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Comparing deliantra/server/common/object.C (file contents):
Revision 1.29 by root, Mon Sep 11 12:38:36 2006 UTC vs.
Revision 1.213 by root, Tue Apr 22 01:18:10 2008 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h> 29#include <sproto.h>
34#include <skills.h>
35#include <loader.h> 30#include <loader.h>
36 31
37int nrofallocobjects = 0; 32#include <bitset>
38 33
39object *objects; /* Pointer to the list of used objects */ 34UUID UUID::cur;
40object *active_objects; /* List of active objects that need to be processed */ 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
41 37
42short 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, 38objectvec objects;
39activevec actives;
40
41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 46};
45short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
46 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
47}; 52};
48int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
49 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
50}; 58};
51int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 64};
55 65
66static void
67write_uuid (uval64 skip, bool sync)
68{
69 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip));
71 CALL_ARG_SV (boolSV (sync));
72 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END;
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 UUID::cur.seq = 0;
93 write_uuid (UUID_GAP, true);
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 UUID::BUF buf;
102 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 {
107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1);
109 }
110
111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
114 fclose (fp);
115}
116
117UUID
118UUID::gen ()
119{
120 UUID uid;
121
122 uid.seq = ++cur.seq;
123
124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
130
131 return uid;
132}
133
134void
135UUID::init ()
136{
137 read_uuid ();
138}
139
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 141static bool
58compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
59{ 143{
60 key_value *wants_field; 144 key_value *wants_field;
61 145
62 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
63 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
65 */ 149 */
66 150
67 /* For each field in wants, */ 151 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 153 {
70 key_value *has_field; 154 key_value *has_field;
71 155
72 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
74 158
75 if (has_field == NULL) 159 if (!has_field)
76 {
77 /* No field with that name. */ 160 return 0; /* No field with that name. */
78 return FALSE;
79 }
80 161
81 /* Found the matching field. */ 162 /* Found the matching field. */
82 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
83 {
84 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
85 return FALSE;
86 }
87 165
88 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
89 } 167 }
90 168
91 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
92 return TRUE; 170 return 1;
93} 171}
94 172
95/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
96static int 174static bool
97compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
98{ 176{
99 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
100 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
101 */ 179 */
107 * 185 *
108 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
111 * 189 *
112 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
113 * 191 *
114 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
115 * check weight 193 * check weight
116 */ 194 */
117
118bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
119{ 196{
120 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
122 return 0; 203 return 0;
123 204
124 if (ob1->speed != ob2->speed) 205 /* Do not merge objects if nrof would overflow. First part checks
206 * for unsigned overflow (2c), second part checks whether the result
207 * would fit into a 32 bit signed int, which is often used to hold
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
125 return 0; 211 return 0;
126 212
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof).
130 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31)
132 return 0;
133
134 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
135 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
136 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
137 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
138 * flags lose any meaning. 217 * flags lose any meaning.
139 */ 218 */
140 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 221
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 224
146 225 if (ob1->arch->name != ob2->arch->name
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 226 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 227 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 228 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 229 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
162 (ob1->attacktype != ob2->attacktype) || 230 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 231 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 232 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 233 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 234 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 235 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 236 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 237 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 238 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 239 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 240 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 241 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 242 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 243 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 244 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
177 return 0; 249 return 0;
178 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
179 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
180 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
181 */ 261 */
182 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
183 { 263 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0;
187
188 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!(ob1->inv && ob2->inv))
190 return 0; 265 return 0; /* inventories differ in length */
266
267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
270 if (!object::can_merge (ob1->inv, ob2->inv))
271 return 0; /* inventory objects differ */
191 272
192 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 274 * if it is valid.
194 */ 275 */
195 } 276 }
203 284
204 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
206 * check? 287 * check?
207 */ 288 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
209 return 0; 290 return 0;
210 291
211 switch (ob1->type) 292 switch (ob1->type)
212 { 293 {
213 case SCROLL: 294 case SCROLL:
214 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
215 return 0; 296 return 0;
216 break; 297 break;
217 } 298 }
218 299
219 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
220 { 301 {
221 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
222 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
223 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
224 return 0; 307 return 0;
225 else if (!compare_ob_value_lists (ob1, ob2))
226 return 0;
227 } 308 }
228 309
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
231 { 311 {
232 ob1->optimise (); 312 ob1->optimise ();
233 ob2->optimise (); 313 ob2->optimise ();
234 314
235 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
236 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
237 } 329 }
238 330
239 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
240 return 1; 332 return 1;
241} 333}
242 334
335// adjust weight per container type ("of holding")
336static sint32
337weight_adjust (object *op, sint32 weight)
338{
339 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
341 : weight;
342}
343
243/* 344/*
345 * adjust_weight(object, weight) adds the specified weight to an object,
346 * and also updates how much the environment(s) is/are carrying.
347 */
348static void
349adjust_weight (object *op, sint32 weight)
350{
351 while (op)
352 {
353 weight = weight_adjust (op, weight);
354
355 if (!weight)
356 return;
357
358 op->carrying += weight;
359
360 if (object *pl = op->visible_to ())
361 esrv_update_item (UPD_WEIGHT, pl, op);
362
363 op = op->env;
364 }
365}
366
367/*
244 * sum_weight() is a recursive function which calculates the weight 368 * this is a recursive function which calculates the weight
245 * an object is carrying. It goes through in figures out how much 369 * an object is carrying. It goes through op and figures out how much
246 * containers are carrying, and sums it up. 370 * containers are carrying, and sums it up.
247 */ 371 */
248long
249sum_weight (object *op)
250{
251 long sum;
252 object *inv;
253
254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
255 {
256 if (inv->inv)
257 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 }
260 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100;
262 if (op->carrying != sum)
263 op->carrying = sum;
264 return sum;
265}
266
267/**
268 * Return the outermost environment object for a given object.
269 */
270
271object *
272object_get_env_recursive (object *op)
273{
274 while (op->env != NULL)
275 op = op->env;
276 return op;
277}
278
279/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array.
298 */
299
300void 372void
301dump_object2 (object *op) 373object::update_weight ()
302{ 374{
303 errmsg[0] = 0; 375 sint32 sum = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308 376
309/* object *tmp;*/ 377 for (object *op = inv; op; op = op->below)
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 } 378 {
331 else 379 if (op->inv)
380 op->update_weight ();
381
382 sum += op->total_weight ();
332 { 383 }
333 strcat (errmsg, "Object "); 384
334 if (op->name == NULL) 385 sum = weight_adjust (this, sum);
335 strcat (errmsg, "(null)"); 386
336 else 387 if (sum != carrying)
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 } 388 {
347#endif 389 carrying = sum;
348}
349 390
350/* 391 if (object *pl = visible_to ())
351 * Dumps an object. Returns output in the static global errmsg array. 392 esrv_update_item (UPD_WEIGHT, pl, this);
352 */ 393 }
394}
353 395
354void 396/*
397 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
398 */
399char *
355dump_object (object *op) 400dump_object (object *op)
356{ 401{
357 if (op == NULL) 402 if (!op)
358 { 403 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 404
366void 405 object_freezer freezer;
367dump_all_objects (void) 406 op->write (freezer);
368{ 407 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 408}
377 409
378/* 410/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 411 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 412 * multi-object 1 which is closest to the second object.
381 * If it's not a multi-object, it is returned. 413 * If it's not a multi-object, it is returned.
382 */ 414 */
383
384object * 415object *
385get_nearest_part (object *op, const object *pl) 416get_nearest_part (object *op, const object *pl)
386{ 417{
387 object *tmp, *closest; 418 object *tmp, *closest;
388 int last_dist, i; 419 int last_dist, i;
389 420
390 if (op->more == NULL) 421 if (!op->more)
391 return op; 422 return op;
423
392 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 424 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
425 tmp;
426 tmp = tmp->more)
393 if ((i = distance (tmp, pl)) < last_dist) 427 if ((i = distance (tmp, pl)) < last_dist)
394 closest = tmp, last_dist = i; 428 closest = tmp, last_dist = i;
429
395 return closest; 430 return closest;
396} 431}
397 432
398/* 433/*
399 * Returns the object which has the count-variable equal to the argument. 434 * Returns the object which has the count-variable equal to the argument.
435 * VERRRY slow.
400 */ 436 */
401
402object * 437object *
403find_object (tag_t i) 438find_object (tag_t i)
404{ 439{
405 object *op; 440 for_all_objects (op)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 441 if (op->count == i)
409 break;
410 return op; 442 return op;
443
444 return 0;
411} 445}
412 446
413/* 447/*
414 * Returns the first object which has a name equal to the argument. 448 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 449 * Used only by the patch command, but not all that useful.
416 * Enables features like "patch <name-of-other-player> food 999" 450 * Enables features like "patch <name-of-other-player> food 999"
417 */ 451 */
418
419object * 452object *
420find_object_name (const char *str) 453find_object_name (const char *str)
421{ 454{
422 const char *name = shstr::find (str); 455 shstr_cmp str_ (str);
423 object *op; 456 object *op;
424 457
425 for (op = objects; op != NULL; op = op->next) 458 for_all_objects (op)
426 if (&op->name == name) 459 if (op->name == str_)
427 break; 460 break;
428 461
429 return op; 462 return op;
430}
431
432void
433free_all_object_data ()
434{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448
449object *
450get_owner (object *op)
451{
452 if (op->owner == NULL)
453 return NULL;
454
455 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
456 return op->owner;
457
458 op->owner = NULL;
459 op->ownercount = 0;
460 return NULL;
461}
462
463void
464clear_owner (object *op)
465{
466 if (!op)
467 return;
468
469 if (op->owner && op->ownercount == op->owner->count)
470 op->owner->refcount--;
471
472 op->owner = NULL;
473 op->ownercount = 0;
474} 463}
475 464
476/* 465/*
477 * Sets the owner and sets the skill and exp pointers to owner's current 466 * Sets the owner and sets the skill and exp pointers to owner's current
478 * skill and experience objects. 467 * skill and experience objects.
468 * ACTUALLY NO! investigate! TODO
479 */ 469 */
480void 470void
481set_owner (object *op, object *owner) 471object::set_owner (object *owner)
482{ 472{
483 if (owner == NULL || op == NULL) 473 // allow objects which own objects
484 return; 474 if (owner)
485 475 while (owner->owner)
486 /* next line added to allow objects which own objects */
487 /* Add a check for ownercounts in here, as I got into an endless loop
488 * with the fireball owning a poison cloud which then owned the
489 * fireball. I believe that was caused by one of the objects getting
490 * freed and then another object replacing it. Since the ownercounts
491 * didn't match, this check is valid and I believe that cause is valid.
492 */
493 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
494 owner = owner->owner; 476 owner = owner->owner;
495 477
496 /* IF the owner still has an owner, we did not resolve to a final owner. 478 if (flag [FLAG_FREED])
497 * so lets not add to that.
498 */
499 if (owner->owner)
500 return;
501
502 op->owner = owner;
503
504 op->ownercount = owner->count;
505 owner->refcount++;
506}
507
508/* Set the owner to clone's current owner and set the skill and experience
509 * objects to clone's objects (typically those objects that where the owner's
510 * current skill and experience objects at the time when clone's owner was
511 * set - not the owner's current skill and experience objects).
512 *
513 * Use this function if player created an object (e.g. fire bullet, swarm
514 * spell), and this object creates further objects whose kills should be
515 * accounted for the player's original skill, even if player has changed
516 * skills meanwhile.
517 */
518void
519copy_owner (object *op, object *clone)
520{
521 object *owner = get_owner (clone);
522
523 if (owner == NULL)
524 { 479 {
525 /* players don't have owners - they own themselves. Update 480 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
526 * as appropriate.
527 */
528 if (clone->type == PLAYER)
529 owner = clone;
530 else
531 return; 481 return;
482 }
483
484 this->owner = owner;
485}
486
487int
488object::slottype () const
489{
490 if (type == SKILL)
532 } 491 {
492 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
493 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
494 }
495 else
496 {
497 if (slot [body_combat].info) return slot_combat;
498 if (slot [body_range ].info) return slot_ranged;
499 }
500
501 return slot_none;
502}
533 503
534 set_owner (op, owner); 504bool
505object::change_weapon (object *ob)
506{
507 if (current_weapon == ob)
508 return true;
509
510 if (chosen_skill)
511 chosen_skill->flag [FLAG_APPLIED] = false;
512
513 current_weapon = ob;
514 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
515
516 if (chosen_skill)
517 chosen_skill->flag [FLAG_APPLIED] = true;
518
519 update_stats ();
520
521 if (ob)
522 {
523 // now check wether any body locations became invalid, in which case
524 // we cannot apply the weapon at the moment.
525 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
526 if (slot[i].used < 0)
527 {
528 current_weapon = chosen_skill = 0;
529 update_stats ();
530
531 new_draw_info_format (NDI_UNIQUE, 0, this,
532 "You try to balance all your items at once, "
533 "but the %s is just too much for your body. "
534 "[You need to unapply some items first.]", &ob->name);
535 return false;
536 }
537
538 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
539 }
540 else
541 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
542
543 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
544 {
545 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
546 &name, ob->debug_desc ());
547 return false;
548 }
549
550 return true;
535} 551}
536 552
537/* Zero the key_values on op, decrementing the shared-string 553/* Zero the key_values on op, decrementing the shared-string
538 * refcounts and freeing the links. 554 * refcounts and freeing the links.
