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Comparing deliantra/server/common/object.C (file contents):
Revision 1.42 by root, Thu Sep 14 01:19:47 2006 UTC vs.
Revision 1.295 by root, Fri Nov 6 13:03:34 2009 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * 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 Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
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> 25#include <global.h>
29#include <stdio.h> 26#include <stdio.h>
30#include <sys/types.h> 27#include <sys/types.h>
31#include <sys/uio.h> 28#include <sys/uio.h>
32#include <object.h> 29#include <object.h>
33#include <funcpoint.h> 30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36int nrofallocobjects = 0; 33#include <bitset>
37static UUID uuid; 34
35UUID UUID::cur;
36static uint64_t seq_next_save;
38const uint64 UUID_SKIP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
39 39
40object *objects; /* Pointer to the list of used objects */ 40objectvec objects;
41object *active_objects; /* List of active objects that need to be processed */ 41activevec actives;
42 42
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43//+GPL
44
45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 50};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
48};
49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51}; 56};
52int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 58 0,
59 1, 2, 3, 4, 5, 6, 7, 8,
60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55}; 62};
56 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
57static void 71static void
58write_uuid (void) 72write_uuid (uval64 skip, bool sync)
59{ 73{
60 char filename1[MAX_BUF], filename2[MAX_BUF]; 74 CALL_BEGIN (2);
61 75 CALL_ARG_SV (newSVval64 (skip));
62 sprintf (filename1, "%s/uuid", settings.localdir); 76 CALL_ARG_SV (boolSV (sync));
63 sprintf (filename2, "%s/uuid~", settings.localdir); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
64 78 CALL_END;
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76} 79}
77 80
78static void 81static void
79read_uuid (void) 82read_uuid (void)
80{ 83{
81 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
82 85
83 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 seq_next_save = 0;
84 89
85 FILE *fp; 90 FILE *fp;
86 91
87 if (!(fp = fopen (filename, "r"))) 92 if (!(fp = fopen (filename, "r")))
88 { 93 {
89 if (errno == ENOENT) 94 if (errno == ENOENT)
90 { 95 {
91 LOG (llevInfo, "RESET uid to 1\n"); 96 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0; 97 UUID::cur.seq = 0;
93 write_uuid (); 98 write_uuid (UUID_GAP, true);
94 return; 99 return;
95 } 100 }
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 int version; 106 UUID::BUF buf;
102 unsigned long long uid; 107 buf[0] = 0;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 108 fgets (buf, sizeof (buf), fp);
109
110 if (!UUID::cur.parse (buf))
104 { 111 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 112 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
106 _exit (1); 113 _exit (1);
107 } 114 }
108 115
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid); 116 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
117
118 write_uuid (UUID_GAP, true);
112 fclose (fp); 119 fclose (fp);
113} 120}
114 121
115UUID 122UUID
116gen_uuid () 123UUID::gen ()
117{ 124{
118 UUID uid; 125 UUID uid;
119 126
120 uid.seq = ++uuid.seq; 127 uid.seq = ++cur.seq;
121 128
122 if (!(uuid.seq & (UUID_SKIP - 1))) 129 if (expect_false (cur.seq >= seq_next_save))
123 write_uuid (); 130 {
131 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
132 write_uuid (UUID_GAP, false);
133 }
134
124 135
125 return uid; 136 return uid;
126} 137}
127 138
128void 139void
129init_uuid () 140UUID::init ()
130{ 141{
131 read_uuid (); 142 read_uuid ();
132} 143}
133 144
134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int 146static bool
136compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
137{ 148{
138 key_value *wants_field;
139
140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 149 /* n-squared behaviour (see kv_get), but I'm hoping both
141 * objects with lists are rare, and lists stay short. If not, use a 150 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 151 * different structure or at least keep the lists sorted...
143 */ 152 */
144 153
145 /* For each field in wants, */ 154 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 155 for (key_value *kv = wants->key_values; kv; kv = kv->next)
147 { 156 if (has->kv_get (kv->key) != kv->value)
148 key_value *has_field; 157 return false;
149
150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
154 {
155 /* No field with that name. */
156 return FALSE;
157 }
158
159 /* Found the matching field. */
160 if (has_field->value != wants_field->value)
161 {
162 /* Values don't match, so this half of the comparison is false. */
163 return FALSE;
164 }
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 158
169 /* If we get here, every field in wants has a matching field in has. */ 159 /* If we get here, every field in wants has a matching field in has. */
170 return TRUE; 160 return true;
171} 161}
172 162
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 163/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int 164static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 165compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 166{
177 /* However, there may be fields in has which aren't partnered in wants, 167 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 168 * so we need to run the comparison *twice*. :(
179 */ 169 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 170 return compare_ob_value_lists_one (ob1, ob2)
171 && compare_ob_value_lists_one (ob2, ob1);
181} 172}
182 173
183/* Function examines the 2 objects given to it, and returns true if 174/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 175 * they can be merged together.
185 * 176 *
186 * Note that this function appears a lot longer than the macro it 177 * Note that this function appears a lot longer than the macro it
187 * replaces - this is mostly for clarity - a decent compiler should hopefully 178 * replaces - this is mostly for clarity - a decent compiler should hopefully
188 * reduce this to the same efficiency. 179 * reduce this to the same efficiency.
189 * 180 *
190 * Check nrof variable *before* calling CAN_MERGE() 181 * Check nrof variable *before* calling can_merge()
191 * 182 *
192 * Improvements made with merge: Better checking on potion, and also 183 * Improvements made with merge: Better checking on potion, and also
193 * check weight 184 * check weight
194 */ 185 */
195
196bool object::can_merge (object *ob1, object *ob2) 186bool object::can_merge_slow (object *ob1, object *ob2)
197{ 187{
198 /* A couple quicksanity checks */ 188 /* A couple quicksanity checks */
199 if ((ob1 == ob2) || (ob1->type != ob2->type)) 189 if (ob1 == ob2
190 || ob1->type != ob2->type
191 || ob1->speed != ob2->speed
192 || ob1->value != ob2->value
193 || ob1->name != ob2->name)
200 return 0; 194 return 0;
201 195
202 if (ob1->speed != ob2->speed) 196 /* Do not merge objects if nrof would overflow, assume nrof
197 * is always 0 .. 2**31-1 */
198 if (ob1->nrof > 0x7fffffff - ob2->nrof)
203 return 0; 199 return 0;
204 200
205 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
206 * value could not be stored in a sint32 (which unfortunately sometimes is
207 * used to store nrof).
208 */
209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
210 return 0;
211
212 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* If the objects have been identified, set the BEEN_APPLIED flag.
213 * This is to the comparison of the flags below will be OK. We 202 * This is to the comparison of the flags below will be OK. We
214 * just can't ignore the been applied or identified flags, as they 203 * just can't ignore the been applied or identified flags, as they
215 * are not equal - just if it has been identified, the been_applied 204 * are not equal - just if it has been identified, the been_applied
216 * flags lose any meaning. 205 * flags lose any meaning.
217 */ 206 */
218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 209
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 211 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 212
224 213 if (ob1->arch->archname != ob2->arch->archname
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 214 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 215 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 216 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 217 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
240 (ob1->attacktype != ob2->attacktype) || 218 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 219 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 220 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 221 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 222 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 223 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
246 (ob1->client_type != ob2->client_type) || 225 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 226 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 227 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 228 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 229 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 230 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 231 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 232 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 233 || ob1->move_off != ob2->move_off
234 || ob1->move_slow != ob2->move_slow
235 || ob1->move_slow_penalty != ob2->move_slow_penalty
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
255 return 0; 238 return 0;
256 239
240 if ((ob1->flag ^ ob2->flag)
241 .reset (FLAG_INV_LOCKED)
242 .reset (FLAG_REMOVED)
243 .any ())
244 return 0;
245
257 /* This is really a spellbook check - really, we should 246 /* This is really a spellbook check - we should in general
258 * check all objects in the inventory. 247 * not merge objects with real inventories, as splitting them
248 * is hard.
259 */ 249 */
260 if (ob1->inv || ob2->inv) 250 if (ob1->inv || ob2->inv)
261 { 251 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0;
265
266 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv)) 252 if (!(ob1->inv && ob2->inv))
268 return 0; 253 return 0; /* inventories differ in length */
254
255 if (ob1->inv->below || ob2->inv->below)
256 return 0; /* more than one object in inv */
257
258 if (!object::can_merge (ob1->inv, ob2->inv))
259 return 0; /* inventory objects differ */
269 260
270 /* inventory ok - still need to check rest of this object to see 261 /* inventory ok - still need to check rest of this object to see
271 * if it is valid. 262 * if it is valid.
272 */ 263 */
273 } 264 }
281 272
282 /* Note sure why the following is the case - either the object has to 273 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster 274 * be animated or have a very low speed. Is this an attempted monster
284 * check? 275 * check?
285 */ 276 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 277 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
287 return 0; 278 return 0;
288 279
289 switch (ob1->type) 280 switch (ob1->type)
290 { 281 {
291 case SCROLL: 282 case SCROLL:
292 if (ob1->level != ob2->level) 283 if (ob1->level != ob2->level)
293 return 0; 284 return 0;
294 break; 285 break;
295 } 286 }
296 287
297 if (ob1->key_values != NULL || ob2->key_values != NULL) 288 if (ob1->key_values || ob2->key_values)
298 { 289 {
299 /* At least one of these has key_values. */ 290 /* At least one of these has key_values. */
300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 291 if ((!ob1->key_values) != (!ob2->key_values))
301 /* One has fields, but the other one doesn't. */ 292 return 0; /* One has fields, but the other one doesn't. */
293
294 if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 295 return 0;
303 else if (!compare_ob_value_lists (ob1, ob2))
304 return 0;
305 } 296 }
306 297
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
309 { 299 {
310 ob1->optimise (); 300 ob1->optimise ();
311 ob2->optimise (); 301 ob2->optimise ();
312 302
313 if (ob1->self || ob2->self) 303 if (ob1->self || ob2->self)
304 {
305 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
306 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
307
308 if (k1 != k2)
314 return 0; 309 return 0;
310
311 if (k1 == 0)
312 return 1;
313
314 if (!cfperl_can_merge (ob1, ob2))
315 return 0;
316 }
315 } 317 }
316 318
317 /* Everything passes, must be OK. */ 319 /* Everything passes, must be OK. */
318 return 1; 320 return 1;
319} 321}
320 322
323// find player who can see this object
324object *
325object::visible_to () const
326{
327 if (client_visible () && !flag [FLAG_REMOVED])
328 {
329 // see if we are in a container of sorts
330 if (env)
331 {
332 // the player inventory itself is always visible
333 if (env->is_player ())
334 return env;
335
336 // else a player could have our env open
337 object *envest = env->outer_env_or_self ();
338
339 // the player itself is always on a map, so we will find him here
340 // even if our inv is in a player.
341 if (envest->is_on_map ())
342 if (object *pl = envest->ms ().player ())
343 if (pl->container_ () == env)
344 return pl;
345 }
346 else
347 {
348 // maybe there is a player standing on the same mapspace
349 // this will catch the case where "this" is a player
350 if (object *pl = ms ().player ())
351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
352 || pl->container_ () == this)
353 return pl;
354 }
355 }
356
357 return 0;
358}
359
360// adjust weight per container type ("of holding")
361static sint32
362weight_adjust_for (object *op, sint32 weight)
363{
364 return op->type == CONTAINER
365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
366 : weight;
367}
368
321/* 369/*
370 * adjust_weight(object, weight) adds the specified weight to an object,
371 * and also updates how much the environment(s) is/are carrying.
372 */
373static void
374adjust_weight (object *op, sint32 weight)
375{
376 while (op)
377 {
378 // adjust by actual difference to account for rounding errors
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
380 weight = weight_adjust_for (op, op->carrying)
381 - weight_adjust_for (op, op->carrying - weight);
382
383 if (!weight)
384 return;
385
386 op->carrying += weight;
387
388 if (object *pl = op->visible_to ())
389 if (pl != op) // player is handled lazily
390 esrv_update_item (UPD_WEIGHT, pl, op);
391
392 op = op->env;
393 }
394}
395
396/*
322 * sum_weight() is a recursive function which calculates the weight 397 * this is a recursive function which calculates the weight
323 * an object is carrying. It goes through in figures out how much 398 * an object is carrying. It goes through op and figures out how much
324 * containers are carrying, and sums it up. 399 * containers are carrying, and sums it up.
325 */ 400 */
326long 401void
327sum_weight (object *op) 402object::update_weight ()
328{ 403{
329 long sum; 404 sint32 sum = 0;
330 object *inv;
331 405
332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 406 for (object *op = inv; op; op = op->below)
333 { 407 {
334 if (inv->inv) 408 if (op->inv)
335 sum_weight (inv); 409 op->update_weight ();
336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 410
411 sum += op->total_weight ();
412 }
413
414 sum = weight_adjust_for (this, sum);
415
416 if (sum != carrying)
337 } 417 {
338
339 if (op->type == CONTAINER && op->stats.Str)
340 sum = (sum * (100 - op->stats.Str)) / 100;
341
342 if (op->carrying != sum)
343 op->carrying = sum; 418 carrying = sum;
344 419
345 return sum; 420 if (object *pl = visible_to ())
346} 421 if (pl != this) // player is handled lazily
347 422 esrv_update_item (UPD_WEIGHT, pl, this);
348/**
349 * Return the outermost environment object for a given object.
350 */
351
352object *
353object_get_env_recursive (object *op)
354{
355 while (op->env != NULL)
356 op = op->env;
357 return op;
358}
359
360/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array.
379 */
380
381void
382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
388 char *cp;
389
390/* object *tmp;*/
391
392 if (op->arch != NULL)
393 { 423 }
394 strcat (errmsg, "arch ");
395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
396 strcat (errmsg, "\n");
397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
398 strcat (errmsg, cp);
399# if 0
400 /* Don't dump player diffs - they are too long, mostly meaningless, and
401 * will overflow the buffer.
402 * Changed so that we don't dump inventory either. This may
403 * also overflow the buffer.
