { 1764 {
2068 1765
2069 float 1766 float
2070 diff;
2071
2072 diff = tmp->move_slow_penalty * FABS (op->speed); 1767 diff = tmp->move_slow_penalty * fabs (op->speed);
2073 if (op->type == PLAYER) 1768
2074 { 1769 if (op->is_player ())
2075 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1770 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2076 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1771 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2077 {
2078 diff /= 4.0; 1772 diff /= 4.0;
2079 } 1773
2080 }
2081 op->speed_left -= diff; 1774 op->speed_left -= diff;
2082 } 1775 }
2083 } 1776 }
2084 1777
2085 /* Basically same logic as above, except now for actual apply. */ 1778 /* Basically same logic as above, except now for actual apply. */
2086 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1779 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2087 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1780 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2088 { 1781 {
2089
2090 move_apply (tmp, op, originator); 1782 move_apply (tmp, op, originator);
1783
2091 if (was_destroyed (op, tag)) 1784 if (op->destroyed ())
2092 return 1; 1785 return 1;
2093 1786
2094 /* what the person/creature stepped onto has moved the object 1787 /* what the person/creature stepped onto has moved the object
2095 * someplace new. Don't process any further - if we did, 1788 * someplace new. Don't process any further - if we did,
2096 * have a feeling strange problems would result. 1789 * have a feeling strange problems would result.
2097 */ 1790 */
2098 if (op->map != m || op->x != x || op->y != y) 1791 if (op->map != m || op->x != x || op->y != y)
2099 return 0; 1792 return 0;
2100 } 1793 }
2101 } 1794 }
1795
2102 return 0; 1796 return 0;
2103} 1797}
2104 1798
2105/* 1799/*
2106 * present_arch(arch, map, x, y) searches for any objects with 1800 * present_arch(arch, map, x, y) searches for any objects with
2107 * a matching archetype at the given map and coordinates. 1801 * a matching archetype at the given map and coordinates.
2108 * The first matching object is returned, or NULL if none. 1802 * The first matching object is returned, or NULL if none.
2109 */ 1803 */
2110
2111object * 1804object *
2112present_arch (const archetype *at, mapstruct *m, int x, int y) 1805present_arch (const archetype *at, maptile *m, int x, int y)
2113{ 1806{
2114 object *
2115 tmp;
2116
2117 if (m == NULL || out_of_map (m, x, y)) 1807 if (!m || out_of_map (m, x, y))
2118 { 1808 {
2119 LOG (llevError, "Present_arch called outside map.\n"); 1809 LOG (llevError, "Present_arch called outside map.\n");
2120 return NULL; 1810 return NULL;
2121 } 1811 }
2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1812
2123 if (tmp->arch == at) 1813 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1814 if (tmp->arch->archname == at->archname)
2124 return tmp; 1815 return tmp;
1816
2125 return NULL; 1817 return NULL;
2126} 1818}
2127 1819
2128/* 1820/*
2129 * present(type, map, x, y) searches for any objects with 1821 * present(type, map, x, y) searches for any objects with
2130 * a matching type variable at the given map and coordinates. 1822 * a matching type variable at the given map and coordinates.
2131 * The first matching object is returned, or NULL if none. 1823 * The first matching object is returned, or NULL if none.
2132 */ 1824 */
2133
2134object * 1825object *
2135present (unsigned char type, mapstruct *m, int x, int y) 1826present (unsigned char type, maptile *m, int x, int y)
2136{ 1827{
2137 object *
2138 tmp;
2139
2140 if (out_of_map (m, x, y)) 1828 if (out_of_map (m, x, y))
2141 { 1829 {
2142 LOG (llevError, "Present called outside map.\n"); 1830 LOG (llevError, "Present called outside map.\n");
2143 return NULL; 1831 return NULL;
2144 } 1832 }
2145 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1833
1834 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2146 if (tmp->type == type) 1835 if (tmp->type == type)
2147 return tmp; 1836 return tmp;
1837
2148 return NULL; 1838 return NULL;
2149} 1839}
2150 1840
2151/* 1841/*
2152 * present_in_ob(type, object) searches for any objects with 1842 * present_in_ob(type, object) searches for any objects with
2153 * a matching type variable in the inventory of the given object. 1843 * a matching type variable in the inventory of the given object.
2154 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
2155 */ 1845 */
2156
2157object * 1846object *
2158present_in_ob (unsigned char type, const object *op) 1847present_in_ob (unsigned char type, const object *op)
2159{ 1848{
2160 object *
2161 tmp;
2162
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1849 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 if (tmp->type == type) 1850 if (tmp->type == type)
2165 return tmp; 1851 return tmp;
1852
2166 return NULL; 1853 return NULL;
2167} 1854}
2168 1855
2169/* 1856/*
2170 * present_in_ob (type, str, object) searches for any objects with 1857 * present_in_ob (type, str, object) searches for any objects with
2178 * str is the string to match against. Note that we match against 1865 * str is the string to match against. Note that we match against
2179 * the object name, not the archetype name. this is so that the 1866 * the object name, not the archetype name. this is so that the
2180 * spell code can use one object type (force), but change it's name 1867 * spell code can use one object type (force), but change it's name
2181 * to be unique. 1868 * to be unique.