539 */ 555 */
540static void 556static void
541free_key_values (object *op) 557free_key_values (object *op)
542{ 558{
543 for (key_value *i = op->key_values; i != 0;) 559 for (key_value *i = op->key_values; i; )
544 { 560 {
545 key_value *next = i->next; 561 key_value *next = i->next;
546 delete i; 562 delete i;
547 563
548 i = next; 564 i = next;
549 } 565 }
550 566
551 op->key_values = 0; 567 op->key_values = 0;
552} 568}
553 569
554void object::clear () 570object &
571object::operator =(const object &src)
555{ 572{
556 attachable_base::clear (); 573 bool is_freed = flag [FLAG_FREED];
574 bool is_removed = flag [FLAG_REMOVED];
557 575
558 free_key_values (this); 576 *(object_copy *)this = src;
559 577
560 clear_owner (this); 578 flag [FLAG_FREED] = is_freed;
561 579 flag [FLAG_REMOVED] = is_removed;
562 name = 0;
563 name_pl = 0;
564 title = 0;
565 race = 0;
566 slaying = 0;
567 skill = 0;
568 msg = 0;
569 lore = 0;
570 custom_name = 0;
571 materialname = 0;
572
573 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
574
575 SET_FLAG (this, FLAG_REMOVED);
576}
577
578void object::clone (object *destination)
579{
580 *(object_copy *) destination = *this;
581 *(object_pod *) destination = *this;
582
583 if (self || cb)
584 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
585}
586
587/*
588 * clear_object() frees everything allocated by an object, and also
589 * clears all variables and flags to default settings.
590 */
591
592void
593clear_object (object *op)
594{
595 op->clear ();
596
597 op->contr = NULL;
598 op->below = NULL;
599 op->above = NULL;
600 op->inv = NULL;
601 op->container = NULL;
602 op->env = NULL;
603 op->more = NULL;
604 op->head = NULL;
605 op->map = NULL;
606 op->refcount = 0;
607 op->active_next = NULL;
608 op->active_prev = NULL;
609 /* What is not cleared is next, prev, and count */
610
611 op->expmul = 1.0;
612 op->face = blank_face;
613 op->attacked_by_count = -1;
614
615 if (settings.casting_time)
616 op->casting_time = -1;
617}
618
619/*
620 * copy object first frees everything allocated by the second object,
621 * and then copies the contends of the first object into the second
622 * object, allocating what needs to be allocated. Basically, any
623 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
624 * if the first object is freed, the pointers in the new object
625 * will point at garbage.
626 */
627
628void
629copy_object (object *op2, object *op)
630{
631 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
632 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
633
634 op2->clone (op);
635
636 if (is_freed)
637 SET_FLAG (op, FLAG_FREED);
638 if (is_removed)
639 SET_FLAG (op, FLAG_REMOVED);
640
641 if (op2->speed < 0)
642 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
643 580
644 /* Copy over key_values, if any. */ 581 /* Copy over key_values, if any. */
645 if (op2->key_values) 582 if (src.key_values)
646 { 583 {
647 key_value *tail = 0; 584 key_value *tail = 0;
648 key_value *i;
649
650 op->key_values = 0; 585 key_values = 0;
651 586
652 for (i = op2->key_values; i; i = i->next) 587 for (key_value *i = src.key_values; i; i = i->next)
653 { 588 {
654 key_value *new_link = new key_value; 589 key_value *new_link = new key_value;
655 590
656 new_link->next = 0; 591 new_link->next = 0;
657 new_link->key = i->key; 592 new_link->key = i->key;
658 new_link->value = i->value; 593 new_link->value = i->value;
659 594
660 /* Try and be clever here, too. */ 595 /* Try and be clever here, too. */
661 if (!op->key_values) 596 if (!key_values)
662 { 597 {
663 op->key_values = new_link; 598 key_values = new_link;
664 tail = new_link; 599 tail = new_link;
665 } 600 }
666 else 601 else
667 { 602 {
668 tail->next = new_link; 603 tail->next = new_link;
669 tail = new_link; 604 tail = new_link;
670 } 605 }
671 } 606 }
672 } 607 }
608}
673 609
674 update_ob_speed (op); 610/*
611 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619object::copy_to (object *dst)
620{
621 *dst = *this;
622
623 if (speed < 0)
624 dst->speed_left -= rndm ();
625
626 dst->set_speed (dst->speed);
627}
628
629void
630object::instantiate ()
631{
632 if (!uuid.seq) // HACK
633 uuid = UUID::gen ();
634
635 speed_left = -0.1f;
636 /* copy the body_info to the body_used - this is only really
637 * need for monsters, but doesn't hurt to do it for everything.
638 * by doing so, when a monster is created, it has good starting
639 * values for the body_used info, so when items are created
640 * for it, they can be properly equipped.
641 */
642 for (int i = NUM_BODY_LOCATIONS; i--; )
643 slot[i].used = slot[i].info;
644
645 attachable::instantiate ();
646}
647
648object *
649object::clone ()
650{
651 object *neu = create ();
652 copy_to (neu);
653 return neu;
675} 654}
676 655
677/* 656/*
678 * If an object with the IS_TURNABLE() flag needs to be turned due 657 * If an object with the IS_TURNABLE() flag needs to be turned due
679 * to the closest player being on the other side, this function can 658 * to the closest player being on the other side, this function can
680 * be called to update the face variable, _and_ how it looks on the map. 659 * be called to update the face variable, _and_ how it looks on the map.
681 */ 660 */
682
683void 661void
684update_turn_face (object *op) 662update_turn_face (object *op)
685{ 663{
686 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 664 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
687 return; 665 return;
666
688 SET_ANIMATION (op, op->direction); 667 SET_ANIMATION (op, op->direction);
689 update_object (op, UP_OBJ_FACE); 668 update_object (op, UP_OBJ_FACE);
690} 669}
691 670
692/* 671/*
693 * Updates the speed of an object. If the speed changes from 0 to another 672 * Updates the speed of an object. If the speed changes from 0 to another
694 * value, or vice versa, then add/remove the object from the active list. 673 * value, or vice versa, then add/remove the object from the active list.
695 * This function needs to be called whenever the speed of an object changes. 674 * This function needs to be called whenever the speed of an object changes.
696 */ 675 */
697
698void 676void
699update_ob_speed (object *op) 677object::set_speed (float speed)
700{ 678{
701 extern int arch_init; 679 if (flag [FLAG_FREED] && speed)
702
703 /* No reason putting the archetypes objects on the speed list,
704 * since they never really need to be updated.
705 */
706
707 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
708 { 680 {
709 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 681 LOG (llevError, "Object %s is freed but has speed.\n", &name);
710#ifdef MANY_CORES
711 abort ();
712#else
713 op->speed = 0; 682 speed = 0;
714#endif
715 }
716 if (arch_init)
717 { 683 }
718 return;
719 }
720 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
721 {
722 /* If already on active list, don't do anything */
723 if (op->active_next || op->active_prev || op == active_objects)
724 return;
725 684
726 /* process_events() expects us to insert the object at the beginning 685 this->speed = speed;
727 * of the list. */ 686
728 op->active_next = active_objects; 687 if (has_active_speed ())
729 if (op->active_next != NULL) 688 activate ();
730 op->active_next->active_prev = op;
731 active_objects = op;
732 }
733 else 689 else
734 { 690 deactivate ();
735 /* If not on the active list, nothing needs to be done */
736 if (!op->active_next && !op->active_prev && op != active_objects)
737 return;
738
739 if (op->active_prev == NULL)
740 {
741 active_objects = op->active_next;
742 if (op->active_next != NULL)
743 op->active_next->active_prev = NULL;
744 }
745 else
746 {
747 op->active_prev->active_next = op->active_next;
748 if (op->active_next)
749 op->active_next->active_prev = op->active_prev;
750 }
751 op->active_next = NULL;
752 op->active_prev = NULL;
753 }
754} 691}
755 692
756/* This function removes object 'op' from the list of active
757 * objects.
758 * This should only be used for style maps or other such
759 * reference maps where you don't want an object that isn't
760 * in play chewing up cpu time getting processed.
761 * The reverse of this is to call update_ob_speed, which
762 * will do the right thing based on the speed of the object.
763 */
764void
765remove_from_active_list (object *op)
766{
767 /* If not on the active list, nothing needs to be done */
768 if (!op->active_next && !op->active_prev && op != active_objects)
769 return;
770
771 if (op->active_prev == NULL)
772 {
773 active_objects = op->active_next;
774 if (op->active_next != NULL)
775 op->active_next->active_prev = NULL;
776 }
777 else
778 {
779 op->active_prev->active_next = op->active_next;
780 if (op->active_next)
781 op->active_next->active_prev = op->active_prev;
782 }
783 op->active_next = NULL;
784 op->active_prev = NULL;
785}
786
787/* 693/*
788 * update_object() updates the array which represents the map. 694 * update_object() updates the the map.
789 * It takes into account invisible objects (and represent squares covered 695 * It takes into account invisible objects (and represent squares covered
790 * by invisible objects by whatever is below them (unless it's another 696 * by invisible objects by whatever is below them (unless it's another
791 * invisible object, etc...) 697 * invisible object, etc...)
792 * If the object being updated is beneath a player, the look-window 698 * If the object being updated is beneath a player, the look-window
793 * of that player is updated (this might be a suboptimal way of 699 * of that player is updated (this might be a suboptimal way of
794 * updating that window, though, since update_object() is called _often_) 700 * updating that window, though, since update_object() is called _often_)
795 * 701 *
796 * action is a hint of what the caller believes need to be done. 702 * action is a hint of what the caller believes need to be done.
797 * For example, if the only thing that has changed is the face (due to
798 * an animation), we don't need to call update_position until that actually
799 * comes into view of a player. OTOH, many other things, like addition/removal
800 * of walls or living creatures may need us to update the flags now.
801 * current action are: 703 * current action are:
802 * UP_OBJ_INSERT: op was inserted 704 * UP_OBJ_INSERT: op was inserted
803 * UP_OBJ_REMOVE: op was removed 705 * UP_OBJ_REMOVE: op was removed
804 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 706 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
805 * as that is easier than trying to look at what may have changed. 707 * as that is easier than trying to look at what may have changed.
806 * UP_OBJ_FACE: only the objects face has changed. 708 * UP_OBJ_FACE: only the objects face has changed.
807 */ 709 */
808
809void 710void
810update_object (object *op, int action) 711update_object (object *op, int action)
811{ 712{
812 int update_now = 0, flags;
813 MoveType move_on, move_off, move_block, move_slow;
814
815 if (op == NULL) 713 if (op == NULL)
816 { 714 {
817 /* this should never happen */ 715 /* this should never happen */
818 LOG (llevDebug, "update_object() called for NULL object.\n"); 716 LOG (llevDebug, "update_object() called for NULL object.\n");
819 return; 717 return;
820 } 718 }
821 719
822 if (op->env != NULL) 720 if (op->env)
823 { 721 {
824 /* Animation is currently handled by client, so nothing 722 /* Animation is currently handled by client, so nothing
825 * to do in this case. 723 * to do in this case.
826 */ 724 */
827 return; 725 return;
832 */ 730 */
833 if (!op->map || op->map->in_memory == MAP_SAVING) 731 if (!op->map || op->map->in_memory == MAP_SAVING)
834 return; 732 return;
835 733
836 /* make sure the object is within map boundaries */ 734 /* make sure the object is within map boundaries */
837 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 735 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
838 { 736 {
839 LOG (llevError, "update_object() called for object out of map!\n"); 737 LOG (llevError, "update_object() called for object out of map!\n");
840#ifdef MANY_CORES 738#ifdef MANY_CORES
841 abort (); 739 abort ();
842#endif 740#endif
843 return; 741 return;
844 } 742 }
845 743
846 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 744 mapspace &m = op->ms ();
847 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
848 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
849 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
850 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
851 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
852 745
746 if (!(m.flags_ & P_UPTODATE))
747 /* nop */;
853 if (action == UP_OBJ_INSERT) 748 else if (action == UP_OBJ_INSERT)
854 { 749 {
750 // this is likely overkill, TODO: revisit (schmorp)
855 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 751 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
856 update_now = 1;
857
858 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 752 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
859 update_now = 1; 753 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
860 754 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
755 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
861 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 756 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
862 update_now = 1;
863
864 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
865 update_now = 1;
866
867 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
868 update_now = 1;
869
870 if ((move_on | op->move_on) != move_on) 757 || (m.move_on | op->move_on ) != m.move_on
871 update_now = 1;
872
873 if ((move_off | op->move_off) != move_off) 758 || (m.move_off | op->move_off ) != m.move_off
874 update_now = 1; 759 || (m.move_slow | op->move_slow) != m.move_slow
875
876 /* This isn't perfect, but I don't expect a lot of objects to 760 /* This isn't perfect, but I don't expect a lot of objects to
877 * to have move_allow right now. 761 * to have move_allow right now.
878 */ 762 */
879 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 763 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
880 update_now = 1; 764 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
881 765 m.flags_ = 0;
882 if ((move_slow | op->move_slow) != move_slow)
883 update_now = 1;
884 } 766 }
885 /* if the object is being removed, we can't make intelligent 767 /* if the object is being removed, we can't make intelligent
886 * decisions, because remove_ob can't really pass the object 768 * decisions, because remove_ob can't really pass the object
887 * that is being removed. 769 * that is being removed.