404 */
405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
406 strcat (errmsg, cp);
407 for (tmp = op->inv; tmp; tmp = tmp->below)
408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
428#endif
429} 424}
430 425
431/* 426/*
432 * Dumps an object. Returns output in the static global errmsg array. 427 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
433 */ 428 */
434 429char *
435void
436dump_object (object *op) 430dump_object (object *op)
437{ 431{
438 if (op == NULL) 432 if (!op)
439 { 433 return strdup ("[NULLOBJ]");
440 strcpy (errmsg, "[NULL pointer]");
441 return;
442 }
443 errmsg[0] = '\0';
444 dump_object2 (op);
445}
446 434
447void 435 object_freezer freezer;
448dump_all_objects (void) 436 op->write (freezer);
449{ 437 return freezer.as_string ();
450 object *op; 438}
451 439
452 for (op = objects; op != NULL; op = op->next) 440char *
453 { 441object::as_string ()
454 dump_object (op); 442{
455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg); 443 return dump_object (this);
456 }
457} 444}
458 445
459/* 446/*
460 * get_nearest_part(multi-object, object 2) returns the part of the 447 * get_nearest_part(multi-object, object 2) returns the part of the
461 * multi-object 1 which is closest to the second object. 448 * multi-object 1 which is closest to the second object.
462 * If it's not a multi-object, it is returned. 449 * If it's not a multi-object, it is returned.
463 */ 450 */
464 451static object *
465object *
466get_nearest_part (object *op, const object *pl) 452get_nearest_part (object *op, const object *pl)
467{ 453{
468 object *tmp, *closest; 454 object *tmp, *closest;
469 int last_dist, i; 455 int last_dist, i;
470 456
471 if (op->more == NULL) 457 if (!op->more)
472 return op; 458 return op;
459
473 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 460 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
461 tmp;
462 tmp = tmp->more)
474 if ((i = distance (tmp, pl)) < last_dist) 463 if ((i = distance (tmp, pl)) < last_dist)
475 closest = tmp, last_dist = i; 464 closest = tmp, last_dist = i;
465
476 return closest; 466 return closest;
477} 467}
478 468
479/* 469/*
480 * Returns the object which has the count-variable equal to the argument. 470 * Returns the object which has the count-variable equal to the argument.
471 * VERRRY slow.
481 */ 472 */
482
483object * 473object *
484find_object (tag_t i) 474find_object (tag_t i)
485{ 475{
486 object *op; 476 for_all_objects (op)
487
488 for (op = objects; op != NULL; op = op->next)
489 if (op->count == i) 477 if (op->count == i)
490 break;
491 return op; 478 return op;
479
480 return 0;
492} 481}
493 482
494/* 483/*
495 * Returns the first object which has a name equal to the argument. 484 * Returns the first object which has a name equal to the argument.
496 * Used only by the patch command, but not all that useful. 485 * Used only by the patch command, but not all that useful.
497 * Enables features like "patch <name-of-other-player> food 999" 486 * Enables features like "patch <name-of-other-player> food 999"
498 */ 487 */
499
500object * 488object *
501find_object_name (const char *str) 489find_object_name (const char *str)
502{ 490{
503 shstr_cmp str_ (str); 491 shstr_cmp str_ (str);
504 object *op;
505 492
506 for (op = objects; op != NULL; op = op->next) 493 if (str_)
494 for_all_objects (op)
507 if (op->name == str_) 495 if (op->name == str_)
508 break; 496 return op;
509 497
510 return op; 498 return 0;
511}
512
513void
514free_all_object_data ()
515{
516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
517}
518
519/*
520 * Returns the object which this object marks as being the owner.
521 * A id-scheme is used to avoid pointing to objects which have been
522 * freed and are now reused. If this is detected, the owner is
523 * set to NULL, and NULL is returned.
524 * Changed 2004-02-12 - if the player is setting at the play again
525 * prompt, he is removed, and we don't want to treat him as an owner of
526 * anything, so check removed flag. I don't expect that this should break
527 * anything - once an object is removed, it is basically dead anyways.
528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
536
537 return owner;
538} 499}
539 500
540/* 501/*
541 * Sets the owner and sets the skill and exp pointers to owner's current 502 * Sets the owner and sets the skill and exp pointers to owner's current
542 * skill and experience objects. 503 * skill and experience objects.
504 * ACTUALLY NO! investigate! TODO
543 */ 505 */
544void 506void
545object::set_owner (object *owner) 507object::set_owner (object *owner)
546{ 508{
509 // allow objects which own objects
547 if (!owner) 510 if (owner)
548 return;
549
550 /* next line added to allow objects which own objects */
551 /* Add a check for ownercounts in here, as I got into an endless loop
552 * with the fireball owning a poison cloud which then owned the
553 * fireball. I believe that was caused by one of the objects getting
554 * freed and then another object replacing it. Since the ownercounts
555 * didn't match, this check is valid and I believe that cause is valid.
556 */
557 while (owner->owner) 511 while (owner->owner)
558 owner = owner->owner; 512 owner = owner->owner;
513
514 if (flag [FLAG_FREED])
515 {
516 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
517 return;
518 }
559 519
560 this->owner = owner; 520 this->owner = owner;
521}
522
523int
524object::slottype () const
525{
526 if (type == SKILL)
527 {
528 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
529 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
530 }
531 else
532 {
533 if (slot [body_combat].info) return slot_combat;
534 if (slot [body_range ].info) return slot_ranged;
535 }
536
537 return slot_none;
538}
539
540bool
541object::change_weapon (object *ob)
542{
543 if (current_weapon == ob)
544 return true;
545
546 if (chosen_skill)
547 chosen_skill->flag [FLAG_APPLIED] = false;
548
549 current_weapon = ob;
550 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
551
552 if (chosen_skill)
553 chosen_skill->flag [FLAG_APPLIED] = true;
554
555 update_stats ();
556
557 if (ob)
558 {
559 // now check wether any body locations became invalid, in which case
560 // we cannot apply the weapon at the moment.
561 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
562 if (slot[i].used < 0)
563 {
564 current_weapon = chosen_skill = 0;
565 update_stats ();
566
567 new_draw_info_format (NDI_UNIQUE, 0, this,
568 "You try to balance all your items at once, "
569 "but the %s is just too much for your body. "
570 "[You need to unapply some items first - use the 'body' command to see "
571 "how many items you cna wera on a specific body part.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
561} 588}
562 589
563/* Zero the key_values on op, decrementing the shared-string 590/* Zero the key_values on op, decrementing the shared-string
564 * refcounts and freeing the links. 591 * refcounts and freeing the links.
565 */ 592 */
566static void 593static void
567free_key_values (object *op) 594free_key_values (object *op)
568{ 595{
569 for (key_value *i = op->key_values; i != 0;) 596 for (key_value *i = op->key_values; i; )
570 { 597 {
571 key_value *next = i->next; 598 key_value *next = i->next;
572 delete i; 599 delete i;
573 600
574 i = next; 601 i = next;
575 } 602 }
576 603
577 op->key_values = 0; 604 op->key_values = 0;
578} 605}
579 606
580void object::clear ()
581{
582 attachable_base::clear ();
583
584 free_key_values (this);
585
586 owner = 0;
587 name = 0;
588 name_pl = 0;
589 title = 0;
590 race = 0;
591 slaying = 0;
592 skill = 0;
593 msg = 0;
594 lore = 0;
595 custom_name = 0;
596 materialname = 0;
597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
610
611 SET_FLAG (this, FLAG_REMOVED);
612
613 /* What is not cleared is next, prev, and count */
614
615 expmul = 1.0;
616 face = blank_face;
617 attacked_by_count = -1;
618
619 if (settings.casting_time)
620 casting_time = -1;
621}
622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
630}
631
632/* 607/*
633 * copy object first frees everything allocated by the second object, 608 * copy_to first frees everything allocated by the dst object,
634 * and then copies the contends of the first object into the second 609 * and then copies the contents of itself into the second
635 * object, allocating what needs to be allocated. Basically, any 610 * object, allocating what needs to be allocated. Basically, any
636 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 611 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
637 * if the first object is freed, the pointers in the new object 612 * if the first object is freed, the pointers in the new object
638 * will point at garbage. 613 * will point at garbage.
639 */ 614 */
640void 615void
641copy_object (object *op2, object *op) 616object::copy_to (object *dst)
642{ 617{
643 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 618 dst->remove ();
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 619 *(object_copy *)dst = *this;
645 620 dst->flag [FLAG_REMOVED] = true;
646 op2->clone (op);
647
648 if (is_freed)
649 SET_FLAG (op, FLAG_FREED);
650 if (is_removed)
651 SET_FLAG (op, FLAG_REMOVED);
652
653 if (op2->speed < 0)
654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
655 621
656 /* Copy over key_values, if any. */ 622 /* Copy over key_values, if any. */
657 if (op2->key_values) 623 if (key_values)
658 { 624 {
659 key_value *tail = 0; 625 key_value *tail = 0;
660 key_value *i;
661
662 op->key_values = 0; 626 dst->key_values = 0;
663 627
664 for (i = op2->key_values; i; i = i->next) 628 for (key_value *i = key_values; i; i = i->next)
665 { 629 {
666 key_value *new_link = new key_value; 630 key_value *new_link = new key_value;
667 631
668 new_link->next = 0; 632 new_link->next = 0;
669 new_link->key = i->key; 633 new_link->key = i->key;
670 new_link->value = i->value; 634 new_link->value = i->value;
671 635
672 /* Try and be clever here, too. */ 636 /* Try and be clever here, too. */
673 if (!op->key_values) 637 if (!dst->key_values)
674 { 638 {
675 op->key_values = new_link; 639 dst->key_values = new_link;
676 tail = new_link; 640 tail = new_link;
677 } 641 }
678 else 642 else
679 { 643 {
680 tail->next = new_link; 644 tail->next = new_link;
681 tail = new_link; 645 tail = new_link;
682 } 646 }
683 } 647 }
684 } 648 }
685 649
686 update_ob_speed (op); 650 if (speed < 0)
651 dst->speed_left -= rndm ();
652
653 dst->activate ();
654}
655
656void
657object::instantiate ()
658{
659 if (!uuid.seq) // HACK
660 uuid = UUID::gen ();
661
662 speed_left = -0.1f;
663 /* copy the body_info to the body_used - this is only really
664 * need for monsters, but doesn't hurt to do it for everything.
665 * by doing so, when a monster is created, it has good starting
666 * values for the body_used info, so when items are created
667 * for it, they can be properly equipped.
668 */
669 for (int i = NUM_BODY_LOCATIONS; i--; )
670 slot[i].used = slot[i].info;
671
672 attachable::instantiate ();
673}
674
675object *
676object::clone ()
677{
678 object *neu = create ();
679 copy_to (neu);
680 neu->map = map; // not copied by copy_to
681 return neu;
687} 682}
688 683
689/* 684/*
690 * If an object with the IS_TURNABLE() flag needs to be turned due 685 * If an object with the IS_TURNABLE() flag needs to be turned due
691 * to the closest player being on the other side, this function can 686 * to the closest player being on the other side, this function can
692 * be called to update the face variable, _and_ how it looks on the map. 687 * be called to update the face variable, _and_ how it looks on the map.
693 */ 688 */
694
695void 689void
696update_turn_face (object *op) 690update_turn_face (object *op)
697{ 691{
698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
699 return; 693 return;
694
700 SET_ANIMATION (op, op->direction); 695 SET_ANIMATION (op, op->direction);
701 update_object (op, UP_OBJ_FACE); 696 update_object (op, UP_OBJ_FACE);
702} 697}
703 698
704/* 699/*
705 * Updates the speed of an object. If the speed changes from 0 to another 700 * Updates the speed of an object. If the speed changes from 0 to another
706 * value, or vice versa, then add/remove the object from the active list. 701 * value, or vice versa, then add/remove the object from the active list.
707 * This function needs to be called whenever the speed of an object changes. 702 * This function needs to be called whenever the speed of an object changes.
708 */ 703 */
709void 704void
710update_ob_speed (object *op) 705object::set_speed (float speed)
711{ 706{
712 extern int arch_init; 707 if (flag [FLAG_FREED] && speed)
713
714 /* No reason putting the archetypes objects on the speed list,
715 * since they never really need to be updated.
716 */
717
718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 { 708 {
720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 709 LOG (llevError, "Object %s is freed but has speed.\n", &name);
721#ifdef MANY_CORES
722 abort ();
723#else
724 op->speed = 0; 710 speed = 0;
725#endif
726 }
727
728 if (arch_init)
729 return;
730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 { 711 }
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736 712
737 /* process_events() expects us to insert the object at the beginning 713 this->speed = speed;
738 * of the list. */
739 op->active_next = active_objects;
740 714
741 if (op->active_next != NULL) 715 if (has_active_speed ())
742 op->active_next->active_prev = op; 716 activate ();
743
744 active_objects = op;
745 }
746 else 717 else
747 { 718 deactivate ();
748 /* If not on the active list, nothing needs to be done */
749 if (!op->active_next && !op->active_prev && op != active_objects)
750 return;
751
752 if (op->active_prev == NULL)
753 {
754 active_objects = op->active_next;
755
756 if (op->active_next != NULL)
757 op->active_next->active_prev = NULL;
758 }
759 else
760 {
761 op->active_prev->active_next = op->active_next;
762
763 if (op->active_next)
764 op->active_next->active_prev = op->active_prev;
765 }
766
767 op->active_next = NULL;
768 op->active_prev = NULL;
769 }
770} 719}
771 720
772/* This function removes object 'op' from the list of active
773 * objects.
774 * This should only be used for style maps or other such
775 * reference maps where you don't want an object that isn't
776 * in play chewing up cpu time getting processed.
777 * The reverse of this is to call update_ob_speed, which
778 * will do the right thing based on the speed of the object.
779 */
780void
781remove_from_active_list (object *op)
782{
783 /* If not on the active list, nothing needs to be done */
784 if (!op->active_next && !op->active_prev && op != active_objects)
785 return;
786
787 if (op->active_prev == NULL)
788 {
789 active_objects = op->active_next;
790 if (op->active_next != NULL)
791 op->active_next->active_prev = NULL;
792 }
793 else
794 {
795 op->active_prev->active_next = op->active_next;
796 if (op->active_next)
797 op->active_next->active_prev = op->active_prev;
798 }
799 op->active_next = NULL;
800 op->active_prev = NULL;
801}
802
803/* 721/*
804 * update_object() updates the array which represents the map. 722 * update_object() updates the the map.
805 * It takes into account invisible objects (and represent squares covered 723 * It takes into account invisible objects (and represent squares covered
806 * by invisible objects by whatever is below them (unless it's another 724 * by invisible objects by whatever is below them (unless it's another
807 * invisible object, etc...) 725 * invisible object, etc...)
808 * If the object being updated is beneath a player, the look-window 726 * If the object being updated is beneath a player, the look-window
809 * of that player is updated (this might be a suboptimal way of 727 * of that player is updated (this might be a suboptimal way of
810 * updating that window, though, since update_object() is called _often_) 728 * updating that window, though, since update_object() is called _often_)
811 * 729 *
812 * action is a hint of what the caller believes need to be done. 730 * action is a hint of what the caller believes need to be done.