2182 */ 1869 */
2183
2184object * 1870object *
2185present_in_ob_by_name (int type, const char *str, const object *op) 1871present_in_ob_by_name (int type, const char *str, const object *op)
2186{ 1872{
2187 object *
2188 tmp;
2189
2190 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1873 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2191 {
2192 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1874 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2193 return tmp; 1875 return tmp;
2194 } 1876
2195 return NULL; 1877 return 0;
2196} 1878}
2197 1879
2198/* 1880/*
2199 * present_arch_in_ob(archetype, object) searches for any objects with 1881 * present_arch_in_ob(archetype, object) searches for any objects with
2200 * a matching archetype in the inventory of the given object. 1882 * a matching archetype in the inventory of the given object.
2201 * The first matching object is returned, or NULL if none. 1883 * The first matching object is returned, or NULL if none.
2202 */ 1884 */
2203
2204object * 1885object *
2205present_arch_in_ob (const archetype *at, const object *op) 1886present_arch_in_ob (const archetype *at, const object *op)
2206{ 1887{
2207 object *
2208 tmp;
2209
2210 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1888 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2211 if (tmp->arch == at) 1889 if (tmp->arch->archname == at->archname)
2212 return tmp; 1890 return tmp;
1891
2213 return NULL; 1892 return NULL;
2214} 1893}
2215 1894
2216/* 1895/*
2217 * activate recursively a flag on an object inventory 1896 * activate recursively a flag on an object inventory
2218 */ 1897 */
2219void 1898void
2220flag_inv (object *op, int flag) 1899flag_inv (object *op, int flag)
2221{ 1900{
2222 object *
2223 tmp;
2224
2225 if (op->inv)
2226 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1901 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2227 { 1902 {
2228 SET_FLAG (tmp, flag); 1903 SET_FLAG (tmp, flag);
2229 flag_inv (tmp, flag); 1904 flag_inv (tmp, flag);
2230 } 1905 }
2231} /* 1906}
1907
1908/*
2232 * desactivate recursively a flag on an object inventory 1909 * deactivate recursively a flag on an object inventory
2233 */ 1910 */
2234void 1911void
2235unflag_inv (object *op, int flag) 1912unflag_inv (object *op, int flag)
2236{ 1913{
2237 object *
2238 tmp;
2239
2240 if (op->inv)
2241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1914 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2242 { 1915 {
2243 CLEAR_FLAG (tmp, flag); 1916 CLEAR_FLAG (tmp, flag);
2244 unflag_inv (tmp, flag); 1917 unflag_inv (tmp, flag);
2245 } 1918 }
2246}
2247
2248/*
2249 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2250 * all it's inventory (recursively).
2251 * If checksums are used, a player will get set_cheat called for
2252 * him/her-self and all object carried by a call to this function.
2253 */
2254
2255void
2256set_cheat (object *op)
2257{
2258 SET_FLAG (op, FLAG_WAS_WIZ);
2259 flag_inv (op, FLAG_WAS_WIZ);
2260} 1919}
2261 1920
2262/* 1921/*
2263 * find_free_spot(object, map, x, y, start, stop) will search for 1922 * find_free_spot(object, map, x, y, start, stop) will search for
2264 * a spot at the given map and coordinates which will be able to contain 1923 * a spot at the given map and coordinates which will be able to contain
2266 * to search (see the freearr_x/y[] definition). 1925 * to search (see the freearr_x/y[] definition).
2267 * It returns a random choice among the alternatives found. 1926 * It returns a random choice among the alternatives found.
2268 * start and stop are where to start relative to the free_arr array (1,9 1927 * start and stop are where to start relative to the free_arr array (1,9
2269 * does all 4 immediate directions). This returns the index into the 1928 * does all 4 immediate directions). This returns the index into the
2270 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1929 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2271 * Note - this only checks to see if there is space for the head of the
2272 * object - if it is a multispace object, this should be called for all
2273 * pieces.
2274 * Note2: This function does correctly handle tiled maps, but does not 1930 * Note: This function does correctly handle tiled maps, but does not
2275 * inform the caller. However, insert_ob_in_map will update as 1931 * inform the caller. However, insert_ob_in_map will update as
2276 * necessary, so the caller shouldn't need to do any special work. 1932 * necessary, so the caller shouldn't need to do any special work.
2277 * Note - updated to take an object instead of archetype - this is necessary 1933 * Note - updated to take an object instead of archetype - this is necessary
2278 * because arch_blocked (now ob_blocked) needs to know the movement type 1934 * because arch_blocked (now ob_blocked) needs to know the movement type
2279 * to know if the space in question will block the object. We can't use 1935 * to know if the space in question will block the object. We can't use
2280 * the archetype because that isn't correct if the monster has been 1936 * the archetype because that isn't correct if the monster has been
2281 * customized, changed states, etc. 1937 * customized, changed states, etc.