888 */ 770 */
889 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
890 update_now = 1; 772 m.flags_ = 0;
891 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
892 /* Nothing to do for that case */ ; 774 /* Nothing to do for that case */ ;
893 else 775 else
894 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
895 777
896 if (update_now)
897 {
898 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
899 update_position (op->map, op->x, op->y);
900 }
901
902 if (op->more != NULL) 778 if (op->more)
903 update_object (op->more, action); 779 update_object (op->more, action);
904}
905
906static unordered_vector < object *>mortals;
907static
908std::vector < object *>
909 freed;
910
911void object::free_mortals ()
912{
913 for (unordered_vector < object *>::iterator i = mortals.begin (); i != mortals.end ();)
914 if (!(*i)->refcount)
915 {
916 freed.push_back (*i);
917 mortals.erase (i);
918 }
919 else
920 ++i;
921} 780}
922 781
923object::object () 782object::object ()
924{ 783{
925 SET_FLAG (this, FLAG_REMOVED); 784 SET_FLAG (this, FLAG_REMOVED);
926 785
927 expmul = 1.0; 786 expmul = 1.0;
928 face = blank_face; 787 face = blank_face;
929 attacked_by_count = -1;
930} 788}
931 789
932object::~object () 790object::~object ()
933{ 791{
792 unlink ();
793
934 free_key_values (this); 794 free_key_values (this);
935} 795}
936 796
797static int object_count;
798
937void object::link () 799void object::link ()
938{ 800{
801 assert (!index);//D
802 uuid = UUID::gen ();
939 count = ++ob_count; 803 count = ++object_count;
940 804
941 prev = 0; 805 refcnt_inc ();
942 next = objects; 806 objects.insert (this);
943
944 if (objects)
945 objects->prev = this;
946
947 objects = this;
948} 807}
949 808
950void object::unlink () 809void object::unlink ()
951{ 810{
952 count = 0;
953
954 /* Remove this object from the list of used objects */
955 if (prev)
956 {
957 prev->next = next;
958 prev = 0;
959 }
960
961 if (next) 811 if (!index)
962 { 812 return;
963 next->prev = prev; 813
964 next = 0; 814 objects.erase (this);
815 refcnt_dec ();
816}
817
818void
819object::activate ()
820{
821 /* If already on active list, don't do anything */
822 if (active)
823 return;
824
825 if (has_active_speed ())
826 actives.insert (this);
827}
828
829void
830object::activate_recursive ()
831{
832 activate ();
833
834 for (object *op = inv; op; op = op->below)
835 op->activate_recursive ();
836}
837
838/* This function removes object 'op' from the list of active
839 * objects.
840 * This should only be used for style maps or other such
841 * reference maps where you don't want an object that isn't
842 * in play chewing up cpu time getting processed.
843 * The reverse of this is to call update_ob_speed, which
844 * will do the right thing based on the speed of the object.
845 */
846void
847object::deactivate ()
848{
849 /* If not on the active list, nothing needs to be done */
850 if (!active)
851 return;
852
853 actives.erase (this);
854}
855
856void
857object::deactivate_recursive ()
858{
859 for (object *op = inv; op; op = op->below)
860 op->deactivate_recursive ();
861
862 deactivate ();
863}
864
865void
866object::set_flag_inv (int flag, int value)
867{
868 for (object *op = inv; op; op = op->below)
965 } 869 {
870 op->flag [flag] = value;
871 op->set_flag_inv (flag, value);
872 }
873}
966 874
967 if (this == objects) 875/*
968 objects = next; 876 * Remove and free all objects in the inventory of the given object.
877 * object.c ?
878 */
879void
880object::destroy_inv (bool drop_to_ground)
881{
882 // need to check first, because the checks below might segfault
883 // as we might be on an invalid mapspace and crossfire code
884 // is too buggy to ensure that the inventory is empty.
885 // corollary: if you create arrows etc. with stuff in tis inventory,
886 // cf will crash below with off-map x and y
887 if (!inv)
888 return;
889
890 /* Only if the space blocks everything do we not process -
891 * if some form of movement is allowed, let objects
892 * drop on that space.
893 */
894 if (!drop_to_ground
895 || !map
896 || map->in_memory != MAP_ACTIVE
897 || map->nodrop
898 || ms ().move_block == MOVE_ALL)
899 {
900 while (inv)
901 {
902 inv->destroy_inv (drop_to_ground);
903 inv->destroy ();
904 }
905 }
906 else
907 { /* Put objects in inventory onto this space */
908 while (inv)
909 {
910 object *op = inv;
911
912 if (op->flag [FLAG_STARTEQUIP]
913 || op->flag [FLAG_NO_DROP]
914 || op->type == RUNE
915 || op->type == TRAP
916 || op->flag [FLAG_IS_A_TEMPLATE]
917 || op->flag [FLAG_DESTROY_ON_DEATH])
918 op->destroy ();
919 else
920 map->insert (op, x, y);
921 }
922 }
969} 923}
970 924
971object *object::create () 925object *object::create ()
972{ 926{
973 object *
974 op;
975
976 if (freed.empty ())
977 op = new object; 927 object *op = new object;
978
979 else
980 {
981 // highly annoying, but the only way to get it stable right now
982 op = freed.back ();
983 freed.pop_back ();
984 op->~object ();
985 new ((void *) op) object;
986 }
987
988 op->link (); 928 op->link ();
989 return op; 929 return op;
990} 930}
991 931
992/* 932void
993 * free_object() frees everything allocated by an object, removes 933object::do_destroy ()
994 * it from the list of used objects, and puts it on the list of
995 * free objects. The IS_FREED() flag is set in the object.
996 * The object must have been removed by remove_ob() first for
997 * this function to succeed.
998 *
999 * If free_inventory is set, free inventory as well. Else drop items in
1000 * inventory to the ground.
1001 */
1002void object::free (bool free_inventory)
1003{ 934{
1004 if (QUERY_FLAG (this, FLAG_FREED)) 935 if (flag [FLAG_IS_LINKED])
936 remove_button_link (this);
937
938 if (flag [FLAG_FRIENDLY])
939 remove_friendly_object (this);
940
941 remove ();
942
943 attachable::do_destroy ();
944
945 destroy_inv (true);
946
947 deactivate ();
948 unlink ();
949
950 flag [FLAG_FREED] = 1;
951
952 // hack to ensure that freed objects still have a valid map
953 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes
955
956 if (!freed_map)
957 {
958 freed_map = new maptile;
959
960 freed_map->path = "<freed objects map>";
961 freed_map->name = "/internal/freed_objects_map";
962 freed_map->width = 3;
963 freed_map->height = 3;
964 freed_map->nodrop = 1;
965
966 freed_map->alloc ();
967 freed_map->in_memory = MAP_ACTIVE;
968 }
969
970 map = freed_map;
971 x = 1;
972 y = 1;
973 }
974
975 if (more)
976 {
977 more->destroy ();
978 more = 0;
979 }
980
981 head = 0;
982
983 // clear those pointers that likely might cause circular references
984 owner = 0;
985 enemy = 0;
986 attacked_by = 0;
987 current_weapon = 0;
988}
989
990void
991object::destroy (bool destroy_inventory)
992{
993 if (destroyed ())
1005 return; 994 return;
1006 995
1007 if (!QUERY_FLAG (this, FLAG_REMOVED)) 996 if (destroy_inventory)
1008 remove_ob (this); 997 destroy_inv (false);
1009 998
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 999 if (is_head ())
1011 remove_friendly_object (this); 1000 if (sound_destroy)
1001 play_sound (sound_destroy);
1002 else if (flag [FLAG_MONSTER])
1003 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1012 1004
1013 SET_FLAG (this, FLAG_FREED); 1005 attachable::destroy ();
1014
1015 if (more)
1016 {
1017 more->free (free_inventory);
1018 more = 0;
1019 }
1020
1021 if (inv)
1022 {
1023 /* Only if the space blocks everything do we not process -
1024 * if some form of movement is allowed, let objects
1025 * drop on that space.
1026 */
1027 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1028 {
1029 object *op = inv;
1030
1031 while (op)
1032 {
1033 object *tmp = op->below;
1034 op->free (free_inventory);
1035 op = tmp;
1036 }
1037 }
1038 else
1039 { /* Put objects in inventory onto this space */
1040 object *op = inv;
1041
1042 while (op)
1043 {
1044 object *tmp = op->below;
1045
1046 remove_ob (op);
1047
1048 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1049 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1050 free_object (op);
1051 else
1052 {
1053 op->x = x;
1054 op->y = y;
1055 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1056 }
1057
1058 op = tmp;
1059 }
1060 }
1061 }
1062
1063 clear_owner (this);
1064
1065 /* Remove object from the active list */
1066 speed = 0;
1067 update_ob_speed (this);
1068
1069 unlink ();
1070
1071 mortals.push_back (this);
1072} 1006}
1073 1007
1074/* 1008/* op->remove ():
1075 * sub_weight() recursively (outwards) subtracts a number from the
1076 * weight of an object (and what is carried by it's environment(s)).
1077 */
1078
1079void
1080sub_weight (object *op, signed long weight)
1081{
1082 while (op != NULL)
1083 {
1084 if (op->type == CONTAINER)
1085 {
1086 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1087 }
1088 op->carrying -= weight;
1089 op = op->env;
1090 }
1091}
1092
1093/* remove_ob(op):
1094 * This function removes the object op from the linked list of objects 1009 * This function removes the object op from the linked list of objects
1095 * which it is currently tied to. When this function is done, the 1010 * which it is currently tied to. When this function is done, the
1096 * object will have no environment. If the object previously had an 1011 * object will have no environment. If the object previously had an
1097 * environment, the x and y coordinates will be updated to 1012 * environment, the x and y coordinates will be updated to
1098 * the previous environment. 1013 * the previous environment.
1099 * Beware: This function is called from the editor as well!
1100 */ 1014 */
1101
1102void 1015void
1103remove_ob (object *op) 1016object::do_remove ()
1104{ 1017{
1018 object *tmp, *last = 0;
1105 object * 1019 object *otmp;
1106 tmp, *
1107 last = NULL;
1108 object *
1109 otmp;
1110 1020
1111 tag_t 1021 if (flag [FLAG_REMOVED])
1112 tag;
1113 int
1114 check_walk_off;
1115 mapstruct *
1116 m;
1117
1118 sint16
1119 x,
1120 y;
1121
1122 if (QUERY_FLAG (op, FLAG_REMOVED))
1123 return; 1022 return;
1124 1023
1125 SET_FLAG (op, FLAG_REMOVED); 1024 INVOKE_OBJECT (REMOVE, this);
1126 1025
1127 if (op->more != NULL) 1026 if (object *pl = visible_to ())
1128 remove_ob (op->more); 1027 esrv_del_item (pl->contr, count);
1028
1029 flag [FLAG_REMOVED] = true;
1030
1031 if (more)
1032 more->remove ();
1129 1033
1130 /* 1034 /*
1131 * In this case, the object to be removed is in someones 1035 * In this case, the object to be removed is in someones
1132 * inventory. 1036 * inventory.
1133 */ 1037 */
1134 if (op->env != NULL) 1038 if (env)
1135 { 1039 {
1136 if (op->nrof) 1040 adjust_weight (env, -total_weight ());
1137 sub_weight (op->env, op->weight * op->nrof); 1041
1138 else 1042 *(above ? &above->below : &env->inv) = below;
1139 sub_weight (op->env, op->weight + op->carrying); 1043
1044 if (below)
1045 below->above = above;
1046
1047 /* we set up values so that it could be inserted into
1048 * the map, but we don't actually do that - it is up
1049 * to the caller to decide what we want to do.
1050 */
1051 map = env->map;
1052 x = env->x;
1053 y = env->y;
1054 above = 0;
1055 below = 0;
1056 env = 0;
1140 1057
1141 /* NO_FIX_PLAYER is set when a great many changes are being 1058 /* NO_FIX_PLAYER is set when a great many changes are being
1142 * made to players inventory. If set, avoiding the call 1059 * made to players inventory. If set, avoiding the call
1143 * to save cpu time. 1060 * to save cpu time.
1144 */ 1061 */
1145 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1146 fix_player (otmp); 1063 otmp->update_stats ();
1064 }
1065 else if (map)
1066 {
1067 if (type == PLAYER)
1068 {
1069 // leaving a spot always closes any open container on the ground
1070 if (container && !container->env)
1071 // this causes spurious floorbox updates, but it ensures
1072 // that the CLOSE event is being sent.
1073 close_container ();
1147 1074
1148 if (op->above != NULL) 1075 --map->players;
1076 map->touch ();
1077 }
1078
1079 map->dirty = true;
1080 mapspace &ms = this->ms ();
1081
1082 /* link the object above us */
1083 if (above)
1149 op->above->below = op->below; 1084 above->below = below;
1150 else 1085 else
1151 op->env->inv = op->below;
1152
1153 if (op->below != NULL)
1154 op->below->above = op->above;
1155
1156 /* we set up values so that it could be inserted into
1157 * the map, but we don't actually do that - it is up
1158 * to the caller to decide what we want to do.
1159 */
1160 op->x = op->env->x, op->y = op->env->y;
1161 op->map = op->env->map;
1162 op->above = NULL, op->below = NULL;
1163 op->env = NULL;
1164 }
1165 else if (op->map)
1166 {
1167 x = op->x;
1168 y = op->y;
1169 m = get_map_from_coord (op->map, &x, &y);
1170
1171 if (!m)
1172 {
1173 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1174 op->map->path, op->x, op->y);
1175 /* in old days, we used to set x and y to 0 and continue.
1176 * it seems if we get into this case, something is probablye
1177 * screwed up and should be fixed.
1178 */
1179 abort ();
1180 }
1181
1182 if (op->map != m)
1183 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1184 op->map->path, m->path, op->x, op->y, x, y);
1185
1186 /* Re did the following section of code - it looks like it had
1187 * lots of logic for things we no longer care about
1188 */
1189
1190 /* link the object above us */
1191 if (op->above)
1192 op->above->below = op->below;
1193 else
1194 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1086 ms.top = below; /* we were top, set new top */
1195 1087
1196 /* Relink the object below us, if there is one */ 1088 /* Relink the object below us, if there is one */
1197 if (op->below) 1089 if (below)
1198 op->below->above = op->above; 1090 below->above = above;
1199 else 1091 else
1200 { 1092 {
1201 /* Nothing below, which means we need to relink map object for this space 1093 /* Nothing below, which means we need to relink map object for this space
1202 * use translated coordinates in case some oddness with map tiling is 1094 * use translated coordinates in case some oddness with map tiling is
1203 * evident 1095 * evident
1204 */ 1096 */
1205 if (GET_MAP_OB (m, x, y) != op) 1097 if (GET_MAP_OB (map, x, y) != this)
1206 {
1207 dump_object (op);
1208 LOG (llevError,
1209 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1098 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1210 dump_object (GET_MAP_OB (m, x, y)); 1099
1211 LOG (llevError, "%s\n", errmsg); 1100 ms.bot = above; /* goes on above it. */
1212 } 1101 }
1213 1102
1214 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1215 }
1216
1217 op->above = 0; 1103 above = 0;
1218 op->below = 0; 1104 below = 0;
1219 1105
1220 if (op->map->in_memory == MAP_SAVING) 1106 if (map->in_memory == MAP_SAVING)
1221 return; 1107 return;
1222 1108
1223 tag = op->count; 1109 int check_walk_off = !flag [FLAG_NO_APPLY];
1224 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1225 1110
1226 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1111 if (object *pl = ms.player ())
1112 {
1113 if (pl->container == this)
1114 /* If a container that the player is currently using somehow gets
1115 * removed (most likely destroyed), update the player view
1116 * appropriately.