813 * For example, if the only thing that has changed is the face (due to
814 * an animation), we don't need to call update_position until that actually
815 * comes into view of a player. OTOH, many other things, like addition/removal
816 * of walls or living creatures may need us to update the flags now.
817 * current action are: 731 * current action are:
818 * UP_OBJ_INSERT: op was inserted 732 * UP_OBJ_INSERT: op was inserted
819 * UP_OBJ_REMOVE: op was removed 733 * UP_OBJ_REMOVE: op was removed
820 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
821 * as that is easier than trying to look at what may have changed. 735 * as that is easier than trying to look at what may have changed.
822 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
823 */ 737 */
824
825void 738void
826update_object (object *op, int action) 739update_object (object *op, int action)
827{ 740{
828 int update_now = 0, flags; 741 if (!op)
829 MoveType move_on, move_off, move_block, move_slow;
830
831 if (op == NULL)
832 { 742 {
833 /* this should never happen */ 743 /* this should never happen */
834 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
835 return; 745 return;
836 } 746 }
837 747
838 if (op->env != NULL) 748 if (!op->is_on_map ())
839 { 749 {
840 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
841 * to do in this case. 751 * to do in this case.
842 */ 752 */
843 return; 753 return;
844 } 754 }
845 755
846 /* If the map is saving, don't do anything as everything is
847 * going to get freed anyways.
848 */
849 if (!op->map || op->map->in_memory == MAP_SAVING)
850 return;
851
852 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
854 { 758 {
855 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
856#ifdef MANY_CORES 760#ifdef MANY_CORES
857 abort (); 761 abort ();
858#endif 762#endif
859 return; 763 return;
860 } 764 }
861 765
862 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 766 mapspace &m = op->ms ();
863 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
864 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
865 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
866 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
868 767
768 if (!(m.flags_ & P_UPTODATE))
769 /* nop */;
869 if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
870 { 771 {
772 // this is likely overkill, TODO: revisit (schmorp)
871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 773 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
872 update_now = 1;
873
874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 774 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
875 update_now = 1; 775 || (op->is_player () && !(m.flags_ & P_PLAYER))
876 776 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
777 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 778 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
878 update_now = 1;
879
880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
881 update_now = 1;
882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
886 if ((move_on | op->move_on) != move_on) 779 || (m.move_on | op->move_on ) != m.move_on
887 update_now = 1;
888
889 if ((move_off | op->move_off) != move_off) 780 || (m.move_off | op->move_off ) != m.move_off
890 update_now = 1; 781 || (m.move_slow | op->move_slow) != m.move_slow
891
892 /* This isn't perfect, but I don't expect a lot of objects to 782 /* This isn't perfect, but I don't expect a lot of objects to
893 * to have move_allow right now. 783 * have move_allow right now.
894 */ 784 */
895 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 785 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
896 update_now = 1; 786 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
897 787 m.invalidate ();
898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
900 } 788 }
901 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
902 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
903 * that is being removed. 791 * that is being removed.
904 */ 792 */
905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
906 update_now = 1; 794 m.invalidate ();
907 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
908 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
909 else 797 else
910 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
911 799
912 if (update_now)
913 {
914 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
915 update_position (op->map, op->x, op->y);
916 }
917
918 if (op->more != NULL) 800 if (op->more)
919 update_object (op->more, action); 801 update_object (op->more, action);
920} 802}
921 803
922static unordered_vector<object *> mortals;
923
924void object::free_mortals ()
925{
926 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
927 if ((*i)->refcnt)
928 ++i; // further delay freeing
929 else
930 {
931 delete *i;
932 mortals.erase (i);
933 }
934
935 static int lastmortals = 0;//D
936
937 if (mortals.size() != lastmortals)//D
938 {
939 lastmortals = mortals.size ();//D
940 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
941 }
942}
943
944object::object () 804object::object ()
945{ 805{
946 SET_FLAG (this, FLAG_REMOVED); 806 SET_FLAG (this, FLAG_REMOVED);
947 807
948 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
949 face = blank_face; 809 face = blank_face;
950 attacked_by_count = -1;
951} 810}
952 811
953object::~object () 812object::~object ()
954{ 813{
814 unlink ();
815
955 free_key_values (this); 816 free_key_values (this);
956} 817}
957 818
819static int object_count;
820
958void object::link () 821void object::link ()
959{ 822{
823 assert (!index);//D
824 uuid = UUID::gen ();
960 count = ++ob_count; 825 count = ++object_count;
961 uuid = gen_uuid ();
962 826
963 prev = 0; 827 refcnt_inc ();
964 next = objects; 828 objects.insert (this);
965
966 if (objects)
967 objects->prev = this;
968
969 objects = this;
970} 829}
971 830
972void object::unlink () 831void object::unlink ()
973{ 832{
974 //count = 0;//D 833 if (!index)
975 if (!prev && !next) return;//D 834 return;
976 835
977 if (this == objects) 836 objects.erase (this);
978 objects = next; 837 refcnt_dec ();
838}
979 839
980 /* Remove this object from the list of used objects */ 840void
981 if (prev) prev->next = next; 841object::activate ()
982 if (next) next->prev = prev; 842{
843 /* If already on active list, don't do anything */
844 if (active)
845 return;
983 846
984 prev = 0; 847 if (has_active_speed ())
985 next = 0; 848 {
849 if (flag [FLAG_FREED])
850 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
851
852 actives.insert (this);
853 }
854}
855
856void
857object::activate_recursive ()
858{
859 activate ();
860
861 for (object *op = inv; op; op = op->below)
862 op->activate_recursive ();
863}
864
865/* This function removes object 'op' from the list of active
866 * objects.
867 * This should only be used for style maps or other such
868 * reference maps where you don't want an object that isn't
869 * in play chewing up cpu time getting processed.
870 * The reverse of this is to call update_ob_speed, which
871 * will do the right thing based on the speed of the object.
872 */
873void
874object::deactivate ()
875{
876 /* If not on the active list, nothing needs to be done */
877 if (!active)
878 return;
879
880 actives.erase (this);
881}
882
883void
884object::deactivate_recursive ()
885{
886 for (object *op = inv; op; op = op->below)
887 op->deactivate_recursive ();
888
889 deactivate ();
890}
891
892void
893object::set_flag_inv (int flag, int value)
894{
895 for (object *op = inv; op; op = op->below)
896 {
897 op->flag [flag] = value;
898 op->set_flag_inv (flag, value);
899 }
900}
901
902/*
903 * Remove and free all objects in the inventory of the given object.
904 * object.c ?
905 */
906void
907object::destroy_inv (bool drop_to_ground)
908{
909 // need to check first, because the checks below might segfault
910 // as we might be on an invalid mapspace and crossfire code
911 // is too buggy to ensure that the inventory is empty.
912 // corollary: if you create arrows etc. with stuff in its inventory,
913 // cf will crash below with off-map x and y
914 if (!inv)
915 return;
916
917 /* Only if the space blocks everything do we not process -
918 * if some form of movement is allowed, let objects
919 * drop on that space.
920 */
921 if (!drop_to_ground
922 || !map
923 || map->in_memory != MAP_ACTIVE
924 || map->no_drop
925 || ms ().move_block == MOVE_ALL)
926 {
927 while (inv)
928 inv->destroy ();
929 }
930 else
931 { /* Put objects in inventory onto this space */
932 while (inv)
933 {
934 object *op = inv;
935
936 if (op->flag [FLAG_STARTEQUIP]
937 || op->flag [FLAG_NO_DROP]
938 || op->type == RUNE
939 || op->type == TRAP
940 || op->flag [FLAG_IS_A_TEMPLATE]
941 || op->flag [FLAG_DESTROY_ON_DEATH])
942 op->destroy ();
943 else
944 map->insert (op, x, y);
945 }
946 }
986} 947}
987 948
988object *object::create () 949object *object::create ()
989{ 950{
990 object *op = new object; 951 object *op = new object;
991 op->link (); 952 op->link ();
992 return op; 953 return op;
993} 954}
994 955
995/* 956static struct freed_map : maptile
996 * free_object() frees everything allocated by an object, removes
997 * it from the list of used objects, and puts it on the list of
998 * free objects. The IS_FREED() flag is set in the object.
999 * The object must have been removed by remove_ob() first for
1000 * this function to succeed.
1001 *
1002 * If free_inventory is set, free inventory as well. Else drop items in
1003 * inventory to the ground.
1004 */
1005void object::free (bool free_inventory)
1006{ 957{
1007 if (QUERY_FLAG (this, FLAG_FREED)) 958 freed_map ()
959 {
960 path = "<freed objects map>";
961 name = "/internal/freed_objects_map";
962 width = 3;
963 height = 3;
964 no_drop = 1;
965 no_reset = 1;
966
967 alloc ();
968 in_memory = MAP_ACTIVE;
969 }
970
971 ~freed_map ()
972 {
973 destroy ();
974 }
975} freed_map; // freed objects are moved here to avoid crashes
976
977void
978object::do_destroy ()
979{
980 if (flag [FLAG_IS_LINKED])
981 remove_link ();
982
983 if (flag [FLAG_FRIENDLY])
984 remove_friendly_object (this);
985
986 remove ();
987
988 attachable::do_destroy ();
989
990 deactivate ();
991 unlink ();
992
993 flag [FLAG_FREED] = 1;
994
995 // hack to ensure that freed objects still have a valid map
996 map = &freed_map;
997 x = 1;
998 y = 1;
999
1000 if (more)
1001 {
1002 more->destroy ();
1003 more = 0;
1004 }
1005
1006 head = 0;
1007
1008 // clear those pointers that likely might cause circular references
1009 owner = 0;
1010 enemy = 0;
1011 attacked_by = 0;
1012 current_weapon = 0;
1013}
1014
1015void
1016object::destroy ()
1017{
1018 if (destroyed ())
1008 return; 1019 return;
1009 1020
1010 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 1021 if (!is_head () && !head->destroyed ())
1011 remove_friendly_object (this);
1012
1013 if (!QUERY_FLAG (this, FLAG_REMOVED))
1014 remove_ob (this);
1015
1016 SET_FLAG (this, FLAG_FREED);
1017
1018 if (more)
1019 {
1020 more->free (free_inventory);
1021 more = 0;
1022 } 1022 {
1023 1023 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1024 if (inv) 1024 head->destroy ();
1025 return;
1025 { 1026 }
1026 /* Only if the space blocks everything do we not process -
1027 * if some form of movement is allowed, let objects
1028 * drop on that space.
1029 */
1030 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1031 {
1032 object *op = inv;
1033 1027
1034 while (op) 1028 destroy_inv (false);
1035 {
1036 object *tmp = op->below;
1037 op->free (free_inventory);
1038 op = tmp;
1039 }
1040 }
1041 else
1042 { /* Put objects in inventory onto this space */
1043 object *op = inv;
1044 1029
1045 while (op) 1030 if (is_head ())
1046 { 1031 if (sound_destroy)
1047 object *tmp = op->below; 1032 play_sound (sound_destroy);
1033 else if (flag [FLAG_MONSTER])
1034 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1048 1035
1049 remove_ob (op); 1036 attachable::destroy ();
1050
1051 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1052 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1053 free_object (op);
1054 else
1055 {
1056 op->x = x;
1057 op->y = y;
1058 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1059 }
1060
1061 op = tmp;
1062 }
1063 }
1064 }
1065
1066 owner = 0;
1067
1068 /* Remove object from the active list */
1069 speed = 0;
1070 update_ob_speed (this);
1071
1072 unlink ();
1073
1074 mortals.push_back (this);
1075} 1037}
1076 1038
1077/* 1039/* op->remove ():
1078 * sub_weight() recursively (outwards) subtracts a number from the
1079 * weight of an object (and what is carried by it's environment(s)).
1080 */
1081
1082void
1083sub_weight (object *op, signed long weight)
1084{
1085 while (op != NULL)
1086 {
1087 if (op->type == CONTAINER)
1088 {
1089 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1090 }
1091 op->carrying -= weight;
1092 op = op->env;
1093 }
1094}
1095
1096/* remove_ob(op):
1097 * This function removes the object op from the linked list of objects 1040 * This function removes the object op from the linked list of objects
1098 * which it is currently tied to. When this function is done, the 1041 * which it is currently tied to. When this function is done, the
1099 * object will have no environment. If the object previously had an 1042 * object will have no environment. If the object previously had an
1100 * environment, the x and y coordinates will be updated to 1043 * environment, the x and y coordinates will be updated to
1101 * the previous environment. 1044 * the previous environment.
1102 * Beware: This function is called from the editor as well!
1103 */ 1045 */
1104
1105void 1046void
1106remove_ob (object *op) 1047object::do_remove ()
1107{ 1048{
1108 object * 1049 if (flag [FLAG_REMOVED])
1109 tmp, *
1110 last = NULL;
1111 object *
1112 otmp;
1113
1114 tag_t
1115 tag;
1116 int
1117 check_walk_off;
1118 mapstruct *
1119 m;
1120
1121 sint16
1122 x,
1123 y;
1124
1125 if (QUERY_FLAG (op, FLAG_REMOVED))
1126 return; 1050 return;
1127 1051
1128 SET_FLAG (op, FLAG_REMOVED); 1052 INVOKE_OBJECT (REMOVE, this);
1129 1053
1130 if (op->more != NULL) 1054 flag [FLAG_REMOVED] = true;
1131 remove_ob (op->more); 1055
1056 if (more)
1057 more->remove ();
1132 1058
1133 /* 1059 /*
1134 * In this case, the object to be removed is in someones 1060 * In this case, the object to be removed is in someones
1135 * inventory. 1061 * inventory.
1136 */ 1062 */
1137 if (op->env != NULL) 1063 if (env)
1138 { 1064 {
1139 if (op->nrof) 1065 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1140 sub_weight (op->env, op->weight * op->nrof); 1066 if (object *pl = visible_to ())
1141 else 1067 esrv_del_item (pl->contr, count);
1142 sub_weight (op->env, op->weight + op->carrying); 1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1069
1070 adjust_weight (env, -total_weight ());
1071
1072 object *pl = in_player ();
1073
1074 /* we set up values so that it could be inserted into
1075 * the map, but we don't actually do that - it is up
1076 * to the caller to decide what we want to do.
1077 */
1078 map = env->map;
1079 x = env->x;
1080 y = env->y;
1081
1082 // make sure cmov optimisation is applicable
1083 *(above ? &above->below : &env->inv) = below;
1084 *(below ? &below->above : &above ) = above; // &above is just a dummy
1085
1086 above = 0;
1087 below = 0;
1088 env = 0;
1143 1089
1144 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
1145 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1146 * to save cpu time. 1092 * to save cpu time.