2282 */ 1938 */
2283
2284int 1939int
2285find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1940find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2286{ 1941{
2287 int
2288 i,
2289 index = 0, flag;
2290 static int
2291 altern[SIZEOFFREE]; 1942 int altern[SIZEOFFREE];
1943 int index = 0, flag;
2292 1944
2293 for (i = start; i < stop; i++) 1945 for (int i = start; i < stop; i++)
2294 { 1946 {
2295 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1947 mapxy pos (m, x, y); pos.move (i);
2296 if (!flag) 1948
1949 if (!pos.normalise ())
1950 continue;
1951
1952 mapspace &ms = *pos;
1953
1954 if (ms.flags () & P_IS_ALIVE)
1955 continue;
1956
1957 /* However, often
1958 * ob doesn't have any move type (when used to place exits)
1959 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1960 */
1961 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1962 {
2297 altern[index++] = i; 1963 altern [index++] = i;
1964 continue;
1965 }
2298 1966
2299 /* Basically, if we find a wall on a space, we cut down the search size. 1967 /* Basically, if we find a wall on a space, we cut down the search size.
2300 * In this way, we won't return spaces that are on another side of a wall. 1968 * In this way, we won't return spaces that are on another side of a wall.
2301 * This mostly work, but it cuts down the search size in all directions - 1969 * This mostly work, but it cuts down the search size in all directions -
2302 * if the space being examined only has a wall to the north and empty 1970 * if the space being examined only has a wall to the north and empty
2303 * spaces in all the other directions, this will reduce the search space 1971 * spaces in all the other directions, this will reduce the search space
2304 * to only the spaces immediately surrounding the target area, and 1972 * to only the spaces immediately surrounding the target area, and
2305 * won't look 2 spaces south of the target space. 1973 * won't look 2 spaces south of the target space.
2306 */ 1974 */
2307 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1975 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1976 {
2308 stop = maxfree[i]; 1977 stop = maxfree[i];
1978 continue;
1979 }
1980
1981 /* Note it is intentional that we check ob - the movement type of the
1982 * head of the object should correspond for the entire object.
1983 */
1984 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1985 continue;
1986
1987 if (ob->blocked (pos.m, pos.x, pos.y))
1988 continue;
1989
1990 altern [index++] = i;
2309 } 1991 }
1992
2310 if (!index) 1993 if (!index)
2311 return -1; 1994 return -1;
1995
2312 return altern[RANDOM () % index]; 1996 return altern [rndm (index)];
2313} 1997}
2314 1998
2315/* 1999/*
2316 * find_first_free_spot(archetype, mapstruct, x, y) works like 2000 * find_first_free_spot(archetype, maptile, x, y) works like
2317 * find_free_spot(), but it will search max number of squares. 2001 * find_free_spot(), but it will search max number of squares.
2318 * But it will return the first available spot, not a random choice. 2002 * But it will return the first available spot, not a random choice.
2319 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2003 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2320 */ 2004 */
2321
2322int 2005int
2323find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2006find_first_free_spot (const object *ob, maptile *m, int x, int y)
2324{ 2007{
2325 int
2326 i;
2327
2328 for (i = 0; i < SIZEOFFREE; i++) 2008 for (int i = 0; i < SIZEOFFREE; i++)
2329 {
2330 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2009 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2331 return i; 2010 return i;
2332 } 2011
2333 return -1; 2012 return -1;
2334} 2013}
2335 2014
2336/* 2015/*
2337 * The function permute(arr, begin, end) randomly reorders the array 2016 * The function permute(arr, begin, end) randomly reorders the array
2338 * arr[begin..end-1]. 2017 * arr[begin..end-1].
2018 * now uses a fisher-yates shuffle, old permute was broken
2339 */ 2019 */
2340static void 2020static void
2341permute (int *arr, int begin, int end) 2021permute (int *arr, int begin, int end)
2342{ 2022{
2343 int 2023 arr += begin;
2344 i,
2345 j,
2346 tmp,
2347 len;
2348
2349 len = end - begin; 2024 end -= begin;
2350 for (i = begin; i < end; i++)
2351 {
2352 j = begin + RANDOM () % len;
2353 2025
2354 tmp = arr[i]; 2026 while (--end)
2355 arr[i] = arr[j]; 2027 swap (arr [end], arr [rndm (end + 1)]);
2356 arr[j] = tmp;
2357 }
2358} 2028}
2359 2029
2360/* new function to make monster searching more efficient, and effective! 2030/* new function to make monster searching more efficient, and effective!
2361 * This basically returns a randomized array (in the passed pointer) of 2031 * This basically returns a randomized array (in the passed pointer) of
2362 * the spaces to find monsters. In this way, it won't always look for 2032 * the spaces to find monsters. In this way, it won't always look for
2365 * the 3x3 area will be searched, just not in a predictable order. 2035 * the 3x3 area will be searched, just not in a predictable order.