1117 */
1118 pl->close_container ();
1119
1120 pl->contr->ns->floorbox_update ();
1121 }
1122
1123 for (tmp = ms.bot; tmp; tmp = tmp->above)
1227 { 1124 {
1228 /* No point updating the players look faces if he is the object 1125 /* No point updating the players look faces if he is the object
1229 * being removed. 1126 * being removed.
1230 */ 1127 */
1231 1128
1232 if (tmp->type == PLAYER && tmp != op) 1129 /* See if object moving off should effect something */
1130 if (check_walk_off
1131 && ((move_type & tmp->move_off)
1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1233 { 1133 {
1234 /* If a container that the player is currently using somehow gets 1134 move_apply (tmp, this, 0);
1235 * removed (most likely destroyed), update the player view
1236 * appropriately.
1237 */
1238 if (tmp->container == op)
1239 {
1240 CLEAR_FLAG (op, FLAG_APPLIED);
1241 tmp->container = NULL;
1242 }
1243 1135
1244 tmp->contr->socket.update_look = 1; 1136 if (destroyed ())
1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1245 } 1138 }
1246 1139
1247 /* See if player moving off should effect something */
1248 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1249 {
1250 move_apply (tmp, op, NULL);
1251
1252 if (was_destroyed (op, tag))
1253 {
1254 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1255 }
1256 }
1257
1258 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1259
1260 if (tmp->above == tmp)
1261 tmp->above = NULL;
1262
1263 last = tmp; 1140 last = tmp;
1264 } 1141 }
1265 1142
1266 /* last == NULL of there are no objects on this space */ 1143 /* last == NULL if there are no objects on this space */
1144 //TODO: this makes little sense, why only update the topmost object?
1267 if (last == NULL) 1145 if (!last)
1268 { 1146 map->at (x, y).flags_ = 0;
1269 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1270 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1271 * those out anyways, and if there are any flags set right now, they won't
1272 * be correct anyways.
1273 */
1274 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1275 update_position (op->map, op->x, op->y);
1276 }
1277 else 1147 else
1278 update_object (last, UP_OBJ_REMOVE); 1148 update_object (last, UP_OBJ_REMOVE);
1279 1149
1280 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1150 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1281 update_all_los (op->map, op->x, op->y); 1151 update_all_los (map, x, y);
1282 } 1152 }
1283} 1153}
1284 1154
1285/* 1155/*
1286 * merge_ob(op,top): 1156 * merge_ob(op,top):
1288 * This function goes through all objects below and including top, and 1158 * This function goes through all objects below and including top, and
1289 * merges op to the first matching object. 1159 * merges op to the first matching object.
1290 * If top is NULL, it is calculated. 1160 * If top is NULL, it is calculated.
1291 * Returns pointer to object if it succeded in the merge, otherwise NULL 1161 * Returns pointer to object if it succeded in the merge, otherwise NULL
1292 */ 1162 */
1293
1294object * 1163object *
1295merge_ob (object *op, object *top) 1164merge_ob (object *op, object *top)
1296{ 1165{
1297 if (!op->nrof) 1166 if (!op->nrof)
1298 return 0; 1167 return 0;
1299 1168
1300 if (top == NULL) 1169 if (!top)
1301 for (top = op; top != NULL && top->above != NULL; top = top->above); 1170 for (top = op; top && top->above; top = top->above)
1171 ;
1302 1172
1303 for (; top != NULL; top = top->below) 1173 for (; top; top = top->below)
1304 { 1174 {
1305 if (top == op) 1175 if (top == op)
1306 continue; 1176 continue;
1307 if (CAN_MERGE (op, top)) 1177
1178 if (object::can_merge (op, top))
1308 { 1179 {
1309 top->nrof += op->nrof; 1180 top->nrof += op->nrof;
1310 1181
1311/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1182/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1312 op->weight = 0; /* Don't want any adjustements now */ 1183 op->weight = 0; /* Don't want any adjustements now */
1313 remove_ob (op); 1184 op->destroy ();
1314 free_object (op);
1315 return top; 1185 return top;
1316 } 1186 }
1317 } 1187 }
1318 1188
1319 return NULL; 1189 return 0;
1320} 1190}
1321 1191
1192void
1193object::expand_tail ()
1194{
1195 if (more)
1196 return;
1197
1198 object *prev = this;
1199
1200 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1201 {
1202 object *op = arch_to_object (at);
1203
1204 op->name = name;
1205 op->name_pl = name_pl;
1206 op->title = title;
1207
1208 op->head = this;
1209 prev->more = op;
1210
1211 prev = op;
1212 }
1213}
1214
1322/* 1215/*
1323 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1216 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1324 * job preparing multi-part monsters 1217 * job preparing multi-part monsters.
1325 */ 1218 */
1326object * 1219object *
1327insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1220insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1328{ 1221{
1329 object *tmp;
1330
1331 if (op->head)
1332 op = op->head;
1333
1334 for (tmp = op; tmp; tmp = tmp->more) 1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1335 { 1223 {
1336 tmp->x = x + tmp->arch->clone.x; 1224 tmp->x = x + tmp->arch->x;
1337 tmp->y = y + tmp->arch->clone.y; 1225 tmp->y = y + tmp->arch->y;
1338 } 1226 }
1339 1227
1340 return insert_ob_in_map (op, m, originator, flag); 1228 return insert_ob_in_map (op, m, originator, flag);
1341} 1229}
1342 1230
1358 * Return value: 1246 * Return value:
1359 * new object if 'op' was merged with other object 1247 * new object if 'op' was merged with other object
1360 * NULL if 'op' was destroyed 1248 * NULL if 'op' was destroyed
1361 * just 'op' otherwise 1249 * just 'op' otherwise
1362 */ 1250 */
1363
1364object * 1251object *
1365insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1366{ 1253{
1254 assert (!op->flag [FLAG_FREED]);
1255
1367 object *tmp, *top, *floor = NULL; 1256 object *top, *floor = NULL;
1368 sint16 x, y;
1369 1257
1370 if (QUERY_FLAG (op, FLAG_FREED)) 1258 op->remove ();
1371 {
1372 LOG (llevError, "Trying to insert freed object!\n");
1373 return NULL;
1374 }
1375
1376 if (m == NULL)
1377 {
1378 dump_object (op);
1379 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1380 return op;
1381 }
1382
1383 if (out_of_map (m, op->x, op->y))
1384 {
1385 dump_object (op);
1386 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1387#ifdef MANY_CORES
1388 /* Better to catch this here, as otherwise the next use of this object
1389 * is likely to cause a crash. Better to find out where it is getting
1390 * improperly inserted.
1391 */
1392 abort ();
1393#endif
1394 return op;
1395 }
1396
1397 if (!QUERY_FLAG (op, FLAG_REMOVED))
1398 {
1399 dump_object (op);
1400 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1401 return op;
1402 }
1403
1404 if (op->more != NULL)
1405 {
1406 /* The part may be on a different map. */
1407
1408 object *more = op->more;
1409
1410 /* We really need the caller to normalize coordinates - if
1411 * we set the map, that doesn't work if the location is within
1412 * a map and this is straddling an edge. So only if coordinate
1413 * is clear wrong do we normalize it.
1414 */
1415 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1416 more->map = get_map_from_coord (m, &more->x, &more->y);
1417 else if (!more->map)
1418 {
1419 /* For backwards compatibility - when not dealing with tiled maps,
1420 * more->map should always point to the parent.
1421 */
1422 more->map = m;
1423 }
1424
1425 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1426 {
1427 if (!op->head)
1428 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1429
1430 return NULL;
1431 }
1432 }
1433
1434 CLEAR_FLAG (op, FLAG_REMOVED);
1435 1259
1436 /* Ideally, the caller figures this out. However, it complicates a lot 1260 /* Ideally, the caller figures this out. However, it complicates a lot
1437 * of areas of callers (eg, anything that uses find_free_spot would now 1261 * of areas of callers (eg, anything that uses find_free_spot would now
1438 * need extra work 1262 * need extra work
1439 */ 1263 */
1440 op->map = get_map_from_coord (m, &op->x, &op->y); 1264 if (!xy_normalise (m, op->x, op->y))
1441 x = op->x; 1265 {
1442 y = op->y; 1266 op->destroy ();
1267 return 0;
1268 }
1269
1270 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag))
1272 return 0;
1273
1274 CLEAR_FLAG (op, FLAG_REMOVED);
1275
1276 op->map = m;
1277 mapspace &ms = op->ms ();
1443 1278
1444 /* this has to be done after we translate the coordinates. 1279 /* this has to be done after we translate the coordinates.
1445 */ 1280 */
1446 if (op->nrof && !(flag & INS_NO_MERGE)) 1281 if (op->nrof && !(flag & INS_NO_MERGE))
1447 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1448 if (CAN_MERGE (op, tmp)) 1283 if (object::can_merge (op, tmp))
1449 { 1284 {
1450 op->nrof += tmp->nrof; 1285 op->nrof += tmp->nrof;
1451 remove_ob (tmp); 1286 tmp->destroy (1);
1452 free_object (tmp);
1453 } 1287 }
1454 1288
1455 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1456 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1290 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1457 1291
1470 op->below = originator->below; 1304 op->below = originator->below;
1471 1305
1472 if (op->below) 1306 if (op->below)
1473 op->below->above = op; 1307 op->below->above = op;
1474 else 1308 else
1475 SET_MAP_OB (op->map, op->x, op->y, op); 1309 ms.bot = op;
1476 1310
1477 /* since *below* originator, no need to update top */ 1311 /* since *below* originator, no need to update top */
1478 originator->below = op; 1312 originator->below = op;
1479 } 1313 }
1480 else 1314 else
1481 { 1315 {
1316 top = ms.bot;
1317
1482 /* If there are other objects, then */ 1318 /* If there are other objects, then */
1483 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1319 if (top)
1484 { 1320 {
1485 object *last = NULL; 1321 object *last = 0;
1486 1322
1487 /* 1323 /*
1488 * If there are multiple objects on this space, we do some trickier handling. 1324 * If there are multiple objects on this space, we do some trickier handling.
1489 * We've already dealt with merging if appropriate. 1325 * We've already dealt with merging if appropriate.
1490 * Generally, we want to put the new object on top. But if 1326 * Generally, we want to put the new object on top. But if
1494 * once we get to them. This reduces the need to traverse over all of 1330 * once we get to them. This reduces the need to traverse over all of
1495 * them when adding another one - this saves quite a bit of cpu time 1331 * them when adding another one - this saves quite a bit of cpu time
1496 * when lots of spells are cast in one area. Currently, it is presumed 1332 * when lots of spells are cast in one area. Currently, it is presumed
1497 * that flying non pickable objects are spell objects. 1333 * that flying non pickable objects are spell objects.
1498 */ 1334 */
1499 1335 for (top = ms.bot; top; top = top->above)
1500 while (top != NULL)
1501 { 1336 {
1502 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1503 floor = top; 1338 floor = top;
1504 1339
1505 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1508 top = top->below; 1343 top = top->below;
1509 break; 1344 break;
1510 } 1345 }
1511 1346
1512 last = top; 1347 last = top;
1513 top = top->above;
1514 } 1348 }
1515 1349
1516 /* Don't want top to be NULL, so set it to the last valid object */ 1350 /* Don't want top to be NULL, so set it to the last valid object */
1517 top = last; 1351 top = last;
1518 1352
1520 * looks like instead of lots of conditions here. 1354 * looks like instead of lots of conditions here.
1521 * makes things faster, and effectively the same result. 1355 * makes things faster, and effectively the same result.
1522 */ 1356 */
1523 1357
1524 /* Have object 'fall below' other objects that block view. 1358 /* Have object 'fall below' other objects that block view.
1525 * Unless those objects are exits, type 66 1359 * Unless those objects are exits.
1526 * If INS_ON_TOP is used, don't do this processing 1360 * If INS_ON_TOP is used, don't do this processing
1527 * Need to find the object that in fact blocks view, otherwise 1361 * Need to find the object that in fact blocks view, otherwise
1528 * stacking is a bit odd. 1362 * stacking is a bit odd.
1529 */ 1363 */
1530 if (!(flag & INS_ON_TOP) && 1364 if (!(flag & INS_ON_TOP)
1531 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1365 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility))
1532 { 1367 {
1533 for (last = top; last != floor; last = last->below) 1368 for (last = top; last != floor; last = last->below)
1534 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1535 break; 1370 break;
1371
1536 /* Check to see if we found the object that blocks view, 1372 /* Check to see if we found the object that blocks view,
1537 * and make sure we have a below pointer for it so that 1373 * and make sure we have a below pointer for it so that
1538 * we can get inserted below this one, which requires we 1374 * we can get inserted below this one, which requires we
1539 * set top to the object below us. 1375 * set top to the object below us.