1147 */ 1093 */
1148 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1094 if (pl)
1149 fix_player (otmp); 1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1097 pl->update_stats ();
1150 1098
1151 if (op->above != NULL) 1099 if (glow_radius && pl->is_on_map ())
1152 op->above->below = op->below; 1100 update_all_los (pl->map, pl->x, pl->y);
1153 else 1101 }
1154 op->env->inv = op->below;
1155
1156 if (op->below != NULL)
1157 op->below->above = op->above;
1158
1159 /* we set up values so that it could be inserted into
1160 * the map, but we don't actually do that - it is up
1161 * to the caller to decide what we want to do.
1162 */
1163 op->x = op->env->x, op->y = op->env->y;
1164 op->map = op->env->map;
1165 op->above = NULL, op->below = NULL;
1166 op->env = NULL;
1167 } 1102 }
1168 else if (op->map) 1103 else if (map)
1169 { 1104 {
1170 x = op->x; 1105 map->dirty = true;
1171 y = op->y; 1106 mapspace &ms = this->ms ();
1172 m = get_map_from_coord (op->map, &x, &y);
1173 1107
1174 if (!m) 1108 if (object *pl = ms.player ())
1175 { 1109 {
1176 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1110 if (is_player ())
1177 op->map->path, op->x, op->y);
1178 /* in old days, we used to set x and y to 0 and continue.
1179 * it seems if we get into this case, something is probablye
1180 * screwed up and should be fixed.
1181 */ 1111 {
1182 abort (); 1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1115 // leaving a spot always closes any open container on the ground
1116 if (container && !container->env)
1117 // this causes spurious floorbox updates, but it ensures
1118 // that the CLOSE event is being sent.
1119 close_container ();
1120
1121 --map->players;
1122 map->touch ();
1123 }
1124 else if (pl->container_ () == this)
1125 {
1126 // removing a container should close it
1127 close_container ();
1128 }
1129
1130 esrv_del_item (pl->contr, count);
1183 } 1131 }
1184 1132
1185 if (op->map != m)
1186 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1187 op->map->path, m->path, op->x, op->y, x, y);
1188
1189 /* Re did the following section of code - it looks like it had
1190 * lots of logic for things we no longer care about
1191 */
1192
1193 /* link the object above us */ 1133 /* link the object above us */
1194 if (op->above) 1134 // re-link, make sure compiler can easily use cmove
1195 op->above->below = op->below; 1135 *(above ? &above->below : &ms.top) = below;
1196 else 1136 *(below ? &below->above : &ms.bot) = above;
1197 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1198 1137
1199 /* Relink the object below us, if there is one */ 1138 above = 0;
1200 if (op->below) 1139 below = 0;
1201 op->below->above = op->above; 1140
1202 else 1141 ms.invalidate ();
1142
1143 if (map->in_memory == MAP_SAVING)
1144 return;
1145
1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1147
1148 if (object *pl = ms.player ())
1203 { 1149 {
1204 /* Nothing below, which means we need to relink map object for this space 1150 if (pl->container_ () == this)
1205 * use translated coordinates in case some oddness with map tiling is 1151 /* If a container that the player is currently using somehow gets
1206 * evident 1152 * removed (most likely destroyed), update the player view
1153 * appropriately.
1207 */ 1154 */
1208 if (GET_MAP_OB (m, x, y) != op) 1155 pl->close_container ();
1209 {
1210 dump_object (op);
1211 LOG (llevError,
1212 "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);
1213 dump_object (GET_MAP_OB (m, x, y));
1214 LOG (llevError, "%s\n", errmsg);
1215 }
1216 1156
1217 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1157 //TODO: the floorbox prev/next might need updating
1158 //esrv_del_item (pl->contr, count);
1159 //TODO: update floorbox to preserve ordering
1160 if (pl->contr->ns)
1161 pl->contr->ns->floorbox_update ();
1218 } 1162 }
1219 1163
1220 op->above = 0; 1164 if (check_walk_off)
1221 op->below = 0; 1165 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1222
1223 if (op->map->in_memory == MAP_SAVING)
1224 return;
1225
1226 tag = op->count;
1227 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1228
1229 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1230 { 1166 {
1167 above = tmp->above;
1168
1231 /* No point updating the players look faces if he is the object 1169 /* No point updating the players look faces if he is the object
1232 * being removed. 1170 * being removed.
1233 */
1234
1235 if (tmp->type == PLAYER && tmp != op)
1236 {
1237 /* If a container that the player is currently using somehow gets
1238 * removed (most likely destroyed), update the player view
1239 * appropriately.
1240 */ 1171 */
1241 if (tmp->container == op)
1242 {
1243 CLEAR_FLAG (op, FLAG_APPLIED);
1244 tmp->container = NULL;
1245 }
1246 1172
1247 tmp->contr->socket.update_look = 1; 1173 /* See if object moving off should effect something */
1174 if ((move_type & tmp->move_off)
1175 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1176 move_apply (tmp, this, 0);
1248 } 1177 }
1249 1178
1250 /* See if player moving off should effect something */ 1179 if (affects_los ())
1251 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1252 {
1253 move_apply (tmp, op, NULL);
1254
1255 if (was_destroyed (op, tag))
1256 {
1257 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1258 }
1259 }
1260
1261 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1262
1263 if (tmp->above == tmp)
1264 tmp->above = NULL;
1265
1266 last = tmp;
1267 }
1268
1269 /* last == NULL of there are no objects on this space */
1270 if (last == NULL)
1271 {
1272 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1273 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1274 * those out anyways, and if there are any flags set right now, they won't
1275 * be correct anyways.
1276 */
1277 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1278 update_position (op->map, op->x, op->y);
1279 }
1280 else
1281 update_object (last, UP_OBJ_REMOVE);
1282
1283 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1284 update_all_los (op->map, op->x, op->y); 1180 update_all_los (map, x, y);
1285 } 1181 }
1286} 1182}
1287 1183
1288/* 1184/*
1289 * merge_ob(op,top): 1185 * merge_ob(op,top):
1297merge_ob (object *op, object *top) 1193merge_ob (object *op, object *top)
1298{ 1194{
1299 if (!op->nrof) 1195 if (!op->nrof)
1300 return 0; 1196 return 0;
1301 1197
1302 if (top == NULL) 1198 if (!top)
1303 for (top = op; top != NULL && top->above != NULL; top = top->above); 1199 for (top = op; top && top->above; top = top->above)
1200 ;
1304 1201
1305 for (; top != NULL; top = top->below) 1202 for (; top; top = top->below)
1306 { 1203 if (object::can_merge (op, top))
1307 if (top == op)
1308 continue;
1309 if (CAN_MERGE (op, top))
1310 { 1204 {
1311 top->nrof += op->nrof; 1205 top->nrof += op->nrof;
1312 1206
1313/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1207 if (object *pl = top->visible_to ())
1314 op->weight = 0; /* Don't want any adjustements now */ 1208 esrv_update_item (UPD_NROF, pl, top);
1315 remove_ob (op); 1209
1316 free_object (op); 1210 op->weight = 0; // cancel the addition above
1211 op->carrying = 0; // must be 0 already
1212
1213 op->destroy ();
1214
1317 return top; 1215 return top;
1318 } 1216 }
1319 }
1320 1217
1321 return NULL; 1218 return 0;
1322} 1219}
1323 1220
1221void
1222object::expand_tail ()
1223{
1224 if (more)
1225 return;
1226
1227 object *prev = this;
1228
1229 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1230 {
1231 object *op = arch_to_object (at);
1232
1233 op->name = name;
1234 op->name_pl = name_pl;
1235 op->title = title;
1236
1237 op->head = this;
1238 prev->more = op;
1239
1240 prev = op;
1241 }
1242}
1243
1324/* 1244/*
1325 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1245 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1326 * job preparing multi-part monsters 1246 * job preparing multi-part monsters.
1327 */ 1247 */
1328object * 1248object *
1329insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1249insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1330{ 1250{
1331 object *tmp; 1251 op->remove ();
1332 1252
1333 if (op->head)
1334 op = op->head;
1335
1336 for (tmp = op; tmp; tmp = tmp->more) 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1337 { 1254 {
1338 tmp->x = x + tmp->arch->clone.x; 1255 tmp->x = x + tmp->arch->x;
1339 tmp->y = y + tmp->arch->clone.y; 1256 tmp->y = y + tmp->arch->y;
1340 } 1257 }
1341 1258
1342 return insert_ob_in_map (op, m, originator, flag); 1259 return insert_ob_in_map (op, m, originator, flag);
1343} 1260}
1344 1261
1360 * Return value: 1277 * Return value:
1361 * new object if 'op' was merged with other object 1278 * new object if 'op' was merged with other object
1362 * NULL if 'op' was destroyed 1279 * NULL if 'op' was destroyed
1363 * just 'op' otherwise 1280 * just 'op' otherwise
1364 */ 1281 */
1365
1366object * 1282object *
1367insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1368{ 1284{
1369 object *tmp, *top, *floor = NULL; 1285 op->remove ();
1370 sint16 x, y;
1371 1286
1372 if (QUERY_FLAG (op, FLAG_FREED)) 1287 if (m == &freed_map)//D TODO: remove soon
1373 { 1288 {//D
1374 LOG (llevError, "Trying to insert freed object!\n"); 1289 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1375 return NULL;
1376 } 1290 }//D
1377
1378 if (m == NULL)
1379 {
1380 dump_object (op);
1381 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1382 return op;
1383 }
1384
1385 if (out_of_map (m, op->x, op->y))
1386 {
1387 dump_object (op);
1388 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1389#ifdef MANY_CORES
1390 /* Better to catch this here, as otherwise the next use of this object
1391 * is likely to cause a crash. Better to find out where it is getting
1392 * improperly inserted.
1393 */
1394 abort ();
1395#endif
1396 return op;
1397 }
1398
1399 if (!QUERY_FLAG (op, FLAG_REMOVED))
1400 {
1401 dump_object (op);
1402 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1403 return op;
1404 }
1405
1406 if (op->more != NULL)
1407 {
1408 /* The part may be on a different map. */
1409
1410 object *more = op->more;
1411
1412 /* We really need the caller to normalize coordinates - if
1413 * we set the map, that doesn't work if the location is within
1414 * a map and this is straddling an edge. So only if coordinate
1415 * is clear wrong do we normalize it.
1416 */
1417 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1418 more->map = get_map_from_coord (m, &more->x, &more->y);
1419 else if (!more->map)
1420 {
1421 /* For backwards compatibility - when not dealing with tiled maps,
1422 * more->map should always point to the parent.
1423 */
1424 more->map = m;
1425 }
1426
1427 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1428 {
1429 if (!op->head)
1430 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1431
1432 return NULL;
1433 }
1434 }
1435
1436 CLEAR_FLAG (op, FLAG_REMOVED);
1437 1291
1438 /* Ideally, the caller figures this out. However, it complicates a lot 1292 /* Ideally, the caller figures this out. However, it complicates a lot
1439 * of areas of callers (eg, anything that uses find_free_spot would now 1293 * of areas of callers (eg, anything that uses find_free_spot would now
1440 * need extra work 1294 * need extra work
1441 */ 1295 */
1442 op->map = get_map_from_coord (m, &op->x, &op->y); 1296 maptile *newmap = m;
1443 x = op->x; 1297 if (!xy_normalise (newmap, op->x, op->y))
1444 y = op->y; 1298 {
1299 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1300 return 0;
1301 }
1302
1303 if (object *more = op->more)
1304 if (!insert_ob_in_map (more, m, originator, flag))
1305 return 0;
1306
1307 op->flag [FLAG_REMOVED] = false;
1308 op->env = 0;
1309 op->map = newmap;
1310
1311 mapspace &ms = op->ms ();
1445 1312
1446 /* this has to be done after we translate the coordinates. 1313 /* this has to be done after we translate the coordinates.
1447 */ 1314 */
1448 if (op->nrof && !(flag & INS_NO_MERGE)) 1315 if (op->nrof && !(flag & INS_NO_MERGE))
1449 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1450 if (CAN_MERGE (op, tmp)) 1317 if (object::can_merge (op, tmp))
1451 { 1318 {
1319 // TODO: we actually want to update tmp, not op,
1320 // but some caller surely breaks when we return tmp
1321 // from here :/
1452 op->nrof += tmp->nrof; 1322 op->nrof += tmp->nrof;
1453 remove_ob (tmp); 1323 tmp->destroy ();
1454 free_object (tmp);
1455 } 1324 }
1456 1325
1457 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1458 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1327 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1459 1328
1466 { 1335 {
1467 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1468 abort (); 1337 abort ();
1469 } 1338 }
1470 1339
1340 if (!originator->is_on_map ())
1341 {
1342 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1343 op->debug_desc (), originator->debug_desc ());
1344 abort ();
1345 }
1346
1471 op->above = originator; 1347 op->above = originator;
1472 op->below = originator->below; 1348 op->below = originator->below;
1473
1474 if (op->below)
1475 op->below->above = op;
1476 else
1477 SET_MAP_OB (op->map, op->x, op->y, op);
1478
1479 /* since *below* originator, no need to update top */
1480 originator->below = op; 1349 originator->below = op;
1350
1351 *(op->below ? &op->below->above : &ms.bot) = op;
1481 } 1352 }
1482 else 1353 else
1483 { 1354 {
1355 object *floor = 0;
1356 object *top = ms.top;
1357
1484 /* If there are other objects, then */ 1358 /* If there are other objects, then */
1485 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1359 if (top)
1486 { 1360 {
1487 object *last = NULL;
1488
1489 /* 1361 /*
1490 * If there are multiple objects on this space, we do some trickier handling. 1362 * If there are multiple objects on this space, we do some trickier handling.
1491 * We've already dealt with merging if appropriate. 1363 * We've already dealt with merging if appropriate.
1492 * Generally, we want to put the new object on top. But if 1364 * Generally, we want to put the new object on top. But if
1493 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1365 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1496 * once we get to them. This reduces the need to traverse over all of 1368 * once we get to them. This reduces the need to traverse over all of
1497 * them when adding another one - this saves quite a bit of cpu time 1369 * them when adding another one - this saves quite a bit of cpu time
1498 * when lots of spells are cast in one area. Currently, it is presumed 1370 * when lots of spells are cast in one area. Currently, it is presumed
1499 * that flying non pickable objects are spell objects. 1371 * that flying non pickable objects are spell objects.