2366 */ 2036 */
2367void 2037void
2368get_search_arr (int *search_arr) 2038get_search_arr (int *search_arr)
2369{ 2039{
2370 int 2040 int i;
2371 i;
2372 2041
2373 for (i = 0; i < SIZEOFFREE; i++) 2042 for (i = 0; i < SIZEOFFREE; i++)
2374 {
2375 search_arr[i] = i; 2043 search_arr[i] = i;
2376 }
2377 2044
2378 permute (search_arr, 1, SIZEOFFREE1 + 1); 2045 permute (search_arr, 1, SIZEOFFREE1 + 1);
2379 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2046 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2380 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2047 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2381} 2048}
2390 * Perhaps incorrectly, but I'm making the assumption that exclude 2057 * Perhaps incorrectly, but I'm making the assumption that exclude
2391 * is actually want is going to try and move there. We need this info 2058 * is actually want is going to try and move there. We need this info
2392 * because we have to know what movement the thing looking to move 2059 * because we have to know what movement the thing looking to move
2393 * there is capable of. 2060 * there is capable of.
2394 */ 2061 */
2395
2396int 2062int
2397find_dir (mapstruct *m, int x, int y, object *exclude) 2063find_dir (maptile *m, int x, int y, object *exclude)
2398{ 2064{
2399 int
2400 i,
2401 max = SIZEOFFREE, mflags; 2065 int max = SIZEOFFREE, mflags;
2402 sint16 2066 MoveType move_type;
2403 nx,
2404 ny;
2405 object *
2406 tmp;
2407 mapstruct *
2408 mp;
2409 MoveType
2410 blocked,
2411 move_type;
2412 2067
2413 if (exclude && exclude->head) 2068 if (exclude && exclude->head_ () != exclude)
2414 { 2069 {
2415 exclude = exclude->head; 2070 exclude = exclude->head;
2416 move_type = exclude->move_type; 2071 move_type = exclude->move_type;
2417 } 2072 }
2418 else 2073 else
2419 { 2074 {
2420 /* If we don't have anything, presume it can use all movement types. */ 2075 /* If we don't have anything, presume it can use all movement types. */
2421 move_type = MOVE_ALL; 2076 move_type = MOVE_ALL;
2422 } 2077 }
2423 2078
2424 for (i = 1; i < max; i++) 2079 for (int i = 1; i < max; i++)
2425 { 2080 {
2426 mp = m; 2081 mapxy pos (m, x, y);
2427 nx = x + freearr_x[i]; 2082 pos.move (i);
2428 ny = y + freearr_y[i];
2429 2083
2430 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2084 if (!pos.normalise ())
2431 if (mflags & P_OUT_OF_MAP)
2432 {
2433 max = maxfree[i]; 2085 max = maxfree[i];
2434 }
2435 else 2086 else
2436 { 2087 {
2437 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2088 mapspace &ms = *pos;
2438 2089
2439 if ((move_type & blocked) == move_type) 2090 if ((move_type & ms.move_block) == move_type)
2091 max = maxfree [i];
2092 else if (ms.flags () & P_IS_ALIVE)
2440 { 2093 {
2441 max = maxfree[i]; 2094 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2442 } 2095 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2443 else if (mflags & P_IS_ALIVE) 2096 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2444 {
2445 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2446 {
2447 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2448 {
2449 break;
2450 }
2451 }
2452 if (tmp)
2453 {
2454 return freedir[i]; 2097 return freedir [i];
2455 }
2456 } 2098 }
2457 } 2099 }
2458 } 2100 }
2101
2459 return 0; 2102 return 0;
2460} 2103}
2461 2104
2462/* 2105/*
2463 * distance(object 1, object 2) will return the square of the 2106 * distance(object 1, object 2) will return the square of the
2464 * distance between the two given objects. 2107 * distance between the two given objects.
2465 */ 2108 */
2466
2467int 2109int
2468distance (const object *ob1, const object *ob2) 2110distance (const object *ob1, const object *ob2)
2469{ 2111{
2470 int
2471 i;
2472
2473 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2112 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2474 return i;
2475} 2113}
2476 2114
2477/* 2115/*
2478 * find_dir_2(delta-x,delta-y) will return a direction in which 2116 * find_dir_2(delta-x,delta-y) will return a direction in which
2479 * an object which has subtracted the x and y coordinates of another 2117 * an object which has subtracted the x and y coordinates of another
2480 * object, needs to travel toward it. 2118 * object, needs to travel toward it.
2481 */ 2119 */
2482
2483int 2120int
2484find_dir_2 (int x, int y) 2121find_dir_2 (int x, int y)
2485{ 2122{
2486 int 2123 int q;
2487 q;
2488 2124
2489 if (y) 2125 if (y)
2490 q = x * 100 / y; 2126 q = x * 100 / y;
2491 else if (x) 2127 else if (x)
2492 q = -300 * x; 2128 q = -300 * x;
2517 2153
2518 return 3; 2154 return 3;
2519} 2155}
2520 2156
2521/* 2157/*
2522 * absdir(int): Returns a number between 1 and 8, which represent
2523 * the "absolute" direction of a number (it actually takes care of
2524 * "overflow" in previous calculations of a direction).