1540 */ 1376 */
1541 if (last && last->below && last != floor) 1377 if (last && last->below && last != floor)
1542 top = last->below; 1378 top = last->below;
1543 } 1379 }
1544 } /* If objects on this space */ 1380 } /* If objects on this space */
1545 1381
1546 if (flag & INS_MAP_LOAD)
1547 top = GET_MAP_TOP (op->map, op->x, op->y);
1548
1549 if (flag & INS_ABOVE_FLOOR_ONLY) 1382 if (flag & INS_ABOVE_FLOOR_ONLY)
1550 top = floor; 1383 top = floor;
1551 1384
1552 /* Top is the object that our object (op) is going to get inserted above. 1385 /* Top is the object that our object (op) is going to get inserted above.
1553 */ 1386 */
1554 1387
1555 /* First object on this space */ 1388 /* First object on this space */
1556 if (!top) 1389 if (!top)
1557 { 1390 {
1558 op->above = GET_MAP_OB (op->map, op->x, op->y); 1391 op->above = ms.bot;
1559 1392
1560 if (op->above) 1393 if (op->above)
1561 op->above->below = op; 1394 op->above->below = op;
1562 1395
1563 op->below = NULL; 1396 op->below = 0;
1564 SET_MAP_OB (op->map, op->x, op->y, op); 1397 ms.bot = op;
1565 } 1398 }
1566 else 1399 else
1567 { /* get inserted into the stack above top */ 1400 { /* get inserted into the stack above top */
1568 op->above = top->above; 1401 op->above = top->above;
1569 1402
1572 1405
1573 op->below = top; 1406 op->below = top;
1574 top->above = op; 1407 top->above = op;
1575 } 1408 }
1576 1409
1577 if (op->above == NULL) 1410 if (!op->above)
1578 SET_MAP_TOP (op->map, op->x, op->y, op); 1411 ms.top = op;
1579 } /* else not INS_BELOW_ORIGINATOR */ 1412 } /* else not INS_BELOW_ORIGINATOR */
1580 1413
1581 if (op->type == PLAYER) 1414 if (op->type == PLAYER)
1415 {
1582 op->contr->do_los = 1; 1416 op->contr->do_los = 1;
1417 ++op->map->players;
1418 op->map->touch ();
1419 }
1583 1420
1584 /* If we have a floor, we know the player, if any, will be above 1421 op->map->dirty = true;
1585 * it, so save a few ticks and start from there. 1422
1586 */ 1423 if (object *pl = ms.player ())
1587 if (!(flag & INS_MAP_LOAD)) 1424 pl->contr->ns->floorbox_update ();
1588 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1589 if (tmp->type == PLAYER)
1590 tmp->contr->socket.update_look = 1;
1591 1425
1592 /* If this object glows, it may affect lighting conditions that are 1426 /* If this object glows, it may affect lighting conditions that are
1593 * visible to others on this map. But update_all_los is really 1427 * visible to others on this map. But update_all_los is really
1594 * an inefficient way to do this, as it means los for all players 1428 * an inefficient way to do this, as it means los for all players
1595 * on the map will get recalculated. The players could very well 1429 * on the map will get recalculated. The players could very well
1596 * be far away from this change and not affected in any way - 1430 * be far away from this change and not affected in any way -
1597 * this should get redone to only look for players within range, 1431 * this should get redone to only look for players within range,
1598 * or just updating the P_NEED_UPDATE for spaces within this area 1432 * or just updating the P_UPTODATE for spaces within this area
1599 * of effect may be sufficient. 1433 * of effect may be sufficient.
1600 */ 1434 */
1601 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1435 if (op->map->darkness && (op->glow_radius != 0))
1602 update_all_los (op->map, op->x, op->y); 1436 update_all_los (op->map, op->x, op->y);
1603 1437
1604 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1438 /* updates flags (blocked, alive, no magic, etc) for this map space */
1605 update_object (op, UP_OBJ_INSERT); 1439 update_object (op, UP_OBJ_INSERT);
1606 1440
1441 INVOKE_OBJECT (INSERT, op);
1442
1607 /* Don't know if moving this to the end will break anything. However, 1443 /* Don't know if moving this to the end will break anything. However,
1608 * we want to have update_look set above before calling this. 1444 * we want to have floorbox_update called before calling this.
1609 * 1445 *
1610 * check_move_on() must be after this because code called from 1446 * check_move_on() must be after this because code called from
1611 * check_move_on() depends on correct map flags (so functions like 1447 * check_move_on() depends on correct map flags (so functions like
1612 * blocked() and wall() work properly), and these flags are updated by 1448 * blocked() and wall() work properly), and these flags are updated by
1613 * update_object(). 1449 * update_object().
1614 */ 1450 */
1615 1451
1616 /* if this is not the head or flag has been passed, don't check walk on status */ 1452 /* if this is not the head or flag has been passed, don't check walk on status */
1617 if (!(flag & INS_NO_WALK_ON) && !op->head) 1453 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1618 { 1454 {
1619 if (check_move_on (op, originator)) 1455 if (check_move_on (op, originator))
1620 return NULL; 1456 return 0;
1621 1457
1622 /* If we are a multi part object, lets work our way through the check 1458 /* If we are a multi part object, lets work our way through the check
1623 * walk on's. 1459 * walk on's.
1624 */ 1460 */
1625 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1461 for (object *tmp = op->more; tmp; tmp = tmp->more)
1626 if (check_move_on (tmp, originator)) 1462 if (check_move_on (tmp, originator))
1627 return NULL; 1463 return 0;
1628 } 1464 }
1629 1465
1630 return op; 1466 return op;
1631} 1467}
1632 1468
1633/* this function inserts an object in the map, but if it 1469/* this function inserts an object in the map, but if it
1634 * finds an object of its own type, it'll remove that one first. 1470 * finds an object of its own type, it'll remove that one first.
1635 * op is the object to insert it under: supplies x and the map. 1471 * op is the object to insert it under: supplies x and the map.
1636 */ 1472 */
1637void 1473void
1638replace_insert_ob_in_map (const char *arch_string, object *op) 1474replace_insert_ob_in_map (const char *arch_string, object *op)
1639{ 1475{
1640 object *
1641 tmp;
1642 object *
1643 tmp1;
1644
1645 /* first search for itself and remove any old instances */ 1476 /* first search for itself and remove any old instances */
1646 1477
1647 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1478 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1648 {
1649 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1479 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1650 { 1480 tmp->destroy (1);
1651 remove_ob (tmp);
1652 free_object (tmp);
1653 }
1654 }
1655 1481
1656 tmp1 = arch_to_object (find_archetype (arch_string)); 1482 object *tmp = arch_to_object (archetype::find (arch_string));
1657 1483
1658 tmp1->x = op->x; 1484 tmp->x = op->x;
1659 tmp1->y = op->y; 1485 tmp->y = op->y;
1486
1660 insert_ob_in_map (tmp1, op->map, op, 0); 1487 insert_ob_in_map (tmp, op->map, op, 0);
1661} 1488}
1662
1663/*
1664 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1665 * is returned contains nr objects, and the remaining parts contains
1666 * the rest (or is removed and freed if that number is 0).
1667 * On failure, NULL is returned, and the reason put into the
1668 * global static errmsg array.
1669 */
1670 1489
1671object * 1490object *
1672get_split_ob (object *orig_ob, uint32 nr) 1491object::insert_at (object *where, object *originator, int flags)
1673{ 1492{
1493 if (where->env)
1494 return where->env->insert (this);
1495 else
1496 return where->map->insert (this, where->x, where->y, originator, flags);
1497}
1498
1499// find player who can see this object
1674 object * 1500object *
1675 newob; 1501object::visible_to () const
1676 int 1502{
1677 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1503 if (!flag [FLAG_REMOVED])
1678
1679 if (orig_ob->nrof < nr)
1680 {
1681 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1682 return NULL;
1683 } 1504 {
1684 1505 // see if we are in a container of sorts
1685 newob = object_create_clone (orig_ob); 1506 if (env)
1686
1687 if ((orig_ob->nrof -= nr) < 1)
1688 {
1689 if (!is_removed)
1690 remove_ob (orig_ob);
1691 free_object2 (orig_ob, 1);
1692 }
1693 else if (!is_removed)
1694 {
1695 if (orig_ob->env != NULL)
1696 sub_weight (orig_ob->env, orig_ob->weight * nr);
1697 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1698 {
1699 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1700 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1701 return NULL;
1702 } 1507 {
1703 } 1508 // the player inventory itself is always visible
1509 if (env->type == PLAYER)
1510 return env;
1704 1511
1705 newob->nrof = nr; 1512 // else a player could have our env open
1513 object *envest = env->outer_env ();
1706 1514
1515 // the player itself is always on a map, so we will find him here
1516 // even if our inv is in a player.
1517 if (envest->is_on_map ())
1518 if (object *pl = envest->ms ().player ())
1519 if (pl->container == env)
1520 return pl;
1521 }
1522 else
1523 {
1524 // maybe there is a player standing on the same mapspace
1525 // this will catch the case where "this" is a player
1526 if (object *pl = ms ().player ())
1527 return pl;
1528 }
1529 }
1530
1707 return newob; 1531 return 0;
1708} 1532}
1709 1533
1710/* 1534/*
1711 * decrease_ob_nr(object, number) decreases a specified number from 1535 * decrease(object, number) decreases a specified number from
1712 * the amount of an object. If the amount reaches 0, the object 1536 * the amount of an object. If the amount reaches 0, the object
1713 * is subsequently removed and freed. 1537 * is subsequently removed and freed.
1714 * 1538 *
1715 * Return value: 'op' if something is left, NULL if the amount reached 0 1539 * Return value: 'op' if something is left, NULL if the amount reached 0
1716 */ 1540 */
1541bool
1542object::decrease (sint32 nr)
1543{
1544 if (!nr)
1545 return true;
1717 1546
1547 nr = min (nr, nrof);
1548
1549 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0
1554
1555 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this);
1557
1558 return true;
1559 }
1560 else
1561 {
1562 destroy (1);
1563 return false;
1564 }
1565}
1566
1567/*
1568 * split(ob,nr) splits up ob into two parts. The part which
1569 * is returned contains nr objects, and the remaining parts contains
1570 * the rest (or is removed and returned if that number is 0).
1571 * On failure, NULL is returned.
1572 */
1718object * 1573object *
1719decrease_ob_nr (object *op, uint32 i) 1574object::split (sint32 nr)
1720{ 1575{
1721 object *tmp; 1576 int have = number_of ();
1722 player *pl;
1723 1577
1724 if (i == 0) /* objects with op->nrof require this check */ 1578 if (have < nr)
1725 return op; 1579 return 0;
1726 1580 else if (have == nr)
1727 if (i > op->nrof)
1728 i = op->nrof;
1729
1730 if (QUERY_FLAG (op, FLAG_REMOVED))
1731 op->nrof -= i;
1732 else if (op->env != NULL)
1733 { 1581 {
1734 /* is this object in the players inventory, or sub container
1735 * therein?
1736 */
1737 tmp = is_player_inv (op->env);
1738 /* nope. Is this a container the player has opened?
1739 * If so, set tmp to that player.
1740 * IMO, searching through all the players will mostly
1741 * likely be quicker than following op->env to the map,
1742 * and then searching the map for a player.
1743 */
1744 if (!tmp)
1745 {
1746 for (pl = first_player; pl; pl = pl->next)
1747 if (pl->ob->container == op->env)
1748 break;
1749 if (pl)
1750 tmp = pl->ob;
1751 else
1752 tmp = NULL;
1753 }
1754
1755 if (i < op->nrof)
1756 {
1757 sub_weight (op->env, op->weight * i);
1758 op->nrof -= i;
1759 if (tmp)
1760 {
1761 esrv_send_item (tmp, op);
1762 }
1763 }
1764 else
1765 {
1766 remove_ob (op); 1582 remove ();
1767 op->nrof = 0; 1583 return this;
1768 if (tmp)
1769 {
1770 esrv_del_item (tmp->contr, op->count);
1771 }
1772 }
1773 } 1584 }
1774 else 1585 else
1775 { 1586 {
1776 object *above = op->above; 1587 decrease (nr);
1777 1588
1778 if (i < op->nrof) 1589 object *op = object_create_clone (this);
1779 op->nrof -= i; 1590 op->nrof = nr;
1780 else
1781 {
1782 remove_ob (op);
1783 op->nrof = 0;
1784 }
1785
1786 /* Since we just removed op, op->above is null */
1787 for (tmp = above; tmp != NULL; tmp = tmp->above)
1788 if (tmp->type == PLAYER)
1789 {
1790 if (op->nrof)
1791 esrv_send_item (tmp, op);
1792 else
1793 esrv_del_item (tmp->contr, op->count);
1794 }
1795 }
1796
1797 if (op->nrof)
1798 return op; 1591 return op;
1799 else
1800 { 1592 }
1801 free_object (op); 1593}
1594
1595object *
1596insert_ob_in_ob (object *op, object *where)
1597{
1598 if (!where)
1599 {
1600 char *dump = dump_object (op);
1601 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1602 free (dump);
1802 return NULL; 1603 return op;
1803 }
1804}
1805
1806/*
1807 * add_weight(object, weight) adds the specified weight to an object,
1808 * and also updates how much the environment(s) is/are carrying.
1809 */
1810
1811void
1812add_weight (object *op, signed long weight)
1813{
1814 while (op != NULL)
1815 { 1604 }
1816 if (op->type == CONTAINER)
1817 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1818 1605
1819 op->carrying += weight; 1606 if (where->head_ () != where)
1820 op = op->env;
1821 } 1607 {
1822} 1608 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1609 where = where->head;
1610 }
1823 1611
1612 return where->insert (op);
1613}
1614
1824/* 1615/*
1825 * insert_ob_in_ob(op,environment): 1616 * env->insert (op)
1826 * This function inserts the object op in the linked list 1617 * This function inserts the object op in the linked list
1827 * inside the object environment. 1618 * inside the object environment.