1500 */ 1372 */
1501 1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1502 while (top != NULL)
1503 { 1374 {
1504 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1505 floor = top; 1376 floor = tmp;
1506 1377
1507 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1378 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1508 { 1379 {
1509 /* We insert above top, so we want this object below this */ 1380 /* We insert above top, so we want this object below this */
1510 top = top->below; 1381 top = tmp->below;
1511 break; 1382 break;
1512 } 1383 }
1513 1384
1514 last = top;
1515 top = top->above; 1385 top = tmp;
1516 } 1386 }
1517
1518 /* Don't want top to be NULL, so set it to the last valid object */
1519 top = last;
1520 1387
1521 /* We let update_position deal with figuring out what the space 1388 /* We let update_position deal with figuring out what the space
1522 * looks like instead of lots of conditions here. 1389 * looks like instead of lots of conditions here.
1523 * makes things faster, and effectively the same result. 1390 * makes things faster, and effectively the same result.
1524 */ 1391 */
1525 1392
1526 /* Have object 'fall below' other objects that block view. 1393 /* Have object 'fall below' other objects that block view.
1527 * Unless those objects are exits, type 66 1394 * Unless those objects are exits.
1528 * If INS_ON_TOP is used, don't do this processing 1395 * If INS_ON_TOP is used, don't do this processing
1529 * Need to find the object that in fact blocks view, otherwise 1396 * Need to find the object that in fact blocks view, otherwise
1530 * stacking is a bit odd. 1397 * stacking is a bit odd.
1531 */ 1398 */
1532 if (!(flag & INS_ON_TOP) && 1399 if (!(flag & INS_ON_TOP)
1533 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1400 && ms.flags () & P_BLOCKSVIEW
1401 && (op->face && !faces [op->face].visibility))
1534 { 1402 {
1403 object *last;
1404
1535 for (last = top; last != floor; last = last->below) 1405 for (last = top; last != floor; last = last->below)
1536 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1537 break; 1407 break;
1408
1538 /* Check to see if we found the object that blocks view, 1409 /* Check to see if we found the object that blocks view,
1539 * and make sure we have a below pointer for it so that 1410 * and make sure we have a below pointer for it so that
1540 * we can get inserted below this one, which requires we 1411 * we can get inserted below this one, which requires we
1541 * set top to the object below us. 1412 * set top to the object below us.
1542 */ 1413 */
1543 if (last && last->below && last != floor) 1414 if (last && last->below && last != floor)
1544 top = last->below; 1415 top = last->below;
1545 } 1416 }
1546 } /* If objects on this space */ 1417 } /* If objects on this space */
1547 1418
1548 if (flag & INS_MAP_LOAD)
1549 top = GET_MAP_TOP (op->map, op->x, op->y);
1550
1551 if (flag & INS_ABOVE_FLOOR_ONLY) 1419 if (flag & INS_ABOVE_FLOOR_ONLY)
1552 top = floor; 1420 top = floor;
1553 1421
1554 /* Top is the object that our object (op) is going to get inserted above. 1422 // insert object above top, or bottom-most if top = 0
1555 */
1556
1557 /* First object on this space */
1558 if (!top) 1423 if (!top)
1559 { 1424 {
1560 op->above = GET_MAP_OB (op->map, op->x, op->y);
1561
1562 if (op->above)
1563 op->above->below = op;
1564
1565 op->below = NULL; 1425 op->below = 0;
1566 SET_MAP_OB (op->map, op->x, op->y, op); 1426 op->above = ms.bot;
1427 ms.bot = op;
1428
1429 *(op->above ? &op->above->below : &ms.top) = op;
1567 } 1430 }
1568 else 1431 else
1569 { /* get inserted into the stack above top */ 1432 {
1570 op->above = top->above; 1433 op->above = top->above;
1571
1572 if (op->above)
1573 op->above->below = op; 1434 top->above = op;
1574 1435
1575 op->below = top; 1436 op->below = top;
1576 top->above = op; 1437 *(op->above ? &op->above->below : &ms.top) = op;
1577 } 1438 }
1439 }
1578 1440
1579 if (op->above == NULL) 1441 if (op->is_player ())
1580 SET_MAP_TOP (op->map, op->x, op->y, op); 1442 {
1581 } /* else not INS_BELOW_ORIGINATOR */
1582
1583 if (op->type == PLAYER)
1584 op->contr->do_los = 1; 1443 op->contr->do_los = 1;
1444 ++op->map->players;
1445 op->map->touch ();
1446 }
1585 1447
1586 /* If we have a floor, we know the player, if any, will be above 1448 op->map->dirty = true;
1587 * it, so save a few ticks and start from there. 1449
1588 */ 1450 if (object *pl = ms.player ())
1589 if (!(flag & INS_MAP_LOAD)) 1451 //TODO: the floorbox prev/next might need updating
1590 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1452 //esrv_send_item (pl, op);
1591 if (tmp->type == PLAYER) 1453 //TODO: update floorbox to preserve ordering
1592 tmp->contr->socket.update_look = 1; 1454 if (pl->contr->ns)
1455 pl->contr->ns->floorbox_update ();
1593 1456
1594 /* If this object glows, it may affect lighting conditions that are 1457 /* If this object glows, it may affect lighting conditions that are
1595 * visible to others on this map. But update_all_los is really 1458 * visible to others on this map. But update_all_los is really
1596 * an inefficient way to do this, as it means los for all players 1459 * an inefficient way to do this, as it means los for all players
1597 * on the map will get recalculated. The players could very well 1460 * on the map will get recalculated. The players could very well
1598 * be far away from this change and not affected in any way - 1461 * be far away from this change and not affected in any way -
1599 * this should get redone to only look for players within range, 1462 * this should get redone to only look for players within range,
1600 * or just updating the P_NEED_UPDATE for spaces within this area 1463 * or just updating the P_UPTODATE for spaces within this area
1601 * of effect may be sufficient. 1464 * of effect may be sufficient.
1602 */ 1465 */
1603 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1466 if (op->affects_los ())
1467 {
1468 op->ms ().invalidate ();
1604 update_all_los (op->map, op->x, op->y); 1469 update_all_los (op->map, op->x, op->y);
1470 }
1605 1471
1606 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1472 /* updates flags (blocked, alive, no magic, etc) for this map space */
1607 update_object (op, UP_OBJ_INSERT); 1473 update_object (op, UP_OBJ_INSERT);
1608 1474
1475 INVOKE_OBJECT (INSERT, op);
1476
1609 /* Don't know if moving this to the end will break anything. However, 1477 /* Don't know if moving this to the end will break anything. However,
1610 * we want to have update_look set above before calling this. 1478 * we want to have floorbox_update called before calling this.
1611 * 1479 *
1612 * check_move_on() must be after this because code called from 1480 * check_move_on() must be after this because code called from
1613 * check_move_on() depends on correct map flags (so functions like 1481 * check_move_on() depends on correct map flags (so functions like
1614 * blocked() and wall() work properly), and these flags are updated by 1482 * blocked() and wall() work properly), and these flags are updated by
1615 * update_object(). 1483 * update_object().
1616 */ 1484 */
1617 1485
1618 /* if this is not the head or flag has been passed, don't check walk on status */ 1486 /* if this is not the head or flag has been passed, don't check walk on status */
1619 if (!(flag & INS_NO_WALK_ON) && !op->head) 1487 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1620 { 1488 {
1621 if (check_move_on (op, originator)) 1489 if (check_move_on (op, originator))
1622 return NULL; 1490 return 0;
1623 1491
1624 /* If we are a multi part object, lets work our way through the check 1492 /* If we are a multi part object, lets work our way through the check
1625 * walk on's. 1493 * walk on's.
1626 */ 1494 */
1627 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1495 for (object *tmp = op->more; tmp; tmp = tmp->more)
1628 if (check_move_on (tmp, originator)) 1496 if (check_move_on (tmp, originator))
1629 return NULL; 1497 return 0;
1630 } 1498 }
1631 1499
1632 return op; 1500 return op;
1633} 1501}
1634 1502
1635/* this function inserts an object in the map, but if it 1503/* this function inserts an object in the map, but if it
1636 * finds an object of its own type, it'll remove that one first. 1504 * finds an object of its own type, it'll remove that one first.
1637 * op is the object to insert it under: supplies x and the map. 1505 * op is the object to insert it under: supplies x and the map.
1638 */ 1506 */
1639void 1507void
1640replace_insert_ob_in_map (const char *arch_string, object *op) 1508replace_insert_ob_in_map (shstr_tmp archname, object *op)
1641{ 1509{
1642 object *
1643 tmp;
1644 object *
1645 tmp1;
1646
1647 /* first search for itself and remove any old instances */ 1510 /* first search for itself and remove any old instances */
1648 1511
1649 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1512 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1650 {
1651 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1513 if (tmp->arch->archname == archname) /* same archetype */
1652 { 1514 tmp->destroy ();
1653 remove_ob (tmp);
1654 free_object (tmp);
1655 }
1656 }
1657 1515
1658 tmp1 = arch_to_object (find_archetype (arch_string)); 1516 object *tmp = arch_to_object (archetype::find (archname));
1659 1517
1660 tmp1->x = op->x; 1518 tmp->x = op->x;
1661 tmp1->y = op->y; 1519 tmp->y = op->y;
1520
1662 insert_ob_in_map (tmp1, op->map, op, 0); 1521 insert_ob_in_map (tmp, op->map, op, 0);
1663} 1522}
1664
1665/*
1666 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1667 * is returned contains nr objects, and the remaining parts contains
1668 * the rest (or is removed and freed if that number is 0).
1669 * On failure, NULL is returned, and the reason put into the
1670 * global static errmsg array.
1671 */
1672 1523
1673object * 1524object *
1674get_split_ob (object *orig_ob, uint32 nr) 1525object::insert_at (object *where, object *originator, int flags)
1675{ 1526{
1676 object * 1527 if (where->env)
1677 newob; 1528 return where->env->insert (this);
1678 int 1529 else
1679 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1530 return where->map->insert (this, where->x, where->y, originator, flags);
1680
1681 if (orig_ob->nrof < nr)
1682 {
1683 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1684 return NULL;
1685 }
1686
1687 newob = object_create_clone (orig_ob);
1688
1689 if ((orig_ob->nrof -= nr) < 1)
1690 {
1691 if (!is_removed)
1692 remove_ob (orig_ob);
1693 free_object2 (orig_ob, 1);
1694 }
1695 else if (!is_removed)
1696 {
1697 if (orig_ob->env != NULL)
1698 sub_weight (orig_ob->env, orig_ob->weight * nr);
1699 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1700 {
1701 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1702 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1703 return NULL;
1704 }
1705 }
1706
1707 newob->nrof = nr;
1708
1709 return newob;
1710} 1531}
1711 1532
1712/* 1533/*
1713 * decrease_ob_nr(object, number) decreases a specified number from 1534 * decrease(object, number) decreases a specified number from
1714 * the amount of an object. If the amount reaches 0, the object 1535 * the amount of an object. If the amount reaches 0, the object
1715 * is subsequently removed and freed. 1536 * is subsequently removed and freed.
1716 * 1537 *
1717 * Return value: 'op' if something is left, NULL if the amount reached 0 1538 * Return value: 'op' if something is left, NULL if the amount reached 0
1718 */ 1539 */
1540bool
1541object::decrease (sint32 nr)
1542{
1543 if (!nr)
1544 return true;
1719 1545
1546 nr = min (nr, nrof);
1547
1548 if (nrof > nr)
1549 {
1550 nrof -= nr;
1551 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1552
1553 if (object *pl = visible_to ())
1554 esrv_update_item (UPD_NROF, pl, this);
1555
1556 return true;
1557 }
1558 else
1559 {
1560 destroy ();
1561 return false;
1562 }
1563}
1564
1565/*
1566 * split(ob,nr) splits up ob into two parts. The part which
1567 * is returned contains nr objects, and the remaining parts contains
1568 * the rest (or is removed and returned if that number is 0).
1569 * On failure, NULL is returned.
1570 */
1720object * 1571object *
1721decrease_ob_nr (object *op, uint32 i) 1572object::split (sint32 nr)
1722{ 1573{
1723 object *tmp; 1574 int have = number_of ();
1724 player *pl;
1725 1575
1726 if (i == 0) /* objects with op->nrof require this check */ 1576 if (have < nr)
1727 return op; 1577 return 0;
1728 1578 else if (have == nr)
1729 if (i > op->nrof)
1730 i = op->nrof;
1731
1732 if (QUERY_FLAG (op, FLAG_REMOVED))
1733 op->nrof -= i;
1734 else if (op->env != NULL)
1735 { 1579 {
1736 /* is this object in the players inventory, or sub container
1737 * therein?
1738 */
1739 tmp = is_player_inv (op->env);
1740 /* nope. Is this a container the player has opened?
1741 * If so, set tmp to that player.
1742 * IMO, searching through all the players will mostly
1743 * likely be quicker than following op->env to the map,
1744 * and then searching the map for a player.
1745 */
1746 if (!tmp)
1747 {
1748 for (pl = first_player; pl; pl = pl->next)
1749 if (pl->ob->container == op->env)
1750 break;
1751 if (pl)
1752 tmp = pl->ob;
1753 else
1754 tmp = NULL;
1755 }
1756
1757 if (i < op->nrof)
1758 {
1759 sub_weight (op->env, op->weight * i);
1760 op->nrof -= i;
1761 if (tmp)
1762 {
1763 esrv_send_item (tmp, op);
1764 }
1765 }
1766 else
1767 {
1768 remove_ob (op); 1580 remove ();
1769 op->nrof = 0; 1581 return this;
1770 if (tmp)
1771 {
1772 esrv_del_item (tmp->contr, op->count);
1773 }
1774 }
1775 } 1582 }
1776 else 1583 else
1777 { 1584 {
1778 object *above = op->above; 1585 decrease (nr);
1779 1586
1780 if (i < op->nrof) 1587 object *op = deep_clone ();
1781 op->nrof -= i; 1588 op->nrof = nr;
1782 else
1783 {
1784 remove_ob (op);
1785 op->nrof = 0;
1786 }
1787
1788 /* Since we just removed op, op->above is null */
1789 for (tmp = above; tmp != NULL; tmp = tmp->above)
1790 if (tmp->type == PLAYER)
1791 {
1792 if (op->nrof)
1793 esrv_send_item (tmp, op);
1794 else
1795 esrv_del_item (tmp->contr, op->count);
1796 }
1797 }
1798
1799 if (op->nrof)
1800 return op; 1589 return op;
1801 else
1802 { 1590 }
1803 free_object (op); 1591}
1592
1593object *
1594insert_ob_in_ob (object *op, object *where)
1595{
1596 if (!where)
1597 {
1598 char *dump = dump_object (op);
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump);
1804 return NULL; 1601 return op;
1805 }
1806}
1807
1808/*
1809 * add_weight(object, weight) adds the specified weight to an object,
1810 * and also updates how much the environment(s) is/are carrying.