2525 */
2526
2527int
2528absdir (int d)
2529{
2530 while (d < 1)
2531 d += 8;
2532 while (d > 8)
2533 d -= 8;
2534 return d;
2535}
2536
2537/*
2538 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2158 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2539 * between two directions (which are expected to be absolute (see absdir()) 2159 * between two directions (which are expected to be absolute (see absdir())
2540 */ 2160 */
2541
2542int 2161int
2543dirdiff (int dir1, int dir2) 2162dirdiff (int dir1, int dir2)
2544{ 2163{
2545 int 2164 int d;
2546 d;
2547 2165
2548 d = abs (dir1 - dir2); 2166 d = abs (dir1 - dir2);
2549 if (d > 4) 2167 if (d > 4)
2550 d = 8 - d; 2168 d = 8 - d;
2169
2551 return d; 2170 return d;
2552} 2171}
2553 2172
2554/* peterm: 2173/* peterm:
2555 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2174 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2558 * This basically means that if direction is 15, then it could either go 2177 * This basically means that if direction is 15, then it could either go
2559 * direction 4, 14, or 16 to get back to where we are. 2178 * direction 4, 14, or 16 to get back to where we are.
2560 * Moved from spell_util.c to object.c with the other related direction 2179 * Moved from spell_util.c to object.c with the other related direction
2561 * functions. 2180 * functions.
2562 */ 2181 */
2563
2564int
2565 reduction_dir[SIZEOFFREE][3] = { 2182const int reduction_dir[SIZEOFFREE][3] = {
2566 {0, 0, 0}, /* 0 */ 2183 {0, 0, 0}, /* 0 */
2567 {0, 0, 0}, /* 1 */ 2184 {0, 0, 0}, /* 1 */
2568 {0, 0, 0}, /* 2 */ 2185 {0, 0, 0}, /* 2 */
2569 {0, 0, 0}, /* 3 */ 2186 {0, 0, 0}, /* 3 */
2570 {0, 0, 0}, /* 4 */ 2187 {0, 0, 0}, /* 4 */
2618 * find a path to that monster that we found. If not, 2235 * find a path to that monster that we found. If not,
2619 * we don't bother going toward it. Returns 1 if we 2236 * we don't bother going toward it. Returns 1 if we
2620 * can see a direct way to get it 2237 * can see a direct way to get it
2621 * Modified to be map tile aware -.MSW 2238 * Modified to be map tile aware -.MSW
2622 */ 2239 */
2623
2624
2625int 2240int
2626can_see_monsterP (mapstruct *m, int x, int y, int dir) 2241can_see_monsterP (maptile *m, int x, int y, int dir)
2627{ 2242{
2628 sint16 2243 sint16 dx, dy;
2629 dx,
2630 dy;
2631 int
2632 mflags; 2244 int mflags;
2633 2245
2634 if (dir < 0) 2246 if (dir < 0)
2635 return 0; /* exit condition: invalid direction */ 2247 return 0; /* exit condition: invalid direction */
2636 2248
2637 dx = x + freearr_x[dir]; 2249 dx = x + freearr_x[dir];
2650 return 0; 2262 return 0;
2651 2263
2652 /* yes, can see. */ 2264 /* yes, can see. */
2653 if (dir < 9) 2265 if (dir < 9)
2654 return 1; 2266 return 1;
2267
2655 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2268 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2656 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2269 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2270 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2657} 2271}
2658
2659
2660 2272
2661/* 2273/*
2662 * can_pick(picker, item): finds out if an object is possible to be 2274 * can_pick(picker, item): finds out if an object is possible to be
2663 * picked up by the picker. Returnes 1 if it can be 2275 * picked up by the picker. Returnes 1 if it can be
2664 * picked up, otherwise 0. 2276 * picked up, otherwise 0.
2666 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2278 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2667 * core dumps if they do. 2279 * core dumps if they do.