1828 * 1619 *
1829 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1830 * the inventory at the last position or next to other objects of the same
1831 * type.
1832 * Frank: Now sorted by type, archetype and magic!
1833 *
1834 * The function returns now pointer to inserted item, and return value can 1620 * The function returns now pointer to inserted item, and return value can
1835 * be != op, if items are merged. -Tero 1621 * be != op, if items are merged. -Tero
1836 */ 1622 */
1837
1838object * 1623object *
1839insert_ob_in_ob (object *op, object *where) 1624object::insert (object *op)
1840{ 1625{
1841 object *
1842 tmp, *
1843 otmp;
1844
1845 if (!QUERY_FLAG (op, FLAG_REMOVED))
1846 {
1847 dump_object (op);
1848 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1849 return op;
1850 }
1851
1852 if (where == NULL)
1853 {
1854 dump_object (op);
1855 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1856 return op;
1857 }
1858
1859 if (where->head)
1860 {
1861 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1862 where = where->head;
1863 }
1864
1865 if (op->more) 1626 if (op->more)
1866 { 1627 {
1867 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1628 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1868 return op; 1629 return op;
1869 } 1630 }
1870 1631
1871 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1632 op->remove ();
1872 CLEAR_FLAG (op, FLAG_REMOVED); 1633
1634 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1635
1873 if (op->nrof) 1636 if (op->nrof)
1874 {
1875 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1637 for (object *tmp = inv; tmp; tmp = tmp->below)
1876 if (CAN_MERGE (tmp, op)) 1638 if (object::can_merge (tmp, op))
1877 { 1639 {
1878 /* return the original object and remove inserted object 1640 /* return the original object and remove inserted object
1879 (client needs the original object) */ 1641 (client needs the original object) */
1880 tmp->nrof += op->nrof; 1642 tmp->nrof += op->nrof;
1881 /* Weight handling gets pretty funky. Since we are adding to 1643 adjust_weight (this, op->total_weight ());
1882 * tmp->nrof, we need to increase the weight. 1644
1883 */ 1645 op->destroy (1);
1884 add_weight (where, op->weight * op->nrof);
1885 SET_FLAG (op, FLAG_REMOVED);
1886 free_object (op); /* free the inserted object */
1887 op = tmp; 1646 op = tmp;
1888 remove_ob (op); /* and fix old object's links */ 1647 goto inserted;
1889 CLEAR_FLAG (op, FLAG_REMOVED);
1890 break;
1891 } 1648 }
1892 1649
1893 /* I assume combined objects have no inventory 1650 op->owner = 0; // it's his/hers now. period.
1894 * We add the weight - this object could have just been removed
1895 * (if it was possible to merge). calling remove_ob will subtract
1896 * the weight, so we need to add it in again, since we actually do
1897 * the linking below
1898 */
1899 add_weight (where, op->weight * op->nrof);
1900 }
1901 else
1902 add_weight (where, (op->weight + op->carrying));
1903
1904 otmp = is_player_inv (where);
1905 if (otmp && otmp->contr != NULL)
1906 {
1907 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1908 fix_player (otmp);
1909 }
1910
1911 op->map = NULL; 1651 op->map = 0;
1912 op->env = where; 1652 op->x = 0;
1653 op->y = 0;
1654
1913 op->above = NULL; 1655 op->above = 0;
1914 op->below = NULL; 1656 op->below = inv;
1915 op->x = 0, op->y = 0; 1657 op->env = this;
1916 1658
1659 if (inv)
1660 inv->above = op;
1661
1662 inv = op;
1663
1664 op->flag [FLAG_REMOVED] = 0;
1665
1666 adjust_weight (this, op->total_weight ());
1667
1668inserted:
1917 /* reset the light list and los of the players on the map */ 1669 /* reset the light list and los of the players on the map */
1918 if ((op->glow_radius != 0) && where->map) 1670 if (op->glow_radius && map && map->darkness)
1919 { 1671 update_all_los (map, x, y);
1920#ifdef DEBUG_LIGHTS
1921 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1922#endif /* DEBUG_LIGHTS */
1923 if (MAP_DARKNESS (where->map))
1924 update_all_los (where->map, where->x, where->y);
1925 }
1926 1672
1927 /* Client has no idea of ordering so lets not bother ordering it here. 1673 if (object *otmp = in_player ())
1928 * It sure simplifies this function... 1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1929 */ 1675 otmp->update_stats ();
1930 if (where->inv == NULL) 1676
1931 where->inv = op; 1677 INVOKE_OBJECT (INSERT, this);
1932 else 1678
1933 {
1934 op->below = where->inv;
1935 op->below->above = op;
1936 where->inv = op;
1937 }
1938 return op; 1679 return op;
1939} 1680}
1940 1681
1941/* 1682/*
1942 * Checks if any objects has a move_type that matches objects 1683 * Checks if any objects has a move_type that matches objects
1956 * 1697 *
1957 * MSW 2001-07-08: Check all objects on space, not just those below 1698 * MSW 2001-07-08: Check all objects on space, not just those below
1958 * object being inserted. insert_ob_in_map may not put new objects 1699 * object being inserted. insert_ob_in_map may not put new objects
1959 * on top. 1700 * on top.
1960 */ 1701 */
1961
1962int 1702int
1963check_move_on (object *op, object *originator) 1703check_move_on (object *op, object *originator)
1964{ 1704{
1965 object * 1705 object *tmp;
1966 tmp; 1706 maptile *m = op->map;
1967 tag_t
1968 tag;
1969 mapstruct *
1970 m = op->map;
1971 int
1972 x = op->x, y = op->y; 1707 int x = op->x, y = op->y;
1973 1708
1974 MoveType 1709 MoveType move_on, move_slow, move_block;
1975 move_on,
1976 move_slow,
1977 move_block;
1978 1710
1979 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1980 return 0; 1712 return 0;
1981
1982 tag = op->count;
1983 1713
1984 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1714 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1985 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1715 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1986 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1716 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1987 1717
2003 1733
2004 /* The objects have to be checked from top to bottom. 1734 /* The objects have to be checked from top to bottom.
2005 * Hence, we first go to the top: 1735 * Hence, we first go to the top:
2006 */ 1736 */
2007 1737
2008 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1738 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2009 { 1739 {
2010 /* Trim the search when we find the first other spell effect 1740 /* Trim the search when we find the first other spell effect
2011 * this helps performance so that if a space has 50 spell objects, 1741 * this helps performance so that if a space has 50 spell objects,
2012 * we don't need to check all of them. 1742 * we don't need to check all of them.
2013 */ 1743 */
2031 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2032 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2033 { 1763 {
2034 1764
2035 float 1765 float
2036 diff = tmp->move_slow_penalty * FABS (op->speed); 1766 diff = tmp->move_slow_penalty * fabs (op->speed);
2037 1767
2038 if (op->type == PLAYER) 1768 if (op->type == PLAYER)
2039 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2040 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1770 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2041 diff /= 4.0; 1771 diff /= 4.0;
2048 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1778 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2049 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1779 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2050 { 1780 {
2051 move_apply (tmp, op, originator); 1781 move_apply (tmp, op, originator);
2052 1782
2053 if (was_destroyed (op, tag)) 1783 if (op->destroyed ())
2054 return 1; 1784 return 1;
2055 1785
2056 /* what the person/creature stepped onto has moved the object 1786 /* what the person/creature stepped onto has moved the object
2057 * someplace new. Don't process any further - if we did, 1787 * someplace new. Don't process any further - if we did,
2058 * have a feeling strange problems would result. 1788 * have a feeling strange problems would result.
2068/* 1798/*
2069 * present_arch(arch, map, x, y) searches for any objects with 1799 * present_arch(arch, map, x, y) searches for any objects with
2070 * a matching archetype at the given map and coordinates. 1800 * a matching archetype at the given map and coordinates.
2071 * The first matching object is returned, or NULL if none. 1801 * The first matching object is returned, or NULL if none.
2072 */ 1802 */
2073
2074object * 1803object *
2075present_arch (const archetype *at, mapstruct *m, int x, int y) 1804present_arch (const archetype *at, maptile *m, int x, int y)
2076{ 1805{
2077 object *
2078 tmp;
2079
2080 if (m == NULL || out_of_map (m, x, y)) 1806 if (!m || out_of_map (m, x, y))
2081 { 1807 {
2082 LOG (llevError, "Present_arch called outside map.\n"); 1808 LOG (llevError, "Present_arch called outside map.\n");
2083 return NULL; 1809 return NULL;
2084 } 1810 }
2085 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1811
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2086 if (tmp->arch == at) 1813 if (tmp->arch == at)
2087 return tmp; 1814 return tmp;
1815
2088 return NULL; 1816 return NULL;
2089} 1817}
2090 1818
2091/* 1819/*
2092 * present(type, map, x, y) searches for any objects with 1820 * present(type, map, x, y) searches for any objects with
2093 * a matching type variable at the given map and coordinates. 1821 * a matching type variable at the given map and coordinates.
2094 * The first matching object is returned, or NULL if none. 1822 * The first matching object is returned, or NULL if none.
2095 */ 1823 */
2096
2097object * 1824object *
2098present (unsigned char type, mapstruct *m, int x, int y) 1825present (unsigned char type, maptile *m, int x, int y)
2099{ 1826{
2100 object *
2101 tmp;
2102
2103 if (out_of_map (m, x, y)) 1827 if (out_of_map (m, x, y))
2104 { 1828 {
2105 LOG (llevError, "Present called outside map.\n"); 1829 LOG (llevError, "Present called outside map.\n");
2106 return NULL; 1830 return NULL;
2107 } 1831 }
2108 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1832
1833 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2109 if (tmp->type == type) 1834 if (tmp->type == type)
2110 return tmp; 1835 return tmp;
1836
2111 return NULL; 1837 return NULL;
2112} 1838}
2113 1839
2114/* 1840/*
2115 * present_in_ob(type, object) searches for any objects with 1841 * present_in_ob(type, object) searches for any objects with
2116 * a matching type variable in the inventory of the given object. 1842 * a matching type variable in the inventory of the given object.
2117 * The first matching object is returned, or NULL if none. 1843 * The first matching object is returned, or NULL if none.
2118 */ 1844 */
2119
2120object * 1845object *
2121present_in_ob (unsigned char type, const object *op) 1846present_in_ob (unsigned char type, const object *op)
2122{ 1847{
2123 object *
2124 tmp;
2125
2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1848 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 if (tmp->type == type) 1849 if (tmp->type == type)
2128 return tmp; 1850 return tmp;
1851
2129 return NULL; 1852 return NULL;
2130} 1853}
2131 1854
2132/* 1855/*
2133 * present_in_ob (type, str, object) searches for any objects with 1856 * present_in_ob (type, str, object) searches for any objects with
2141 * str is the string to match against. Note that we match against 1864 * str is the string to match against. Note that we match against
2142 * the object name, not the archetype name. this is so that the 1865 * the object name, not the archetype name. this is so that the
2143 * spell code can use one object type (force), but change it's name 1866 * spell code can use one object type (force), but change it's name
2144 * to be unique. 1867 * to be unique.
2145 */ 1868 */
2146
2147object * 1869object *
2148present_in_ob_by_name (int type, const char *str, const object *op) 1870present_in_ob_by_name (int type, const char *str, const object *op)
2149{ 1871{
2150 object *
2151 tmp;
2152
2153 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1872 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2154 {
2155 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1873 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2156 return tmp; 1874 return tmp;
2157 } 1875
2158 return NULL; 1876 return 0;
2159} 1877}
2160 1878
2161/* 1879/*
2162 * present_arch_in_ob(archetype, object) searches for any objects with 1880 * present_arch_in_ob(archetype, object) searches for any objects with
2163 * a matching archetype in the inventory of the given object. 1881 * a matching archetype in the inventory of the given object.
2164 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
2165 */ 1883 */
2166
2167object * 1884object *
2168present_arch_in_ob (const archetype *at, const object *op) 1885present_arch_in_ob (const archetype *at, const object *op)
2169{ 1886{
2170 object *
2171 tmp;
2172
2173 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1887 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2174 if (tmp->arch == at) 1888 if (tmp->arch == at)
2175 return tmp; 1889 return tmp;
1890
2176 return NULL; 1891 return NULL;
2177} 1892}
2178 1893
2179/* 1894/*
2180 * activate recursively a flag on an object inventory 1895 * activate recursively a flag on an object inventory
2181 */ 1896 */
2182void 1897void
2183flag_inv (object *op, int flag) 1898flag_inv (object *op, int flag)
2184{ 1899{
2185 object *
2186 tmp;
2187
2188 if (op->inv)
2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2190 { 1901 {
2191 SET_FLAG (tmp, flag); 1902 SET_FLAG (tmp, flag);
2192 flag_inv (tmp, flag); 1903 flag_inv (tmp, flag);
2193 } 1904 }
2194} /* 1905}
1906
1907/*
2195 * desactivate recursively a flag on an object inventory 1908 * deactivate recursively a flag on an object inventory
2196 */ 1909 */
2197void 1910void
2198unflag_inv (object *op, int flag) 1911unflag_inv (object *op, int flag)
2199{ 1912{
2200 object *
2201 tmp;
2202
2203 if (op->inv)
2204 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2205 { 1914 {
2206 CLEAR_FLAG (tmp, flag); 1915 CLEAR_FLAG (tmp, flag);
2207 unflag_inv (tmp, flag); 1916 unflag_inv (tmp, flag);
2208 } 1917 }
2209}
2210
2211/*
2212 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2213 * all it's inventory (recursively).
2214 * If checksums are used, a player will get set_cheat called for
2215 * him/her-self and all object carried by a call to this function.