1811 */
1812
1813void
1814add_weight (object *op, signed long weight)
1815{
1816 while (op != NULL)
1817 { 1602 }
1818 if (op->type == CONTAINER)
1819 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1820 1603
1821 op->carrying += weight; 1604 if (where->head_ () != where)
1822 op = op->env;
1823 } 1605 {
1824} 1606 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head;
1608 }
1825 1609
1610 return where->insert (op);
1611}
1612
1826/* 1613/*
1827 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1828 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1829 * inside the object environment. 1616 * inside the object environment.
1830 * 1617 *
1831 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1832 * the inventory at the last position or next to other objects of the same
1833 * type.
1834 * Frank: Now sorted by type, archetype and magic!
1835 *
1836 * The function returns now pointer to inserted item, and return value can 1618 * The function returns now pointer to inserted item, and return value can
1837 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1838 */ 1620 */
1839
1840object * 1621object *
1841insert_ob_in_ob (object *op, object *where) 1622object::insert (object *op)
1842{ 1623{
1843 object *
1844 tmp, *
1845 otmp;
1846
1847 if (!QUERY_FLAG (op, FLAG_REMOVED))
1848 {
1849 dump_object (op);
1850 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1851 return op;
1852 }
1853
1854 if (where == NULL)
1855 {
1856 dump_object (op);
1857 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1858 return op;
1859 }
1860
1861 if (where->head)
1862 {
1863 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1864 where = where->head;
1865 }
1866
1867 if (op->more) 1624 if (op->more)
1868 { 1625 {
1869 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1626 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1870 return op; 1627 return op;
1871 } 1628 }
1872 1629
1873 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1630 op->remove ();
1874 CLEAR_FLAG (op, FLAG_REMOVED); 1631
1632 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1633
1875 if (op->nrof) 1634 if (op->nrof)
1876 {
1877 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1635 for (object *tmp = inv; tmp; tmp = tmp->below)
1878 if (CAN_MERGE (tmp, op)) 1636 if (object::can_merge (tmp, op))
1879 { 1637 {
1880 /* return the original object and remove inserted object 1638 /* return the original object and remove inserted object
1881 (client needs the original object) */ 1639 (client needs the original object) */
1882 tmp->nrof += op->nrof; 1640 tmp->nrof += op->nrof;
1883 /* Weight handling gets pretty funky. Since we are adding to 1641
1884 * tmp->nrof, we need to increase the weight. 1642 if (object *pl = tmp->visible_to ())
1885 */ 1643 esrv_update_item (UPD_NROF, pl, tmp);
1886 add_weight (where, op->weight * op->nrof); 1644
1887 SET_FLAG (op, FLAG_REMOVED); 1645 adjust_weight (this, op->total_weight ());
1888 free_object (op); /* free the inserted object */ 1646
1647 op->destroy ();
1889 op = tmp; 1648 op = tmp;
1890 remove_ob (op); /* and fix old object's links */ 1649 goto inserted;
1891 CLEAR_FLAG (op, FLAG_REMOVED);
1892 break;
1893 } 1650 }
1894 1651
1895 /* I assume combined objects have no inventory 1652 op->owner = 0; // it's his/hers now. period.
1896 * We add the weight - this object could have just been removed
1897 * (if it was possible to merge). calling remove_ob will subtract
1898 * the weight, so we need to add it in again, since we actually do
1899 * the linking below
1900 */
1901 add_weight (where, op->weight * op->nrof);
1902 }
1903 else
1904 add_weight (where, (op->weight + op->carrying));
1905
1906 otmp = is_player_inv (where);
1907 if (otmp && otmp->contr != NULL)
1908 {
1909 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1910 fix_player (otmp);
1911 }
1912
1913 op->map = NULL; 1653 op->map = 0;
1914 op->env = where; 1654 op->x = 0;
1655 op->y = 0;
1656
1915 op->above = NULL; 1657 op->above = 0;
1916 op->below = NULL; 1658 op->below = inv;
1917 op->x = 0, op->y = 0; 1659 op->env = this;
1918 1660
1661 if (inv)
1662 inv->above = op;
1663
1664 inv = op;
1665
1666 op->flag [FLAG_REMOVED] = 0;
1667
1668 if (object *pl = op->visible_to ())
1669 esrv_send_item (pl, op);
1670
1671 adjust_weight (this, op->total_weight ());
1672
1673inserted:
1919 /* reset the light list and los of the players on the map */ 1674 /* reset the light list and los of the players on the map */
1920 if ((op->glow_radius != 0) && where->map) 1675 if (op->glow_radius && is_on_map ())
1921 {
1922#ifdef DEBUG_LIGHTS
1923 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1924#endif /* DEBUG_LIGHTS */
1925 if (MAP_DARKNESS (where->map))
1926 update_all_los (where->map, where->x, where->y);
1927 } 1676 {
1928 1677 update_stats ();
1929 /* Client has no idea of ordering so lets not bother ordering it here. 1678 update_all_los (map, x, y);
1930 * It sure simplifies this function...
1931 */
1932 if (where->inv == NULL)
1933 where->inv = op;
1934 else
1935 { 1679 }
1936 op->below = where->inv; 1680 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1937 op->below->above = op; 1681 // if this is a player's inventory, update stats
1938 where->inv = op; 1682 update_stats ();
1939 } 1683
1684 INVOKE_OBJECT (INSERT, this);
1685
1940 return op; 1686 return op;
1941} 1687}
1942 1688
1943/* 1689/*
1944 * Checks if any objects has a move_type that matches objects 1690 * Checks if any objects has a move_type that matches objects
1958 * 1704 *
1959 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * MSW 2001-07-08: Check all objects on space, not just those below
1960 * object being inserted. insert_ob_in_map may not put new objects 1706 * object being inserted. insert_ob_in_map may not put new objects
1961 * on top. 1707 * on top.
1962 */ 1708 */
1963
1964int 1709int
1965check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1966{ 1711{
1967 object *
1968 tmp;
1969 tag_t
1970 tag;
1971 mapstruct *
1972 m = op->map;
1973 int
1974 x = op->x, y = op->y;
1975
1976 MoveType
1977 move_on,
1978 move_slow,
1979 move_block;
1980
1981 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1712 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1982 return 0; 1713 return 0;
1983 1714
1984 tag = op->count; 1715 object *tmp;
1716 maptile *m = op->map;
1717 int x = op->x, y = op->y;
1985 1718
1986 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1719 mapspace &ms = m->at (x, y);
1987 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1720
1988 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1721 ms.update ();
1722
1723 MoveType move_on = ms.move_on;
1724 MoveType move_slow = ms.move_slow;
1725 MoveType move_block = ms.move_block;
1989 1726
1990 /* if nothing on this space will slow op down or be applied, 1727 /* if nothing on this space will slow op down or be applied,
1991 * no need to do checking below. have to make sure move_type 1728 * no need to do checking below. have to make sure move_type
1992 * is set, as lots of objects don't have it set - we treat that 1729 * is set, as lots of objects don't have it set - we treat that
1993 * as walking. 1730 * as walking.
2004 return 0; 1741 return 0;
2005 1742
2006 /* The objects have to be checked from top to bottom. 1743 /* The objects have to be checked from top to bottom.
2007 * Hence, we first go to the top: 1744 * Hence, we first go to the top:
2008 */ 1745 */
2009 1746 for (object *next, *tmp = ms.top; tmp; tmp = next)
2010 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2011 {
2012 /* Trim the search when we find the first other spell effect
2013 * this helps performance so that if a space has 50 spell objects,
2014 * we don't need to check all of them.
2015 */
2016 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2017 break;
2018 } 1747 {
1748 next = tmp->below;
2019 1749
2020 for (; tmp; tmp = tmp->below)
2021 {
2022 if (tmp == op) 1750 if (tmp == op)
2023 continue; /* Can't apply yourself */ 1751 continue; /* Can't apply yourself */
2024 1752
2025 /* Check to see if one of the movement types should be slowed down. 1753 /* Check to see if one of the movement types should be slowed down.
2026 * Second check makes sure that the movement types not being slowed 1754 * Second check makes sure that the movement types not being slowed
2031 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1759 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2032 { 1760 {
2033 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2034 ((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))
2035 { 1763 {
2036
2037 float
2038 diff = tmp->move_slow_penalty * FABS (op->speed); 1764 float diff = tmp->move_slow_penalty * fabs (op->speed);
2039 1765
2040 if (op->type == PLAYER) 1766 if (op->is_player ())
2041 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
2042 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
2043 diff /= 4.0; 1769 diff /= 4.0;
2044 1770
2045 op->speed_left -= diff; 1771 op->speed_left -= diff;
2046 } 1772 }
2047 } 1773 }
2050 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1776 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2051 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1777 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2052 { 1778 {
2053 move_apply (tmp, op, originator); 1779 move_apply (tmp, op, originator);
2054 1780
2055 if (was_destroyed (op, tag)) 1781 if (op->destroyed ())
2056 return 1; 1782 return 1;
2057 1783
2058 /* what the person/creature stepped onto has moved the object 1784 /* what the person/creature stepped onto has moved the object
2059 * someplace new. Don't process any further - if we did, 1785 * someplace new. Don't process any further - if we did,
2060 * have a feeling strange problems would result. 1786 * have a feeling strange problems would result.
2070/* 1796/*
2071 * present_arch(arch, map, x, y) searches for any objects with 1797 * present_arch(arch, map, x, y) searches for any objects with
2072 * a matching archetype at the given map and coordinates. 1798 * a matching archetype at the given map and coordinates.
2073 * The first matching object is returned, or NULL if none. 1799 * The first matching object is returned, or NULL if none.
2074 */ 1800 */
2075
2076object * 1801object *
2077present_arch (const archetype *at, mapstruct *m, int x, int y) 1802present_arch (const archetype *at, maptile *m, int x, int y)
2078{ 1803{
2079 object *
2080 tmp;
2081
2082 if (m == NULL || out_of_map (m, x, y)) 1804 if (!m || out_of_map (m, x, y))
2083 { 1805 {
2084 LOG (llevError, "Present_arch called outside map.\n"); 1806 LOG (llevError, "Present_arch called outside map.\n");
2085 return NULL; 1807 return NULL;
2086 } 1808 }
2087 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1809
2088 if (tmp->arch == at) 1810 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1811 if (tmp->arch->archname == at->archname)
2089 return tmp; 1812 return tmp;
1813
2090 return NULL; 1814 return NULL;
2091} 1815}
2092 1816
2093/* 1817/*
2094 * present(type, map, x, y) searches for any objects with 1818 * present(type, map, x, y) searches for any objects with
2095 * a matching type variable at the given map and coordinates. 1819 * a matching type variable at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1820 * The first matching object is returned, or NULL if none.
2097 */ 1821 */
2098
2099object * 1822object *
2100present (unsigned char type, mapstruct *m, int x, int y) 1823present (unsigned char type, maptile *m, int x, int y)
2101{ 1824{
2102 object *
2103 tmp;
2104
2105 if (out_of_map (m, x, y)) 1825 if (out_of_map (m, x, y))
2106 { 1826 {
2107 LOG (llevError, "Present called outside map.\n"); 1827 LOG (llevError, "Present called outside map.\n");
2108 return NULL; 1828 return NULL;
2109 } 1829 }
2110 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1830
1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2111 if (tmp->type == type) 1832 if (tmp->type == type)
2112 return tmp; 1833 return tmp;
1834
2113 return NULL; 1835 return NULL;
2114} 1836}
2115 1837
2116/* 1838/*
2117 * present_in_ob(type, object) searches for any objects with 1839 * present_in_ob(type, object) searches for any objects with
2118 * a matching type variable in the inventory of the given object. 1840 * a matching type variable in the inventory of the given object.
2119 * The first matching object is returned, or NULL if none. 1841 * The first matching object is returned, or NULL if none.
2120 */ 1842 */
2121
2122object * 1843object *
2123present_in_ob (unsigned char type, const object *op) 1844present_in_ob (unsigned char type, const object *op)
2124{ 1845{
2125 object *
2126 tmp;
2127
2128 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1846 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2129 if (tmp->type == type) 1847 if (tmp->type == type)
2130 return tmp; 1848 return tmp;
1849
2131 return NULL; 1850 return NULL;
2132} 1851}
2133 1852
2134/* 1853/*
2135 * present_in_ob (type, str, object) searches for any objects with 1854 * present_in_ob (type, str, object) searches for any objects with
2143 * str is the string to match against. Note that we match against 1862 * str is the string to match against. Note that we match against
2144 * the object name, not the archetype name. this is so that the 1863 * the object name, not the archetype name. this is so that the
2145 * spell code can use one object type (force), but change it's name 1864 * spell code can use one object type (force), but change it's name
2146 * to be unique. 1865 * to be unique.
2147 */ 1866 */
2148
2149object * 1867object *
2150present_in_ob_by_name (int type, const char *str, const object *op) 1868present_in_ob_by_name (int type, const char *str, const object *op)
2151{ 1869{
2152 object *
2153 tmp;
2154
2155 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1870 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2156 {
2157 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1871 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2158 return tmp; 1872 return tmp;
2159 } 1873
2160 return NULL; 1874 return 0;
2161} 1875}
2162 1876
2163/* 1877/*
2164 * present_arch_in_ob(archetype, object) searches for any objects with 1878 * present_arch_in_ob(archetype, object) searches for any objects with
2165 * a matching archetype in the inventory of the given object. 1879 * a matching archetype in the inventory of the given object.
2166 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
2167 */ 1881 */
2168
2169object * 1882object *
2170present_arch_in_ob (const archetype *at, const object *op) 1883present_arch_in_ob (const archetype *at, const object *op)
2171{ 1884{
2172 object *
2173 tmp;
2174
2175 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2176 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
2177 return tmp; 1887 return tmp;
1888
2178 return NULL; 1889 return NULL;
2179} 1890}
2180 1891
2181/* 1892/*
2182 * activate recursively a flag on an object inventory 1893 * activate recursively a flag on an object inventory
2183 */ 1894 */
2184void 1895void
2185flag_inv (object *op, int flag) 1896flag_inv (object *op, int flag)
2186{ 1897{
2187 object *
2188 tmp;
2189
2190 if (op->inv)
2191 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2192 { 1899 {
2193 SET_FLAG (tmp, flag); 1900 SET_FLAG (tmp, flag);
2194 flag_inv (tmp, flag); 1901 flag_inv (tmp, flag);
2195 } 1902 }
2196} /* 1903}
1904
1905/*
2197 * desactivate recursively a flag on an object inventory 1906 * deactivate recursively a flag on an object inventory
2198 */ 1907 */
2199void 1908void
2200unflag_inv (object *op, int flag) 1909unflag_inv (object *op, int flag)
2201{ 1910{
2202 object *
2203 tmp;
2204
2205 if (op->inv)
2206 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2207 { 1912 {
2208 CLEAR_FLAG (tmp, flag); 1913 CLEAR_FLAG (tmp, flag);
2209 unflag_inv (tmp, flag); 1914 unflag_inv (tmp, flag);
2210 } 1915 }
2211}
2212
2213/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function.