2668 * 2280 *
2669 * Add a check so we can't pick up invisible objects (0.93.8) 2281 * Add a check so we can't pick up invisible objects (0.93.8)
2670 */ 2282 */
2671
2672int 2283int
2673can_pick (const object *who, const object *item) 2284can_pick (const object *who, const object *item)
2674{ 2285{
2675 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2286 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2676 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2287 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2677 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2288 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2678} 2289}
2679
2680 2290
2681/* 2291/*
2682 * create clone from object to another 2292 * create clone from object to another
2683 */ 2293 */
2684object * 2294object *
2685object_create_clone (object *asrc) 2295object::deep_clone ()
2686{ 2296{
2687 object * 2297 assert (("deep_clone called on non-head object", is_head ()));
2688 dst = NULL, *tmp, *src, *part, *prev, *item;
2689 2298
2690 if (!asrc) 2299 object *dst = clone ();
2691 return NULL;
2692 src = asrc;
2693 if (src->head)
2694 src = src->head;
2695 2300
2696 prev = NULL; 2301 object *prev = dst;
2697 for (part = src; part; part = part->more) 2302 for (object *part = this->more; part; part = part->more)
2698 { 2303 {
2699 tmp = get_object (); 2304 object *tmp = part->clone ();
2700 copy_object (part, tmp);
2701 tmp->x -= src->x;
2702 tmp->y -= src->y;
2703 if (!part->head)
2704 {
2705 dst = tmp;
2706 tmp->head = NULL;
2707 }
2708 else
2709 {
2710 tmp->head = dst; 2305 tmp->head = dst;
2711 }
2712 tmp->more = NULL;
2713 if (prev)
2714 prev->more = tmp; 2306 prev->more = tmp;
2715 prev = tmp; 2307 prev = tmp;
2716 } 2308 }
2717 2309
2718 /*** copy inventory ***/
2719 for (item = src->inv; item; item = item->below) 2310 for (object *item = inv; item; item = item->below)
2720 { 2311 insert_ob_in_ob (item->deep_clone (), dst);
2721 (void) insert_ob_in_ob (object_create_clone (item), dst);
2722 }
2723 2312
2724 return dst; 2313 return dst;
2725}
2726
2727/* return true if the object was destroyed, 0 otherwise */
2728int
2729was_destroyed (const object *op, tag_t old_tag)
2730{
2731 /* checking for FLAG_FREED isn't necessary, but makes this function more
2732 * robust */
2733 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2734}
2735
2736/* GROS - Creates an object using a string representing its content. */
2737
2738/* Basically, we save the content of the string to a temp file, then call */
2739
2740/* load_object on it. I admit it is a highly inefficient way to make things, */
2741
2742/* but it was simple to make and allows reusing the load_object function. */
2743
2744/* Remember not to use load_object_str in a time-critical situation. */
2745
2746/* Also remember that multiparts objects are not supported for now. */
2747
2748object *
2749load_object_str (const char *obstr)
2750{
2751 object *
2752 op;
2753 char
2754 filename[MAX_BUF];
2755
2756 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2757
2758 FILE *
2759 tempfile = fopen (filename, "w");
2760
2761 if (tempfile == NULL)
2762 {
2763 LOG (llevError, "Error - Unable to access load object temp file\n");
2764 return NULL;
2765 };
2766 fprintf (tempfile, obstr);
2767 fclose (tempfile);
2768
2769 op = get_object ();
2770
2771 object_thawer
2772 thawer (filename);
2773
2774 if (thawer)
2775 load_object (thawer, op, 0);
2776
2777 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2778 CLEAR_FLAG (op, FLAG_REMOVED);
2779
2780 return op;
2781} 2314}
2782 2315
2783/* This returns the first object in who's inventory that 2316/* This returns the first object in who's inventory that
2784 * has the same type and subtype match. 2317 * has the same type and subtype match.
2785 * returns NULL if no match. 2318 * returns NULL if no match.
2786 */ 2319 */
2787object * 2320object *
2788find_obj_by_type_subtype (const object *who, int type, int subtype) 2321find_obj_by_type_subtype (const object *who, int type, int subtype)
2789{ 2322{
2790 object *
2791 tmp;
2792
2793 for (tmp = who->inv; tmp; tmp = tmp->below) 2323 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2794 if (tmp->type == type && tmp->subtype == subtype) 2324 if (tmp->type == type && tmp->subtype == subtype)
2795 return tmp; 2325 return tmp;
2796 2326
2797 return NULL; 2327 return 0;
2798} 2328}
2799 2329
2800/* If ob has a field named key, return the link from the list, 2330shstr_tmp
2801 * otherwise return NULL. 2331object::kv_get (shstr_tmp key) const
2802 *
2803 * key must be a passed in shared string - otherwise, this won't
2804 * do the desired thing.
2805 */
2806key_value *
2807get_ob_key_link (const object *ob, const char *key)
2808{ 2332{
2809 key_value * 2333 for (key_value *kv = key_values; kv; kv = kv->next)
2810 link;
2811
2812 for (link = ob->key_values; link != NULL; link = link->next)
2813 {
2814 if (link->key == key) 2334 if (kv->key == key)
2335 return kv->value;
2336
2337 return shstr ();
2338}
2339
2340void
2341object::kv_set (shstr_tmp key, shstr_tmp value)
2342{
2343 for (key_value *kv = key_values; kv; kv = kv->next)
2344 if (kv->key == key)
2345 {
2346 kv->value = value;
2347 return;
2348 }
2349
2350 key_value *kv = new key_value;
2351
2352 kv->next = key_values;
2353 kv->key = key;
2354 kv->value = value;
2355
2356 key_values = kv;
2357}
2358
2359void
2360object::kv_del (shstr_tmp key)
2361{
2362 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2363 if ((*kvp)->key == key)
2364 {
2365 key_value *kv = *kvp;
2366 *kvp = (*kvp)->next;
2367 delete kv;
2368 return;
2369 }
2370}
2371
2372object::depth_iterator::depth_iterator (object *container)
2373: iterator_base (container)
2374{
2375 while (item->inv)
2376 item = item->inv;
2377}
2378
2379void
2380object::depth_iterator::next ()
2381{
2382 if (item->below)
2383 {
2384 item = item->below;
2385
2386 while (item->inv)
2387 item = item->inv;
2388 }
2389 else
2390 item = item->env;
2391}
2392
2393const char *
2394object::flag_desc (char *desc, int len) const
2395{
2396 char *p = desc;
2397 bool first = true;
2398
2399 *p = 0;
2400
2401 for (int i = 0; i < NUM_FLAGS; i++)
2402 {
2403 if (len <= 10) // magic constant!