2216 */
2217
2218void
2219set_cheat (object *op)
2220{
2221 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv (op, FLAG_WAS_WIZ);
2223} 1918}
2224 1919
2225/* 1920/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 1921 * find_free_spot(object, map, x, y, start, stop) will search for
2227 * a spot at the given map and coordinates which will be able to contain 1922 * a spot at the given map and coordinates which will be able to contain
2229 * to search (see the freearr_x/y[] definition). 1924 * to search (see the freearr_x/y[] definition).
2230 * It returns a random choice among the alternatives found. 1925 * It returns a random choice among the alternatives found.
2231 * start and stop are where to start relative to the free_arr array (1,9 1926 * start and stop are where to start relative to the free_arr array (1,9
2232 * does all 4 immediate directions). This returns the index into the 1927 * does all 4 immediate directions). This returns the index into the
2233 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1928 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2234 * Note - this only checks to see if there is space for the head of the
2235 * object - if it is a multispace object, this should be called for all
2236 * pieces.
2237 * Note2: This function does correctly handle tiled maps, but does not 1929 * Note: This function does correctly handle tiled maps, but does not
2238 * inform the caller. However, insert_ob_in_map will update as 1930 * inform the caller. However, insert_ob_in_map will update as
2239 * necessary, so the caller shouldn't need to do any special work. 1931 * necessary, so the caller shouldn't need to do any special work.
2240 * Note - updated to take an object instead of archetype - this is necessary 1932 * Note - updated to take an object instead of archetype - this is necessary
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 1933 * because arch_blocked (now ob_blocked) needs to know the movement type
2242 * to know if the space in question will block the object. We can't use 1934 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 1935 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 1936 * customized, changed states, etc.
2245 */ 1937 */
2246
2247int 1938int
2248find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1939find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2249{ 1940{
2250 int
2251 i,
2252 index = 0, flag;
2253 static int
2254 altern[SIZEOFFREE]; 1941 int altern[SIZEOFFREE];
1942 int index = 0, flag;
2255 1943
2256 for (i = start; i < stop; i++) 1944 for (int i = start; i < stop; i++)
2257 { 1945 {
2258 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1946 mapxy pos (m, x, y); pos.move (i);
2259 if (!flag) 1947
1948 if (!pos.normalise ())
1949 continue;
1950
1951 mapspace &ms = *pos;
1952
1953 if (ms.flags () & P_IS_ALIVE)
1954 continue;
1955
1956 /* However, often
1957 * ob doesn't have any move type (when used to place exits)
1958 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1959 */
1960 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1961 {
2260 altern[index++] = i; 1962 altern [index++] = i;
1963 continue;
1964 }
2261 1965
2262 /* Basically, if we find a wall on a space, we cut down the search size. 1966 /* Basically, if we find a wall on a space, we cut down the search size.
2263 * In this way, we won't return spaces that are on another side of a wall. 1967 * In this way, we won't return spaces that are on another side of a wall.
2264 * This mostly work, but it cuts down the search size in all directions - 1968 * This mostly work, but it cuts down the search size in all directions -
2265 * if the space being examined only has a wall to the north and empty 1969 * if the space being examined only has a wall to the north and empty
2266 * spaces in all the other directions, this will reduce the search space 1970 * spaces in all the other directions, this will reduce the search space
2267 * to only the spaces immediately surrounding the target area, and 1971 * to only the spaces immediately surrounding the target area, and
2268 * won't look 2 spaces south of the target space. 1972 * won't look 2 spaces south of the target space.
2269 */ 1973 */
2270 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1974 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1975 {
2271 stop = maxfree[i]; 1976 stop = maxfree[i];
1977 continue;
1978 }
1979
1980 /* Note it is intentional that we check ob - the movement type of the
1981 * head of the object should correspond for the entire object.
1982 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue;
1985
1986 if (ob->blocked (m, pos.x, pos.y))
1987 continue;
1988
1989 altern [index++] = i;
2272 } 1990 }
1991
2273 if (!index) 1992 if (!index)
2274 return -1; 1993 return -1;
1994
2275 return altern[RANDOM () % index]; 1995 return altern [rndm (index)];
2276} 1996}
2277 1997
2278/* 1998/*
2279 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2280 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2281 * But it will return the first available spot, not a random choice. 2001 * But it will return the first available spot, not a random choice.
2282 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2283 */ 2003 */
2284
2285int 2004int
2286find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2287{ 2006{
2288 int
2289 i;
2290
2291 for (i = 0; i < SIZEOFFREE; i++) 2007 for (int i = 0; i < SIZEOFFREE; i++)
2292 {
2293 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2008 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2294 return i; 2009 return i;
2295 } 2010
2296 return -1; 2011 return -1;
2297} 2012}
2298 2013
2299/* 2014/*
2300 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2301 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2302 */ 2018 */
2303static void 2019static void
2304permute (int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2305{ 2021{
2306 int 2022 arr += begin;
2307 i,
2308 j,
2309 tmp,
2310 len;
2311
2312 len = end - begin; 2023 end -= begin;
2313 for (i = begin; i < end; i++)
2314 {
2315 j = begin + RANDOM () % len;
2316 2024
2317 tmp = arr[i]; 2025 while (--end)
2318 arr[i] = arr[j]; 2026 swap (arr [end], arr [rndm (end + 1)]);
2319 arr[j] = tmp;
2320 }
2321} 2027}
2322 2028
2323/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2324 * This basically returns a randomized array (in the passed pointer) of 2030 * This basically returns a randomized array (in the passed pointer) of
2325 * the spaces to find monsters. In this way, it won't always look for 2031 * the spaces to find monsters. In this way, it won't always look for
2328 * the 3x3 area will be searched, just not in a predictable order. 2034 * the 3x3 area will be searched, just not in a predictable order.
2329 */ 2035 */
2330void 2036void
2331get_search_arr (int *search_arr) 2037get_search_arr (int *search_arr)
2332{ 2038{
2333 int 2039 int i;
2334 i;
2335 2040
2336 for (i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2337 {
2338 search_arr[i] = i; 2042 search_arr[i] = i;
2339 }
2340 2043
2341 permute (search_arr, 1, SIZEOFFREE1 + 1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2342 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2343 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2344} 2047}
2353 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * Perhaps incorrectly, but I'm making the assumption that exclude
2354 * is actually want is going to try and move there. We need this info 2057 * is actually want is going to try and move there. We need this info
2355 * because we have to know what movement the thing looking to move 2058 * because we have to know what movement the thing looking to move
2356 * there is capable of. 2059 * there is capable of.
2357 */ 2060 */
2358
2359int 2061int
2360find_dir (mapstruct *m, int x, int y, object *exclude) 2062find_dir (maptile *m, int x, int y, object *exclude)
2361{ 2063{
2362 int
2363 i,
2364 max = SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2365 2065
2366 sint16 nx, ny; 2066 sint16 nx, ny;
2367 object * 2067 object *tmp;
2368 tmp; 2068 maptile *mp;
2369 mapstruct *
2370 mp;
2371 2069
2372 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2373 2071
2374 if (exclude && exclude->head) 2072 if (exclude && exclude->head_ () != exclude)
2375 { 2073 {
2376 exclude = exclude->head; 2074 exclude = exclude->head;
2377 move_type = exclude->move_type; 2075 move_type = exclude->move_type;
2378 } 2076 }
2379 else 2077 else
2387 mp = m; 2085 mp = m;
2388 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2389 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2390 2088
2391 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2392 if (mflags & P_OUT_OF_MAP) 2091 if (mflags & P_OUT_OF_MAP)
2393 {
2394 max = maxfree[i]; 2092 max = maxfree[i];
2395 }
2396 else 2093 else
2397 { 2094 {
2398 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2399 2098
2400 if ((move_type & blocked) == move_type) 2099 if ((move_type & blocked) == move_type)
2401 {
2402 max = maxfree[i]; 2100 max = maxfree[i];
2403 }
2404 else if (mflags & P_IS_ALIVE) 2101 else if (mflags & P_IS_ALIVE)
2405 { 2102 {
2406 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2407 { 2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2408 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2409 {
2410 break; 2106 break;
2411 } 2107
2412 }
2413 if (tmp) 2108 if (tmp)
2414 {
2415 return freedir[i]; 2109 return freedir[i];
2416 }
2417 } 2110 }
2418 } 2111 }
2419 } 2112 }
2113
2420 return 0; 2114 return 0;
2421} 2115}
2422 2116
2423/* 2117/*
2424 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2425 * distance between the two given objects. 2119 * distance between the two given objects.
2426 */ 2120 */
2427
2428int 2121int
2429distance (const object *ob1, const object *ob2) 2122distance (const object *ob1, const object *ob2)
2430{ 2123{
2431 int
2432 i;
2433
2434 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2435 return i;
2436} 2125}
2437 2126
2438/* 2127/*
2439 * find_dir_2(delta-x,delta-y) will return a direction in which 2128 * find_dir_2(delta-x,delta-y) will return a direction in which
2440 * an object which has subtracted the x and y coordinates of another 2129 * an object which has subtracted the x and y coordinates of another
2441 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2442 */ 2131 */
2443
2444int 2132int
2445find_dir_2 (int x, int y) 2133find_dir_2 (int x, int y)
2446{ 2134{
2447 int 2135 int q;
2448 q;
2449 2136
2450 if (y) 2137 if (y)
2451 q = x * 100 / y; 2138 q = x * 100 / y;
2452 else if (x) 2139 else if (x)
2453 q = -300 * x; 2140 q = -300 * x;
2478 2165
2479 return 3; 2166 return 3;
2480} 2167}
2481 2168
2482/* 2169/*
2483 * absdir(int): Returns a number between 1 and 8, which represent
2484 * the "absolute" direction of a number (it actually takes care of
2485 * "overflow" in previous calculations of a direction).
2486 */
2487
2488int
2489absdir (int d)
2490{
2491 while (d < 1)
2492 d += 8;
2493 while (d > 8)
2494 d -= 8;
2495 return d;
2496}
2497
2498/*
2499 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2170 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2500 * between two directions (which are expected to be absolute (see absdir()) 2171 * between two directions (which are expected to be absolute (see absdir())
2501 */ 2172 */
2502
2503int 2173int
2504dirdiff (int dir1, int dir2) 2174dirdiff (int dir1, int dir2)
2505{ 2175{
2506 int 2176 int d;
2507 d;
2508 2177
2509 d = abs (dir1 - dir2); 2178 d = abs (dir1 - dir2);
2510 if (d > 4) 2179 if (d > 4)
2511 d = 8 - d; 2180 d = 8 - d;
2181
2512 return d; 2182 return d;
2513} 2183}
2514 2184
2515/* peterm: 2185/* peterm:
2516 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2186 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2519 * This basically means that if direction is 15, then it could either go 2189 * This basically means that if direction is 15, then it could either go
2520 * direction 4, 14, or 16 to get back to where we are. 2190 * direction 4, 14, or 16 to get back to where we are.
2521 * Moved from spell_util.c to object.c with the other related direction 2191 * Moved from spell_util.c to object.c with the other related direction
2522 * functions. 2192 * functions.
2523 */ 2193 */
2524
2525int
2526 reduction_dir[SIZEOFFREE][3] = { 2194int reduction_dir[SIZEOFFREE][3] = {
2527 {0, 0, 0}, /* 0 */ 2195 {0, 0, 0}, /* 0 */
2528 {0, 0, 0}, /* 1 */ 2196 {0, 0, 0}, /* 1 */
2529 {0, 0, 0}, /* 2 */ 2197 {0, 0, 0}, /* 2 */
2530 {0, 0, 0}, /* 3 */ 2198 {0, 0, 0}, /* 3 */
2531 {0, 0, 0}, /* 4 */ 2199 {0, 0, 0}, /* 4 */
2579 * find a path to that monster that we found. If not, 2247 * find a path to that monster that we found. If not,
2580 * we don't bother going toward it. Returns 1 if we 2248 * we don't bother going toward it. Returns 1 if we
2581 * can see a direct way to get it 2249 * can see a direct way to get it
2582 * Modified to be map tile aware -.MSW 2250 * Modified to be map tile aware -.MSW
2583 */ 2251 */
2584
2585
2586int 2252int
2587can_see_monsterP (mapstruct *m, int x, int y, int dir) 2253can_see_monsterP (maptile *m, int x, int y, int dir)
2588{ 2254{
2589 sint16 dx, dy; 2255 sint16 dx, dy;
2590 int
2591 mflags; 2256 int mflags;
2592 2257
2593 if (dir < 0) 2258 if (dir < 0)
2594 return 0; /* exit condition: invalid direction */ 2259 return 0; /* exit condition: invalid direction */
2595 2260
2596 dx = x + freearr_x[dir]; 2261 dx = x + freearr_x[dir];
2609 return 0; 2274 return 0;
2610 2275
2611 /* yes, can see. */ 2276 /* yes, can see. */
2612 if (dir < 9) 2277 if (dir < 9)
2613 return 1; 2278 return 1;
2279
2614 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2280 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2615 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2281 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2282 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2616} 2283}
2617
2618
2619 2284
2620/* 2285/*
2621 * can_pick(picker, item): finds out if an object is possible to be 2286 * can_pick(picker, item): finds out if an object is possible to be
2622 * picked up by the picker. Returnes 1 if it can be 2287 * picked up by the picker. Returnes 1 if it can be
2623 * picked up, otherwise 0. 2288 * picked up, otherwise 0.
2625 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2290 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2626 * core dumps if they do. 2291 * core dumps if they do.