2218 */
2219
2220void
2221set_cheat (object *op)
2222{
2223 SET_FLAG (op, FLAG_WAS_WIZ);
2224 flag_inv (op, FLAG_WAS_WIZ);
2225} 1916}
2226 1917
2227/* 1918/*
2228 * find_free_spot(object, map, x, y, start, stop) will search for 1919 * find_free_spot(object, map, x, y, start, stop) will search for
2229 * a spot at the given map and coordinates which will be able to contain 1920 * a spot at the given map and coordinates which will be able to contain
2231 * to search (see the freearr_x/y[] definition). 1922 * to search (see the freearr_x/y[] definition).
2232 * It returns a random choice among the alternatives found. 1923 * It returns a random choice among the alternatives found.
2233 * start and stop are where to start relative to the free_arr array (1,9 1924 * start and stop are where to start relative to the free_arr array (1,9
2234 * does all 4 immediate directions). This returns the index into the 1925 * does all 4 immediate directions). This returns the index into the
2235 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1926 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2236 * Note - this only checks to see if there is space for the head of the
2237 * object - if it is a multispace object, this should be called for all
2238 * pieces.
2239 * Note2: This function does correctly handle tiled maps, but does not 1927 * Note: This function does correctly handle tiled maps, but does not
2240 * inform the caller. However, insert_ob_in_map will update as 1928 * inform the caller. However, insert_ob_in_map will update as
2241 * necessary, so the caller shouldn't need to do any special work. 1929 * necessary, so the caller shouldn't need to do any special work.
2242 * Note - updated to take an object instead of archetype - this is necessary 1930 * Note - updated to take an object instead of archetype - this is necessary
2243 * because arch_blocked (now ob_blocked) needs to know the movement type 1931 * because arch_blocked (now ob_blocked) needs to know the movement type
2244 * to know if the space in question will block the object. We can't use 1932 * to know if the space in question will block the object. We can't use
2245 * the archetype because that isn't correct if the monster has been 1933 * the archetype because that isn't correct if the monster has been
2246 * customized, changed states, etc. 1934 * customized, changed states, etc.
2247 */ 1935 */
2248
2249int 1936int
2250find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1937find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2251{ 1938{
2252 int
2253 i,
2254 index = 0, flag;
2255 static int
2256 altern[SIZEOFFREE]; 1939 int altern[SIZEOFFREE];
1940 int index = 0, flag;
2257 1941
2258 for (i = start; i < stop; i++) 1942 for (int i = start; i < stop; i++)
2259 { 1943 {
2260 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1944 mapxy pos (m, x, y); pos.move (i);
2261 if (!flag) 1945
1946 if (!pos.normalise ())
1947 continue;
1948
1949 mapspace &ms = *pos;
1950
1951 if (ms.flags () & P_IS_ALIVE)
1952 continue;
1953
1954 /* However, often
1955 * ob doesn't have any move type (when used to place exits)
1956 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1957 */
1958 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1959 {
2262 altern[index++] = i; 1960 altern [index++] = i;
1961 continue;
1962 }
2263 1963
2264 /* Basically, if we find a wall on a space, we cut down the search size. 1964 /* Basically, if we find a wall on a space, we cut down the search size.
2265 * In this way, we won't return spaces that are on another side of a wall. 1965 * In this way, we won't return spaces that are on another side of a wall.
2266 * This mostly work, but it cuts down the search size in all directions - 1966 * This mostly work, but it cuts down the search size in all directions -
2267 * if the space being examined only has a wall to the north and empty 1967 * if the space being examined only has a wall to the north and empty
2268 * spaces in all the other directions, this will reduce the search space 1968 * spaces in all the other directions, this will reduce the search space
2269 * to only the spaces immediately surrounding the target area, and 1969 * to only the spaces immediately surrounding the target area, and
2270 * won't look 2 spaces south of the target space. 1970 * won't look 2 spaces south of the target space.
2271 */ 1971 */
2272 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1972 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1973 {
2273 stop = maxfree[i]; 1974 stop = maxfree[i];
1975 continue;
1976 }
1977
1978 /* Note it is intentional that we check ob - the movement type of the
1979 * head of the object should correspond for the entire object.
1980 */
1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1982 continue;
1983
1984 if (ob->blocked (pos.m, pos.x, pos.y))
1985 continue;
1986
1987 altern [index++] = i;
2274 } 1988 }
1989
2275 if (!index) 1990 if (!index)
2276 return -1; 1991 return -1;
1992
2277 return altern[RANDOM () % index]; 1993 return altern [rndm (index)];
2278} 1994}
2279 1995
2280/* 1996/*
2281 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2282 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2283 * But it will return the first available spot, not a random choice. 1999 * But it will return the first available spot, not a random choice.
2284 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2000 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2285 */ 2001 */
2286
2287int 2002int
2288find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2289{ 2004{
2290 int
2291 i;
2292
2293 for (i = 0; i < SIZEOFFREE; i++) 2005 for (int i = 0; i < SIZEOFFREE; i++)
2294 {
2295 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2006 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2296 return i; 2007 return i;
2297 } 2008
2298 return -1; 2009 return -1;
2299} 2010}
2300 2011
2301/* 2012/*
2302 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2303 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2304 */ 2016 */
2305static void 2017static void
2306permute (int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2307{ 2019{
2308 int 2020 arr += begin;
2309 i,
2310 j,
2311 tmp,
2312 len;
2313
2314 len = end - begin; 2021 end -= begin;
2315 for (i = begin; i < end; i++)
2316 {
2317 j = begin + RANDOM () % len;
2318 2022
2319 tmp = arr[i]; 2023 while (--end)
2320 arr[i] = arr[j]; 2024 swap (arr [end], arr [rndm (end + 1)]);
2321 arr[j] = tmp;
2322 }
2323} 2025}
2324 2026
2325/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2326 * This basically returns a randomized array (in the passed pointer) of 2028 * This basically returns a randomized array (in the passed pointer) of
2327 * the spaces to find monsters. In this way, it won't always look for 2029 * the spaces to find monsters. In this way, it won't always look for
2330 * the 3x3 area will be searched, just not in a predictable order. 2032 * the 3x3 area will be searched, just not in a predictable order.
2331 */ 2033 */
2332void 2034void
2333get_search_arr (int *search_arr) 2035get_search_arr (int *search_arr)
2334{ 2036{
2335 int 2037 int i;
2336 i;
2337 2038
2338 for (i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2339 {
2340 search_arr[i] = i; 2040 search_arr[i] = i;
2341 }
2342 2041
2343 permute (search_arr, 1, SIZEOFFREE1 + 1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2344 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2345 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2346} 2045}
2355 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * Perhaps incorrectly, but I'm making the assumption that exclude
2356 * is actually want is going to try and move there. We need this info 2055 * is actually want is going to try and move there. We need this info
2357 * because we have to know what movement the thing looking to move 2056 * because we have to know what movement the thing looking to move
2358 * there is capable of. 2057 * there is capable of.
2359 */ 2058 */
2360
2361int 2059int
2362find_dir (mapstruct *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2363{ 2061{
2364 int
2365 i,
2366 max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2367
2368 sint16 nx, ny;
2369 object *
2370 tmp;
2371 mapstruct *
2372 mp;
2373
2374 MoveType blocked, move_type; 2063 MoveType move_type;
2375 2064
2376 if (exclude && exclude->head) 2065 if (exclude && exclude->head_ () != exclude)
2377 { 2066 {
2378 exclude = exclude->head; 2067 exclude = exclude->head;
2379 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2380 } 2069 }
2381 else 2070 else
2382 { 2071 {
2383 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2384 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2385 } 2074 }
2386 2075
2387 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2388 { 2077 {
2389 mp = m; 2078 mapxy pos (m, x, y);
2390 nx = x + freearr_x[i]; 2079 pos.move (i);
2391 ny = y + freearr_y[i];
2392 2080
2393 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2394 if (mflags & P_OUT_OF_MAP)
2395 {
2396 max = maxfree[i]; 2082 max = maxfree[i];
2397 }
2398 else 2083 else
2399 { 2084 {
2400 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2085 mapspace &ms = *pos;
2401 2086
2402 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2088 max = maxfree [i];
2089 else if (ms.flags () & P_IS_ALIVE)
2403 { 2090 {
2404 max = maxfree[i]; 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2405 } 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2406 else if (mflags & P_IS_ALIVE) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2407 {
2408 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2409 {
2410 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2411 {
2412 break;
2413 }
2414 }
2415 if (tmp)
2416 {
2417 return freedir[i]; 2094 return freedir [i];
2418 }
2419 } 2095 }
2420 } 2096 }
2421 } 2097 }
2098
2422 return 0; 2099 return 0;
2423} 2100}
2424 2101
2425/* 2102/*
2426 * distance(object 1, object 2) will return the square of the 2103 * distance(object 1, object 2) will return the square of the
2427 * distance between the two given objects. 2104 * distance between the two given objects.
2428 */ 2105 */
2429
2430int 2106int
2431distance (const object *ob1, const object *ob2) 2107distance (const object *ob1, const object *ob2)
2432{ 2108{
2433 int
2434 i;
2435
2436 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2109 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2437 return i;
2438} 2110}
2439 2111
2440/* 2112/*
2441 * find_dir_2(delta-x,delta-y) will return a direction in which 2113 * find_dir_2(delta-x,delta-y) will return a direction in which
2442 * an object which has subtracted the x and y coordinates of another 2114 * an object which has subtracted the x and y coordinates of another
2443 * object, needs to travel toward it. 2115 * object, needs to travel toward it.
2444 */ 2116 */
2445
2446int 2117int
2447find_dir_2 (int x, int y) 2118find_dir_2 (int x, int y)
2448{ 2119{
2449 int 2120 int q;
2450 q;
2451 2121
2452 if (y) 2122 if (y)
2453 q = x * 100 / y; 2123 q = x * 100 / y;
2454 else if (x) 2124 else if (x)
2455 q = -300 * x; 2125 q = -300 * x;
2480 2150
2481 return 3; 2151 return 3;
2482} 2152}
2483 2153
2484/* 2154/*
2485 * absdir(int): Returns a number between 1 and 8, which represent
2486 * the "absolute" direction of a number (it actually takes care of
2487 * "overflow" in previous calculations of a direction).
2488 */
2489
2490int
2491absdir (int d)
2492{
2493 while (d < 1)
2494 d += 8;
2495 while (d > 8)
2496 d -= 8;
2497 return d;
2498}
2499
2500/*
2501 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2155 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2502 * between two directions (which are expected to be absolute (see absdir()) 2156 * between two directions (which are expected to be absolute (see absdir())
2503 */ 2157 */
2504
2505int 2158int
2506dirdiff (int dir1, int dir2) 2159dirdiff (int dir1, int dir2)
2507{ 2160{
2508 int 2161 int d;
2509 d;
2510 2162
2511 d = abs (dir1 - dir2); 2163 d = abs (dir1 - dir2);
2512 if (d > 4) 2164 if (d > 4)
2513 d = 8 - d; 2165 d = 8 - d;
2166
2514 return d; 2167 return d;
2515} 2168}
2516 2169
2517/* peterm: 2170/* peterm:
2518 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2171 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2521 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2522 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2523 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2524 * functions. 2177 * functions.
2525 */ 2178 */
2526
2527int
2528 reduction_dir[SIZEOFFREE][3] = { 2179static const int reduction_dir[SIZEOFFREE][3] = {
2529 {0, 0, 0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2530 {0, 0, 0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2531 {0, 0, 0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2532 {0, 0, 0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2533 {0, 0, 0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2581 * find a path to that monster that we found. If not, 2232 * find a path to that monster that we found. If not,
2582 * we don't bother going toward it. Returns 1 if we 2233 * we don't bother going toward it. Returns 1 if we
2583 * can see a direct way to get it 2234 * can see a direct way to get it
2584 * Modified to be map tile aware -.MSW 2235 * Modified to be map tile aware -.MSW
2585 */ 2236 */
2586
2587
2588int 2237int
2589can_see_monsterP (mapstruct *m, int x, int y, int dir) 2238can_see_monsterP (maptile *m, int x, int y, int dir)
2590{ 2239{
2591 sint16 dx, dy; 2240 sint16 dx, dy;
2592 int
2593 mflags; 2241 int mflags;
2594 2242
2595 if (dir < 0) 2243 if (dir < 0)
2596 return 0; /* exit condition: invalid direction */ 2244 return 0; /* exit condition: invalid direction */
2597 2245
2598 dx = x + freearr_x[dir]; 2246 dx = x + freearr_x[dir];
2611 return 0; 2259 return 0;
2612 2260
2613 /* yes, can see. */ 2261 /* yes, can see. */
2614 if (dir < 9) 2262 if (dir < 9)
2615 return 1; 2263 return 1;
2264
2616 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2265 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2617 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2266 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2267 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2618} 2268}
2619
2620
2621 2269
2622/* 2270/*
2623 * can_pick(picker, item): finds out if an object is possible to be 2271 * can_pick(picker, item): finds out if an object is possible to be
2624 * picked up by the picker. Returnes 1 if it can be 2272 * picked up by the picker. Returnes 1 if it can be
2625 * picked up, otherwise 0. 2273 * picked up, otherwise 0.
2627 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2275 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2628 * core dumps if they do. 2276 * core dumps if they do.