2815 { 2404 {
2816 return link; 2405 snprintf (p, len, ",...");
2406 break;
2817 } 2407 }
2818 }
2819 2408
2820 return NULL; 2409 if (flag [i])
2821} 2410 {
2411 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2412 len -= cnt;
2413 p += cnt;
2414 first = false;
2415 }
2416 }
2822 2417
2823/* 2418 return desc;
2824 * Returns the value of op has an extra_field for key, or NULL. 2419}
2825 * 2420
2826 * The argument doesn't need to be a shared string. 2421// return a suitable string describing an object in enough detail to find it
2827 *
2828 * The returned string is shared.
2829 */
2830const char * 2422const char *
2831get_ob_key_value (const object *op, const char *const key) 2423object::debug_desc (char *info) const
2832{ 2424{
2833 key_value * 2425 char flagdesc[512];
2834 link; 2426 char info2[256 * 4];
2427 char *p = info;
2428
2429 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2430 count,
2431 uuid.c_str (),
2432 &name,
2433 title ? ",title:\"" : "",
2434 title ? (const char *)title : "",
2435 title ? "\"" : "",
2436 flag_desc (flagdesc, 512), type);
2437
2438 if (!flag[FLAG_REMOVED] && env)
2439 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2440
2441 if (map)
2442 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2443
2444 return info;
2445}
2446
2835 const char * 2447const char *
2836 canonical_key; 2448object::debug_desc () const
2449{
2450 static char info[3][256 * 4];
2451 static int info_idx;
2837 2452
2838 canonical_key = shstr::find (key); 2453 return debug_desc (info [++info_idx % 3]);
2454}
2839 2455
2840 if (canonical_key == NULL) 2456struct region *
2841 { 2457object::region () const
2842 /* 1. There being a field named key on any object 2458{
2843 * implies there'd be a shared string to find. 2459 return map ? map->region (x, y)
2844 * 2. Since there isn't, no object has this field. 2460 : region::default_region ();
2845 * 3. Therefore, *this* object doesn't have this field. 2461}
2846 */ 2462
2463const materialtype_t *
2464object::dominant_material () const
2465{
2466 if (materialtype_t *mt = name_to_material (materialname))
2467 return mt;
2468
2469 return name_to_material (shstr_unknown);
2470}
2471
2472void
2473object::open_container (object *new_container)
2474{
2475 if (container == new_container)
2847 return NULL; 2476 return;
2477
2478 object *old_container = container;
2479
2480 if (old_container)
2848 } 2481 {
2482 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2483 return;
2849 2484
2850 /* This is copied from get_ob_key_link() above - 2485#if 0
2851 * only 4 lines, and saves the function call overhead. 2486 // remove the "Close old_container" object.
2487 if (object *closer = old_container->inv)
2488 if (closer->type == CLOSE_CON)
2489 closer->destroy ();
2490#endif
2491
2492 // make sure the container is available
2493 esrv_send_item (this, old_container);
2494
2495 old_container->flag [FLAG_APPLIED] = false;
2496 container = 0;
2497
2498 // client needs item update to make it work, client bug requires this to be separate
2499 esrv_update_item (UPD_FLAGS, this, old_container);
2500
2501 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2502 play_sound (sound_find ("chest_close"));
2503 }
2504
2505 if (new_container)
2506 {
2507 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2508 return;
2509
2510 // TODO: this does not seem to serve any purpose anymore?
2511#if 0
2512 // insert the "Close Container" object.
2513 if (archetype *closer = new_container->other_arch)
2514 {
2515 object *closer = arch_to_object (new_container->other_arch);
2516 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2517 new_container->insert (closer);
2518 }
2519#endif
2520
2521 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2522
2523 // make sure the container is available, client bug requires this to be separate
2524 esrv_send_item (this, new_container);
2525
2526 new_container->flag [FLAG_APPLIED] = true;
2527 container = new_container;
2528
2529 // client needs flag change
2530 esrv_update_item (UPD_FLAGS, this, new_container);
2531 esrv_send_inventory (this, new_container);
2532 play_sound (sound_find ("chest_open"));
2533 }
2534// else if (!old_container->env && contr && contr->ns)
2535// contr->ns->floorbox_reset ();
2536}
2537
2538object *
2539object::force_find (shstr_tmp name)
2540{
2541 /* cycle through his inventory to look for the MARK we want to
2542 * place
2852 */ 2543 */
2853 for (link = op->key_values; link != NULL; link = link->next) 2544 for (object *tmp = inv; tmp; tmp = tmp->below)
2854 { 2545 if (tmp->type == FORCE && tmp->slaying == name)
2855 if (link->key == canonical_key) 2546 return splay (tmp);
2856 { 2547
2857 return link->value;
2858 }
2859 }
2860 return NULL; 2548 return 0;
2861} 2549}
2862 2550
2863 2551object *
2864/* 2552object::force_add (shstr_tmp name, int duration)
2865 * Updates the canonical_key in op to value.