2627 * 2292 *
2628 * Add a check so we can't pick up invisible objects (0.93.8) 2293 * Add a check so we can't pick up invisible objects (0.93.8)
2629 */ 2294 */
2630
2631int 2295int
2632can_pick (const object *who, const object *item) 2296can_pick (const object *who, const object *item)
2633{ 2297{
2634 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2635 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2636 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2300 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2637} 2301}
2638 2302
2639
2640/* 2303/*
2641 * create clone from object to another 2304 * create clone from object to another
2642 */ 2305 */
2643object * 2306object *
2644object_create_clone (object *asrc) 2307object_create_clone (object *asrc)
2645{ 2308{
2646 object *
2647 dst = NULL, *tmp, *src, *part, *prev, *item; 2309 object *dst = 0, *tmp, *src, *prev, *item;
2648 2310
2649 if (!asrc) 2311 if (!asrc)
2650 return NULL; 2312 return 0;
2651 src = asrc; 2313
2652 if (src->head)
2653 src = src->head; 2314 src = asrc->head_ ();
2654 2315
2655 prev = NULL; 2316 prev = 0;
2656 for (part = src; part; part = part->more) 2317 for (object *part = src; part; part = part->more)
2657 { 2318 {
2658 tmp = get_object (); 2319 tmp = part->clone ();
2659 copy_object (part, tmp);
2660 tmp->x -= src->x; 2320 tmp->x -= src->x;
2661 tmp->y -= src->y; 2321 tmp->y -= src->y;
2322
2662 if (!part->head) 2323 if (!part->head)
2663 { 2324 {
2664 dst = tmp; 2325 dst = tmp;
2665 tmp->head = NULL; 2326 tmp->head = 0;
2666 } 2327 }
2667 else 2328 else
2668 {
2669 tmp->head = dst; 2329 tmp->head = dst;
2670 } 2330
2671 tmp->more = NULL; 2331 tmp->more = 0;
2332
2672 if (prev) 2333 if (prev)
2673 prev->more = tmp; 2334 prev->more = tmp;
2335
2674 prev = tmp; 2336 prev = tmp;
2675 } 2337 }
2676 2338
2677 /*** copy inventory ***/
2678 for (item = src->inv; item; item = item->below) 2339 for (item = src->inv; item; item = item->below)
2679 {
2680 (void) insert_ob_in_ob (object_create_clone (item), dst); 2340 insert_ob_in_ob (object_create_clone (item), dst);
2681 }
2682 2341
2683 return dst; 2342 return dst;
2684}
2685
2686/* return true if the object was destroyed, 0 otherwise */
2687int
2688was_destroyed (const object *op, tag_t old_tag)
2689{
2690 /* checking for FLAG_FREED isn't necessary, but makes this function more
2691 * robust */
2692 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2693}
2694
2695/* GROS - Creates an object using a string representing its content. */
2696
2697/* Basically, we save the content of the string to a temp file, then call */
2698
2699/* load_object on it. I admit it is a highly inefficient way to make things, */
2700
2701/* but it was simple to make and allows reusing the load_object function. */
2702
2703/* Remember not to use load_object_str in a time-critical situation. */
2704
2705/* Also remember that multiparts objects are not supported for now. */
2706
2707object *
2708load_object_str (const char *obstr)
2709{
2710 object *
2711 op;
2712 char
2713 filename[MAX_BUF];
2714
2715 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2716
2717 FILE *
2718 tempfile = fopen (filename, "w");
2719
2720 if (tempfile == NULL)
2721 {
2722 LOG (llevError, "Error - Unable to access load object temp file\n");
2723 return NULL;
2724 };
2725 fprintf (tempfile, obstr);
2726 fclose (tempfile);
2727
2728 op = get_object ();
2729
2730 object_thawer thawer (filename);
2731
2732 if (thawer)
2733 load_object (thawer, op, 0);
2734
2735 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2736 CLEAR_FLAG (op, FLAG_REMOVED);
2737
2738 return op;
2739} 2343}
2740 2344
2741/* This returns the first object in who's inventory that 2345/* This returns the first object in who's inventory that
2742 * has the same type and subtype match. 2346 * has the same type and subtype match.
2743 * returns NULL if no match. 2347 * returns NULL if no match.
2744 */ 2348 */
2745object * 2349object *
2746find_obj_by_type_subtype (const object *who, int type, int subtype) 2350find_obj_by_type_subtype (const object *who, int type, int subtype)
2747{ 2351{
2748 object *
2749 tmp;
2750
2751 for (tmp = who->inv; tmp; tmp = tmp->below) 2352 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2752 if (tmp->type == type && tmp->subtype == subtype) 2353 if (tmp->type == type && tmp->subtype == subtype)
2753 return tmp; 2354 return tmp;
2754 2355
2755 return NULL; 2356 return 0;
2756} 2357}
2757 2358
2758/* If ob has a field named key, return the link from the list, 2359/* If ob has a field named key, return the link from the list,
2759 * otherwise return NULL. 2360 * otherwise return NULL.
2760 * 2361 *
2762 * do the desired thing. 2363 * do the desired thing.
2763 */ 2364 */
2764key_value * 2365key_value *
2765get_ob_key_link (const object *ob, const char *key) 2366get_ob_key_link (const object *ob, const char *key)
2766{ 2367{
2767 key_value *
2768 link;
2769
2770 for (link = ob->key_values; link != NULL; link = link->next) 2368 for (key_value *link = ob->key_values; link; link = link->next)
2771 {
2772 if (link->key == key) 2369 if (link->key == key)
2773 {
2774 return link; 2370 return link;
2775 }
2776 }
2777 2371
2778 return NULL; 2372 return 0;
2779} 2373}
2780 2374
2781/* 2375/*
2782 * Returns the value of op has an extra_field for key, or NULL. 2376 * Returns the value of op has an extra_field for key, or NULL.
2783 * 2377 *
2786 * The returned string is shared. 2380 * The returned string is shared.
2787 */ 2381 */
2788const char * 2382const char *
2789get_ob_key_value (const object *op, const char *const key) 2383get_ob_key_value (const object *op, const char *const key)
2790{ 2384{
2791 key_value * 2385 key_value *link;
2792 link; 2386 shstr_cmp canonical_key (key);
2793 const char *
2794 canonical_key;
2795 2387
2796 canonical_key = shstr::find (key);
2797
2798 if (canonical_key == NULL) 2388 if (!canonical_key)
2799 { 2389 {
2800 /* 1. There being a field named key on any object 2390 /* 1. There being a field named key on any object
2801 * implies there'd be a shared string to find. 2391 * implies there'd be a shared string to find.
2802 * 2. Since there isn't, no object has this field. 2392 * 2. Since there isn't, no object has this field.
2803 * 3. Therefore, *this* object doesn't have this field. 2393 * 3. Therefore, *this* object doesn't have this field.
2804 */ 2394 */
2805 return NULL; 2395 return 0;
2806 } 2396 }
2807 2397
2808 /* This is copied from get_ob_key_link() above - 2398 /* This is copied from get_ob_key_link() above -
2809 * only 4 lines, and saves the function call overhead. 2399 * only 4 lines, and saves the function call overhead.
2810 */ 2400 */
2811 for (link = op->key_values; link != NULL; link = link->next) 2401 for (link = op->key_values; link; link = link->next)
2812 {
2813 if (link->key == canonical_key) 2402 if (link->key == canonical_key)
2814 {
2815 return link->value; 2403 return link->value;
2816 } 2404
2817 }
2818 return NULL; 2405 return 0;
2819} 2406}
2820
2821 2407
2822/* 2408/*
2823 * Updates the canonical_key in op to value. 2409 * Updates the canonical_key in op to value.
2824 * 2410 *
2825 * canonical_key is a shared string (value doesn't have to be). 2411 * canonical_key is a shared string (value doesn't have to be).
2830 * Returns TRUE on success. 2416 * Returns TRUE on success.
2831 */ 2417 */
2832int 2418int
2833set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2419set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2834{ 2420{
2835 key_value *
2836 field = NULL, *last = NULL; 2421 key_value *field = NULL, *last = NULL;
2837 2422
2838 for (field = op->key_values; field != NULL; field = field->next) 2423 for (field = op->key_values; field != NULL; field = field->next)
2839 { 2424 {
2840 if (field->key != canonical_key) 2425 if (field->key != canonical_key)
2841 { 2426 {
2850 /* Basically, if the archetype has this key set, 2435 /* Basically, if the archetype has this key set,
2851 * we need to store the null value so when we save 2436 * we need to store the null value so when we save
2852 * it, we save the empty value so that when we load, 2437 * it, we save the empty value so that when we load,
2853 * we get this value back again. 2438 * we get this value back again.
2854 */ 2439 */
2855 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2440 if (get_ob_key_link (op->arch, canonical_key))
2856 field->value = 0; 2441 field->value = 0;
2857 else 2442 else
2858 { 2443 {
2859 if (last) 2444 if (last)
2860 last->next = field->next; 2445 last->next = field->next;
2869 /* IF we get here, key doesn't exist */ 2454 /* IF we get here, key doesn't exist */
2870 2455
2871 /* No field, we'll have to add it. */ 2456 /* No field, we'll have to add it. */
2872 2457
2873 if (!add_key) 2458 if (!add_key)
2874 {
2875 return FALSE; 2459 return FALSE;
2876 } 2460
2877 /* There isn't any good reason to store a null 2461 /* There isn't any good reason to store a null
2878 * value in the key/value list. If the archetype has 2462 * value in the key/value list. If the archetype has
2879 * this key, then we should also have it, so shouldn't 2463 * this key, then we should also have it, so shouldn't
2880 * be here. If user wants to store empty strings, 2464 * be here. If user wants to store empty strings,
2881 * should pass in "" 2465 * should pass in ""
2908{ 2492{
2909 shstr key_ (key); 2493 shstr key_ (key);
2910 2494
2911 return set_ob_key_value_s (op, key_, value, add_key); 2495 return set_ob_key_value_s (op, key_, value, add_key);
2912} 2496}
2497
2498object::depth_iterator::depth_iterator (object *container)
2499: iterator_base (container)
2500{
2501 while (item->inv)
2502 item = item->inv;
2503}
2504
2505void
2506object::depth_iterator::next ()
2507{
2508 if (item->below)
2509 {
2510 item = item->below;
2511
2512 while (item->inv)
2513 item = item->inv;
2514 }
2515 else
2516 item = item->env;
2517}
2518
2519const char *
2520object::flag_desc (char *desc, int len) const
2521{
2522 char *p = desc;
2523 bool first = true;
2524
2525 *p = 0;
2526
2527 for (int i = 0; i < NUM_FLAGS; i++)
2528 {
2529 if (len <= 10) // magic constant!
2530 {
2531 snprintf (p, len, ",...");
2532 break;
2533 }
2534
2535 if (flag [i])
2536 {
2537 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2538 len -= cnt;
2539 p += cnt;
2540 first = false;
2541 }
2542 }
2543
2544 return desc;
2545}
2546
2547// return a suitable string describing an object in enough detail to find it
2548const char *
2549object::debug_desc (char *info) const
2550{
2551 char flagdesc[512];
2552 char info2[256 * 4];
2553 char *p = info;
2554
2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2556 count,
2557 uuid.c_str (),
2558 &name,
2559 title ? "\",title:\"" : "",
2560 title ? (const char *)title : "",
2561 flag_desc (flagdesc, 512), type);
2562
2563 if (!this->flag[FLAG_REMOVED] && env)
2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2565
2566 if (map)
2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2568
2569 return info;
2570}
2571
2572const char *
2573object::debug_desc () const
2574{
2575 static char info[3][256 * 4];
2576 static int info_idx;
2577
2578 return debug_desc (info [++info_idx % 3]);
2579}
2580
2581struct region *
2582object::region () const
2583{
2584 return map ? map->region (x, y)
2585 : region::default_region ();
2586}
2587
2588const materialtype_t *
2589object::dominant_material () const
2590{
2591 if (materialtype_t *mt = name_to_material (materialname))
2592 return mt;
2593
2594 return name_to_material (shstr_unknown);
2595}
2596
2597void
2598object::open_container (object *new_container)
2599{
2600 if (container == new_container)
2601 return;
2602
2603 if (object *old_container = container)
2604 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return;
2607
2608#if 0
2609 // remove the "Close old_container" object.
2610 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON)
2612 closer->destroy ();
2613#endif
2614
2615 old_container->flag [FLAG_APPLIED] = 0;
2616 container = 0;
2617
2618 esrv_update_item (UPD_FLAGS, this, old_container);
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2620 play_sound (sound_find ("chest_close"));
2621 }
2622
2623 if (new_container)
2624 {
2625 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2626 return;
2627
2628 // TODO: this does not seem to serve any purpose anymore?
2629#if 0
2630 // insert the "Close Container" object.
2631 if (archetype *closer = new_container->other_arch)
2632 {
2633 object *closer = arch_to_object (new_container->other_arch);
2634 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2635 new_container->insert (closer);
2636 }
2637#endif
2638
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2640
2641 new_container->flag [FLAG_APPLIED] = 1;
2642 container = new_container;
2643
2644 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open"));
2647 }
2648}
2649
2650object *
2651object::force_find (const shstr name)
2652{
2653 /* cycle through his inventory to look for the MARK we want to
2654 * place
2655 */
2656 for (object *tmp = inv; tmp; tmp = tmp->below)
2657 if (tmp->type == FORCE && tmp->slaying == name)
2658 return splay (tmp);
2659
2660 return 0;
2661}
2662
2663void
2664object::force_add (const shstr name, int duration)
2665{
2666 if (object *force = force_find (name))
2667 force->destroy ();
2668
2669 object *force = get_archetype (FORCE_NAME);
2670
2671 force->slaying = name;
2672 force->stats.food = 1;
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (duration ? 1.f / duration : 0.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true;
2678
2679 insert (force);
2680}
2681
2682void
2683object::play_sound (faceidx sound)
2684{
2685 if (!sound)
2686 return;
2687
2688 if (flag [FLAG_REMOVED])
2689 return;
2690
2691 if (env)
2692 {
2693 if (object *pl = in_player ())
2694 pl->contr->play_sound (sound);
2695 }
2696 else
2697 map->play_sound (sound, x, y);
2698}
2699

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