2629 * 2277 *
2630 * Add a check so we can't pick up invisible objects (0.93.8) 2278 * Add a check so we can't pick up invisible objects (0.93.8)
2631 */ 2279 */
2632
2633int 2280int
2634can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2635{ 2282{
2636 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2637 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2638 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2639} 2286}
2640
2641 2287
2642/* 2288/*
2643 * create clone from object to another 2289 * create clone from object to another
2644 */ 2290 */
2645object * 2291object *
2646object_create_clone (object *asrc) 2292object::deep_clone ()
2647{ 2293{
2648 object * 2294 assert (("deep_clone called on non-head object", is_head ()));
2649 dst = NULL, *tmp, *src, *part, *prev, *item;
2650 2295
2651 if (!asrc) 2296 object *dst = clone ();
2652 return NULL;
2653 src = asrc;
2654 if (src->head)
2655 src = src->head;
2656 2297
2657 prev = NULL; 2298 object *prev = dst;
2658 for (part = src; part; part = part->more) 2299 for (object *part = this->more; part; part = part->more)
2659 { 2300 {
2660 tmp = get_object (); 2301 object *tmp = part->clone ();
2661 copy_object (part, tmp);
2662 tmp->x -= src->x;
2663 tmp->y -= src->y;
2664 if (!part->head)
2665 {
2666 dst = tmp;
2667 tmp->head = NULL;
2668 }
2669 else
2670 {
2671 tmp->head = dst; 2302 tmp->head = dst;
2672 }
2673 tmp->more = NULL;
2674 if (prev)
2675 prev->more = tmp; 2303 prev->more = tmp;
2676 prev = tmp; 2304 prev = tmp;
2677 } 2305 }
2678 2306
2679 /*** copy inventory ***/
2680 for (item = src->inv; item; item = item->below) 2307 for (object *item = inv; item; item = item->below)
2681 { 2308 insert_ob_in_ob (item->deep_clone (), dst);
2682 (void) insert_ob_in_ob (object_create_clone (item), dst);
2683 }
2684 2309
2685 return dst; 2310 return dst;
2686}
2687
2688/* return true if the object was destroyed, 0 otherwise */
2689int
2690was_destroyed (const object *op, tag_t old_tag)
2691{
2692 /* checking for FLAG_FREED isn't necessary, but makes this function more
2693 * robust */
2694 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2695}
2696
2697/* GROS - Creates an object using a string representing its content. */
2698
2699/* Basically, we save the content of the string to a temp file, then call */
2700
2701/* load_object on it. I admit it is a highly inefficient way to make things, */
2702
2703/* but it was simple to make and allows reusing the load_object function. */
2704
2705/* Remember not to use load_object_str in a time-critical situation. */
2706
2707/* Also remember that multiparts objects are not supported for now. */
2708
2709object *
2710load_object_str (const char *obstr)
2711{
2712 object *
2713 op;
2714 char
2715 filename[MAX_BUF];
2716
2717 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2718
2719 FILE *
2720 tempfile = fopen (filename, "w");
2721
2722 if (tempfile == NULL)
2723 {
2724 LOG (llevError, "Error - Unable to access load object temp file\n");
2725 return NULL;
2726 }
2727
2728 fprintf (tempfile, obstr);
2729 fclose (tempfile);
2730
2731 op = get_object ();
2732
2733 object_thawer thawer (filename);
2734
2735 if (thawer)
2736 load_object (thawer, op, 0);
2737
2738 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2739 CLEAR_FLAG (op, FLAG_REMOVED);
2740
2741 return op;
2742} 2311}
2743 2312
2744/* This returns the first object in who's inventory that 2313/* This returns the first object in who's inventory that
2745 * has the same type and subtype match. 2314 * has the same type and subtype match.
2746 * returns NULL if no match. 2315 * returns NULL if no match.
2747 */ 2316 */
2748object * 2317object *
2749find_obj_by_type_subtype (const object *who, int type, int subtype) 2318find_obj_by_type_subtype (const object *who, int type, int subtype)
2750{ 2319{
2751 object *
2752 tmp;
2753
2754 for (tmp = who->inv; tmp; tmp = tmp->below) 2320 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2755 if (tmp->type == type && tmp->subtype == subtype) 2321 if (tmp->type == type && tmp->subtype == subtype)
2756 return tmp; 2322 return tmp;
2757 2323
2758 return NULL;
2759}
2760
2761/* If ob has a field named key, return the link from the list,
2762 * otherwise return NULL.
2763 *
2764 * key must be a passed in shared string - otherwise, this won't
2765 * do the desired thing.
2766 */
2767key_value *
2768get_ob_key_link (const object *ob, const char *key)
2769{
2770 key_value *
2771 link;
2772
2773 for (link = ob->key_values; link != NULL; link = link->next)
2774 {
2775 if (link->key == key)
2776 {
2777 return link;
2778 }
2779 }
2780
2781 return NULL;
2782}
2783
2784/*
2785 * Returns the value of op has an extra_field for key, or NULL.
2786 *
2787 * The argument doesn't need to be a shared string.
2788 *
2789 * The returned string is shared.
2790 */
2791const char *
2792get_ob_key_value (const object *op, const char *const key)
2793{
2794 key_value *link;
2795 shstr_cmp canonical_key (key);
2796
2797 if (!canonical_key)
2798 {
2799 /* 1. There being a field named key on any object
2800 * implies there'd be a shared string to find.
2801 * 2. Since there isn't, no object has this field.
2802 * 3. Therefore, *this* object doesn't have this field.
2803 */
2804 return 0;
2805 }
2806
2807 /* This is copied from get_ob_key_link() above -
2808 * only 4 lines, and saves the function call overhead.
2809 */
2810 for (link = op->key_values; link; link = link->next)
2811 if (link->key == canonical_key)
2812 return link->value;
2813
2814 return 0; 2324 return 0;
2815} 2325}
2816 2326
2817 2327shstr_tmp
2818/* 2328object::kv_get (shstr_tmp key) const
2819 * Updates the canonical_key in op to value.
2820 *
2821 * canonical_key is a shared string (value doesn't have to be).
2822 *
2823 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2824 * keys.
2825 *
2826 * Returns TRUE on success.
2827 */
2828int
2829set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2830{ 2329{
2831 key_value * 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2832 field = NULL, *last = NULL; 2331 if (kv->key == key)
2332 return kv->value;
2833 2333
2834 for (field = op->key_values; field != NULL; field = field->next) 2334 return shstr ();
2835 { 2335}
2836 if (field->key != canonical_key) 2336
2337void
2338object::kv_set (shstr_tmp key, shstr_tmp value)
2339{
2340 for (key_value *kv = key_values; kv; kv = kv->next)
2341 if (kv->key == key)
2837 { 2342 {
2838 last = field; 2343 kv->value = value;
2839 continue; 2344 return;
2840 } 2345 }
2841 2346
2842 if (value) 2347 key_value *kv = new key_value;
2843 field->value = value; 2348
2844 else 2349 kv->next = key_values;
2350 kv->key = key;
2351 kv->value = value;
2352
2353 key_values = kv;
2354}
2355
2356void
2357object::kv_del (shstr_tmp key)
2358{
2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2360 if ((*kvp)->key == key)
2845 { 2361 {
2846 /* Basically, if the archetype has this key set, 2362 key_value *kv = *kvp;
2847 * we need to store the null value so when we save 2363 *kvp = (*kvp)->next;
2848 * it, we save the empty value so that when we load, 2364 delete kv;
2849 * we get this value back again. 2365 return;
2850 */
2851 if (get_ob_key_link (&op->arch->clone, canonical_key))
2852 field->value = 0;
2853 else
2854 {
2855 if (last)
2856 last->next = field->next;
2857 else
2858 op->key_values = field->next;
2859
2860 delete field;
2861 }
2862 } 2366 }
2863 return TRUE;
2864 }
2865 /* IF we get here, key doesn't exist */
2866
2867 /* No field, we'll have to add it. */
2868
2869 if (!add_key)
2870 {
2871 return FALSE;
2872 }
2873 /* There isn't any good reason to store a null
2874 * value in the key/value list. If the archetype has
2875 * this key, then we should also have it, so shouldn't
2876 * be here. If user wants to store empty strings,
2877 * should pass in ""
2878 */
2879 if (value == NULL)
2880 return TRUE;
2881
2882 field = new key_value;
2883
2884 field->key = canonical_key;
2885 field->value = value;
2886 /* Usual prepend-addition. */
2887 field->next = op->key_values;
2888 op->key_values = field;
2889
2890 return TRUE;
2891}
2892
2893/*
2894 * Updates the key in op to value.
2895 *
2896 * If add_key is FALSE, this will only update existing keys,
2897 * and not add new ones.
2898 * In general, should be little reason FALSE is ever passed in for add_key
2899 *
2900 * Returns TRUE on success.
2901 */
2902int
2903set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2904{
2905 shstr key_ (key);
2906
2907 return set_ob_key_value_s (op, key_, value, add_key);
2908} 2367}
2909 2368
2910object::depth_iterator::depth_iterator (object *container) 2369object::depth_iterator::depth_iterator (object *container)
2911: iterator_base (container) 2370: iterator_base (container)
2912{ 2371{
2926 } 2385 }
2927 else 2386 else
2928 item = item->env; 2387 item = item->env;
2929} 2388}
2930 2389
2390const char *
2391object::flag_desc (char *desc, int len) const
2392{
2393 char *p = desc;
2394 bool first = true;
2395
2396 *p = 0;
2397
2398 for (int i = 0; i < NUM_FLAGS; i++)
2399 {
2400 if (len <= 10) // magic constant!
2401 {
2402 snprintf (p, len, ",...");
2403 break;
2404 }
2405
2406 if (flag [i])
2407 {
2408 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2409 len -= cnt;
2410 p += cnt;
2411 first = false;
2412 }
2413 }
2414
2415 return desc;
2416}
2417
2931// return a suitable string describing an objetc in enough detail to find it 2418// return a suitable string describing an object in enough detail to find it
2932const char * 2419const char *
2933object::debug_desc (char *info) const 2420object::debug_desc (char *info) const
2934{ 2421{
2422 char flagdesc[512];
2935 char info2[256 * 3]; 2423 char info2[256 * 4];
2936 char *p = info; 2424 char *p = info;
2937 2425
2938 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2426 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2939 count, 2427 count,
2428 uuid.c_str (),
2940 &name, 2429 &name,
2941 title ? " " : "", 2430 title ? ",title:\"" : "",
2942 title ? (const char *)title : ""); 2431 title ? (const char *)title : "",
2432 title ? "\"" : "",
2433 flag_desc (flagdesc, 512), type);
2943 2434
2944 if (env) 2435 if (!flag[FLAG_REMOVED] && env)
2945 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2436 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2946 2437
2947 if (map) 2438 if (map)
2948 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2439 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2949 2440
2950 return info; 2441 return info;
2951} 2442}
2952 2443
2953const char * 2444const char *
2954object::debug_desc () const 2445object::debug_desc () const
2955{ 2446{
2956 static char info[256 * 3]; 2447 static char info[3][256 * 4];
2448 static int info_idx;
2449
2957 return debug_desc (info); 2450 return debug_desc (info [++info_idx % 3]);
2958} 2451}
2959 2452
2453struct region *
2454object::region () const
2455{
2456 return map ? map->region (x, y)
2457 : region::default_region ();
2458}
2459
2460const materialtype_t *
2461object::dominant_material () const
2462{
2463 if (materialtype_t *mt = name_to_material (materialname))
2464 return mt;
2465
2466 return name_to_material (shstr_unknown);
2467}
2468
2469void
2470object::open_container (object *new_container)
2471{
2472 if (container == new_container)
2473 return;
2474
2475 object *old_container = container;
2476
2477 if (old_container)
2478 {
2479 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2480 return;
2481
2482#if 0
2483 // remove the "Close old_container" object.
2484 if (object *closer = old_container->inv)
2485 if (closer->type == CLOSE_CON)
2486 closer->destroy ();
2487#endif
2488
2489 // make sure the container is available
2490 esrv_send_item (this, old_container);
2491
2492 old_container->flag [FLAG_APPLIED] = false;
2493 container = 0;
2494
2495 // client needs item update to make it work, client bug requires this to be separate
2496 esrv_update_item (UPD_FLAGS, this, old_container);
2497
2498 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2499 play_sound (sound_find ("chest_close"));
2500 }
2501
2502 if (new_container)
2503 {
2504 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2505 return;
2506
2507 // TODO: this does not seem to serve any purpose anymore?
2508#if 0
2509 // insert the "Close Container" object.
2510 if (archetype *closer = new_container->other_arch)
2511 {
2512 object *closer = arch_to_object (new_container->other_arch);
2513 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2514 new_container->insert (closer);
2515 }
2516#endif
2517
2518 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2519
2520 // make sure the container is available, client bug requires this to be separate
2521 esrv_send_item (this, new_container);
2522
2523 new_container->flag [FLAG_APPLIED] = true;
2524 container = new_container;
2525
2526 // client needs flag change
2527 esrv_update_item (UPD_FLAGS, this, new_container);
2528 esrv_send_inventory (this, new_container);
2529 play_sound (sound_find ("chest_open"));
2530 }
2531// else if (!old_container->env && contr && contr->ns)
2532// contr->ns->floorbox_reset ();
2533}
2534
2535object *
2536object::force_find (shstr_tmp name)
2537{
2538 /* cycle through his inventory to look for the MARK we want to
2539 * place
2540 */
2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2542 if (tmp->type == FORCE && tmp->slaying == name)
2543 return splay (tmp);
2544
2545 return 0;
2546}
2547
2548//-GPL
2549
2550void
2551object::force_set_timer (int duration)
2552{
2553 this->duration = 1;
2554 this->speed_left = -1.f;
2555
2556 this->set_speed (duration ? 1.f / duration : 0.f);
2557}
2558
2559object *
2560object::force_add (shstr_tmp name, int duration)
2561{
2562 if (object *force = force_find (name))
2563 force->destroy ();
2564
2565 object *force = get_archetype (FORCE_NAME);
2566
2567 force->slaying = name;
2568 force->force_set_timer (duration);
2569 force->flag [FLAG_APPLIED] = true;
2570
2571 return insert (force);
2572}
2573
2574void
2575object::play_sound (faceidx sound) const
2576{
2577 if (!sound)
2578 return;
2579
2580 if (is_on_map ())
2581 map->play_sound (sound, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::say_msg (const char *msg) const
2588{
2589 if (is_on_map ())
2590 map->say_msg (msg, x, y);
2591 else if (object *pl = in_player ())
2592 pl->contr->play_sound (sound);
2593}
2594
2595void
2596object::make_noise ()
2597{
2598 // we do not model noise in the map, so instead put
2599 // a temporary light into the noise source
2600 // could use the map instead, but that's less reliable for our
2601 // goal, which is to make invisibility a bit harder to exploit
2602
2603 // currently only works sensibly for players
2604 if (!is_player ())
2605 return;
2606
2607 // find old force, or create new one
2608 object *force = force_find (shstr_noise_force);
2609
2610 if (force)
2611 force->speed_left = -1.f; // patch old speed up
2612 else
2613 {
2614 force = archetype::get (shstr_noise_force);
2615
2616 force->slaying = shstr_noise_force;
2617 force->stats.food = 1;
2618 force->speed_left = -1.f;
2619
2620 force->set_speed (1.f / 4.f);
2621 force->flag [FLAG_IS_USED_UP] = true;
2622 force->flag [FLAG_APPLIED] = true;
2623
2624 insert (force);
2625 }
2626}
2627

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