2866 *
2867 * canonical_key is a shared string (value doesn't have to be).
2868 *
2869 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2870 * keys.
2871 *
2872 * Returns TRUE on success.
2873 */
2874int
2875set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2876{ 2553{
2877 key_value * 2554 if (object *force = force_find (name))
2878 field = NULL, *last = NULL; 2555 force->destroy ();
2879 2556
2880 for (field = op->key_values; field != NULL; field = field->next) 2557 object *force = get_archetype (FORCE_NAME);
2881 {
2882 if (field->key != canonical_key)
2883 {
2884 last = field;
2885 continue;
2886 }
2887 2558
2888 if (value) 2559 force->slaying = name;
2889 field->value = value; 2560 force->stats.food = 1;
2890 else 2561 force->speed_left = -1.f;
2891 {
2892 /* Basically, if the archetype has this key set,
2893 * we need to store the null value so when we save
2894 * it, we save the empty value so that when we load,
2895 * we get this value back again.
2896 */
2897 if (get_ob_key_link (&op->arch->clone, canonical_key))
2898 field->value = 0;
2899 else
2900 {
2901 if (last)
2902 last->next = field->next;
2903 else
2904 op->key_values = field->next;
2905 2562
2906 delete 2563 force->set_speed (duration ? 1.f / duration : 0.f);
2907 field; 2564 force->flag [FLAG_IS_USED_UP] = true;
2908 } 2565 force->flag [FLAG_APPLIED] = true;
2909 }
2910 return TRUE;
2911 }
2912 /* IF we get here, key doesn't exist */
2913 2566
2914 /* No field, we'll have to add it. */ 2567 return insert (force);
2568}
2915 2569
2916 if (!add_key) 2570void
2917 { 2571object::play_sound (faceidx sound) const
2918 return FALSE; 2572{
2919 } 2573 if (!sound)
2920 /* There isn't any good reason to store a null
2921 * value in the key/value list. If the archetype has
2922 * this key, then we should also have it, so shouldn't
2923 * be here. If user wants to store empty strings,
2924 * should pass in ""
2925 */
2926 if (value == NULL)
2927 return TRUE; 2574 return;
2928 2575
2929 field = new key_value; 2576 if (is_on_map ())
2930 2577 map->play_sound (sound, x, y);
2931 field->key = canonical_key; 2578 else if (object *pl = in_player ())
2932 field->value = value; 2579 pl->contr->play_sound (sound);
2933 /* Usual prepend-addition. */
2934 field->next = op->key_values;
2935 op->key_values = field;
2936
2937 return TRUE;
2938} 2580}
2939 2581
2940/* 2582void
2941 * Updates the key in op to value. 2583object::say_msg (const char *msg) const
2942 *
2943 * If add_key is FALSE, this will only update existing keys,
2944 * and not add new ones.
2945 * In general, should be little reason FALSE is ever passed in for add_key
2946 *
2947 * Returns TRUE on success.
2948 */
2949int
2950set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2951{ 2584{
2952 shstr 2585 if (is_on_map ())
2953 key_ (key); 2586 map->say_msg (msg, x, y);
2954 2587 else if (object *pl = in_player ())
2955 return set_ob_key_value_s (op, key_, value, add_key); 2588 pl->contr->play_sound (sound);
2956} 2589}
2590
2591void
2592object::make_noise ()
2593{
2594 // we do not model noise in the map, so instead put
2595 // a temporary light into the noise source
2596 // could use the map instead, but that's less reliable for our
2597 // goal, which is to make invisibility a bit harder to exploit
2598
2599 // currently only works sensibly for players
2600 if (!is_player ())
2601 return;
2602
2603 // find old force, or create new one
2604 object *force = force_find (shstr_noise_force);
2605
2606 if (force)
2607 force->speed_left = -1.f; // patch old speed up
2608 else
2609 {
2610 force = archetype::get (shstr_noise_force);
2611
2612 force->slaying = shstr_noise_force;
2613 force->stats.food = 1;
2614 force->speed_left = -1.f;
2615
2616 force->set_speed (1.f / 4.f);
2617 force->flag [FLAG_IS_USED_UP] = true;
2618 force->flag [FLAG_APPLIED] = true;
2619
2620 insert (force);
2621 }
2622}
2623

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